medhai Posted May 16, 2025 Posted May 16, 2025 On 9/11/2024 at 10:47 AM, Herr_Cabal said: This isn't really a contribution but I wanted to get this out, I think Warp Frog doesn't have an agreed on direction when it comes to encouraged NSFW modding. They seem to have clearly put barriers into implementing it as well as making prior methods nonviable, but you can also use the in-game mod search filters to filter by 18+ NSFW which to me feels like an endorsement and they themselves are just waiting for implementation. Nothing changes up when I try to use any of the filters so I can't tell you what there is out there under the tag right now, just that the tag exists. Unfortunately it seems like it mod.io is scrapping all of their NSFW mods. Battle Talent used to have a lot of adult content, anime girls etc you can spawn in. NC Simulator had a nude stripper mod. BnS had some adult mods, as with Bonelabs. Now when you search - nothing. Just the NSFW section remains.
Omaker Posted May 16, 2025 Posted May 16, 2025 1 minute ago, medhai said: Unfortunately it seems like it mod.io is scrapping all of their NSFW mods. Battle Talent used to have a lot of adult content, anime girls etc you can spawn in. NC Simulator had a nude stripper mod. BnS had some adult mods, as with Bonelabs. Now when you search - nothing. Just the NSFW section remains. theyre clearing their catalogue to convince sony and microsoft theyre a trustworthy platform for console mods and so far its working so def seems like NSFW mods need a new home 2
TaimaninIllya Posted July 13, 2025 Posted July 13, 2025 I find it hard to believe that there is hardly any smut for this game, like you can even finr Touhou models for H3VR, you'd think Blade & Sorcery has some kind of modding scene that isn't just star wars. We don't even really have a proper "mandatory 2B mod" just one with her alternative outfit from Re[in[carnation or sth, neither a nude one. In fact there is no mods that allow you to look down and see boobs. At this point it's intriguing why
Omaker Posted July 14, 2025 Posted July 14, 2025 14 hours ago, TaimaninIllya said: I find it hard to believe that there is hardly any smut for this game, like you can even finr Touhou models for H3VR, you'd think Blade & Sorcery has some kind of modding scene that isn't just star wars. We don't even really have a proper "mandatory 2B mod" just one with her alternative outfit from Re[in[carnation or sth, neither a nude one. In fact there is no mods that allow you to look down and see boobs. At this point it's intriguing why the game constatnly being updated making all mods break turned off all the early nsfw and lewd modders now all thats left is the dedicated gameplay modders 2
cronkaminkus Posted September 16, 2025 Posted September 16, 2025 On 7/14/2025 at 2:13 PM, Omaker said: the game constatnly being updated making all mods break turned off all the early nsfw and lewd modders now all thats left is the dedicated gameplay modders Sad but true.. ive done plenty of model rips and rigging for VR chat, ill give it a crack tomorrow and see what i can rig up will take a moment but better than nothing. 2
Omaker Posted September 17, 2025 Posted September 17, 2025 On 9/16/2025 at 6:01 AM, cronkaminkus said: Sad but true.. ive done plenty of model rips and rigging for VR chat, ill give it a crack tomorrow and see what i can rig up will take a moment but better than nothing. the armor system is well documented and many modders use to to completely replace the player body, you may wanna start there 1
zyeesi Posted November 6, 2025 Posted November 6, 2025 On 5/16/2025 at 2:04 AM, Omaker said: theyre clearing their catalogue to convince sony and microsoft theyre a trustworthy platform for console mods and so far its working so def seems like NSFW mods need a new home On 7/13/2025 at 10:13 PM, Omaker said: the game constatnly being updated making all mods break turned off all the early nsfw and lewd modders now all thats left is the dedicated gameplay modders Thanks for info, was searching around why there's nothing for this game
LayerCakeX Posted November 17, 2025 Posted November 17, 2025 "A set of Female Silver Surfer armor from the new Fantastic 4 movie." https://www.nexusmods.com/bladeandsorcery/mods/12846?tab=description
Omaker Posted November 18, 2025 Posted November 18, 2025 On 11/17/2025 at 12:31 AM, LayerCakeX said: "A set of Female Silver Surfer armor from the new Fantastic 4 movie." https://www.nexusmods.com/bladeandsorcery/mods/12846?tab=description closest we'll ever get at this point
culathetypesetter Posted November 19, 2025 Posted November 19, 2025 On 9/16/2025 at 7:01 AM, cronkaminkus said: Sad but true.. ive done plenty of model rips and rigging for VR chat, ill give it a crack tomorrow and see what i can rig up will take a moment but better than nothing. This was months ago but how did that go? 2
Omaker Posted January 5 Posted January 5 seems most of the nsfw modding scenes for VR are dead sadly even worse a lot of them were on mod.io so we cant even try to get old ones working 2
poopdooper Posted January 6 Posted January 6 lets hope that the new steam vr headset will bring in enough people to revive the modding scene 2
DiscardedEmber Posted February 2 Posted February 2 On 5/16/2025 at 2:02 AM, medhai said: Unfortunately it seems like it mod.io is scrapping all of their NSFW mods. Battle Talent used to have a lot of adult content, anime girls etc you can spawn in. NC Simulator had a nude stripper mod. BnS had some adult mods, as with Bonelabs. Now when you search - nothing. Just the NSFW section remains. Nexus on the other hand is seemingly embracing the horny. Could be worth looking into
Omaker Posted February 2 Posted February 2 14 hours ago, DiscardedEmber said: Nexus on the other hand is seemingly embracing the horny. Could be worth looking into nexus is where the old B&S nsfw mods were, nothing has been made since then 2
LayerCakeX Posted February 16 Posted February 16 Jigglez "Jiggle Physics. Automatically applied (if Mod is enabled) to all Female NPC's." https://www.nexusmods.com/bladeandsorcery/mods/13238 1
LayerCakeX Posted February 16 Posted February 16 Eve Npc Nude "Mod that adds Eve (nude) from stellar blade as npc, you can spawn her in waves or using NPC spawner speel which i reccommend cause something is off with the wave spawn that npc doesnt move READ : PLEASE USE NPC SPAWNER SPEEL CAUSE IDK WHAT IS BROKEN WITH WAVE SHE JUST STANDS AND DOESNT ATTACK" https://www.nexusmods.com/bladeandsorcery/mods/13239?tab=description 2
Omaker Posted February 20 Posted February 20 On 2/16/2026 at 2:12 PM, LayerCakeX said: Eve Npc Nude "Mod that adds Eve (nude) from stellar blade as npc, you can spawn her in waves or using NPC spawner speel which i reccommend cause something is off with the wave spawn that npc doesnt move READ : PLEASE USE NPC SPAWNER SPEEL CAUSE IDK WHAT IS BROKEN WITH WAVE SHE JUST STANDS AND DOESNT ATTACK" https://www.nexusmods.com/bladeandsorcery/mods/13239?tab=description well that was random
solarbear Posted February 21 Posted February 21 It is possible to move beyond the armor-reskin method and mod in a fully custom NPC, managed to get it working locally. Allows for customizing the character's colliders and even adding new colliders not present in the standard NPC ragdoll, among other things. There are a ton of potential pitfalls along the way, biggest one being that the rigged mesh you import into Unity needs to have a rig structure that can be mapped to the Humanoid avatar cleanly, and critically the rig's bone orientations have to align with B&S's standard NPC rig (can be found in the SDK). There's a Blender add-on called Game Rig Tools that has been useful for creating Unity-compatible deform rigs from existing character models, though still requires adjustment to bone rolls and other details to fully prepare a model to import to B&S. How easy this process is largely depends on the quality of the model you start with and the structure of its rig. If it can save anyone some hassle, these are the Blender FBX Export settings that I found were necessary to get good results when importing to Unity for B&S: Transform: Apply Scalings: FBX Units Scale Armature: Primary Bone Axis: +X axis Secondary Bone Axis: -Y axis Check "Only Deform Bones" The "Apply Scalings" setting is critical, if left as default you can run into an issue where the NPC's mesh seems to be appropriately scaled, but the ragdoll can be scaled by 100x or some other factor, causing the NPC to hit area bounds and de-spawn immediately after spawning. Once you have a compatible rigged mesh imported into Unity, after configuring the Humanoid avatar and creating LitMoss materials to apply to your model, you can use the "TestChar" from the SDK as a template, re-mapping references from the TestChar rig to your new model's rig. The TestChar contains pretty much all the components and scripts needed to create an NPC mod, including the full ragdoll structure. Hoping to put together a more thorough guide and maybe upload an example mod at some point that people can reference, beyond just the nsfw side there are a lot of potential interesting ways more extensive character modding could be used from a gameplay and mechanics perspective. 1
Omaker Posted February 22 Posted February 22 On 2/20/2026 at 7:06 PM, solarbear said: It is possible to move beyond the armor-reskin method and mod in a fully custom NPC, managed to get it working locally. Allows for customizing the character's colliders and even adding new colliders not present in the standard NPC ragdoll, among other things. There are a ton of potential pitfalls along the way, biggest one being that the rigged mesh you import into Unity needs to have a rig structure that can be mapped to the Humanoid avatar cleanly, and critically the rig's bone orientations have to align with B&S's standard NPC rig (can be found in the SDK). There's a Blender add-on called Game Rig Tools that has been useful for creating Unity-compatible deform rigs from existing character models, though still requires adjustment to bone rolls and other details to fully prepare a model to import to B&S. How easy this process is largely depends on the quality of the model you start with and the structure of its rig. If it can save anyone some hassle, these are the Blender FBX Export settings that I found were necessary to get good results when importing to Unity for B&S: Transform: Apply Scalings: FBX Units Scale Armature: Primary Bone Axis: +X axis Secondary Bone Axis: -Y axis Check "Only Deform Bones" The "Apply Scalings" setting is critical, if left as default you can run into an issue where the NPC's mesh seems to be appropriately scaled, but the ragdoll can be scaled by 100x or some other factor, causing the NPC to hit area bounds and de-spawn immediately after spawning. Once you have a compatible rigged mesh imported into Unity, after configuring the Humanoid avatar and creating LitMoss materials to apply to your model, you can use the "TestChar" from the SDK as a template, re-mapping references from the TestChar rig to your new model's rig. The TestChar contains pretty much all the components and scripts needed to create an NPC mod, including the full ragdoll structure. Hoping to put together a more thorough guide and maybe upload an example mod at some point that people can reference, beyond just the nsfw side there are a lot of potential interesting ways more extensive character modding could be used from a gameplay and mechanics perspective. nice!
ShadeAnimator Posted February 23 Posted February 23 I've been looking into creating a new nude mod for B&S since all older mods are incompatible with the latest version. I can easily handle the rigging and skinning aspect of the mod, using whatever skeleton structure B&S needs, even if it needs skinning from scratch, it's just a couple hours for me. I do this for a living. The Unity B&S SDK and mod export and setup side of things is what will take the most time for me to research, as well as potentially just finding the right model (although we can always use DAZ\Poser models I guess, although they are a bit heavy) or editing existing one (I'm not that great at modelling). So if there's anyone who has a model and already knows the Unity B&S SDK side of things, I can help with preparing the model and export and FBX per any specifications. My personal idea was to make a proper nude mod, one that would not bring a NEW character to the game like the stellar blade example above, but would keep vanilla models with armor options, but will just add proper nudity. And depending on how flexible the system is it would be nice to explore other additions, like extra jiggle physics and stuff. I may not check LL often, so you can find me on discord as "wrecksler" 3
solarbear Posted February 24 Posted February 24 Here's a more detailed write-up of my notes on each step necessary to produce a functional NPC starting from a given rigged mesh. Apologies in advance for the wall of text but there are a lot of small single point of failure details that can cause the NPC to not load properly if mis-configured. This guide assumes you're starting with a compatible rigged mesh, though getting to that point can be half the battle. The tl;dr on that is to make sure your rig can map to the Unity Humanoid avatar, make sure you have a Jaw and Eye bones, and make sure your bone orientations match or can be modified to match the B&S rig bone orientations. The B&S rig can be found in the SDK for reference (SDK > Examples > Characters > HumanMaleRig/HumanFemaleRig). Anything based off a standard rig, like something rigged for Unreal or a Daz mesh should be workable with the right export settings and maybe some bone roll adjustments, but I only have a very surface-level understanding of rigging so I can't be much help here. This also assumes you have a Unity project set up with the B&S SDK, guide for that here: https://kospy.github.io/BasSDK/Components/Guides/SDK-HowTo/UnitySDKSetup.html Importing a rigged mesh into Unity: Model import settings: Model tab: Ensure "Read/Write" under "Meshes" is checked Rig tab: Set animation type to "Humanoid" Set avatar definition to "Create From This Model" Click "Configure" In Avatar Configuration, make sure the Left Eye and Right Eye bones are mapped to "LeftEyeGlobe" and "RightEyeGlobe" (or equivalent if using a different rig than the default B&S rig). It is critical that these get mapped and easy to miss, and if using a different/modified rig it is critical that the bone hierarchy of the eyes matches that of the B&S rig exactly (with an "EyeGlobe" bone parented under an "Eye" bone) Materials tab: Create materials either manually from textures or using "Extract Materials" if they're embedded in the model you're importing Convert your materials to use the LitMoss shader, you can use the Material Updater script under ThunderRoad (SDK) > Tools to convert existing materials to LitMoss More info on LitMoss materials here: https://kospy.github.io/BasSDK/Components/Guides/Shader/LitMoss.html Assign your LitMoss materials to your imported model Create a slice fill material: Need a material to use on sliced sections of your mesh or else dismemberment gets buggy. Still learning more about this and don't fully understand it, but having some kind of slice material seems necessary to prevent issues with textures on the rest of the mesh post-slice For now, I just create a new LitMoss material and set the "Base Color" to some shade of red, and use this material as the reference for slice fill later on Creating the NPC prefab: Drag the "TestChar" prefab (from SDK>Examples>Characters) into the scene hierarchy Right click TestChar in scene hierarchy and select Prefab>Unpack Completely Drag your imported model into the scene hierarchy, as a child under TestChar Scale your model to roughly match the TestChar model size by opening up your model's import settings and adjusting the "Scale Factor" value in the Model tab until satisfied. Doesn't need to match exactly, will just make re-mapping the ragdoll easier. Also okay at this point if your model is in a different pose than the TestChar default, T-pose or A-pose will both work Open the "Mesh" object (TestChar>Mesh) and copy the "IK Controller" component found there. Paste this component onto your model's parent object (should be the same object that contains an Animator component) Expand through the TestChar rig (under TestChar>Mesh>Rig) until you reach the LeftEye and RightEye bones In the LeftEye bone, copy the "Creature Eye" component present there and paste it into your model's rig as a component of LeftEye (or equivalent bone). Do the same for RightEye In the top-level object (currently called TestChar): Rename this object as desired ("NPC_Name" for this guide) In the Creature component, change the Creature Id field (e.g. NPC_Name) Change the Animator reference from default to your imported model's animator Change the Jaw bone reference to your imported model's Jaw bone Change the two references under "All Eyes" to your model's LeftEye and RightEye Creature Eye components that you copied over earlier In the Light Volume Receiver script, check "Init Renderers On Start" and "Add Material Instances" In the "Container" object: Set "Load Content" to Container ID Under "Linked Holders", assign BackRight, BackLeft, HipsRight, and HipsLeft (these should already be present in the Ragdoll copied from TestChar) In the "Ragdoll" object: Set the "Mesh Rig" reference to the transform at the top of your model rig's hierarchy. This should be the parent of your Hips bone. Sometimes called "Armature", "Rig", or "Root" or similar depending on where you rig comes from Set the "Mesh Root Bone" reference to your rig's root bone, most often a "Hips" bone Under Ragdoll > Parts: Essentially we go through this list of ragdoll objects and find fields that currently reference bones from the TestChar rig and re-assign them to your new model's rig For example, for RightFoot, in the "Ragdoll foot" component, re-assign the Mesh Bone field to the corresponding right foot bone in your model After re-assigning the bone, scroll down and click the "Set Position to Bone" button. This should move the RightFoot collider in the scene to match your model's right foot position. IMPORTANT: if at this point, after setting bone position, the collider is pointing in the wrong direction or looks mis-oriented, this means your rig's bone orientations are not compatible with the B&S rig. You need to adjust your rig or rig export settings in Blender or whichever software you use and re-import. Do this process of bone re-mapping and position setting for all Ragdoll Part objects Also, add the slice material you created earlier to the "Slice Fill Material" field on each Ragdoll Part Some Ragdoll Parts have additional details to modify: Head: set the two "Linked Mesh Bones" fields to your model's LeftEyeGlobe and RightEyeGlobe bones (or equivalent) Neck: set "Linked Mesh Bones" to these reference from your model's rig: Head bone Uppermost spine bone (parent of Neck bone) Left and Right Shoulder bones (sometimes called Clavicle) LeftHand/RightHand: after re-mapping the part's Mesh Bone to your rig and clicking "Set Position to Bone", then scroll and find the "Setup Fingers" button and click this. If everything's configured correctly all the finger bone references should get automatically re-mapped to your model's rig, and the finger colliders should now roughly align with your model's fingers. If this isn't the case, double-check that the orientation of your model's hand bones matches the B&S rig bone orientation. Note: it is important that you click "Setup Fingers" AFTER "Set Position to Bone", if you run finger setup before setting bone position it will not align properly. LeftHand/RightHand: there is a Wrist Relaxer component here, if your model's rig has the necessary arm twist bones you can map those here, otherwise you are safe to remove this component Hips: map bone references in "Linked Mesh Bones" to corresponding bones in your model's rig Spine1: map bone references in "Linked Mesh Bones" to your model's Left/RightShoulder (or Clavicle) bones Once the ragdoll has been remapped, take a look at the ragdoll colliders and make adjustments as desired until the colliders roughly match the outline of your model. Typically I've found the most adjustment is needed under the "Spine1" colliders since there's some offset there. Edits to collider position and size should be made in the Collider components themselves, using the "Center", "Radius" and "Height" fields You may also need to adjust Handle positions (e.g. Spine1>HandleShoulderR) so that they sit at the surface of your model When all this is complete, you can delete the leftover TestChar objects (Mesh and its children) Drag the finished top-level "NPC_Name" object into your Project window to create the prefab Exporting as a mod: You can build and export this prefab the same way as any other B&S mod, follow this guide for instructions: https://kospy.github.io/BasSDK/Components/Guides/SDK-HowTo/CreatingAssetBundles.html set your Addressable Name to <your_username>.Creature.<NPC_Name> Build and export the mod, you should now have a mod folder in your B&S game directory that has a manifest file, an asset bundle, and a catalog file. The manifest file is necessary to ensure the game recognizes your mod See here for more info: https://kospy.github.io/BasSDK/Components/Guides/SDK-HowTo/JSONModding.html Open the file at BladeAndSorcery_Data > StreamingAssets > Default > bas.jsondb In the "Creatures" folder, open the Creature_HumanFemale.json or Creature_HumanMale.json file and copy its contents into a new file in your mod's folder, called Creature_<NPC_Name>.json In this JSON file, edit the following fields: "id": change this to your NPC's creature ID, this must match the "Creature Id" field you set in the NPC prefab exactly "prefabAddress": this must match the above Addressable Name exactly, e.g. "<your_username>.Creature.<NPC_Name>" "ethnicGroups": delete all list contents, result should just look like: "ethnicGroups": [], Once complete, the NPC can be spawned in Sandbox mode using the "Spawn" menu. They should also be spawnable in waves like other NPCs if added via mod in a CreatureTable JSON. Known bugs/issues: If you dismember a modded NPC and spawn new ones in, some of those new NPCs may be missing textures on the dismembered limb. Something going on here with the way creatures are pooled and how dismemberment uses material instances, learning more about this to find a fix Reveal decals don't appear on the NPC - these are the textures that get applied for cuts, burns, etc. Don't understand this well enough yet, but some documentation available here: https://kospy.github.io/BasSDK/Components/ThunderRoad/Items/RevealDecal.html Armors will not work with custom NPC meshes. Possible there might be a way to hack this but way outside my scope of modeling knowledge 3
solarbear Posted February 24 Posted February 24 Bonus and further things to look into: Additional colliders can be added beyond what's in the base ragdoll, if needed to match closer to a mesh that is shaped differently than the standard B&S NPC mesh. This can be done by adding a new Capsule Collider component to the ColliderGroup of the Ragdoll Part you want to modify. You can add this either as a new component on the ColliderGroup object, or as a child object under the ColliderGroup object with a Capsule Collider component Additional scripts can be added to the NPC, e.g. DynamicBone for rig dynamics, this gets more complex to manage though as you'll also need to include the dll for your script in your mod and ensure GUID references don't get broken There is some sort of facial animation framework provided in the SDK, likely referenced in game using the "Expression" JSON types. Could be a way there to add custom facial expression animations for base and custom NPCs, Similarly, there is an "Animation" JSON type that can probably be used to add custom animations for various NPC game states There's also a "Voice" JSON type, potential to add custom voice audio assets It's too bad the SDK documentation is still pretty bare bones, but there's enough there to go off in the game files to build some working knowledge of the systems with some trial and error. 2
ShadeAnimator Posted February 24 Posted February 24 @solarbearGreat writeup, that should be enough to kickstart things for me. Do you know anything about replacing existing default male\female models? Is it possible with current SDK? It was definitely possible before, since nude mods existed for older versions, but it's possible it might've been patched out or smth. 2
Omaker Posted February 24 Posted February 24 4 hours ago, ShadeAnimator said: @solarbearGreat writeup, that should be enough to kickstart things for me. Do you know anything about replacing existing default male\female models? Is it possible with current SDK? It was definitely possible before, since nude mods existed for older versions, but it's possible it might've been patched out or smth. the existence of this mod tells me its possible somehow https://www.nexusmods.com/bladeandsorcery/mods/13239?tab=description
solarbear Posted February 25 Posted February 25 8 hours ago, ShadeAnimator said: @solarbearGreat writeup, that should be enough to kickstart things for me. Do you know anything about replacing existing default male\female models? Is it possible with current SDK? It was definitely possible before, since nude mods existed for older versions, but it's possible it might've been patched out or smth. I think it would be possible - the SDK contains the base rigged meshes for the male and female characters (SDK > Examples > Characters > Sources > HumanMale_Complete_Model / HumanFemale_Complete_Model). Textures get assigned dynamically to the models based on the EthnicGroup property of the NPC being spawned. This is handled by the game's "Manikin" system which seems to manage how materials get assigned to NPC skins and armor - I don't know much about this yet, but the SDK contains a lot of the Manikin-related scripts, so something to work with there (SDK > Scripts > Assemblies > Manikin). For the NPCs I've been testing out I essentially just bypass the Manikin system, this is why setting the "ethnicGroups" property to an empty list in the creature JSON is necessary, so that the game doesn't attempt to load Manikin skins and such into an asset that isn't configured for it. Because of that system it seems easier to mod in a completely new NPC model than it would be to make modifications to the existing NPC models, at least until we have the Manikin system better documented. 1
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