red3dred Posted February 7, 2022 Author Posted February 7, 2022 (edited) 11 minutes ago, FoxAT said: Bad English, translated mostly through a translator (Sorry)! Greetings, I could not find information on how to create custom positions (and animations, respectively). I tried to figure it out myself, but I didn't come to any positive result. Is there any tutorial or at least a brief explanation on how to do this? I wanted to add a few new positions close to the standard ones (for example, more fellatio variants), and then deal with the creation of completely new ones. But I couldn't edit even the standard ones, because I didn't find a place where starbound defines how to fasten sprites and animate them (in particular about the characters' heads).. I ask for help Now that one, is very complicated. It's kind of why i've not added a tutorial yet, because i've been unable to add positions myself for several reasons, main one being that any more than 8 positions in the wheel, just don't work, and the mod breaks.  That apart, there are several files that would need to be patched/changed to allow for new positions to work. Namely; twoactors.animation and twoactors-centered.animation (Adding entries and positions of ALL body parts, individually defined.) New or reused climax particles. Add entries to position file. Add the actual positions. Add the position entries to the frames file (default.frames inside of "artwork" folder) Add the position icons to the interface Add the position icon frames to the respective frames file Add the offsets of the position icons into the Interface code for Sexbound's position wheel. And that's all i remember off the top of my head. There's A LOT of information going on there, and i may have even forgotten a piece or two, if so, my bad. Though, the first point there (#1) is the bulk of it. The one you'll be spending most of the time on after you setup the position data; And sadly, no, i am not talking out of my ass, here's my attempt at doing so (adding new positions) that is currently shelved until this problem in the API is solved by someone;  Spoiler  Edited February 7, 2022 by red3dred "API" not "AI" >=V
FoxAT Posted February 7, 2022 Posted February 7, 2022 3 hours ago, red3dred said: Now that one, is very complicated. It's kind of why i've not added a tutorial yet, because i've been unable to add positions myself for several reasons, main one being that any more than 8 positions in the wheel, just don't work, and the mod breaks.  That apart, there are several files that would need to be patched/changed to allow for new positions to work. Namely; twoactors.animation and twoactors-centered.animation (Adding entries and positions of ALL body parts, individually defined.) New or reused climax particles. Add entries to position file. Add the actual positions. Add the position entries to the frames file (default.frames inside of "artwork" folder) Add the position icons to the interface Add the position icon frames to the respective frames file Add the offsets of the position icons into the Interface code for Sexbound's position wheel. And that's all i remember off the top of my head. There's A LOT of information going on there, and i may have even forgotten a piece or two, if so, my bad. Though, the first point there (#1) is the bulk of it. The one you'll be spending most of the time on after you setup the position data; And sadly, no, i am not talking out of my ass, here's my attempt at doing so (adding new positions) that is currently shelved until this problem in the API is solved by someone;   Reveal hidden contents  Thank you for your reply! Could you tell us more about this in more detail? What problem did you encounter in the API? Now I want to learn LUA scripts.. I would like to try to figure it out. It turns out that the icons and the location of the head are broken? What if there is a separate menu for additional poses? Will this cause problems with the mod?
red3dred Posted February 7, 2022 Author Posted February 7, 2022 3 hours ago, FoxAT said: Thank you for your reply! Could you tell us more about this in more detail? What problem did you encounter in the API? Now I want to learn LUA scripts.. I would like to try to figure it out. It turns out that the icons and the location of the head are broken? What if there is a separate menu for additional poses? Will this cause problems with the mod? The problems specifically were that adding more than 8 positions bricks the mod, and i've tried my hand at messing with the scripts and dynamically loading positions based on actor count, but that failed too, and despite there being no icons, all positions were still selectable. I've given up on the matter as i'm not that good with scripts to fully realize the "multi-page" wheel change. And adding another menu on top probably wouldn't jive with the API, but i don't know anything about interfaces, so i haven't tried my hand at that. As for the icons of the positions, those are inside the interface folder, and the "location of the heads" is adjusted manually, pixel by pixel, inside the '.animation' file.
FoxAT Posted February 8, 2022 Posted February 8, 2022 19 hours ago, red3dred said: The problems specifically were that adding more than 8 positions bricks the mod, and i've tried my hand at messing with the scripts and dynamically loading positions based on actor count, but that failed too, and despite there being no icons, all positions were still selectable. I've given up on the matter as i'm not that good with scripts to fully realize the "multi-page" wheel change. And adding another menu on top probably wouldn't jive with the API, but i don't know anything about interfaces, so i haven't tried my hand at that. As for the icons of the positions, those are inside the interface folder, and the "location of the heads" is adjusted manually, pixel by pixel, inside the '.animation' file. Â I decided to suffer with this and figure out how everything works. Slowly studying.. Do you have any information about "iconOffsets" (file\interface\sexbound\sexui\submodule\positions\buttons.config)? From what are the offsets measured here? I can't find correlations with anything by pixels.. Spoiler Â
FoxAT Posted February 8, 2022 Posted February 8, 2022 I forgot to add about multipage. In my head, it looks like this: add an additional button to the module that renders objects, which will switch to additional positions (perhaps this will force the use of other files for rendering.. or somehow supplement the existing ones). How did you add additional items to the mod? Is it known at what stage the bricking occurs? (I would like to look at the logs of the mod and/or starbound)
red3dred Posted February 8, 2022 Author Posted February 8, 2022 (edited) 4 hours ago, FoxAT said:  I decided to suffer with this and figure out how everything works. Slowly studying.. Do you have any information about "iconOffsets" (file\interface\sexbound\sexui\submodule\positions\buttons.config)? From what are the offsets measured here? I can't find correlations with anything by pixels..  Hide contents   It's an array of offsets, per pixels, per position, around the position wheel, starting with top-right, going around till top-left. So if Butterfly is the first position in the wheel, it is shown with an offset of [-4 X, 4 Y].  3 hours ago, FoxAT said: I forgot to add about multipage. In my head, it looks like this: add an additional button to the module that renders objects, which will switch to additional positions (perhaps this will force the use of other files for rendering.. or somehow supplement the existing ones). How did you add additional items to the mod? Is it known at what stage the bricking occurs? (I would like to look at the logs of the mod and/or starbound)  My idea was just 2 buttons that would cause the buttons of positions shown to be showing positions 1-8 to rotate and show positions 9-16 (By pressing the button, you add to a internal multiplier). The bricking is that the API does not currently support more than 8 positions in one wheel, adding a nine'th position just makes it freeze as it does not know where to put it in the interface. I've solved this issue, but i cannot progress past it as i lack interface knowledge, and the code for this feature is very "all over the place" throughout the API's scripts.  Items? You mean positions? I had to essentially, just take the API and write my own API with these additions, as patching these in is very likely to break almost everything, or take over 3000 lines. Edited February 8, 2022 by red3dred
Sesquipedalian69 Posted October 11, 2022 Posted October 11, 2022 How do we get shemales (girl with cock and balls but no pussy, so like futa but actually opposite to cuntboy)?
red3dred Posted October 12, 2022 Author Posted October 12, 2022 (edited) 14 hours ago, Sesquipedalian69 said: How do we get shemales (girl with cock and balls but no pussy, so like futa but actually opposite to cuntboy)? Making custom sub-genders is a bit annoying and breaks other mods, so it's recommended to avoid doing so unless you're just doing a custom build. Generally, firstly you need a way to *cause* it. Copying a existing status-inflicting weapon and editing it is a beginning, but first you'd need a status effect: local function matchDirection() if mcontroller.facingDirection() ~= -1 then return end self.effectDirectives = self.effectDirectives .. "?flipx;" end function init() self.effectDirectives = "" if entity.entityType() == "npc" or entity.entityType() == "player" then if (world.entityGender(entity.id()) == "female") then animator.setAnimationState("changegender", "futanari") world.sendEntityMessage(entity.id(), "Sexbound:SubGender:Change", "dickgirl") end end end function update() self.effectDirectives = "" matchDirection() animator.setGlobalTag("effectDirectives", self.effectDirectives) end  The above status-effect script (Something like "sexbound_changegenderdickgirl.lua") will cause the player or NPC affected by it to change it's sub-gender to "dickgirl" but only if they're female. Don't wanna have "dickguys" now do we? While also playing the futanari animation, to tell you it worked/something is happening. (Reminder, you need to add a FULL status effect, not just the script. I mean the WHOLE status effect. If you haven't modded Starbound before, starting with Sexbound is like learning juggling with pipe-bombs first) Add said status effect to your custom weapon to allow you to apply it.  After that part is done, testing it will cause tons of problems. Next step is to add them to the list of reproductive genders in "sxb_plugin.pregnant.config" inside your API files. Pardon the obnoxious colors, but yeah, add "dickgirl" to the top table after "male" as such; That means they can impregnate but cannot become pregnant themselves.  And the third step, to make sure this will work, is to assign them their proper parts. In the API's files, inside of <scripts/sexbound/lib/sexbound/actor.lua>, you'll find the "loadGroin" function. It mentions sub-genders many times, so you'll have to insert "dickgirl" checks wherever it's relevant:  function Sexbound.Actor:loadGroin(entityGroup, role, species, gender) local animState = self:getAnimationState() local frameName = self:getFrameName(animState) local image, directives, mask = self:getDefaultGlobalTagSet() local subGender = self:getSubGender() if self:isPregnant() and self:isEnabledPregnancyFetish() then if ((gender == "male" and subGender ~= "cuntboy") or subGender == "futanari") then image = self:getSprite(animState, "groinGenitalPregnancy", { entityGroup = entityGroup, species = species, role = role }) .. ":" .. frameName mask = "?addmask=" .. self:getSprite(animState, "maskGroinGenitalPregnancy", { entityGroup = entityGroup, species = species, role = role }) .. ":" .. frameName else image = self:getSprite(animState, "groinPregnancy", { entityGroup = entityGroup, species = species, role = role }) .. ":" .. frameName mask = "?addmask=" .. self:getSprite(animState, "maskGroinPregnancy", { entityGroup = entityGroup, species = species, role = role }) .. ":" .. frameName end return image, directives, mask end if ((gender == "male" and subGender ~= "cuntboy") or subGender == "futanari") then image = self:getSprite(animState, "groinGenital", { entityGroup = entityGroup, species = species, role = role }) .. ":" .. frameName mask = "?addmask=" .. self:getSprite(animState, "maskGroinGenital", { entityGroup = entityGroup, species = species, role = role }) .. ":" .. frameName end return image, directives, mask end You can achieve this by adding; or subGender == "dickgirl" ... after every check for Futanari.  That should be all, no extra assets needed, making the extra sub-gender you want in particular isn't that hard, since it looks no different than a futanari. Edited October 12, 2022 by red3dred Typo fixing
Sesquipedalian69 Posted October 28, 2022 Posted October 28, 2022 On 10/12/2022 at 6:39 AM, red3dred said: Making custom sub-genders is a bit annoying and breaks other mods, so it's recommended to avoid doing so unless you're just doing a custom build. Generally, firstly you need a way to *cause* it. Copying a existing status-inflicting weapon and editing it is a beginning, but first you'd need a status effect: local function matchDirection() if mcontroller.facingDirection() ~= -1 then return end self.effectDirectives = self.effectDirectives .. "?flipx;" end function init() self.effectDirectives = "" if entity.entityType() == "npc" or entity.entityType() == "player" then if (world.entityGender(entity.id()) == "female") then animator.setAnimationState("changegender", "futanari") world.sendEntityMessage(entity.id(), "Sexbound:SubGender:Change", "dickgirl") end end end function update() self.effectDirectives = "" matchDirection() animator.setGlobalTag("effectDirectives", self.effectDirectives) end  The above status-effect script (Something like "sexbound_changegenderdickgirl.lua") will cause the player or NPC affected by it to change it's sub-gender to "dickgirl" but only if they're female. Don't wanna have "dickguys" now do we? While also playing the futanari animation, to tell you it worked/something is happening. (Reminder, you need to add a FULL status effect, not just the script. I mean the WHOLE status effect. If you haven't modded Starbound before, starting with Sexbound is like learning juggling with pipe-bombs first) Add said status effect to your custom weapon to allow you to apply it.  After that part is done, testing it will cause tons of problems. Next step is to add them to the list of reproductive genders in "sxb_plugin.pregnant.config" inside your API files. Pardon the obnoxious colors, but yeah, add "dickgirl" to the top table after "male" as such; That means they can impregnate but cannot become pregnant themselves.  And the third step, to make sure this will work, is to assign them their proper parts. In the API's files, inside of <scripts/sexbound/lib/sexbound/actor.lua>, you'll find the "loadGroin" function. It mentions sub-genders many times, so you'll have to insert "dickgirl" checks wherever it's relevant:  function Sexbound.Actor:loadGroin(entityGroup, role, species, gender) local animState = self:getAnimationState() local frameName = self:getFrameName(animState) local image, directives, mask = self:getDefaultGlobalTagSet() local subGender = self:getSubGender() if self:isPregnant() and self:isEnabledPregnancyFetish() then if ((gender == "male" and subGender ~= "cuntboy") or subGender == "futanari") then image = self:getSprite(animState, "groinGenitalPregnancy", { entityGroup = entityGroup, species = species, role = role }) .. ":" .. frameName mask = "?addmask=" .. self:getSprite(animState, "maskGroinGenitalPregnancy", { entityGroup = entityGroup, species = species, role = role }) .. ":" .. frameName else image = self:getSprite(animState, "groinPregnancy", { entityGroup = entityGroup, species = species, role = role }) .. ":" .. frameName mask = "?addmask=" .. self:getSprite(animState, "maskGroinPregnancy", { entityGroup = entityGroup, species = species, role = role }) .. ":" .. frameName end return image, directives, mask end if ((gender == "male" and subGender ~= "cuntboy") or subGender == "futanari") then image = self:getSprite(animState, "groinGenital", { entityGroup = entityGroup, species = species, role = role }) .. ":" .. frameName mask = "?addmask=" .. self:getSprite(animState, "maskGroinGenital", { entityGroup = entityGroup, species = species, role = role }) .. ":" .. frameName end return image, directives, mask end You can achieve this by adding; or subGender == "dickgirl" ... after every check for Futanari.  That should be all, no extra assets needed, making the extra sub-gender you want in particular isn't that hard, since it looks no different than a futanari. This could be the basis for a mod, maybe you could deal with that
red3dred Posted October 28, 2022 Author Posted October 28, 2022 2 hours ago, Sesquipedalian69 said: This could be the basis for a mod, maybe you could deal with that No I literally handed you the entire process, you could at least attempt to do it yourself, ask for help when you hit roadblocks, before trying to rope creators into doing something solely for you, no? After all, there were no requests for this in almost the entire 2 years+ time Sexbound has been around, and given the upcoming reworks to several features, including sub-genders, it wouldn't be relevant to the tutorials, much less help anyone but yourself. Remember that mod creators are people too, and have their own time. I spent about 2 hours writing that whole guide, attaching images, texts and fixing typos, so you could grasp it, and any other user willing to do as well, only to be asked to work for you, free of charge, off of my own free time. 1
Femboykitten Posted May 5, 2023 Posted May 5, 2023 Hi hi, new to mod and forum, sorry if this has been answered already but is there a way to force the player to always be Actor 2?  I've scoured each of the configs and files trying to find if there is an option or config for it but I'm turning up a blank. Any idea where to look?
red3dred Posted May 5, 2023 Author Posted May 5, 2023 7 hours ago, Femboykitten said: Hi hi, new to mod and forum, sorry if this has been answered already but is there a way to force the player to always be Actor 2?  I've scoured each of the configs and files trying to find if there is an option or config for it but I'm turning up a blank. Any idea where to look? That kind of option is not in the mods configs yet. You could write a way into the code to force a player to always take role 2, but the way Reborn works at least, this may prove much more difficult than in base Sexbound.
Erina Sugino Posted May 5, 2023 Posted May 5, 2023 10 hours ago, Femboykitten said: Hi hi, new to mod and forum, sorry if this has been answered already but is there a way to force the player to always be Actor 2?  I've scoured each of the configs and files trying to find if there is an option or config for it but I'm turning up a blank. Any idea where to look?  You could edit the code for players that sends the actor data and add the "force: 2" parameter to it. This would force you into the actor 2 role in every scenario, without care for logic or sense. However, this would also mean that you would be unable to interact with any other actor that is forced into role 2 (mainly Lustbound dildos/machines I know of), as no two actor can have the same role.
Femboykitten Posted May 6, 2023 Posted May 6, 2023 15 hours ago, Erina Sugino said: Â You could edit the code for players that sends the actor data and add the "force: 2" parameter to it. This would force you into the actor 2 role in every scenario, without care for logic or sense. However, this would also mean that you would be unable to interact with any other actor that is forced into role 2 (mainly Lustbound dildos/machines I know of), as no two actor can have the same role. oh good, more code digging. lets hope i do it right
Femboykitten Posted May 6, 2023 Posted May 6, 2023 19 hours ago, red3dred said: That kind of option is not in the mods configs yet. You could write a way into the code to force a player to always take role 2, but the way Reborn works at least, this may prove much more difficult than in base Sexbound. If i were to write that into the code, any idea where i should start? As fun as spelunking into each of the mods files for players, monsters, and actor data, i truthfully have no idea where to start, or if i may have even already overlooked it.  Thank you for the reply!
red3dred Posted May 6, 2023 Author Posted May 6, 2023 1 hour ago, Femboykitten said: If i were to write that into the code, any idea where i should start? As fun as spelunking into each of the mods files for players, monsters, and actor data, i truthfully have no idea where to start, or if i may have even already overlooked it.  Thank you for the reply! Well, actor sorting in base Sexbound was in scripts/sexbound/lib/sexbound.lua, at line 428, you'll find the function "helper_reassignAllRoles()". Spoiler  In Reborn, however, the process had some changes, so it is mostly rewritten, with the former self left in as a commented out section of code. Spoiler Both would be a good starting point, though Erina's directions also can work/help with your idea. Sadly, these kinds of changes are universal, so even if you properly check for "entityType" is "player", there is no way to make it so other players wouldn't be affected by this, if for instance, in a multiplayer server. That's the kind of thing that should be suggested to the Reborn developer! Which is, well, Erina. Hope the guidance helps! 1
unknowerr Posted September 10, 2023 Posted September 10, 2023 any update or progress, on how to replace the animations with other variations without the head out of place?
red3dred Posted September 10, 2023 Author Posted September 10, 2023 22 minutes ago, unknowerr said: any update or progress, on how to replace the animations with other variations without the head out of place? ... pardon? The tutorial is meant to lead into adding new animations, which, well, currently they all use the exact same head location. Head off-sets are a feature that i've managed to get working for Sexbound Reborn, but i'm waiting on them to fully integrate it, which could take forever. But yes, once that feature is in, different-sized races could have their head moved around with no problem. But for now, it is still impossible, sadly, and thus all races share the exact same head position for a given position.
Iamthecabbage Posted January 4, 2024 Posted January 4, 2024 Hi, I was wondering if there was a way to make all women futa in sexbound reborn. I know there was a relatively straightforward way in the original sexbound futanari config however now that that has been replaced with the subgender config I can't quite wrap my head around how to get the desired effect with all the dynamic status effect stuff. IF i could get help with this it'd be much appreciated!
red3dred Posted January 4, 2024 Author Posted January 4, 2024 38 minutes ago, Iamthecabbage said: Hi, I was wondering if there was a way to make all women futa in sexbound reborn. I know there was a relatively straightforward way in the original sexbound futanari config however now that that has been replaced with the subgender config I can't quite wrap my head around how to get the desired effect with all the dynamic status effect stuff. IF i could get help with this it'd be much appreciated! You can go to the mod's files and alter scripts to achieve that, old code i have might still work, lemme check... Nope, no matter how much i tried, old method of enabling on-generation sub-gender in the override folder seems to not work. Real shame. You're better off asking @Erina Sugino for more information on that feature, since it used to be possible, it should be still possible, as proven by how many people usually want that. 1
Iamthecabbage Posted January 4, 2024 Posted January 4, 2024 27 minutes ago, red3dred said: You can go to the mod's files and alter scripts to achieve that, old code i have might still work, lemme check... Nope, no matter how much i tried, old method of enabling on-generation sub-gender in the override folder seems to not work. Real shame. You're better off asking @Erina Sugino for more information on that feature, since it used to be possible, it should be still possible, as proven by how many people usually want that. Thank you for responding I'll ask them about this on the reborn support page. 1
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