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[mod] Teratophilia


red3dred

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Posted
1 hour ago, HighwayDio said:

 

I don't think its a good idea to remove anything from the folders unless Red says otherwise. The issue is FU itself, it effects ALLOT of the game in practically everything that it would be best to not use this mod along side it. Imo FU isn't a good mod honestly, you should look for the mods FU has absorbed into it imho, but its your choice.

 

Pandora's Box is a mod that expands Vanilla monsters, adding more variety in terms of different colors, abilities, etc, etc, and FU has consumed it into its self. And to top it off, FU adds its own monsters alongside Pandora's Box. So it really doesn't matter if you remove Pandora's Box, FU still has unique monsters in it.

 

The last FU update makes the game feel like a whole other game....new research system, and new challenges, even if I look for every mods that FU has absorbed, I can't find that anywhere else, besides, I can't find any good up to date mech update either.

 

I might experiment myself..I don't care about the monsters added by FU, I'd like for the vanilla monsters to work with this mod, without breaking my game.

Posted
10 hours ago, Kralkatorik said:

 

The last FU update makes the game feel like a whole other game....new research system, and new challenges, even if I look for every mods that FU has absorbed, I can't find that anywhere else, besides, I can't find any good up to date mech update either.

 

I might experiment myself..I don't care about the monsters added by FU, I'd like for the vanilla monsters to work with this mod, without breaking my game.


I mean, that's kind of the problem with FU; You're not playing it because it is a compilation of mods just cause, the mods it is consisting of are a myriad, and honestly, some shouldn't be together in the same package, but as you said, there is a lot of special mechanics and reworks that are achieved by it that makes it a fresh and interesting experience, albeit, the trade off is that it's inconsistent, with updates that will brick your run over and over, while also making it so several other mods that you'd like to add on simply do not work because of how they've touched upon everything.

I do not like FU as a compilation, and would prefer if it was modularized, however i will say i do play with it simply because there is no real way to go back to good ol' bland vanilla-ish after you've tried the sheer combinatorial bullshit that is FU, plus i've noticed they re-implemented the ditched mechanic from 1.4's beta, the random event system, and i'm happy to see that. (Even if i only seem to get the same one event every time)

On a side note, that does not mean i support FU. They have a terrible person in lead, who is hypocritical, toxic and honestly doesn't deserve to lead the project they have, and have shared that tendency with the community, all the while taking over several other mods and claiming them as their own makings in the process (Race mods, tech mods and their whole scripts being nicked, etc).

 

As for if you can do it, you probably can. But it probably won't last, simply put, it updates so much, and changes things over three times a week. This means that if you are playing with a modified version, you can not ask for support as they will absolute bash you for it, you cannot expect fixes, and it's likely a simply change in one thing will cascade issues later on. Plus the fact that you'd have to fully nix the monster content back to vanilla, otherwise you'd have to make a manual patch to remove the Pandora's Box colors alone. (This means losing on new moves, sounds, etc, that they've added). FU is not meant to be touched, not just as a precaution because they're toxic, but because it is a unfulfilling experience all around. For every 1 small fix you want to do, you'll likely need over 10 script changes and patches, much trial and error, and all the while needing to know plenty of modding and log reading to even get to what's the problem. I only know one person who pushed themselves to do that and they are undoubtedly insane.

Posted
13 hours ago, red3dred said:


I mean, that's kind of the problem with FU; You're not playing it because it is a compilation of mods just cause, the mods it is consisting of are a myriad, and honestly, some shouldn't be together in the same package, but as you said, there is a lot of special mechanics and reworks that are achieved by it that makes it a fresh and interesting experience, albeit, the trade off is that it's inconsistent, with updates that will brick your run over and over, while also making it so several other mods that you'd like to add on simply do not work because of how they've touched upon everything.

I do not like FU as a compilation, and would prefer if it was modularized, however i will say i do play with it simply because there is no real way to go back to good ol' bland vanilla-ish after you've tried the sheer combinatorial bullshit that is FU, plus i've noticed they re-implemented the ditched mechanic from 1.4's beta, the random event system, and i'm happy to see that. (Even if i only seem to get the same one event every time)

On a side note, that does not mean i support FU. They have a terrible person in lead, who is hypocritical, toxic and honestly doesn't deserve to lead the project they have, and have shared that tendency with the community, all the while taking over several other mods and claiming them as their own makings in the process (Race mods, tech mods and their whole scripts being nicked, etc).

 

As for if you can do it, you probably can. But it probably won't last, simply put, it updates so much, and changes things over three times a week. This means that if you are playing with a modified version, you can not ask for support as they will absolute bash you for it, you cannot expect fixes, and it's likely a simply change in one thing will cascade issues later on. Plus the fact that you'd have to fully nix the monster content back to vanilla, otherwise you'd have to make a manual patch to remove the Pandora's Box colors alone. (This means losing on new moves, sounds, etc, that they've added). FU is not meant to be touched, not just as a precaution because they're toxic, but because it is a unfulfilling experience all around. For every 1 small fix you want to do, you'll likely need over 10 script changes and patches, much trial and error, and all the while needing to know plenty of modding and log reading to even get to what's the problem. I only know one person who pushed themselves to do that and they are undoubtedly insane.

 

I see...well that's a terrible shame indeed, and I agree with you about FU being a horrible amalgamation, that should not have been in the first place.

 

I have little to no experience with the modding community in starbound, and it sounds like the people in lead of FU are not at all open minded....such a shame.

 

Regarding FU's content and updates, I really do not plan on updating the mod as much as they do, in my game, mainly like, keeping a stable version (form my perspective), the whole run, now, I understand how Skyrim modding works, but not Starbound modding, can I freely swap mods in Starbound? or its like in Skyrim where scripted mods are best left alone after being added in the game?

 

Aside than that, I meant what I said, when I'll experiment a little with the mods...I might even replace some files from FU' with your mod, and see how it works out, I don't really care about color pallets and all that, but what I want to keep is monster behavior and stuff like that...

Posted
7 minutes ago, Kralkatorik said:

 

I see...well that's a terrible shame indeed, and I agree with you about FU being a horrible amalgamation, that should not have been in the first place.

 

I have little to no experience with the modding community in starbound, and it sounds like the people in lead of FU are not at all open minded....such a shame.

 

Regarding FU's content and updates, I really do not plan on updating the mod as much as they do, in my game, mainly like, keeping a stable version (form my perspective), the whole run, now, I understand how Skyrim modding works, but not Starbound modding, can I freely swap mods in Starbound? or its like in Skyrim where scripted mods are best left alone after being added in the game?

 

Aside than that, I meant what I said, when I'll experiment a little with the mods...I might even replace some files from FU' with your mod, and see how it works out, I don't really care about color pallets and all that, but what I want to keep is monster behavior and stuff like that...


Starbound is a weird chicken when it comes to modding. It's so simple to the end user that a lot of shit can go wrong. Removing mods mid-run will brick your planets (Monsters, biomes, dungeons, etc), and if you remove a mod with quests, even your SAIL/Ship. But things like items, blocks, liquids, etc, mostly can survive a hot-swap without problem.

 

And my mod is all patches. I don't do anything specific to the monsters. They would still work with FU installed, they just would be recolored, then in the animations, not.

Posted
3 hours ago, Kralkatorik said:

 

I see...well that's a terrible shame indeed, and I agree with you about FU being a horrible amalgamation, that should not have been in the first place.

 

I have little to no experience with the modding community in starbound, and it sounds like the people in lead of FU are not at all open minded....such a shame.

 

Regarding FU's content and updates, I really do not plan on updating the mod as much as they do, in my game, mainly like, keeping a stable version (form my perspective), the whole run, now, I understand how Skyrim modding works, but not Starbound modding, can I freely swap mods in Starbound? or its like in Skyrim where scripted mods are best left alone after being added in the game?

 

Aside than that, I meant what I said, when I'll experiment a little with the mods...I might even replace some files from FU' with your mod, and see how it works out, I don't really care about color pallets and all that, but what I want to keep is monster behavior and stuff like that...

 

Its honestly sad that FU's main dev is the way he is. Such a good mod is ruin by that alone.

 

The best advice when it comes to modding Starbound, at least from what I've seen, heard, read, etc, etc. Is to test one at a time imo. Test it with vanilla, then with mod A, then B, and hope to god C. If you want a mod compatible with FU then it greatly depends on what it is. Like Red said, this mod can work with FU but again, not all monsters will be compatible. Any monster that isn't vanilla will not be compatible I assume and FU does add those. You can download FU off of their Github if you want to look at their code, just, if you alter it, don't share it publicly without permission first and if its a lewd alter then definitely don't say a word or share it.

 

Honestly, Starbound should of had a mod manager with how many mods it has. Would make things so much easier.

Posted
19 hours ago, HighwayDio said:

 

Its honestly sad that FU's main dev is the way he is. Such a good mod is ruin by that alone.

 

The best advice when it comes to modding Starbound, at least from what I've seen, heard, read, etc, etc. Is to test one at a time imo. Test it with vanilla, then with mod A, then B, and hope to god C. If you want a mod compatible with FU then it greatly depends on what it is. Like Red said, this mod can work with FU but again, not all monsters will be compatible. Any monster that isn't vanilla will not be compatible I assume and FU does add those. You can download FU off of their Github if you want to look at their code, just, if you alter it, don't share it publicly without permission first and if its a lewd alter then definitely don't say a word or share it.

 

Honestly, Starbound should of had a mod manager with how many mods it has. Would make things so much easier.

 

Yeah, no, thanks, I've done enough mod testing in skyrim to last me 2 lifetimes, I've done more mod testing than playing the actual game.

 

To be fair though, It's easier to test stuff in Starbound, I'll keep in mind what you said about going publicly, which is, fair enough I guess...

Posted
6 minutes ago, Varsia said:

I shot a poptop with Aphrodite's bow and nothing happened, despite having this mod installed. Not sure why?

maybe the spot was blocked and the node couldn't generate, did you try it more than once?

  • 4 weeks later...
Posted

Is there any template or sample animations files that contributors can base off? I'd like to contribute but don't know how the thing should even look. If there is none, how do i unpack the mod to get the assets?

Posted
8 hours ago, Layerer said:

Is there any template or sample animations files that contributors can base off? I'd like to contribute but don't know how the thing should even look. If there is none, how do i unpack the mod to get the assets?

Refer to the above, that should help. Mostly it's just "Take human animations, slap monster over it, make it not look like a Stretch-Armstrong". Programs and tips/necessary things are attached or linked, and plenty of pictures.

Posted

Hi! This is another great mod, but I had a quick question (sorry if I missed a previous answer). How would one set custom dialog for the different monster species (Or rather the other, non-monster, actor)? Can I just use the dialog customization from the Sexbound folder? If so, would it be the species, and what would I put?

 

Thanks for making this!

Posted
17 hours ago, VBSh said:

Hi! This is another great mod, but I had a quick question (sorry if I missed a previous answer). How would one set custom dialog for the different monster species (Or rather the other, non-monster, actor)? Can I just use the dialog customization from the Sexbound folder? If so, would it be the species, and what would I put?

 

Thanks for making this!

 

Whether you mean, humanoid -> monster dialogue, or monster's actual dialogue, the idea is generally the same, just on different files. Monsters by default have no dialogue (They don't merge the default dialogues into their own) and also are not referenced by any other species, so, depending on what you want;

To add humanoid commenting on the monster, you'd need to add that monster's species as a tag into the dialogue of that species or default. Example:
image.png.48b020245bd3fb8340b47a09a98ccdf5.png

These are within the defaultmale.config file in the standing position folder.

 

Whereas the opposite would require making a whole new (example;) poptopmale.config or gleapfemale.config files to the dialogue folder, containing their lines.

  • 2 weeks later...
Posted
On 2/12/2021 at 3:37 AM, raimeinaginata said:

Is there any chance we could get an add-on that makes all monsters male or all monsters female?  I would appreciate that.

 

Hey all, I figured out how to do that on my own.  For anybody who's curious, if you go to the Sexbound folder and go to scripts/sexbound/override, then open monster.lua, search for "status.giveResource("gender", 0)", then either turn that 0 into a 1 or a 2 depending on the gender you want!  1 = male, 2 = female.

Posted

This is something very minor I noticed but are visible pregnancies gone from this mod? Since I can't notice anything different even though I have that enabled on default sexbound, also is there any way of turning this feature on like normal or is it an age old thing that doesn't work no more?

Posted
15 hours ago, raimeinaginata said:

 

Hey all, I figured out how to do that on my own.  For anybody who's curious, if you go to the Sexbound folder and go to scripts/sexbound/override, then open monster.lua, search for "status.giveResource("gender", 0)", then either turn that 0 into a 1 or a 2 depending on the gender you want!  1 = male, 2 = female.

Would be valid, yeah, i guess. Might cause problems on monsters that don't support that gender (Female/male only monsters) but anyway, if the player is going that far, they should be ready to troubleshoot hell.

 

7 hours ago, Laz44 said:

This is something very minor I noticed but are visible pregnancies gone from this mod? Since I can't notice anything different even though I have that enabled on default sexbound, also is there any way of turning this feature on like normal or is it an age old thing that doesn't work no more?

I haven't touched Sexbound V5 and couldn't tell you if it broke something in there, from what i read from both the Sexbound Thread and this forum in general, seems like a few things broke...

 

If you have it enabled on Sexbound, and monsters get pregnant, logic says it should show up as normal. A few monsters like Nutmidgelings are too small to make them visibly pregnant without greatly distorting their appearance, but all the rest, should have a noticeable difference.

Posted
4 hours ago, deecursed_exe said:

sorry confused, so no more updates for this mod ?

The mod might get updates, i'm currently trying to return to Starbound, and also moving, so things are a bit busy and difficult.

I should schedule an update after i'm done moving, that'd be best.

Posted

Hi! Another question. I'm sure this is silly but, where can I find the src file for this mod? On the main page I can only download .pak versions (unless I'm crazy). I'd like to do some more customizing if possible.

Posted
2 hours ago, VBSh said:

Hi! Another question. I'm sure this is silly but, where can I find the src file for this mod? On the main page I can only download .pak versions (unless I'm crazy). I'd like to do some more customizing if possible.

Just unpack the pak file ;)

 

Using asset_unpacker.exe in the win32 folder :)

Posted
3 hours ago, rallyelgen said:

Just unpack the pak file ;)

 

Using asset_unpacker.exe in the win32 folder :)

Oh hey that is easy! Shows how much I know about modding haha

Posted

Hi so im trying to use your mod but is seams to not be working i put the .pak in the mods folder but know i cant teleport to trhe planet below me  or when i go on to a all ready made save is tps me back to the ship any idea why or am i just missing sum thing ?

Posted
10 hours ago, Wildpuppy43 said:

Hi so im trying to use your mod but is seams to not be working i put the .pak in the mods folder but know i cant teleport to trhe planet below me  or when i go on to a all ready made save is tps me back to the ship any idea why or am i just missing sum thing ?

Could be a lot of stuff. Multiple versions of defeat, multiple versions of Teratophilia, or just something else entirely. Care to obtain and share your Starbound log from when you try to go down to the planet?

 

Quote

So, to better report issues, try providing a log file and a description of the issue.

To find the log file, it should be within your Starbound installation directory, then the storage folder. You should see a text file named starbound.log (Or simply starbound, a plain text file). Paste it into your response as a attached file, or use PasteBin, whichever you prefer. Then users can look into your issues with the necessary information at hand.

 

<Just please don't post the whole thing as text here>

 

Once i have access to that file, i can see all your other mods and what's being loaded, and tell you what's wrong, if i know it.

  • 2 weeks later...
Posted

Seeing how the main branch of defeat is still very broken, and getting no real attention, I feel it may be best to stick with this version. That said, I'd appreciate if anyone knew how to configure a few little things and options.

A: Disable monster and enemy submission/defeat. I'm cool with being fucked by monsters and bandits, not so much being the one fucking em. 

B: Ensuring the player is in the receiver, not giver, position during defeat

and C, if able, avoiding the whole invincible/infinite energy player or enemy glitch. 

 

...On a totally unrelated note, how hard would it be to make pregnancy result in monster eggs, for those that have em, or generic eggs, for everything else and people?

Posted
26 minutes ago, lindazana said:

Seeing how the main branch of defeat is still very broken, and getting no real attention, I feel it may be best to stick with this version. That said, I'd appreciate if anyone knew how to configure a few little things and options.

A: Disable monster and enemy submission/defeat. I'm cool with being fucked by monsters and bandits, not so much being the one fucking em. 

B: Ensuring the player is in the receiver, not giver, position during defeat

and C, if able, avoiding the whole invincible/infinite energy player or enemy glitch. 

 

...On a totally unrelated note, how hard would it be to make pregnancy result in monster eggs, for those that have em, or generic eggs, for everything else and people?

Well, if progress on the hobby researchers poking on Defeat goes anywhere, we'll see C sometime soon at least, can't guarantee B though.

As for your query, it should be super easy to configure the monster eggs to work on the monsters, but not on the player. It's something i used to do with Sexbound Tweaker but i've stopped doing it as Loc implemented the same feature but without the same functionality. Now that parent species polling is in the main API, i think humanoids giving birth to Monster Eggs might be the only thing missing, if it's not already a feature...

 

Basically, monsters give birth to items from info in their SexboundConfig patch.

image.png.7b267b2e48bbe1d55d0b11e67eafc63e.png

This is of course just an example, and i can't, for instance, account for the egg being hostile or not, that's on the birth script, and i assume it's not accounted for at all.

If this code is passed onto the mother when assigning a "new baby" then all you'd have to do is enable species polling....

This is all of course, me talking out of my ass. I'm still moving out, and i haven't touched Sexbound since around version 4.5.0, so i can't even test Loc's features, and cannot confirm or deny whether any of this works. Sure hope that POV update comes through and works.

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