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[mod] Teratophilia


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1 hour ago, red3dred said:

 

Hmm yes nice image.

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image.png.112771404ce63290551ebf5ccc4a74fe.png

 

And no, if you want monsters to not have defeat support, just don't get "TeratoDefeat". They can still be lewded without Defeat.

 

 

Ah yes, that'd do it, yeah. If the config is broken, Defeat will have all sorts of derps. Your log probably says exactly what is wrong too.

 

 

Yeah i don't see anything in this log, just error messages about Blake's Terramons as is per usual with monsters. No Sexbound interaction error, and no mods that'd instantly break everything.

 

That said, you are using 5.5.1. I have no clue how stable it is, and from what i read on the main topic, it sounds like it's not stable.

 

As for the issue itself, it sounds more like a defeat issue, but since you don't have that, it can only be you were in admin mode, or a status effect at one point glitched and made you invincible (Though, nothing in the log, again... So yeah, this time, you were in admin). If the error persists, and you're not in admin mode, toss me a log and i can help you with it.

And it's fine, i'm responsible for the mod i made, you've downloaded and is not working as i advertised, no? (I don't have a disclaimer either so i should probably write one in case someone comes up to me saying the mod uninstalled their Windows or something)


I think this is the right one- here you go.

starbound.log

 

I think me messing with the config did it. I made the "Defeated monster timeout" 5, the "Defeated NPC timeout" 10, and the "Defeated player timeout" 30, 60.

I also made the "convert pregnant NPCs" false, and the "Pregnant NPCs are immortal" false

The reason I have Defeat for this is because I'm fine with being defeated by the monsters, less so doing it to them.

Here's a screenshot of the config if you need it, too:

Also, good luck with moving. Can't wait for more updates to this mod!(There must be something wrong with me, heh)

thing.jpg

Unfortunately doesn't fix the invisible monster problem though, just the crash methinks
(Wait, should the config be the same for the normal defeat and defeat custom?)

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16 minutes ago, Noone6 said:


I think this is the right one- here you go.

starbound.log 2.96 kB · 0 downloads

 

I think me messing with the config did it. I made the "Defeated monster timeout" 5, the "Defeated NPC timeout" 10, and the "Defeated player timeout" 30, 60.

I also made the "convert pregnant NPCs" false, and the "Pregnant NPCs are immortal" false

The reason I have Defeat for this is because I'm fine with being defeated by the monsters, less so doing it to them.

Here's a screenshot of the config if you need it, too:

Also, good luck with moving. Can't wait for more updates to this mod!(There must be something wrong with me, heh)

 

So uh... I have to ask, given the error in the log... did you try to edit defeat's PAK file in Notepad...?

Because if so... that's not how that works. Regardless, i already see the actual config issue:
image.png.ad8b306f2789599df441e46a609479de.png

 

"Like so", describing how it's supposed to look like;
"defeatTimeoutPlayer" : [30, 80],
 

Anyhow, if you haven't edited the PAK file, this should be enough.

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6 minutes ago, red3dred said:

 

So uh... I have to ask, given the error in the log... did you try to edit defeat's PAK file in Notepad...?

Because if so... that's not how that works. Regardless, i already see the actual config issue:
image.png.ad8b306f2789599df441e46a609479de.png

 

"Like so", describing how it's supposed to look like;
"defeatTimeoutPlayer" : [30, 80],
 

Anyhow, if you haven't edited the PAK file, this should be enough.

Hahaha... Yeah.. I edit it in notepad. How am I supposed to?
I will change it to how you said, thanks a ton for the help.
(How do I edit the pak if not in notepad?)

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1 minute ago, Noone6 said:

Hahaha... Yeah.. I edit it in notepad. How am I supposed to?
I will change it to how you said, thanks a ton for the help.


Well, if you want to edit configs, you have to download the SRC version, that one you just go into the mod's folder and change a few text lines. The PAK file is like a ZIP file, but not actually. SImilarly to ZIP files, they are compressed, but also have a CHECKSUM, which the ZIP file also probably has but anyway which means that changing text data in there changes the read-out, a total of all letters, numbers, files, etc inside the PAK, and thus essentially corrupts it.

 

If a SRC version is not available, or you wanna go the extra mile, Pakit is available. With it, you can select PAK files and turn them back into folders, and vice-versa. It still requires you to have Starbound, and to point out the "asset packer" and "asset unpacker" executables included with the game.

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I don't want to be "that guy", but it appears that when I'm defeated and an opposing NPC has sex and finishes and the sex node thing is over, it appears they lose all AI and don't die until I relog.(Asking here because noone will ever respond in sexbound defeat)
What's interesting is monsters are absolutely fine. Terra related mobs don't do this.
If you don't want to help here, I did make the post over in defeat threads.
If you don't want to help, that's fine and I respect that. Just seems like this thread is way more active \:

Here's the log: starbound.log (ignore that I failed the spawnNPC thing if that comes up)

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3 minutes ago, Noone6 said:

I don't want to be "that guy", but it appears that when I'm defeated and an opposing NPC has sex and finishes and the sex node thing is over, it appears they lose all AI and don't die until I relog.(Asking here because noone will ever respond in sexbound defeat)
What's interesting is monsters are absolutely fine. Terra related mobs don't do this.
If you don't want to help here, I did make the post over in defeat threads.
If you don't want to help, that's fine and I respect that. Just seems like this thread is way more active \:

Here's the log: starbound.log (ignore that I failed the spawnNPC thing if that comes up)

 

I'd say it's more-so people not responding because nobody really understand how the whole thing even works to fix or attempt to fix it, and the modder responsible for it isn't around all the time like me, but let's take a look...

... ah, as i expected, this isn't a simple config issue, which is why monsters are fine; There are "Think Trees" and "Nodes" and stuff in a completely separate part of the programming for NPC's, and this much i have no idea if/how to solve, but essentially, the NPC does the Defeat thing, but in the process, apparently drops his AI process. I don't know if this is something Locuturus has to fix, or if it's just a flaw of Starbound's thread allocation, though, he most certainly can take a look.

 

Whole error for posterity sake:

Spoiler

[13:57:36.315] [Error] [string "/npcs/bmain.lua"]:191: (StarException) Lua Exception caught resuming action node remoteSetup in behavior hostileguard: (LuaException) cannot resume a dead or errored thread
[0] 7ff6806ca213 Star::captureStack
[1] 7ff6806c8f9e Star::StarException::StarException
[2] 7ff6806c92e5 Star::StarException::StarException
[3] 7ff680fdcd4e `Star::BehaviorState::runAction'::`1'::catch$231
[4] 7ff9a33f1030
[5] 7ff9a33f43a8 is_exception_typeof
[6] 7ff9b8cd1406 RtlCaptureContext2
[7] 7ff680746322 Star::BehaviorState::runAction
[8] 7ff680746e4c Star::BehaviorState::runNode
[9] 7ff6807477aa Star::BehaviorState::runSequence
[10] 7ff6807465b0 Star::BehaviorState::runComposite
[11] 7ff680746e62 Star::BehaviorState::runNode
[12] 7ff6807469f6 Star::BehaviorState::runDecorator
[13] 7ff680746e57 Star::BehaviorState::runNode
[14] 7ff6807477aa Star::BehaviorState::runSequence
[15] 7ff6807465b0 Star::BehaviorState::runComposite
[16] 7ff680746e62 Star::BehaviorState::runNode
[17] 7ff680746cdd Star::BehaviorState::runDynamic
[18] 7ff6807465fe Star::BehaviorState::runComposite
[19] 7ff680746e62 Star::BehaviorState::runNode
[20] 7ff680746cdd Star::BehaviorState::runDynamic
[21] 7ff6807465fe Star::BehaviorState::runComposite
[22] 7ff680746e62 Star::BehaviorState::runNode
[23] 7ff680745e28 Star::BehaviorState::run
[24] 7ff680d0884e <lambda_c00a27f6cddfafb872d0f8c0617836e5>::operator()
[25] 7ff680d075f8 <lambda_4b5c4c002440d16a00ac776d4d65d6bf>::operator()
[26] 7ff680d0248f std::_Invoker_functor::_Call<<lambda_4b5c4c002440d16a00ac776d4d65d6bf> & __ptr64,Star::LuaEngine & __ptr64,unsigned __int64,Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> * __ptr64>
[27] 7ff680d03d80 std::invoke<<lambda_4b5c4c002440d16a00ac776d4d65d6bf> & __ptr64,Star::LuaEngine & __ptr64,unsigned __int64,Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> * __ptr64>
[28] 7ff680d02bcb std::_Invoke_ret<Star::Variant<Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData>,Star::LuaVariadic<Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> > >,<lambda_4b5c4c002440d16a00ac776d4d65d6bf> & __ptr64,Star::LuaEngine & __ptr64,unsigned __int64,Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> * __ptr64>
[29] 7ff680d0979b std::_Func_impl<<lambda_4b5c4c002440d16a00ac776d4d65d6bf>,std::allocator<int>,Star::Variant<Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData>,Star::LuaVariadic<Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> > >,Star::LuaEngine & __ptr64,unsigned __int64,Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> * __ptr64>::_Do_call
[30] 7ff68069733d std::_Func_class<Star::Variant<Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData>,Star::LuaVariadic<Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> > >,Star::LuaEngine & __ptr64,unsigned __int64,Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> * __ptr64>::operator()
[31] 7ff6806966d7 <lambda_894500e69fe9ecf0c3703bede71c72aa>::operator()
[32] 7ff680623158 luaD_precall
[33] 7ff68063bf01 luaV_execute
[34] 7ff680622c63 luaD_call
[35] 7ff68062343b luaD_rawrunprotected
[36] 7ff680622e70 luaD_pcall
[37] 7ff680619404 lua_pcallk
[38] 7ff68061d48a luaB_xpcall
[39] 7ff680623158 luaD_precall
[40] 7ff68063bf01 luaV_execute
[41] 7ff680622c63 luaD_call
[42] 7ff68062343b luaD_rawrunprotected
[43] 7ff680622e70 luaD_pcall
[44] 7ff680619404 lua_pcallk
[45] 7ff68069e630 Star::LuaEngine::pcallWithTraceback
[46] 7ff68087eb8c Star::LuaEngine::callFunction<float>
[47] 7ff680882896 Star::LuaFunction::invoke<Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData>,float>
[48] 7ff6808827c9 Star::LuaBaseComponent::invoke<Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData>,float>
[49] 7ff68088a44c Star::LuaUpdatableComponent<Star::LuaWorldComponent<Star::LuaBaseComponent> >::update<Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData>,float>
[50] 7ff68088a3bc Star::LuaActorMovementComponent<Star::LuaUpdatableComponent<Star::LuaWorldComponent<Star::LuaBaseComponent> > >::update<Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData>,float>
[51] 7ff680934b75 Star::Npc::update
[52] 7ff680c429ae <lambda_5251ea3b435705ab973fc9e3a86aa323>::operator()
[53] 7ff680813846 Star::EntityMap::updateAllEntities
[54] 7ff680c64053 Star::WorldServer::update
[55] 7ff680c6a0a6 Star::WorldServerThread::update
[56] 7ff680c69a8b Star::WorldServerThread::run
[57] 7ff6806c6d9e Star::ThreadImpl::runThread
[58] 7ff9b7217034 BaseThreadInitThunk
[59] 7ff9b8c82651 RtlUserThreadStart

 


This isn't an error i've personally seen before, which begs the question if it's something with the newer versions... You could try downgrading your Sexbound, the "older versions" button is available in the main post for it, and seeing if that resolves your issue.

 

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1 hour ago, red3dred said:

 

I'd say it's more-so people not responding because nobody really understand how the whole thing even works to fix or attempt to fix it, and the modder responsible for it isn't around all the time like me, but let's take a look...

... ah, as i expected, this isn't a simple config issue, which is why monsters are fine; There are "Think Trees" and "Nodes" and stuff in a completely separate part of the programming for NPC's, and this much i have no idea if/how to solve, but essentially, the NPC does the Defeat thing, but in the process, apparently drops his AI process. I don't know if this is something Locuturus has to fix, or if it's just a flaw of Starbound's thread allocation, though, he most certainly can take a look.

 

Whole error for posterity sake:

  Reveal hidden contents




[13:57:36.315] [Error] [string "/npcs/bmain.lua"]:191: (StarException) Lua Exception caught resuming action node remoteSetup in behavior hostileguard: (LuaException) cannot resume a dead or errored thread
[0] 7ff6806ca213 Star::captureStack
[1] 7ff6806c8f9e Star::StarException::StarException
[2] 7ff6806c92e5 Star::StarException::StarException
[3] 7ff680fdcd4e `Star::BehaviorState::runAction'::`1'::catch$231
[4] 7ff9a33f1030
[5] 7ff9a33f43a8 is_exception_typeof
[6] 7ff9b8cd1406 RtlCaptureContext2
[7] 7ff680746322 Star::BehaviorState::runAction
[8] 7ff680746e4c Star::BehaviorState::runNode
[9] 7ff6807477aa Star::BehaviorState::runSequence
[10] 7ff6807465b0 Star::BehaviorState::runComposite
[11] 7ff680746e62 Star::BehaviorState::runNode
[12] 7ff6807469f6 Star::BehaviorState::runDecorator
[13] 7ff680746e57 Star::BehaviorState::runNode
[14] 7ff6807477aa Star::BehaviorState::runSequence
[15] 7ff6807465b0 Star::BehaviorState::runComposite
[16] 7ff680746e62 Star::BehaviorState::runNode
[17] 7ff680746cdd Star::BehaviorState::runDynamic
[18] 7ff6807465fe Star::BehaviorState::runComposite
[19] 7ff680746e62 Star::BehaviorState::runNode
[20] 7ff680746cdd Star::BehaviorState::runDynamic
[21] 7ff6807465fe Star::BehaviorState::runComposite
[22] 7ff680746e62 Star::BehaviorState::runNode
[23] 7ff680745e28 Star::BehaviorState::run
[24] 7ff680d0884e <lambda_c00a27f6cddfafb872d0f8c0617836e5>::operator()
[25] 7ff680d075f8 <lambda_4b5c4c002440d16a00ac776d4d65d6bf>::operator()
[26] 7ff680d0248f std::_Invoker_functor::_Call<<lambda_4b5c4c002440d16a00ac776d4d65d6bf> & __ptr64,Star::LuaEngine & __ptr64,unsigned __int64,Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> * __ptr64>
[27] 7ff680d03d80 std::invoke<<lambda_4b5c4c002440d16a00ac776d4d65d6bf> & __ptr64,Star::LuaEngine & __ptr64,unsigned __int64,Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> * __ptr64>
[28] 7ff680d02bcb std::_Invoke_ret<Star::Variant<Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData>,Star::LuaVariadic<Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> > >,<lambda_4b5c4c002440d16a00ac776d4d65d6bf> & __ptr64,Star::LuaEngine & __ptr64,unsigned __int64,Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> * __ptr64>
[29] 7ff680d0979b std::_Func_impl<<lambda_4b5c4c002440d16a00ac776d4d65d6bf>,std::allocator<int>,Star::Variant<Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData>,Star::LuaVariadic<Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> > >,Star::LuaEngine & __ptr64,unsigned __int64,Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> * __ptr64>::_Do_call
[30] 7ff68069733d std::_Func_class<Star::Variant<Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData>,Star::LuaVariadic<Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> > >,Star::LuaEngine & __ptr64,unsigned __int64,Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> * __ptr64>::operator()
[31] 7ff6806966d7 <lambda_894500e69fe9ecf0c3703bede71c72aa>::operator()
[32] 7ff680623158 luaD_precall
[33] 7ff68063bf01 luaV_execute
[34] 7ff680622c63 luaD_call
[35] 7ff68062343b luaD_rawrunprotected
[36] 7ff680622e70 luaD_pcall
[37] 7ff680619404 lua_pcallk
[38] 7ff68061d48a luaB_xpcall
[39] 7ff680623158 luaD_precall
[40] 7ff68063bf01 luaV_execute
[41] 7ff680622c63 luaD_call
[42] 7ff68062343b luaD_rawrunprotected
[43] 7ff680622e70 luaD_pcall
[44] 7ff680619404 lua_pcallk
[45] 7ff68069e630 Star::LuaEngine::pcallWithTraceback
[46] 7ff68087eb8c Star::LuaEngine::callFunction<float>
[47] 7ff680882896 Star::LuaFunction::invoke<Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData>,float>
[48] 7ff6808827c9 Star::LuaBaseComponent::invoke<Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData>,float>
[49] 7ff68088a44c Star::LuaUpdatableComponent<Star::LuaWorldComponent<Star::LuaBaseComponent> >::update<Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData>,float>
[50] 7ff68088a3bc Star::LuaActorMovementComponent<Star::LuaUpdatableComponent<Star::LuaWorldComponent<Star::LuaBaseComponent> > >::update<Star::Variant<Star::Empty,bool,__int64,double,Star::LuaString,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData>,float>
[51] 7ff680934b75 Star::Npc::update
[52] 7ff680c429ae <lambda_5251ea3b435705ab973fc9e3a86aa323>::operator()
[53] 7ff680813846 Star::EntityMap::updateAllEntities
[54] 7ff680c64053 Star::WorldServer::update
[55] 7ff680c6a0a6 Star::WorldServerThread::update
[56] 7ff680c69a8b Star::WorldServerThread::run
[57] 7ff6806c6d9e Star::ThreadImpl::runThread
[58] 7ff9b7217034 BaseThreadInitThunk
[59] 7ff9b8c82651 RtlUserThreadStart

 


This isn't an error i've personally seen before, which begs the question if it's something with the newer versions... You could try downgrading your Sexbound, the "older versions" button is available in the main post for it, and seeing if that resolves your issue.

 

Awesome! Thanks. Good to know, I'll try downgrading and see if that fixes it or breaks my game further.
Hope you are well, and thanks again for the help.

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1 hour ago, EndarianDragon said:

it seems there a problem. monsters wont gain climax or finish if they the bottom and the player dosent when they are the bottom, unpacked the mod and it seems the only plugins are for moans. am i missing something or is this intentional?

Uh-oh, did something break again?

Just to confirm, this is a "It works in my machine" case, so feel free to drop your Starbound log file into here, following stanrdard procedure. Also, if you may, add what monsters are having this issue and i'll take a look into it.

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1 hour ago, Laz44 said:

I'm just really curious so I'm gunna ask, in what order are you adding in monsters? Is it biome based or size based?


Biome-based, right now the current objective is finishing the monsters of the Alien biome, and after that, i believe the ... cold? Biome is next. A new poll for future biomes will be started when the time comes.

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well ive got a problem about the animations getting stuck with some of the enemies can someone look into it and tell me where the problem lies because before it just worked fine but now with my new character nothing works anymore the logs are pinned  starbound.log.5starbound.log.4starbound.log.3starbound.log.2starbound.log.1

 

starbound.log

just a small extra info it only happens when im defeated tried with the bow and gun everything worked just to be clear 

 

found the problem it was my armor

 

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5 hours ago, CassLezard said:

jus curious, are poptops completely done or are they gonna get more positions in?

 

They have more positions made, but i'm still reviewing and testing them as i'm not sure people enjoy "reverse" fellatio positions (EG: Snaunt) and also the current doggy position could really use some work.

And that banner got me, legit thought that was the post.

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19 hours ago, red3dred said:

 

They have more positions made, but i'm still reviewing and testing them as i'm not sure people enjoy "reverse" fellatio positions (EG: Snaunt) and also the current doggy position could really use some work.

And that banner got me, legit thought that was the post.

aw sweet, can't wait to see more. this mod's an awesome expansion to the base sxb, good luck with it n all

 

about that, yea sorry lol, i'll try shrink it at some point

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On 4/27/2021 at 11:30 PM, red3dred said:

 

They have more positions made, but i'm still reviewing and testing them as i'm not sure people enjoy "reverse" fellatio positions (EG: Snaunt) and also the current doggy position could really use some work.

 

Just chiming in to say that I REALLY enjoy the "reverse" fellatio positions specifically, so I hope you don't leave them out!

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Hey, I recently installed the mod, and ran into a bit of an issue.

I was using the TeratoDefeat (and it's required partners) and I cam across an issue where if I, or a monster that was able to be turned into a sexnode, was "defeated" (dropped to 0 HP), instead it would leave them with the minimal health left, and continue acting as normal.

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1 hour ago, FryoKnight said:

Hey, I recently installed the mod, and ran into a bit of an issue.

I was using the TeratoDefeat (and it's required partners) and I cam across an issue where if I, or a monster that was able to be turned into a sexnode, was "defeated" (dropped to 0 HP), instead it would leave them with the minimal health left, and continue acting as normal.

 

I present to you... Ahem, The Terato-plethora of answers;

On 4/10/2021 at 10:15 AM, red3dred said:

Simply put, there's a bunch of different attempts at fixing Defeat, and none of which are 100% yet, as Defeat is a very complex code that relies on Starbound not chugging or skipping a beat, and on things being in the scripts of the involved creatures... When they aren't, things break heavily.

 

I've already crammed all the fixes that were shared as "working" into the Defeat Custom version that is available for download in this mod's page.

I cannot give any further support than that as:

  1. Monsters that don't have Sexbound support will become invincible when defeating/being defeated by things other than the player.
  2. Defeat will cause the player itself to be transformable, so don't shoot yourself.
  3. Defeat will cause the player or NPC's to become invincible should it's process not go through fully.
  4. Defeat will still kill NPC's and monsters if they're as much as 2 blocks off the ground, have furniture behind them, or just fail to be placed onto the floor properly (Or DoT's will skip Defeat entirely and still kill them).
  5. When Defeat does work properly between two monsters (Hostile VS Friendly), their positions will only be the ones of the defeated monster, ignoring whether the who defeated them has support for them. (Usually being one monster being fucked by a invisible monster)
  6. (New one recently!) The AI of NPC's that go through Defeat properly may not restore when the process is over, making them just stand there. Post-nut clarity hits some people differently.

 

These are all problems that not only do i not have a way to fix, they aren't caused by this mod, as much as i want to offer help, it is up to Locuturus to do so, or for the few people who are hard at work to try and fix up Defeat.

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11 hours ago, FryoKnight said:

Btw, seems that the lactate module for SxB was the culprit here also, as after turning it off, the mod went back to normal.


Good grief, i didn't expect it'd be that bad... Well, i guess that's to be sadly expected though. Hopefully someone else in their Discord also is taking notice and making fixes while this is going on.

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So, a quick question.

How hard would it be to get a compatibility patch for Pandora's Box?

The mod seems to still work for the most part, but the alt color monsters revert to normal colors when infused by this mod, and the Shadow Variants don't seem to work at all from just a quick test.

I would personally try and make a compatibility crossover, though I have literally no idea on what I would be doing.

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55 minutes ago, FryoKnight said:

So, a quick question.

How hard would it be to get a compatibility patch for Pandora's Box?

The mod seems to still work for the most part, but the alt color monsters revert to normal colors when infused by this mod, and the Shadow Variants don't seem to work at all from just a quick test.

I would personally try and make a compatibility crossover, though I have literally no idea on what I would be doing.

 

So, it's something i always wanted to get done, but sadly, it's a limitation of both Starbound and Sexbound, and the reason why mobs like randomly-generated mobs and the Erchius Moontants are likely never going to be supported properly. Because the alt-colors of mobs in Pandora's Box (And now, by extension, in FU, since they also ate it) is defined in the monster as just "another alternate body" that is pieced together like randomly generated monsters, except with only a single part.

 

What this entails, is that the game sees them as just the basic monster. We can't get the body data to show up easily, and even if we did, how would we handle it? Exponentially onto the name of the file, so you get "male-body1", "female-body2" etc? This sounds fine until you realize some monsters are composed of four different parts, and we'd need to animate them all, piece them together, and god knows what the layers are gonna look for that, the animation file for Sexbound would easily triple in size.

 

In sum, it's something i wish i was able to compatibilize, but since they are, unlike NPC's, not recolours and in fact whole PNG's for each variation, you can't just find the part of the name of the file that tells you the recolor and re-apply it in Sexbound. The sub-species variations like Glitch-top and Shadow-top are easily made compatible, but the variants are a massive pain in the ass and would likely require a whole table for each monster, just to know what each body recolor is.

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