Domino122361 Posted December 17, 2021 Posted December 17, 2021 50 minutes ago, red3dred said: ... huh? Where's Teratophilia? It says in the logs you don't have it installed at all. To be clear, TeratoDefeat does not include the monster supports. It's a optional file to insert/add Defeat support onto supported monsters. Thinking about it, i'll have to add Teratophilia as a requirement to even load TeratoDefeat. And the PoV (MorePoses) mod is still a unnamed asset source, if that's what you were shooting to fix. So yeah, check that mod folder and see if it's right. If it's installed correctly, then maybe it just doesn't have a "_metadata" file. oh, yeah ill make sure to check both of those problems out
Domino122361 Posted December 17, 2021 Posted December 17, 2021 5 minutes ago, Domino122361 said: oh, yeah ill make sure to check both of those problems out The POV mod does not have a metadata_ so that is probably the problem with that Could help me with a metadata_ for the POV mod? also I got the other parts of this mod and it works now!
red3dred Posted December 17, 2021 Author Posted December 17, 2021 31 minutes ago, Domino122361 said: The POV mod does not have a metadata_ so that is probably the problem with that Could help me with a metadata_ for the POV mod? also I got the other parts of this mod and it works now! You don't need a metadata to get the mod to work, but it's odd that it'd not come with one. It usually helps prevent duplicate issues and incompatibilities, but alas. I've checked the current file available on LoversLabs (v0.1.1) and it seems it's setup fine, and should work, adding support for Glitch, Apex, and Avian, and expanding the support for Humans. Only Florans and Novakids aren't supported at that point. The PoV files for Florans were available at the Sexbound page but have long since been taken down, so if you want Floran support, i have a link sitting somewhere for that one.
Noone6 Posted December 20, 2021 Posted December 20, 2021 Hi there, Red! I just had a realization recently, dunno if you thought about this, but you know how you're having that trouble with things like Pandora's Box because there's no way to differentiate between different colourizations, and that also creates a problem with things like the Erchius Ghost? Well, how do Capture Pods do it then? They are able to save a monster's specific colors from things like Pandora's Box, maybe it's something similar? I don't know if that would work, just putting it on your radar!
red3dred Posted December 21, 2021 Author Posted December 21, 2021 (edited) 2 hours ago, Noone6 said: Hi there, Red! I just had a realization recently, dunno if you thought about this, but you know how you're having that trouble with things like Pandora's Box because there's no way to differentiate between different colourizations, and that also creates a problem with things like the Erchius Ghost? Well, how do Capture Pods do it then? They are able to save a monster's specific colors from things like Pandora's Box, maybe it's something similar? I don't know if that would work, just putting it on your radar! I've taken a good look at capture pods personally, and i haven't been able to grasp what they do to pull the creature's data; from what i've grasped, they don't. As in, they just literally consume the entire creature's data and save it in the pokéball thingy. They will save things like planetary data, and the picture on the ball is generated by the (As far as i understand it) same method used to generate quest portrait, but captures even the names of the frames of animation from when the monster was captured. The reason why i personally don't have a way to compatibilize monsters with parts (Pandora's Box, Moontants, Randomly Generated Creatures, etc) is because Sexbound would need to identify each individual monster part, preferably by name, and append it to a "part" in Sexbound, and also index them. What i mean is, for example: A randomly generated monster is composed of 4 parts. Head, "legs", body and tail (small quadruped, is the one i'm going to be expeculating with) Spoiler Sexbound would need to identify the parts in use, from the monster's parts list, and catalogue them. "Body1", "LegsFin", "TailPoofy", etc. The problem really lies right there. Everywhere else in Sexbound's scripts, there is a standard. Front arm, back arm, body, genitals, head. There's no way to know what body part of a monster goes in front, what goes behind, because at the end of the day, they're all just parts, and they have absolutely no naming standard in Vanilla other than "body" most of the time, much less in modded monsters such as Pandora's Box. Spoiler Example: "small quadruped" has all parts named "head","chest","tail","legs", but then moontants have them simply indexed. And then their bodies are listed under "male" and "female". Even if Locuturus was to find a way to inherit a monster's Pallette data, which i've tasted on how difficult that can be... Even then, listing, ordering and distributing the monster's body-parts to appropriate layers is another hell in of itself. I really hope we can get there one day, to supporting part-picked monsters, but i do not envy whoever wants to try and take a jab at it. Edit note: The only way i could possibly conceive of the monster's supports having meaningful and comprehensible means of implementation, is if each monster support for part-picked monsters included a "map" of sorts, telling Sexbound what part to equate to which monster part, in the support patch, or as a additional config file. Edited December 21, 2021 by red3dred
Noone6 Posted December 21, 2021 Posted December 21, 2021 Wow, and yikes! Well, thought I'd try to help. Thanks for the explanation- that sounds crazy. I do, too, hope that someone'll figure it out- that'd be cool. Well, thanks for taking the time to respond! Hope all is going well, and I wish you the best of luck for this mod and, well, should you ever try to move through hell to solve something like that. (Oh, and I had an idea for something, posted it in the sexbound mod thread as an idea, not sure where else to have put it. Figured maybe you could look at it and see if it's interesting, but obviously you don't have to) 1
Zak0ya Posted December 30, 2021 Posted December 30, 2021 I don't know if this is just me, but whenever I'm killed by a monster that ISN'T supported with the defeat mod/this mod, I turn completely invincible and my stamina bar won't recharge at all. Is there any way I can fix this??
red3dred Posted December 30, 2021 Author Posted December 30, 2021 7 minutes ago, Zak0ya said: I don't know if this is just me, but whenever I'm killed by a monster that ISN'T supported with the defeat mod/this mod, I turn completely invincible and my stamina bar won't recharge at all. Is there any way I can fix this?? Try updating your defeat mod, and pray... Defeat is sadly not very stable and gaps in the supports like that will cause it to just "shit the proverbial bed".
Zak0ya Posted December 30, 2021 Posted December 30, 2021 4 minutes ago, red3dred said: Try updating your defeat mod, and pray... Defeat is sadly not very stable and gaps in the supports like that will cause it to just "shit the proverbial bed". I'll give it a go, I'm guessing I'm supposed to just flat out die, but I just don't die Xd 1
welp . . . Posted January 1, 2022 Posted January 1, 2022 I opened adminstrator mode to pack the files and yet the cmd prompt won't allow me to create a pak file. And yes, i'm editing the files so i can add more monsters that Calummy gave out, also amzing job in the sprites!
welp . . . Posted January 1, 2022 Posted January 1, 2022 Moreover, when i put just the name of the file, it sent into this directory:
red3dred Posted January 1, 2022 Author Posted January 1, 2022 38 minutes ago, welp . . . said: Moreover, when i put just the name of the file, it sent into this directory: You're having DOS issues in a Starbound LoversLab thread... However, i will be real. You're doing it right and wrong at the same time! I'm surprised you managed to get the command line to accept that honestly, but lemme try and explain: The left side of the Command Line shows where it's running off of, so it's running off of "C:\WINDOWS\system32" by default, as Command Line does. You can use the command "cd" to "change directory", and thus you move the command prompt to where you want it to shit out the files i guess. You should honestly either get Pakit, a program that does all this path BS for you with a simple "search for folder" interface, or one of the many other programs that also skip the BS for you. Doing it by command line is good for learning DOS, but unless you want to learn how to unninstall System32, using DOS for this is a rather outdated technique, no mockery. Also of note, you don't have to pack the mod for it to work. Dropping the same folder that the mod consists of in you mods folder should work. There are a few things DOS, or the newer thing, Windows PowerShell, can do that will overcome several security BS issues, but it's not really something that will help you get through the modding thing, unless you want to package and distribute your own mods, like posting them on this website or sharing them with other users =V 2
TemtemLover Posted January 12, 2022 Posted January 12, 2022 Helloooo. It's been some time, I was busy with my own work, but now I have found some time to tinker around more. This time I went back to my item idea, and after some painful days, I more or less figured out Lua and the whole enviroment of Starbound modding. ... That was very painful, please someone update the tutorials from 2013 and make an actual explanation on basics.. But! I have something. It is not a big thing, and mostly a personal.. um.. kink? But this works, more or less, in its prototype form (I still have to figure out how to properly reference player pets). This doesn't have any gameplay functionality, (maybe someone will give ideas even), and serves mostly for smut shenanigans. Spoiler Starbound 2022.01.12 - 16.34.21.05.DVR_Trim.mp4 Starbound 2022.01.12 - 16.30.21.04.DVR_Trim.mp4 Starbound 2022.01.12 - 16.19.14.03.DVR_Trim.mp4 You'll have to excuse me trying to fix the animations manually, since I am not insane enough to pass some sort of parameters to these animations, the process just copied from defeat code. But the idea is just that, item that you can use on any mind controlled node, in which your pet will participate. Spoiler Starbound 2022.01.12 - 17.04.38.06.DVR_Trim.mp4 That being said, with some more modifications, it can also be used as something normal to have bed time with your monsters/crew, without having to shoot them in the face with an arrow. All in all, if most monsters get finished their 1-2 animations (And only passive variants are needed thanks to the person who made lots of active positions), there will be a good amount of combinations to view for yourself. Of course a lot of them will be broken and look stupid, but hey, I think the option to have it is better than having to go through randomness of having your monster be defeated by random enemy. 8
red3dred Posted January 13, 2022 Author Posted January 13, 2022 (edited) 23 hours ago, TemtemLover said: Helloooo. It's been some time, I was busy with my own work, but now I have found some time to tinker around more. This time I went back to my item idea, and after some painful days, I more or less figured out Lua and the whole enviroment of Starbound modding. ... That was very painful, please someone update the tutorials from 2013 and make an actual explanation on basics.. All in all, if most monsters get finished their 1-2 animations (And only passive variants are needed thanks to the person who made lots of active positions), there will be a good amount of combinations to view for yourself. Of course a lot of them will be broken and look stupid, but hey, I think the option to have it is better than having to go through randomness of having your monster be defeated by random enemy. ... wow, you really added some interesting mechanic to the pets in Starbound, to cooperate with Sexbound. I've liked the post at 2 AM while i was tired as heck, but returned since i had to say something about it. Development of Sexbound is rather slow, for mods and the API itself, albeit this is good for modders, since we don't have to worry about API updates breaking our work, we also are seeing way less mods for Sexbound. It's good to see people are still interested in keeping the ball going. Really glad to see, and really good work! (Only question that remains is, does it support Pandora's Box increase to the maximum pets? How does that work with your mod?) I also saw that massive compilation file, for monster supports, and albeit they were mostly simple and single-poses, it's interesting how a little bit of support goes a long way, from enabling things like this, to preventing issues with Defeat. I would incorporate such additions into the main mod here, but i haven't received any explicit permissions, plus have been sadly very slow to work on my end. In part due to trying to conform to the new API requests of not replacing or altering base API files... That said, i am pretty close to a stabler version of the Relayer mod being released, which should allow for some more interesting use of layers, EG: Spoiler Plus implementation and rework of some supports, EG the showcased Oculob above. I wish i could implement more polls and forms for users to fill out on how they think monsters could be supported (Pregnancy? Genders? Characteristics? Poses?) but that might be a bit too spammy for LoversLab, plus i don't know how much Google Forms would respect user's privacy. I also should probably request @NikitaRGX's musings over the monster supports again, as i was reading that file from PasteBin for a while for inspirations and ideas, and it has expired =V Edited January 13, 2022 by red3dred Derpa derp derp, fix me derps 1
TemtemLover Posted January 13, 2022 Posted January 13, 2022 2 hours ago, red3dred said: (Only question that remains is, does it support Pandora's Box increase to the maximum pets? How does that work with your mod?) I'll be bluntly honest, right now the mod searches a hardcoded monster nearby to be forced into the node xD I was trying to find out how to work with getCompanions table, but.. there's literally NOTHING on internet about it aside from wiki post that exists. Also I am still fighting the promiseKeeper shenanigans, trying to undestand why it doesn't work at times. But if I manage to get a list of player pets, then it is easy to set up what and which pet will do what (If there are multiple, then probably the first one in list would be used, but that can be worked with) 2 hours ago, red3dred said: That said, i am pretty close to a stabler version of the Relayer mod being released, which should allow for some more interesting use of layers, EG: I've actually already poked it a little, though wasn't too sure what Relayer was exactly <: ==== Once I am done with the super base version of the pheromones, I will probably make a mod upload with them, I am pretty sure some will find it useful, even just for monster/bed interactions. 2
TemtemLover Posted January 13, 2022 Posted January 13, 2022 Ookay so.. after some more digging, and getting help from a friend, stuff has been figured out! Spoiler Starbound 2022.01.13 - 22.21.42.03.DVR_Trim.mp4 Starbound 2022.01.13 - 22.29.56.05.DVR_Trim.mp4 It works! Well when it does that is. I managed to understand how to access player's pets list and just allow these interactions happen. There are still problems though related to pets going invisible and not being untransformed after the node is destroyed.. . Good news is that they don't die and you just need to resummon without worries. That does mean that pet can interact with itself, because unsummoning it won't remove it from the nodes... And other problem of course the decision on who is actor1 and actor2 is random, unless monster is locked to only one role.. and you can't "fix" it unless you go into the node and wiggle the monsters around into proper positions... ...hmm there's something about that though. (and also on bed monsters may try poses they dont understand at all..) Oh and... Spoiler Starbound 2022.01.13 - 22.28.24.04.DVR_Trim.mp4 Trying to go into a threesome.. just breaks things entirely. Well that was to be expected, but that means no fixing the threesome positions for those who are extra kinky. I'll tinker around more with possible solutions to some problems as well as adding blueprint for the pheromones, and maybe npc companions item. ..one can think about making a whole game about breeding pets like this lol. 2
wdefrgthyju Posted January 15, 2022 Posted January 15, 2022 On 1/13/2022 at 11:51 AM, TemtemLover said: Ookay so.. after some more digging, and getting help from a friend, stuff has been figured out! How did you do the sex with pteropod? Is it a custom made mod because i'm pretty sure teratophilia doesn't cover it yet.
TemtemLover Posted January 15, 2022 Posted January 15, 2022 1 hour ago, wdefrgthyju said: How did you do the sex with pteropod? Is it a custom made mod because i'm pretty sure teratophilia doesn't cover it yet. Look a few pages back in this thread, one person posted their own set of animations. They will hopefully get implementated into main mod at some point.
Laz44 Posted January 15, 2022 Posted January 15, 2022 I assume the solution is probably dead simple but how do I get Calumny's patch files to actually work in sexbound. I'm no modding guru so I'm stumped.
TemtemLover Posted January 15, 2022 Posted January 15, 2022 30 minutes ago, Laz44 said: I assume the solution is probably dead simple but how do I get Calumny's patch files to actually work in sexbound. I'm no modding guru so I'm stumped. I am actually way too lazy to explain, so have his things as a mod instead I added metadata to keep the ownership written still. Do let me know if it works (and also do keep in mind that we will probably end up polishing and putting more things into this, only use it if you really desperate for more monsters having dominant animations (almost no sub are in this pack)) Should enable more monsters in defeat too CalumnyTerra.zip 4
Laz44 Posted January 15, 2022 Posted January 15, 2022 3 hours ago, TemtemLover said: I am actually way too lazy to explain, so have his things as a mod instead I added metadata to keep the ownership written still. Do let me know if it works (and also do keep in mind that we will probably end up polishing and putting more things into this, only use it if you really desperate for more monsters having dominant animations (almost no sub are in this pack)) Should enable more monsters in defeat too CalumnyTerra.zip 2.73 MB · 2 downloads Thank you
red3dred Posted January 16, 2022 Author Posted January 16, 2022 3 hours ago, TemtemLover said: Look a few pages back in this thread, one person posted their own set of animations. They will hopefully get implementated into main mod at some point. That depends on whether they want it to be implemented or not honestly, but i would need their approval for that. The approval of @Calumny that is. Going around yoinking people's assets is a no-go unless you want to summon some really beefy Drama Demons. Also thanks for the compiled mod, makes life easier for other users without having to invade their work! 1
Laz44 Posted January 16, 2022 Posted January 16, 2022 On 1/15/2022 at 5:01 PM, TemtemLover said: Do let me know if it works (and also do keep in mind that we will probably end up polishing and putting more things into this, only use it if you really desperate for more monsters having dominant animations (almost no sub are in this pack)) So I did run into an issue, the monsters I summoned did not let me do anything with them after using the bow, after I interacted with the node no animations came up or actors. I don't know whitch log it is so I attached them all (sorry if there's a load of mod's downloaded) starbound.log.1 starbound.log.2 starbound.log.3 starbound.log.4 starbound.log.5
TemtemLover Posted January 17, 2022 Posted January 17, 2022 12 hours ago, Laz44 said: So I did run into an issue, the monsters I summoned did not let me do anything with them after using the bow, after I interacted with the node no animations came up or actors. I don't know whitch log it is so I attached them all (sorry if there's a load of mod's downloaded) starbound.log.1 91.71 kB · 2 downloads starbound.log.2 105.9 kB · 0 downloads starbound.log.3 93.95 kB · 0 downloads starbound.log.4 109.43 kB · 0 downloads starbound.log.5 78.8 kB · 1 download Okay so.. the log of *last* session is without the .number I tested the mod on my clean setup and it seems to be working. Did you make a folder for the mod? Inside the mods folder.. because I forgot to pack it all in a folder in the zip >.>' Also can you elaborate on no animations pop up? Did you still have sex ui menu? Because new monsters dont have passive state and you need to swap the roles to see anything. Also any specific monster you tried would help. 2
Laz44 Posted January 23, 2022 Posted January 23, 2022 On 1/17/2022 at 10:21 AM, TemtemLover said: Okay so.. the log of *last* session is without the .number I tested the mod on my clean setup and it seems to be working. Did you make a folder for the mod? Inside the mods folder.. because I forgot to pack it all in a folder in the zip >.>' Also can you elaborate on no animations pop up? Did you still have sex ui menu? Because new monsters dont have passive state and you need to swap the roles to see anything. Also any specific monster you tried would help. Sorry for the late reply, so I made a new folder to put the files in and didn't touch any code or what not so everything there is how I downloaded it. I tried with the Spookit, Voltip, Fennix and the moontant, when ever I used the bow on them they would disapear and when I interacted with them nothing would happen my avatar would disapear until I moved.
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