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[mod] Teratophilia


red3dred

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Posted
2 hours ago, CherriCordialPie said:

Super sad to hear this, but glad to know it's not just me as I was about to ask the same question. Is there any ETA for a TeratoDefeat update? Will using an older outdated version crash my game? And most importantly, is there anything I can do to help? I'm not bad at coding and am learning spritework. I love this mod (being a kinky li'l fuck) and want to get back to screwing around with monsters. :D


TeratoDefeat is mostly just patches with the right name, if the patch is correct and not duplicated, then everything works fine. I just haven't updated it because i've been testing new versions of Defeat itself and i don't have a DefeatCustom available, much less with many of the common fixes people have contributed thus far, that and generally having too much to do in too little time.

If you want to see it fixed up, i can probably whip up a quick patch set and hope it works without issues, but knowing Defeat, people will probably come asking why they are invincible or why they die normally/Sexbound freezes within a week.

Posted
6 hours ago, red3dred said:


TeratoDefeat is mostly just patches with the right name, if the patch is correct and not duplicated, then everything works fine. I just haven't updated it because i've been testing new versions of Defeat itself and i don't have a DefeatCustom available, much less with many of the common fixes people have contributed thus far, that and generally having too much to do in too little time.

If you want to see it fixed up, i can probably whip up a quick patch set and hope it works without issues, but knowing Defeat, people will probably come asking why they are invincible or why they die normally/Sexbound freezes within a week.

If you want a playtester I'm up for it, but don't rush if you're not comfortable with it. My offer is to help as a guinea pig, not to stress you out, so I hope you don't feel rushed. I've done my own modding and honestly quit mostly because of people treating me like an unpaid employee making mods for them personally. That's the last thing I'd wish on others. But helping look for bugs is definitely something I can do.

Posted
2 hours ago, CherriCordialPie said:

If you want a playtester I'm up for it, but don't rush if you're not comfortable with it. My offer is to help as a guinea pig, not to stress you out, so I hope you don't feel rushed. I've done my own modding and honestly quit mostly because of people treating me like an unpaid employee making mods for them personally. That's the last thing I'd wish on others. But helping look for bugs is definitely something I can do.


Oh worry not, telling me if something is entirely not working in my mod is more than enough. The TeratoDefeat support has been updated and uploaded along with a few small fixes/changes.

 

Posted
8 hours ago, red3dred said:


Oh worry not, telling me if something is entirely not working in my mod is more than enough. The TeratoDefeat support has been updated and uploaded along with a few small fixes/changes.

 

I'll make sure to take some time today and tomorrow to do some playtesting and let you know what I see!

Posted

Hey, I've got a question about how I might be able to do something. It's probably really simple to do but for the life of me I just don't know where to start.

 

I've been reverse-engineering code and fiddling with values to tailor my Sexbound experience to my liking, and one of the things I've done is make it so entities that are pregnant always give birth to the father's species. But I wanted to add some exceptions to this, specifically with monsters. I want to make it so that if the father is, say, a Scandroid, then the baby will be something else, like an Apex. Basically I want it to make a little more sense than a biological entity giving birth to a robot, lol.

 

I wrote some if/else statements in the pregnant.lua file that effectively do this for playable races, but I have no idea how to do it for monsters, so I thought this would be a good place to ask and see if there was anyone who could help.

Posted (edited)
33 minutes ago, Rapifessor said:

Hey, I've got a question about how I might be able to do something. It's probably really simple to do but for the life of me I just don't know where to start.

 

I've been reverse-engineering code and fiddling with values to tailor my Sexbound experience to my liking, and one of the things I've done is make it so entities that are pregnant always give birth to the father's species. But I wanted to add some exceptions to this, specifically with monsters. I want to make it so that if the father is, say, a Scandroid, then the baby will be something else, like an Apex. Basically I want it to make a little more sense than a biological entity giving birth to a robot, lol.

 

I wrote some if/else statements in the pregnant.lua file that effectively do this for playable races, but I have no idea how to do it for monsters, so I thought this would be a good place to ask and see if there was anyone who could help.


I don't think you'd even need to go that far, there's already exception code in Sexbound to define custom birth parameters, and it IS currently used by Teratophilia, not sure to what extent as Locuturus doesn't test the features and i think they maybe one-sided, but monsters have a parameter called "giveBirthTo", and you can define a few things, like item and object. You can probably expand this to "monster" and/or "NPC" and just write your own custom handlers.


PS: I refer to this chunk in: <Sexbound folder/scripts/sexbound/override/monster/pregnant.lua>

image.png.18456ce5193be301bcef62b3739e56bb.png

Edited by red3dred
Posted
1 hour ago, red3dred said:


I don't think you'd even need to go that far, there's already exception code in Sexbound to define custom birth parameters, and it IS currently used by Teratophilia, not sure to what extent as Locuturus doesn't test the features and i think they maybe one-sided, but monsters have a parameter called "giveBirthTo", and you can define a few things, like item and object. You can probably expand this to "monster" and/or "NPC" and just write your own custom handlers.


PS: I refer to this chunk in: <Sexbound folder/scripts/sexbound/override/monster/pregnant.lua>

image.png.18456ce5193be301bcef62b3739e56bb.png

Okay, I'll give that a try and see if I can get what I want to work. What I'm specifically trying to do at the moment is make it so that if my character is impregnated by a Scandroid, they'll give birth to an Apex (it's a headcanon thing). There's some other stuff I want to do too, but I figure if I can make that happen I should be able to figure out the rest.

Posted
17 hours ago, Rapifessor said:

Okay, I'll give that a try and see if I can get what I want to work. What I'm specifically trying to do at the moment is make it so that if my character is impregnated by a Scandroid, they'll give birth to an Apex (it's a headcanon thing). There's some other stuff I want to do too, but I figure if I can make that happen I should be able to figure out the rest.

Yeah, unfortunately it does look like "giveBirthTo" only applies to monsters and babies for humanoids are handled by the regular pregnancy script. I tried to add logic for Scandroids in Sexbound\scripts\sexbound\plugins\pregnant\pregnant.lua but I don't think it works the same as with humanoids, since they're different entityGroups. For humanoids I can just say something like "if species == "apex" then" and then whatever I want to happen if the statement is true.

 

The part I'm referring to is in the screenshot (sorry for the default notepad lol, I should really get Notepad++). The chunk of code at the top might be what's causing the discrepancy between how monster species are referenced and how humanoid species are referenced, but I'm not sure.

 

Screenshot (1684).png

Posted
3 hours ago, Rapifessor said:

Yeah, unfortunately it does look like "giveBirthTo" only applies to monsters and babies for humanoids are handled by the regular pregnancy script. I tried to add logic for Scandroids in Sexbound\scripts\sexbound\plugins\pregnant\pregnant.lua but I don't think it works the same as with humanoids, since they're different entityGroups. For humanoids I can just say something like "if species == "apex" then" and then whatever I want to happen if the statement is true.

 

The part I'm referring to is in the screenshot (sorry for the default notepad lol, I should really get Notepad++). The chunk of code at the top might be what's causing the discrepancy between how monster species are referenced and how humanoid species are referenced, but I'm not sure.

 

Could've just pasted the whole thing as code into LoversLab's "Code" function at the top, the </> button, and then you can select "Lua" so it highlights, but yeah

You can also make use of Logic statements "or" and "and" to better determine things, along with a switch-case, by using "else" instead of "end".

Posted
10 minutes ago, red3dred said:

 

Could've just pasted the whole thing as code into LoversLab's "Code" function at the top, the </> button, and then you can select "Lua" so it highlights, but yeah

You can also make use of Logic statements "or" and "and" to better determine things, along with a switch-case, by using "else" instead of "end".

Ah, I see. This is what my custom logic is right now:

-- Returns a random species name based on the species of the parents
function Sexbound.Actor.Pregnant:generateBirthSpecies()
    local actor1Species = self:getParent():getSpecies() or "human"
    local actor2Species = self.otherActor:getSpecies() or actor1Species
    if actor2Species == "glitch" then
	if actor1Species == "glitch" then
	    return "human"
	else
	    return actor1Species
	end
    elseif actor1Species == "novakid" or "floran" or "skelekin" or "slimeperson" or "slimenpc" or "slimenpchuman" then
	return actor1Species
    else
	return actor2Species
    end
end

This works pretty much flawlessly for playable species. Now if I could just figure out how to work monster species into this that would be perfect.

  • 3 weeks later...
Posted

Hello, I want to try this, but I can't seem to open the PAK file that the download links to.

 

I've tried PakExplorer, and tried renaming it to a .zip file, but neither of those seem to work

Posted
57 minutes ago, Vanthrys said:

Hello, I want to try this, but I can't seem to open the PAK file that the download links to.

 

I've tried PakExplorer, and tried renaming it to a .zip file, but neither of those seem to work

You dont have to open the PAK for it to work, just put the PAK file in the mods folder and you're set.

Posted
On 4/14/2022 at 9:29 AM, TirbaZireh said:

You dont have to open the PAK for it to work, just put the PAK file in the mods folder and you're set.

Ah thank you

  • 2 weeks later...
Posted

I'm new to loverslab and not always terribly good at actually using and allocating files. I move the .pak file to my mods folder but when I try to start the game, it crashes on me and gives me a series of error messages. Sorry if this is obvious to others, but I dont really get what im doing wrong.

 

Posted
4 hours ago, Kashess said:

I'm new to loverslab and not always terribly good at actually using and allocating files. I move the .pak file to my mods folder but when I try to start the game, it crashes on me and gives me a series of error messages. Sorry if this is obvious to others, but I dont really get what im doing wrong.


From your words, nothing wrong. PAK files should be moved to the mods folder and just left there, indeed, but if you are having crashes, feel free to throw some log out and see what's up. It maybe a lack of dependencies (Such as Defeat for Terato Defeat).

Quote

So, to better report issues, try providing a description of the issue and recreating the issue in-game, then providing a log file.

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>

  • 2 weeks later...
Posted

This may have been answered before, but what exactly do I edit to change the chance for a monster being converted to a sex node?

I know how to unpack both files (Terato and defeat) and edit lua scripts, but I don't see any actual scripts to mess with in the unpacked files.

Posted
4 hours ago, NotARobotEither said:

This may have been answered before, but what exactly do I edit to change the chance for a monster being converted to a sex node?

I know how to unpack both files (Terato and defeat) and edit lua scripts, but I don't see any actual scripts to mess with in the unpacked files.


TeratoDefeat no longer has that feature, it's just a bunch of supports for Defeat to work with, nothing else.

The "Defeat Custom" mod is no longer available due to being outdated, because i'm not messing with Defeat currently, it's a lot of trouble to get it work properly, and there will always be a new/old factor to make it not work...

...otherwise:
image.png.cd23e09c01cfe43e5c7bcf55d1239314.png

The "0.35" is the chance of it succeeding. A number generated between 0 and 1, that is bigger than 0.35 will kill the monster and skip Defeat.

This was the part of Defeat Custom that caused it to not transform every monster.

Posted
2 hours ago, iDarknessKun said:

Nice work man!
I would like if bunnies could have support for this mod too


The little critters? They're so small, the only thing someone could do with them-- No nevermind i won't repeat that word...

Jokes apart, what do you think one could even do with a small creature? For reference:

Spoiler

image.png.e8e45528567ae25521a8ee61fa7d784a.png

 

The bunny's idle image next to a Vanilla API's human genital.

 

Posted (edited)
8 hours ago, red3dred said:


The little critters? They're so small, the only thing someone could do with them-- No nevermind i won't repeat that word...

Jokes apart, what do you think one could even do with a small creature? For reference:

  Hide contents

image.png.e8e45528567ae25521a8ee61fa7d784a.png

 

The bunny's idle image next to a Vanilla API's human genital.

 

they are really small, I think it would be difficult to support them because of that
maybe cutting off a part of the limb during the act scene so it doesn't overrun the whole bunny sprite? I'm not sure :/

maybe it's possible to do some things about it

Edited by iDarknessKun
I thought of some ideas
  • 2 weeks later...
Posted

@red3dred you should make a discord server and put in the mod description.. i would be more than happy to collaborate with the development of the mod. my discord is kinnofuy#2143 and i am a developer since some time already coding in c++ and java and lua doesnt seem hard at all. these are not the only two languages i work on.. these are the ones i use the most. i code also in php (basically web c/c++), python, html, gdscript (for godot) and some random ones. add me in discord if youre interested in some extra help.

Posted (edited)
1 hour ago, kinnofur said:

@red3dred you should make a discord server and put in the mod description.. i would be more than happy to collaborate with the development of the mod. my discord is kinnofuy#2143 and i am a developer since some time already coding in c++ and java and lua doesnt seem hard at all. these are not the only two languages i work on.. these are the ones i use the most. i code also in php (basically web c/c++), python, html, gdscript (for godot) and some random ones. add me in discord if youre interested in some extra help.


While i appreciate the enthusiasm, i am not looking forward to wrangling a server at the moment. This project was a small one meant to just slowly fill out the roster of Vanilla monsters, and given how even that has been quite the challenge, i have been very slowly chipping away at it, even with other users contributing great assets as well.

I never aspired for this project to get big enough to merit a team and Discord dedicated to it, much less that i'd need to manage people to get it done, so if anyone wants to make a Discord dedicated to it, i wouldn't mind joining, but i'm not too fond of being a moderator. Props to the LoversLabs moderators, they have great patience and sanity from what i've seen.

As for the programming challenge, there isn't much going on with Teratophilia that would require coding, most of the monsters are already achieved milestones in terms of coding, the only ones aren't currently achievable are the ones listed with the dumb face shown in the monster list, so i do appreciate the offer, but cannot current counter-offer any tasks. It's really just mostly artwork.
(Erchius Ghost, for the mere reason that it would likely require a custom AI code, and i'd be baffled if it didn't just instakill you when interacted, and the Moontants, because they are part-picked monsters, and as such, cannot currently be supported by the API, along with random-gen monsters.)

 

Side note; My Discord is available and has never changed: red3dred#6559

Edited by red3dred
Posted
7 hours ago, iDarknessKun said:

What about Capricoats? 

758197358_preview_capricoat.png

I'll be honest, I started working on them but then I kinda realized I need to shift my mind away from starbound for now.

 

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