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[mod] RJW Apparel and Sextoys Extension by S16


S16+

Mod development course  

7535 members have voted

  1. 1. Should I try keep this mod realistic and vanilla friendly or add some hentai things (lewd power armor, milking machines, hentai style apparel and thoughts and so on)?

    • Keep it realistic
      1388
    • More hentai
      4248
    • I am a lewd potato
      1899


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Posted

This mod is great, thank you very much. I might start looking into modding myself!
Btw, is it intentional that the dresses give no stats? (armor, heat, cold tolerances etc)

Posted
On 1/23/2021 at 9:31 AM, Heavy3 said:

This mod is great, thank you very much. I might start looking into modding myself!
Btw, is it intentional that the dresses give no stats? (armor, heat, cold tolerances etc)

thank you x)
mostly no, this is because i seriously lack time to work on the mod
however I am doing a major code rework in v.115

Posted
7 hours ago, Madaoke said:

It only seems to use the beatiful bodies mod and not the RF ones for me.

strange, RF bodies are integrated into my mod
try to use Character Editor Mod to change bodies ingame

Posted

I understand u may not want to make textures for all body types and body mods, but can't u include some ''empty'' texture files, so if the item is equiped by an pawn with the wrong body it would still get the thoughts, but instead of the immersion breaking red X or the pink square, the item simply doesn't show up (like shoes and gloves in vanilla rimworld)?

 

Also I dont understand why ur mod doesn't support the vanilla body (or vanilla-like bodies) when it supports beautiful bodies, which is almost identical in shape with the vanilla one.

Posted
6 hours ago, blakas said:

I understand u may not want to make textures for all body types and body mods, but can't u include some ''empty'' texture files, so if the item is equiped by an pawn with the wrong body it would still get the thoughts, but instead of the immersion breaking red X or the pink square, the item simply doesn't show up (like shoes and gloves in vanilla rimworld)?

 

That would also be my preference.  I've been fixing up textures as needed (copy the existing ones & rename, tweak positions slightly in photoshop if they're too badly positioned) but just starting with a blank image woudl be better.

 

Posted

For anyone wanting to feed visiting nobles properly here's a simple xpatch to make the S16 added foods satisfy all titles:

 

<?xml version="1.0" encoding="utf-8" ?>
<Patch>
  <Operation Class="PatchOperationAdd">
    <xpath>/Defs/RoyalTitleDef[defName="Baron" or defName="Count" or @Name="BaseEmpireTitleNPC"]/foodRequirement/allowedDefs</xpath>
    <value>
      <li>S16_Milk</li>
      <li>S16LoveCookie</li>
      <li>S16LoveNectar</li>
      <li>S16GirlCum</li>
    </value>
  </Operation>
</Patch>

 

Make a Patches directory inside a mod, paste that into an xml file and show the stellarch some love.  (Required Royalty DLC)

 

 

 

 

Posted
12 hours ago, blakas said:

I understand u may not want to make textures for all body types and body mods, but can't u include some ''empty'' texture files, so if the item is equiped by an pawn with the wrong body it would still get the thoughts, but instead of the immersion breaking red X or the pink square, the item simply doesn't show up (like shoes and gloves in vanilla rimworld)?

 

Also I dont understand why ur mod doesn't support the vanilla body (or vanilla-like bodies) when it supports beautiful bodies, which is almost identical in shape with the vanilla one.

well, sounds like a good idea!
the purpose of the pink X was to indicate that this body type is unsuppoted, I didn't think that there will be people who would like to use my items on them
what about vanilla bodies, I just don't want to make addtional texture adjustments for male, fat, and thin bodies... you can still use my items on vanilla female body and other identical in shape ones with minor misplacements

Posted
6 hours ago, Nabonidus said:

 

That would also be my preference.  I've been fixing up textures as needed (copy the existing ones & rename, tweak positions slightly in photoshop if they're too badly positioned) but just starting with a blank image woudl be better.

 

ok, i ll consider it x)

Posted
6 hours ago, Nabonidus said:

For anyone wanting to feed visiting nobles properly here's a simple xpatch to make the S16 added foods satisfy all titles:

 


<?xml version="1.0" encoding="utf-8" ?>
<Patch>
  <Operation Class="PatchOperationAdd">
    <xpath>/Defs/RoyalTitleDef[defName="Baron" or defName="Count" or @Name="BaseEmpireTitleNPC"]/foodRequirement/allowedDefs</xpath>
    <value>
      <li>S16_Milk</li>
      <li>S16LoveCookie</li>
      <li>S16LoveNectar</li>
      <li>S16GirlCum</li>
    </value>
  </Operation>
</Patch>

 

Make a Patches directory inside a mod, paste that into an xml file and show the stellarch some love.  (Required Royalty DLC)

 

 

 

 

hmmm, i gonna add this to the mod i think

Posted
On 1/12/2021 at 4:30 AM, S16+ said:

well, on the screenshot you got vanilla male body, my mod does't support it
BB body is not integrated into my mod, you need both BB body support and BB body for humans or BB body for alien races mods

Sorry for potentially being dense, but if RF body is included in the mod, how was I playing vanilla bodies?

Posted
3 hours ago, doublebumper said:

Sorry for potentially being dense, but if RF body is included in the mod, how was I playing vanilla bodies?

it is not generated by default
you can use Plastic Device or use Character Editor

Posted

This is an optimization update, I finished some wip things, but there is no new content yet. Since there are major structure changes, this update requires a new game start.

---

v.1.1.5
- replaced Hediff.Apparel by LoonyLadle by Vanilla Expanded Framework (fixed apparel hediffs remaining after saveload)
- reworked Anime Randy storyteller
- reworked dress parent defs
- reworked apparel layer system
- reworked special goods orbital trader
- reworked Z dress (now stuffable)
- reworked lactine description
- reworked lactine recipe description
- reworked research prerequisite system for S16_Base
- reworked milk mote texture
- reworked some stats
- changed pink X on unsupported bodies to empty images
- changed texture path for integrated RF bodies apparel
- changed apparel and item texture paths and names for better navigation
- changed apparel defnames to more informative ones
- changed apparel categories and tag names
- removed non stuffable disco top
- removed quality for vibrators
- removed black market orbital trader
- fixed some typos
- fixed oversized textures for broadshield packs on RF bodies
- fixed torch belt missing texture for Vanilla Expanded Vikings
- added LoadBefore for Beautiful Bodies
- added IncompatibleWith for RF Body Type Extend
- added separate defs for base apparel, nipple stickers
- added separate thought defs for tops, nipple stickers
- added separate thing categories for tops, nipple stickers
- added apparel tier tags
- added description, thoughts, custom texture, production recipe for alpha lactine
- added thoughts for lactine long effect
- added patch for breast milk to be royal food
- added changenote in the mod files
---

a.png

Posted

i am having problems with errors on pawn causing pink boxes around them. i spent 5+ hours going though my mods and it seem that the 1.1.5 update is causing it the 1.1.4 worked fine then i updated. 

 

here is the error i got.

 

Failed to find any textures at Things/Pawn/Humanlike/Apparel/BowlerHat/BowlerHat_Female while constructing Multi(initPath=Things/Pawn/Humanlike/Apparel/BowlerHat/BowlerHat_Female, color=RGBA(0.698, 0.392, 0.133, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
Verse.Log:Error(String, Boolean)
Verse.Graphic_Multi:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(String, Shader, Vector2, Color)
BodyTypeExtend.ApparelGraphicDatabaseInjected:TryGetGraphicApparel_Prefix(Boolean&, Apparel, BodyTypeDef&, ApparelGraphicRecord&)
RimWorld.ApparelGraphicRecordGetter:RimWorld.ApparelGraphicRecordGetter.TryGetGraphicApparel_Patch1(Apparel, BodyTypeDef, ApparelGraphicRecord&)
Verse.PawnGraphicSet:Verse.PawnGraphicSet.ResolveApparelGraphics_Patch1(PawnGraphicSet)
AlienRace.HarmonyPatches:ResolveAllGraphicsPrefix(PawnGraphicSet)
Verse.PawnGraphicSet:Verse.PawnGraphicSet.ResolveAllGraphics_Patch5(PawnGraphicSet)
AlienRace.HarmonyPatches:CheckForStateChangePostfix(Pawn_HealthTracker)
Verse.Pawn_HealthTracker:Verse.Pawn_HealthTracker.CheckForStateChange_Patch2(Pawn_HealthTracker, Nullable`1, Hediff)
Verse.Pawn_HealthTracker:AddHediff(Hediff, BodyPartRecord, Nullable`1, DamageResult)
Verse.HealthUtility:AdjustSeverity(Pawn, HediffDef, Single)
BloodDripping.CustomRace_HediffGiver_BloodDripping:OnIntervalPassed(Pawn, Hediff)
Verse.Pawn_HealthTracker:Verse.Pawn_HealthTracker.HealthTick_Patch1(Pawn_HealthTracker)
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

 


 

Posted
3 hours ago, swissguard said:

i am having problems with errors on pawn causing pink boxes around them. i spent 5+ hours going though my mods and it seem that the 1.1.5 update is causing it the 1.1.4 worked fine then i updated. 

 

here is the error i got.

 

Failed to find any textures at Things/Pawn/Humanlike/Apparel/BowlerHat/BowlerHat_Female while constructing Multi(initPath=Things/Pawn/Humanlike/Apparel/BowlerHat/BowlerHat_Female, color=RGBA(0.698, 0.392, 0.133, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
Verse.Log:Error(String, Boolean)
Verse.Graphic_Multi:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(String, Shader, Vector2, Color)
BodyTypeExtend.ApparelGraphicDatabaseInjected:TryGetGraphicApparel_Prefix(Boolean&, Apparel, BodyTypeDef&, ApparelGraphicRecord&)
RimWorld.ApparelGraphicRecordGetter:RimWorld.ApparelGraphicRecordGetter.TryGetGraphicApparel_Patch1(Apparel, BodyTypeDef, ApparelGraphicRecord&)
Verse.PawnGraphicSet:Verse.PawnGraphicSet.ResolveApparelGraphics_Patch1(PawnGraphicSet)
AlienRace.HarmonyPatches:ResolveAllGraphicsPrefix(PawnGraphicSet)
Verse.PawnGraphicSet:Verse.PawnGraphicSet.ResolveAllGraphics_Patch5(PawnGraphicSet)
AlienRace.HarmonyPatches:CheckForStateChangePostfix(Pawn_HealthTracker)
Verse.Pawn_HealthTracker:Verse.Pawn_HealthTracker.CheckForStateChange_Patch2(Pawn_HealthTracker, Nullable`1, Hediff)
Verse.Pawn_HealthTracker:AddHediff(Hediff, BodyPartRecord, Nullable`1, DamageResult)
Verse.HealthUtility:AdjustSeverity(Pawn, HediffDef, Single)
BloodDripping.CustomRace_HediffGiver_BloodDripping:OnIntervalPassed(Pawn, Hediff)
Verse.Pawn_HealthTracker:Verse.Pawn_HealthTracker.HealthTick_Patch1(Pawn_HealthTracker)
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

 


 

Have you tried with just S16?

This error is the welcoming screen for everybody who tries to run S16 with Combat Extended, because Combat Extended is a broken mod that requires compatibility patches with literally anything that as much as considers looking at things it changes.

Posted
14 hours ago, Anonymous said:

You should probably mention in the OP that VEF is now a requirement.

Actually I gonna replace VE with the code provided by RatherNot in the next update

Posted
4 hours ago, swissguard said:

i am having problems with errors on pawn causing pink boxes around them. i spent 5+ hours going though my mods and it seem that the 1.1.5 update is causing it the 1.1.4 worked fine then i updated. 

 

here is the error i got.

 

Failed to find any textures at Things/Pawn/Humanlike/Apparel/BowlerHat/BowlerHat_Female while constructing Multi(initPath=Things/Pawn/Humanlike/Apparel/BowlerHat/BowlerHat_Female, color=RGBA(0.698, 0.392, 0.133, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
Verse.Log:Error(String, Boolean)
Verse.Graphic_Multi:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(String, Shader, Vector2, Color)
BodyTypeExtend.ApparelGraphicDatabaseInjected:TryGetGraphicApparel_Prefix(Boolean&, Apparel, BodyTypeDef&, ApparelGraphicRecord&)
RimWorld.ApparelGraphicRecordGetter:RimWorld.ApparelGraphicRecordGetter.TryGetGraphicApparel_Patch1(Apparel, BodyTypeDef, ApparelGraphicRecord&)
Verse.PawnGraphicSet:Verse.PawnGraphicSet.ResolveApparelGraphics_Patch1(PawnGraphicSet)
AlienRace.HarmonyPatches:ResolveAllGraphicsPrefix(PawnGraphicSet)
Verse.PawnGraphicSet:Verse.PawnGraphicSet.ResolveAllGraphics_Patch5(PawnGraphicSet)
AlienRace.HarmonyPatches:CheckForStateChangePostfix(Pawn_HealthTracker)
Verse.Pawn_HealthTracker:Verse.Pawn_HealthTracker.CheckForStateChange_Patch2(Pawn_HealthTracker, Nullable`1, Hediff)
Verse.Pawn_HealthTracker:AddHediff(Hediff, BodyPartRecord, Nullable`1, DamageResult)
Verse.HealthUtility:AdjustSeverity(Pawn, HediffDef, Single)
BloodDripping.CustomRace_HediffGiver_BloodDripping:OnIntervalPassed(Pawn, Hediff)
Verse.Pawn_HealthTracker:Verse.Pawn_HealthTracker.HealthTick_Patch1(Pawn_HealthTracker)
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

 


 

this was in v.114, the reason is CE mod probable incompatibility

Posted

ı am trying use this mod but..

Class="IngestionOutcomeDoer_GiveHediff"><hediffDef>LactineLong</hediffDef><severity>0.01</severity><divideByBodySize>true</divideByBodySize></li><li Class="IngestionOutcomeDoer_GiveHediff"><hediffDef>LactineTolerance_A</hediffDef><severity>0.1</severity><divideByBodySize>true</divideByBodySize></li></outcomeDoers></ingestible>
Verse.Log:Error(String, Boolean)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXmlReflection(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXmlReflection(XmlNode, Boolean)
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()
 

this and 

 

Class="IngestionOutcomeDoer_GiveHediff"><hediffDef>LactineLong</hediffDef><severity>0.02</severity><divideByBodySize>true</divideByBodySize></li><li Class="IngestionOutcomeDoer_GiveHediff"><hediffDef>LactineTolerance</hediffDef><severity>0.25</severity><divideByBodySize>true</divideByBodySize></li></outcomeDoers></ingestible>
Verse.Log:Error(String, Boolean)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXmlReflection(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXmlReflection(XmlNode, Boolean)
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()
 

this came do you have a idea to solve them ?

 

Posted
17 hours ago, notenoughname said:

ı am trying use this mod but..

Class="IngestionOutcomeDoer_GiveHediff"><hediffDef>LactineLong</hediffDef><severity>0.01</severity><divideByBodySize>true</divideByBodySize></li><li Class="IngestionOutcomeDoer_GiveHediff"><hediffDef>LactineTolerance_A</hediffDef><severity>0.1</severity><divideByBodySize>true</divideByBodySize></li></outcomeDoers></ingestible>
Verse.Log:Error(String, Boolean)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXmlReflection(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXmlReflection(XmlNode, Boolean)
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()
 

this and 

 

Class="IngestionOutcomeDoer_GiveHediff"><hediffDef>LactineLong</hediffDef><severity>0.02</severity><divideByBodySize>true</divideByBodySize></li><li Class="IngestionOutcomeDoer_GiveHediff"><hediffDef>LactineTolerance</hediffDef><severity>0.25</severity><divideByBodySize>true</divideByBodySize></li></outcomeDoers></ingestible>
Verse.Log:Error(String, Boolean)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXmlReflection(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXmlReflection(XmlNode, Boolean)
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()
 

this came do you have a idea to solve them ?

 

please provide your hugslog, Ctrl+f12

Posted
5 hours ago, notenoughname said:

you don't have the error you mentioned in your hugslog?
also, there is a problem with steam i guess

[Steamworks.NET] SteamAPI.Init() failed. Possible causes: Steam client not running, launched from outside Steam without steam_appid.txt in place, running with different privileges than Steam client (e.g. "as administrator")
 

 

Posted
11 hours ago, S16+ said:

you don't have the error you mentioned in your hugslog?
also, there is a problem with steam i guess

[Steamworks.NET] SteamAPI.Init() failed. Possible causes: Steam client not running, launched from outside Steam without steam_appid.txt in place, running with different privileges than Steam client (e.g. "as administrator")
 

 

thx

Posted

[S16's Extension] Patch operation Verse.PatchOperationAdd(/Defs/RoyalTitleDef[defName="Baron" or defName="Count" or @Name="BaseEmpireTitleNPC"]/foodRequirement/allowedDefs) failed

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