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[mod] Titillating Tentacle Porn Pack (TTPP)


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Posted

em português do brazil: sem querer ser um chato mais já seno, e a atualização???

 

em inglês: Without wanting to be annoying, but now, what about the update???

Posted
8 hours ago, anulareo said:

update???

ehh soonish? done all the new dungeon parts(300?), misc addons and combined assets, redone loot ect. just got to do tests that means write a dungeon file for every new dungeon and test-spawn them in

 

I was aiming for before the end of this month, remember every minute that I use writing this message could have been used to work on the update instead...

Posted
19 minutes ago, MethMoth said:

why

I have no clue, it is also hard to see what even is happening or what you refer to. The sex animation traps and monsters use the existing sprites of your character, they don't add anything to the best of my knowledge.

Posted (edited)

well the glitch eyes are supposed to be made of two pixels height, yet somehow any tentacles i tried made it three pixels high. here is a comparison between idle stance and captured. dont knowif this will help in any way

image.jpeg.e15df9349e2d8c7092c60a4d9a73df51.jpeg20231012231240_1.jpg.a6c00d1fda81c4a9f12108651ef5565b.jpg

Edited by MethMoth
Posted

You can edit them if you unpack the mod and fiddle with the files.

It works like a vehicles that forces you to sit inside and does animation. You can find the files under vehicles/tentacletrap_/ -> .vehicle file
            { "duration":1.2, "sound":"lift", "emote":"Oooh", "animationState":["default","lift"], "position":[0, 0], "dance":"vehicletrap3legs"},

it changes your emotions with "emote", I guess wide open eyes come from "Oooh" emotion and if you change it to something else or delete them the eyes should stay normal (note as there are multiple instances of emote changes and you have to tinker with them)

Posted

Hi, I was poking around the codebase and I wanted to see what about the vehicles sets the player's nudity state. Namely, is there any way to make that a toggle? I looked at the animationstates, tried removing the "nude" status effect proc, etc and I cannot figure out how to say, keep the player's shirt rendered.

Perhaps I don't fully understand how the vehicle renders the player?

Any clarification you can provide is appreciated.

Posted
5 hours ago, crealname said:

Any clarification you can provide is appreciated.

The correct person for that would be @Cocein but they seem to be unavailable for now.

I have no clue about lua scripting and would rather focus on finishing the current update instead of trying to learn how those traps function to be able to modify them.

My guess is as good as your concerning this, probably some "nude" effect calls in the .vehicle file, might be "nudeX", they also apply the "stuck" debuff via scripts which sets

if entity.entityType() == "player" then
        mcontroller.controlModifiers({movementSuppressed = true, facingSuppressed = true, runningSuppressed = true, jumpingSuppressed = true})
        status.setPersistentEffects("movementAbility", {{stat = "activeMovementAbilities", amount = 1}})
        
    elseif world.isNpc(entity.id()) then
        world.callScriptedEntity( entity.id(), "npc.setItemSlot", "head", nil )
        world.callScriptedEntity( entity.id(), "npc.setItemSlot", "chest", nil )
        world.callScriptedEntity( entity.id(), "npc.setItemSlot", "legs", nil )
        world.callScriptedEntity( entity.id(), "npc.setItemSlot", "back", nil )

I tried to make a "stuck"-immun stat to counter this but it did not help 100% so there must be more to it, but as I said I'll work on this some other time.

Posted (edited)

Ah, okay. Thank you! looks like stuck is responsible.

I'm also looking into registering a toggle loop command because I figured out (albeit rather crudely) how to loop the traps.

Essentially I created an if-else in the vehicle animator that checks if vt.onFinish == "loop" and sets the stage to 3 then advances, effectively locking the victim in unless they beam out. Otherwise, it just releases them as normal:

 

	--release the player if there are no stages left
	if stage == nil then
		if vt.onFinish == "loop" then
			vt.stage = 3
			vt.advanceStage()
		else
			vt.release()
		end

		return
	end

 

 

Edited by crealname
Posted

Tinker to your hearts content and if you get something working without problem to our satisfaction we'll gladly credit you if we can use it for the mod, I think ideal would be a stat effect applied via consumable/clothing/augment that prevents forced grabbing and turns it into voluntary grabbing that can be prolonged or exited at user discretion

Posted
On 10/13/2023 at 12:07 PM, onionknighto said:

Tinker to your hearts content and if you get something working without problem to our satisfaction we'll gladly credit you if we can use it for the mod, I think ideal would be a stat effect applied via consumable/clothing/augment that prevents forced grabbing and turns it into voluntary grabbing that can be prolonged or exited at user discretion


Fair enough, honestly I was looking at some things in the Sexbound API and wondering if I wanna try to interface with it. Would probably require a heavy refactor though, and I don't know if that's in the scope or vision for your project.

Posted

Speaking of tinkering I did some tinkering of my own. What I've done right now is modify the victim lua to allow npcs to be male (haven't done any art yet that's going to be a chore), modify the random crew lua and npc types to allow for easy adding in of custom crew types via a .patch file and allowed shadow and fenerox to join as crew and modified the flying vehicle traps json and lua to give it scaling protection and heath (using the npc scaling found in /leveling/levelingmultipliers) with adjusted base hp and protection as it now gets scaled fro T0 up to T10.

Posted (edited)

@crealname I have some news for you. News which involves the automatic removal of armor upon being trapped.

 

first things first copy the chest, chestf and chestm files into the mod to override them and copy paste this over the default contents

Spoiler
{
  "frameList" : {
    "chest.1" : [43, 0, 86, 43],
    "chest.2" : [0, 43, 43, 86],
    "chest.3" : [43, 43, 86, 86],
    "run" : [43, 86, 86, 129],
    "duck" : [43, 129, 86, 172],
    "swim" : [43, 215, 86, 258]
  },
  "aliases" : {
    "idle.1" : "chest.1",
    "idle.2" : "chest.2",
    "idle.3" : "chest.3",
    "idle.4" : "chest.2",
    "idle.5" : "chest.1",
    "duck.1" : "duck",
    "jump.1" : "chest.1",
    "jump.2" : "chest.1",
    "jump.3" : "chest.1",
    "jump.4" : "chest.1",
    "fall.1" : "chest.1",
    "fall.2" : "chest.1",
    "fall.3" : "chest.1",
    "fall.4" : "chest.1",
    "sit.1" : "chest.1",
    "walk.1" : "chest.1",
    "walk.2" : "chest.1",
    "walk.3" : "chest.1",
    "walk.4" : "chest.1",
    "walk.5" : "chest.1",
    "walk.6" : "chest.1",
    "walk.7" : "chest.1",
    "walk.8" : "chest.1",
    "run.1" : "run",
    "run.2" : "run",
    "run.3" : "run",
    "run.4" : "run",
    "run.5" : "run",
    "run.6" : "run",
    "run.7" : "run",
    "run.8" : "run"
  }
}

this will add the necessary data for frames being loaded to not have the chest disappear when it lacks a frame.


after that, a player.config.patch file to add a new deployment config script, the lua for that script will contain

Spoiler
require"/scripts/messageutil.lua"

--This script allows access to player functions via message handling from scripts that don't normally have access to those functions.

local old = init;

function init()
  if old then old() end
  
  message.setHandler("equippedItem", function(_,_, slot) return player.equippedItem(slot) end)
  message.setHandler("setEquippedItem", function(_,_, slot, item) return player.setEquippedItem( slot, item ) end)
  
end

 


 

next in the .vehicle files you want to change the "statusEffects" : ["nude"]  and "applyStatusEffects": {"name" : "nudeX", "duration" : 60} to a custom status effect, create the custom status effect file and link that file to a corresponding lua file which will contain the fun stuff
 

Spoiler
--Use messages to access player functions to store the current armor and cosmetic. Set the armor and cosmetic armor to nil with messages as well to remove them from the player. Slots available for this are "head" "headCosmetic" "chest" "chestCosmetic" "legs" "legsCosmetic" "back" "backCosmetic"
  
local ttpp_armor_storage
local ttpp_cosmetic_storage
local ttpp_leg_armor
local ttpp_leg_cosmetic

function init()
  
  if entity.entityType() == "player" then
  
    --get the values from the equipped item slot and convert it to a table
  
    if world.sendEntityMessage(entity.id(), "equippedItem", "legs") ~= nil then
      ttpp_armor_storage = {world.sendEntityMessage(entity.id(), "equippedItem", "legs"):result()}
      
      local i = 0
      while i < 10 do
       i = i +1
      end
      
      --get the value from the first index of the table
      
      ttpp_leg_armor = rawget(ttpp_armor_storage, 1)
      world.sendEntityMessage(entity.id(), "setEquippedItem", "legs", nil)
    end
    
    --do the same for cosmetic slots
    
    if world.sendEntityMessage(entity.id(), "equippedItem", "legsCosmetic") ~= nil then
      ttpp_cosmetic_storage = {world.sendEntityMessage(entity.id(), "equippedItem", "legsCosmetic"):result()}
      
      local j = 0
      while j < 10 do
       j = j +1
      end
      
      ttpp_leg_cosmetic = rawget(ttpp_cosmetic_storage, 1)
      world.sendEntityMessage(entity.id(), "setEquippedItem", "legsCosmetic", nil)
    end
  end
  
  --with the npc item removal removed from stuck, it will need to be added here added cosmetic slot as well
  
  if world.isNpc(entity.id()) then
    if world.callScriptedEntity(entity.id(), "npc.getItemSlot", "legs") ~= nil then
      world.callScriptedEntity(entity.id(), "npc.setItemSlot", "legs", nil)
    end
  end
  
  if world.isNpc(entity.id()) then
    if world.callScriptedEntity(entity.id(), "npc.getItemSlot", "legsCosmetic") ~= nil then
      world.callScriptedEntity(entity.id(), "npc.setItemSlot", "legsCosmetic", nil)
    end
  end
  
  script.setUpdateDelta(0)
  
end

function update(dt)
  
end

--replace original armor back onto player after the effect wears off

function uninit()
  if entity.entityType() == "player" then
    if ttpp_leg_armor ~= {} then
      world.sendEntityMessage(entity.id(), "setEquippedItem", "legs", ttpp_leg_armor)
    end
    if ttpp_leg_cosmetic ~= {} then
      world.sendEntityMessage(entity.id(), "setEquippedItem", "legsCosmetic", ttpp_leg_cosmetic)
    end
  end
end

 


from there remove the
 

	elseif world.isNpc(entity.id()) then
        world.callScriptedEntity( entity.id(), "npc.setItemSlot", "head", nil )
        world.callScriptedEntity( entity.id(), "npc.setItemSlot", "chest", nil )
        world.callScriptedEntity( entity.id(), "npc.setItemSlot", "legs", nil )
        world.callScriptedEntity( entity.id(), "npc.setItemSlot", "back", nil )
    end

from the stuck.lua if nude no longer takes off their clothes add it to the nudeX and nudexxx status effects but change the elseif into just an if

TTPP Adjustments.7z labeled frames.7z

Edited by fuzzehmer
attached the source files for easy browsing, this includes the vehicle hp scaling, easy patchable crewmember types and possible males (without art currently)
Posted

One thing I'd ask for is more trapped structures, which is why I wanted to try to set things up on my end with Tiled. Current trap microdungeons feel way too easy to avoid.
Still a good mod!
 

Posted

progressive pregnancy for tentacles has arrived for all of the default races, works for both males and females, if you have the previous uploads of mine it needs to be deleted, a few changes have been made and a couple files got moved.

TTPP Adjustments.7z

Posted

I tried your adjustments out immediately and they work gloriously well. This community proves that Tentacle is Love.

 

I am sad to say that I have encountered unintended behavior though; after throwing myself at a tentacle I wondered why my cosmetic chest clothing was still there, so I took it off (while dancing) and put it back on. After that I let the mod do its magic. When the pregnancy ended however, my cosmetic shirt vanished permanently, while the actual armor returned.

Just did another test and I can confirm that cosmetic chest armor disappears after tentagnancy, even without fiddling with the equipment (which I thought might have been the cause).

For now it is probably better to properly undress before embracing any tentacles. I am using Wardrobe Interface so losing clothing is not much of a big deal.

Posted (edited)

Fixed version, I may have derped when changing some variables and forgot to rename a few. Also when looking at it I realized I derped even futher and forgot to put in the npc code, so now that is fixed as well.

 

TTPP Adjustments.7z

Edited by fuzzehmer
actually fixed with npcs this time (at least if you are removing the stipping from stuck.lua)
Posted

Cleanup Version. All vehicles now use the stripping system which has been completed. Npcs pop up a little message similar to the radio message the player has when having tentacle babies. Currently back slots are not removed to keep the epp intact for obvious reasons.

TTPP Adjustments.7z

Posted

That’s actually impressive;

hopefully we see this being officially added to the mod, just like the dialogues for the captive girls.

Unironically makes the mod more alive for what I’ve seen.

Posted
4 hours ago, fuzzehmer said:

Cleanup Version. All vehicles now use the stripping system which has been completed. Npcs pop up a little message similar to the radio message the player has when having tentacle babies. Currently back slots are not removed to keep the epp intact for obvious reasons.

TTPP Adjustments.7z 34.15 kB · 6 downloads

I found an issue, it seems you misspelled "crewmembermechanic" as "crewmembermehcanic" in naked_victim.npctype causing saved victims to disappear when interacted with.

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