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[mod] Titillating Tentacle Porn Pack (TTPP)


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Posted
7 hours ago, Calcium1 said:

Hi, so I'm having an issue where when I try to warp down onto one of the new tentacle planets, it does all the warping animation, goes to the loading screen, and then pops me right back onto my ship. any help would be appreciated

Can you provide the starbound.log file please, so we can see what the issue is?

Posted (edited)

Hey, so I'm that one guys who was retextering most of the stuff in your mod to be in cutebound style. And I'm glad to say that the mod addon that should have been finish like 2 or 3 months ago is now finish. It's take so long cause I have burn out when I already finish like about 80% of the stuff. Then today I come back to finish What I started. in one day. I don't know if anyone have done it already before I finish it yet, but eh whatever. Also I want to ask if you would prefer If I upload addon as a mod on this site or should I just send the files to you, in whatever way you choose instead.

 

Edit: I also retextered some of the new stuff in the new update too

Edited by Yukari_umbrella
Posted
3 hours ago, Yukari_umbrella said:

 I want to ask if you would prefer If I upload addon as a mod on this site or should I just send the files to you

Great to hear from you! I have no preference on that, up to you! Send me the files and I'll make an addon-patch or do it yourself, whatever makes you happy :)

Either way I would advertise and link it on the frontpage! Glad you found the spark to finish and I hope you enjoyed the update.

Posted (edited)

Everyone I bring you the CUTEBOUND compatibility patch!

 

TTPP_Cutebound.pak

 

This will change most TTPP mod victims to have the better faces and skin as the famous mod "Make the universe a cuter place".

I highly recommend this additional patch, even if you just want to compare the looks (only changes appearances).

 

All credit goes to @Yukari_umbrella for their absolutely amazing spritework!

Please enjoy.

Edited by onionknighto
updated patch file
Posted (edited)

Loving the new update, especially the planets, really well done stuff here!

 

But like always, I have a bunch to lay down.

 

Ideas:

Aphrodisiac Miasma
I’m surprised that there isn’t more use of the Miasma in some of the other dungeonoids or cultist locations. They’re the kind of kinky that they would just drug people. Drugs and cultists tend to go hand in hand.
Maybe just a gas emitting vent to use in locations to add a bit of a mindless drug sex den?
Misama Flower traps could work too for environmental flavor.

 

Fruits of Labor
Tentacle exclusive fruits and vegetables, adds a bit of survival flavor to the tentacle meal (plus, it'll give Cooky something more to work with)
Ruin’s Banana Hammock - Red bananas that have veins and some girth
Fleshy Guarana - Fruit that looks like Ruin eyes
Oily Corn - Farmer Girls make do~
Passionate Fruit - A odd tasting fruit in the shape of a vagina
Double Melons - Nice Pair, delicious red watermelons with a white inside
Apple of Adam - A special fruit that has a special effect that adds a large phallic tentacle to your character, despite gender
Pomegranate of Eve - The inverse effect of Adam’s Apple and removes the extra edition to your pants, but on its own, it tastes delicious
(I’m going off of a similar feature in the Aphrodite’s Bow mod for the Adam and Eve Fruit)


Mass and Piles
Maybe like an amalgamation of several victims in one object for ease of placement? With various species or one species sticking out? A pillar of tentacles similar to the maiden pillar, but with like, four victims sticking out and more… wriggly.
Like Fountains and Statues. Something to spruce up the wriggling kalimari gardens, what with more elaborate fountains with several victims sticking out or a modern art piece of miasma infused weirdos.

 

Locations - Places anew
Corrupted Ancient Vaults - That would need bosses, wouldn’t it?

  • Large mutant version of the Tentacle Womb Enemy?
  • Huge Swarm of the Flyers?
  • Tentacle Infused Erchius Horror?
  • First Gen Protectorate Master gone Psycho Horny?
  • Tentacle Knights?
  • An Echo of Ruin?
  • Tentacle Homunculus (kinda like this fellow?)
  • An Evil Clone of Inky? (Binky? Leaky? Bleepy? ...Freaky?)
  • Cum Golem (Po Golem retextured)
  • Tentacomet (Removed Boss)

 

Means of Productions
Continuation off the milker 
Using race specific breeders, they can produce a variety of items from:
Mother’s Milk - Human, Fenerox and Apex
Egg - Avian
Sap and Seeds - Floran
Sticky Grease - Glitch
Egg Cluster - Hylotl
Cosmic Cloud- Novakid
Unknown Secretion - Shadow


Questions:

Inky’s Quest
Feels there could be alot more added, especially to her large home. More plans on that? Tie-ins to the main quest, is it what it is, or is it a secret?
Inky Lore?

 

Chests - “This Magnificent Chest, no this magi- this Magnificent Chest”
I know a lot of the buildings on the tentacle worlds have chests, but I think it might be a better balance to divvy out the chests a bit more. (The Lootable chests, the Boob hills are perfect as is). Three structures, all with a high value chest withing each doesn't seem balanced? 100% for each bulding to contain high tier loot...
We need more dummy buildings, ones that add flavor to the environment. Reuse Scorched infrastructures?

 

Quests
Any thoughts there to incorporate some quests with either villagers or Bounty Board™ ?

 

Bugs to Report:


Names
Some of the recruitable females have male names. I don’t think the busty blonde girl should be named Dave?

 

Hoods
The Cultist hoods don’t seem to like novakid faces or avian faces for that matter, either I have a facial mod for avians that’s incompatible with masks or its something else. 
(Hat Mask Fixes, yes already have that, so its weird)

 

Milker
Off-center and unanimated - still a WIP?

 

Novakid Faces - "What happened to your eyes?"
The tentacle rescued Novakid’s faces tend to blink in and out of color when they talk. Either TTPP doesn’t like the Vibrant Novakid mod or somethings going ary here…

 

Planet Background - I can see your underframe
Might want to move the background texture for the base surface tentacle planets down a bit further, can see the empty bottom

 

 


(Also Sidenote of the Fragments of Ruin Race Mod, I don’t think they really care? The last update was 5 years ago, so who knows, but better to just have it as a separate addon instead of like a full incorporation. An extension? idk)
 

Bug Evidence in the images below -

Screenshot 2024-06-10 000120.png

Screenshot 2024-06-10 000159.png

Screenshot 2024-06-10 205843.png

Screenshot 2024-06-10 205939.png

Edited by ShadowManGray
Posted
2 hours ago, ShadowManGray said:

But like always, I have a bunch to lay down.

Ha ha, thanks for the detailed feedback!

 

-weather effects in other game parts: good idea just dont know how to implement yet
-more food: good, just need more sprites and if fruits probably need more tree type of tentacle plants
-mass and piles are nice but also sprite intensive, I like the idea we will see
-we really need some more bosses, love the ideas, especially the cum golem! corrupted ancient vaults were not on my radar but I'll give it a thought
-more producing objects: sure, I have a slave mod that does this but in a futuristic style so I can get behind it
-because the update dragged on for so much I decided to cut some content for the quest hub, so we can gather feedback and expand easily now that we know the basics
-Inky has indeed some lore we can focus on more in the future, also more npc planned for that place, its been left mostly empty so we can expand on it in the future 
-sure I can reduce the number of chests, I assume you had this issue in the ruined city biome part?
-not thought about adding to the normal quest pool or bounty hunter quests, although we had ideas to use something similar to the bountyhunter system for our own quests
-I have no clue why woman spawn with male names
-I have no clue why the hoods dont work on your novakid/avian, in my testing they do work
-the milker is slowly changing sprites as time goes on until it can be harvested, I'll see about the off-center issue and if it is possible to animate the idle part with breathing or milking
-I have no clue on the novakid faces - that seems to go hand in hand with the hood issue, perhaps that mod of yours is not compatible?
-yep gonna lower the background a bit
-I like the fragment of ruins mod but I think we got so much unexplored potential ideas that we don't really need to dig into that
 

Posted
2 hours ago, TheJuanPieceisReal said:

I'm having a failwarp situation as well, It may have to do with the "fiery geothermal" ttpp thing? Not entirely sure

as always please provide your starbound.log for that situation so we can pin point the error, there was an issue with volcanic planets but that has been fixed with 2.7

Posted

Trying to place a cavernous cache on my ship causes a ctd. Seems to be an issue with enhanced storage, as removing that causes it to place normally, though it could be a conflict with one of the other mods I use. I'm not sure. I'm hoping you can glean what the problem is from my log file.

I have noticed that even with enhanced storage added the cache still says 24 slots when looking at it in inv. I assume it's supposed to be higher than that

starbound.log

Posted
2 hours ago, blakmagix said:

 I'm hoping you can glean what the problem is from my log file.

So first, I did not write that patch myself so use it at your own discretion, that said in the log you have provided, this is the important issue:

 [Error] Exception caught loading asset: /scripts/enhancedstorage.lua, (AssetException) No such asset '/scripts/enhancedstorage.lua'

This patch make the game look for a "/scripts/enhancedstorage.lua" which only exists with the enhanced storage base mod, so you need that if you want to use the compatibility patch for ttpp storage objects, it will crash without.

I did not see any Enhanced Storage base mod in the log so this is most likely the issue. Let me clarify what this patch file does:

-Use it ONLY IF you also use Enhanced Storage base mod (https://steamcommunity.com/workshop/filedetails/?id=731220462) or your game will crash

-patched storage items will retain the SAME storage slots as without this patch file

-it will only enable the Enhanced Storage base mod features for ttpp storage objects

 

After looking into it I see that one of the base features of Enhanced Storage is to also extend the storage slots but we did not include this. Maybe we will change this for the future if enough people complain that this enhanced storage patch should also increase storage space as well.

Posted

So after mauling through this review for way too god damn long at this point, here's my take:
8.5/10, great update with lots of stuff to explore

 

Pros:

  • The new questing system is very fun and on theme with the mod, with a good amount of content in it for it's first public release.
    • The final vendor NPC's description is great lol  
  • Love the changes to baby tentacles not hurting their birth mothers.
  • Challenge doors are very interesting, with good variations. (I especially like the dropper variation)
  • Tentacle planet is round and wiggly, very nice
  • The writing in the quest are generally on brand with this mod, with lewd talking and crazed tentacle talk

 

Cons: (Note this is going to be extra long cause I care about this mod)

  • The main "quest hub" area feels empty for the large majority of the questline until the very, VERY end. Most players would leave the area for good after finishing the questline and not bother to return unless they need to purchase something.
    • (I'm also not sure if Mr.Coock is placed there immediately after he is saved, but he is so far out of the way that I didn't noticed he was a interactable NPC after I've done the final quest.)
    • A majority of the quests are basically fetch quests?
    • Maybe add more new custom NPCs as intermediate stages just to add to the theme of "building up the hub"
      • (Read the next major section for more details, Point 1.1, Point 1.2)
  • Some of Inky's dialog sometimes misleads the player. For example:
    • For the first quest, she asks for milk. Since there is a interactable milker decor in the game, I thought the milk was obtained through the decor. But no she asked for normal, vanilla starbound milk instead of the items you get from the milker
    • For the quest requiring the colony deed, I got the impression that she was able to move in based on the conversation. But based on Onion's response, it's not in the game at the moment of writing.
  • Tentacle planets are cool, but once you seen one or two you've seen them all. Good foundation, but needs more procedural generation on the surface.
    • Maybe add like a stone tentacle biome full of cultists and churches or like a ruined city filled with it's victims and a army of offspring defending. 
      tdlr; make the planet more hostile and varied as if it's trying to make you into it's next seedbed
    • The tentacle secretion raining on tentacle planets is very annoying, not due to it removing armor but due to the droplets repeatedly resetting and hindering your movement during it and preventing tech like sprint and double dash from activating.
    • A little too much large environmental bodies? I like them don't get me wrong, but I feel like there's too many on the hillside and ground that gives me the impression of "Why didn't the tentacle planet use those instead of the NPCs"
    • Some of the structures give a little too much loot, given that they were intended to be placed individually on other planets and not stacked next to each another
  • Some of the sprites like Milker and the Pony painting are mis-alighted or is invisible.
  • The new door trap has some odd interactions when placed close to each another. 
    • If two or more door traps are placed next to each another and a humanoid entity walks near the cluster, multiple door traps will be activated. But due to there being one NPC, the other door traps will still activate, but lock themselves into the beginning "grab" NPC state and thereby make both the door traps functionally inert with the NPC also becoming inert due to the game thinking that they're still in the locked traps.
  • Challenge doors (I'm too lazy to sort the cons with it so I'm just going to pile them here)
    • Some puzzle are somewhat tedious, but this particular one is especially tedious. Specifically the one with the horizontal muscle wall and the order listed on the wall, if you screw up ONCE in the order you have to run all the way back to the start and do it all over again. Maybe add like a mechanic that spawns a LOT of enemies if you mess up the order instead of making the player taking "the walk of shame" back
    • Out of the challenges, a majority of the challenges revolves pressing buttons. I understand what you are doing with the puzzles but it really kills the pace when you're expecting lewd tentacles violation but all you get is PUZZLES
  • Other aspects of the mod feel neglected?
    • Particularity that of the armor of weapons department, the weapons are somewhat stuck at low tiers and are often reskins of existing weapons (the wipes and tentacle gun to be precise)
      • (Read the next major section for more details, Point 1.2, Point 3.1)
  • The new cosmetic tentacle backwear looks . . . off?
    • Something about it not being animated looks off to me, it looks like improvised fairy wings to me at some point.

 

Personal ideas / Potential "expansions"

  1. Enhanced quests and hub.  (+NPC types)      
    1. Add more vendor NPCs that you can interact with. With a primary narrative focus on being Inky's "friends", but with tentacles!
    2. In some parts of the questline, Inky will sometimes send you to meet more or save potential friends. (Here's some ideas below)
    • A NPC Apex soldier and her all female platoon pinned down by invading cultists, players saves them and introduces them to Inky. Her and her platoon ends up hooked on tentacles and sells mod-themed high tier armor to the player. (Strong and military dialog, but weak to anal [yes, it's a meme] ).
    • Alchemist Human NPC, trapped in her little witch hut due to slimes monstrosities [She accidentally created them]. Sells you beneficial tentacle sections in potion form, may or may not taste like milk.
    • Innocent Hylotl idol, Simon-says minigame where the player acts as her manager. Ended up getting fired cause she is too cute for her competition. Friends with Inky and is stationed in like this oddly non-lewd room with a princess flair, and all she does is give the quest hub new BGM and sometimes give oral to her tentacle mic cause "the nectar is sweet and tasty!".
    • Glitch scientist, actively stuffing tentacle in her womb to create the "ultimate cyborg". Doesn't understand how organic reproduction works, and the player is trapped in this Aperture Science testing chamber filled with tentacles to help her understand "organic breeding". She is taken back to Inky's where she volunteer to be a tentacle breeder for science. Also have beef with the alchemist due to their kinks [Insert Ass or Boobs augment here]. Sells high tier tentacle weapons.

                 3. Within Inky's questline, maybe add the aforementioned NPCs that play a role within larger quests (similar to that vanilla story with different characters talking)

                 4. Spawnable NPCs with new lewd tentacle talk

 

      2. New enemy types

  • I know you get this a lot in this forum and discord, but seeing the Add-ons made by the community in recent times. I think it's time to shift a portion of focus from exploration and decor to making new enemies and entities.
    1.  More generic enemies
      • Tentacle corrupted (not cultist, but basically another faction alighted with the ruin. Instead of being themed after stone tentacles, this one is more themed around fleshy tentacles and breeding numbers over elite enemies)
      • Animal like enemies- (Enemies themed behind horses or canines? This is just here just to add variety and future options for ideas)
    2.  More humanoid-capture enemies
      • Grounded tentacle entity (Instead of the two entities that fly around and lifts people up to fuck them, this one is grounded with more grounded tastes)
        • Tentacle ball, rolls around the floor and gobbles up any NPCs that it touches. Trap them inside itself while rolling?
        • Meat shield enemy (Iron maiden theme), captures NPCs with a tentacle mace and drags them into itself. The enemy then hunkers down into a "wall" position and the captured NPC takes all incoming damage while being bred.
    3.  More tentacle themed neutrals
      • Entities with a focus of breeding over fighting
        • Tentacle stripper, acts like the existing door trap, but it moves on the floor and is very flat. If a player walks over it, it shoots up and consumes the player. The player is afflicted with strong tentacle secretion debuff, removing their armor (visual effect only) and it scurries away 
        • Attacher. Basically a face hugger. It hugs the nearest humanoid and does almost nothing, plays the moaning SFX as the eyemitter and detaches if the humanoid jumps arounds for a bit
        • Flowering tentacle. It's a flowering tentacle that jizzes like a pollenating flower, nothing special. More of a environmental asset than anything

      3. New equipment and weapons

  • At the moment of writing, the armor sets provided by the mod are not used very often and are often neglected by players once they reach tier 5 or 6. So I have some smaller goofy ideas that my help mitigate the problem a bit
    1. High tier armor, who doesn't like to have more lewd clothing to wear, especially in a mod with luscious themes
      • Bikini armor, Tier 5. Tentacle bikini armor! Any stray hits not hitting the bikini gets deflected by the tentacles
      • Ruin armor, Tier 6. The Ruin, and in turn the tentacles', favorite piece of meat. Wear this armor to receive eternal pleasure.
      • Rumbling belly, cosmetic (chest, animated). You feel the newborn tentacles rumbling in your stomach
      • Hello World [Part 2], cosmetic [legs, animated]. Similar animations to the existing "Hello World" wall decor, but on the legs of the player and NPC
    2. High tier weapons, use the tentacles to smite your enemies' orifice 
      • Tentacle pistols, 1 handed, Tier 5. Shoots the same projectile as the existing larva launcher 
      • Batty, two handed hammer, Tier 6. A human filled to the brim with tentacle section and was strapped to a stone tentacle handle, spills out tentacle section (particle, not liquid) when swung and inflicts enemies with the the naked and defense down effect
      • Tentacle wand, 2 handed, Tier 5. Use a phantom tentacle to whip your enemies, right click summons a portal to bring more tentacles into the fight

     4. More interaction between the world, NPCs and player

  • I'm honestly surprised no one here has brought this up as much as I hope, but could we get more interactive items like beds and chairs into the mod. I know this mod has added more furniture such as the cult series of ceiling and wall decor in the recent update, but there isn't much been much like the alpha beds or the tentacle stools in the game. One of which I would like to see more in future updates are for more decor to be interactable. A few example I have on top of my head are:
    • If you interact with foot or legs decorations, you get messages like "Oh that tickles"
    • On decor that shows ass, you can interact with it and slap it (cause why not ¯\_(ツ)_/¯ )
    • Manually interacting with decor NPCs can tell you from "please free me" to "More tentacle"

 

And that's about the review I have planned. I might add more in the future but this is definitely overkill when compared to my last "review".  

Posted
On 6/8/2024 at 4:21 PM, onionknighto said:

Everyone I bring you the CUTEBOUND compatibility patch!

 

TTPP_Cutebound.pak 923.64 kB · 8 downloads

 

This will change most TTPP mod victims to have the better faces and skin as the famous mod "Make the universe a cuter place".

I highly recommend this additional patch, even if you just want to compare the looks (only changes appearances).

 

All credit goes to @Yukari_umbrella for their absolutely amazing spritework!

Please enjoy.

 

Do youbhave preview images?

Posted
2 hours ago, almondmommymilkers said:

how do I remove a tentacle placed in my ship?

At the exact location where you have placed it use the matter manipulator to dig and it will be removed.

Some tentacles have a small 1x1 spot to be removed but it is at the point where you clicked to place it in the beginning. 

Posted
2 hours ago, almondmommymilkers said:

I tried to make a tentacle door trap but it didn't give me the item when I crafted it. Also, are there any traps that go for the player's anus?

I could buy it no problem and I have not received any issues from others on this part. My guess is your inventory was full and it was placed on the ground?

Going for anal specifically? Not really but with starbounds low pixelcount and your imagination any trap that goes for the bottom could be either entrance I guess. 

Posted (edited)

 After doing a normal playthrough with this mod installed, I must say i am impressed at the amount of microdungeons and generations added, I've also enjoyed alterations of the vanilla dungeons, the amount of which was just right and made it fun to explore all over gain.
 
 A new planet was also fun to explore but felt very easy compared to other planets of the same tier. Maybe an addition of powerful enemies and/or more ways to get your armor stripped with more debuffs would elevate the difficulty, something like enemies or traps giving you a variety of effect (maybe even long lasting ones), after all, all the captives are suppressed by something.
 

 New quest felt short, probably due to the fetch quests that you can complete from the outpost. But the new missions were interesting to go through, especially the return to the Earth.

The hub area felt empty at first until the very end, maybe make the cave small at first with new sections opening up as you progress?

 Challenge gates felt refreshing, but some of them are too close to the vanilla ones, labyrinths felt stretched. The few that, imo, felt just right were the combat ones (especially the one that spawns the trap type enemies) and the one where you go through very well designed set of hallways.

 

 What was a bit disappointing (at least for me) is a lack or absence of traps, visually all the new content looks amazing, but under this layer is a generic starbound of slashing through enemies and platforming, this aspect can probably get refreshed with an addition of new themed status effects, after all, you are fighting a hive mind, who will try to diminish your threat. Maybe a theme of corrupting the player can be explored? Something in the line of getting the player in the parity with the rest of the captives? (When i was thinking of corruption, a system from FU came to mind related to the madness research, where having madness points above a certain threshold will be giving you random events).

 

 Will comment on a new door trap and items to hide in:
- The door being multistage (multi-finisher) feels like there should be an escape mechanic or something to cycle through the stages, maybe something like a chance for a new round? It would also be funny to make it functional as a door when the player or an NPC is stuck in it, but i doubt that it can be made.
- New furniture to hide in gave me an idea for the dungeons (or a mission type) where you have to sneak through the facility/temple full of dangerous chimeras, so powerful, that the combat is pointless, and what is left is to hide and wait for it to leave, something like in the Alien.

 

 

 

 Ps, i know that this has been answered (and it will still be no): SxB compatibility will give more sprites to work with for the furniture/traps. And a newly added arousal mechanic, traps that increase fertility and a status effect that releases pheromones will add to the mayhem.

Edited by angrykiwi
Posted

I'm currently faced with a problem regarding uninstallation of this mod. When I tried returning one of my characters back to vanilla, it wouldn't let me access SAIL anymore because it can't find "ttpp_quest1" and then completely stops my game. Is there something I can do like edit the .player or SHIPWORLD file that can let me use SAIL again? I tried going through the .player file and deleting anything that says "ttpp_quest" in it but it just ends up making the character disappear in the select screen.

starbound.log

Posted (edited)
30 minutes ago, Ivera said:

Is there something I can do like edit the .player or SHIPWORLD file that can let me use SAIL again?

This is difficult and I'm not sure how it's done,

Here are some ways you could try:

I asked chatGPT and they recommend editing the .player and shipworld files ( I have not done this, would not recommend and always do backups)

 

If editing the save files manually is too complex, you can try reinstalling the mod temporarily, loading your game, and removing the problematic mission. After resolving the issue in-game, save and exit, then remove the mod again.

-go admin mode with  "/admin" and type
"/failquest ttpp_quest1" (do this with the ttpp mod installed, then remove mod and test it)

and/or "/resetuniverseflags" (this will reset all quest progress on every character so be careful!)

 

Another method that I used myself would be to make a dummy mission "ttpp_quest1" (just copy an existing vanilla mission and rename the missionName and filename found in /ai as "ttpp_quest1", the quests are .aimission-files)

Edited by onionknighto
Posted (edited)
1 hour ago, onionknighto said:

This is difficult and I'm not sure how it's done,

Here are some ways you could try:

I asked chatGPT and they recommend editing the .player and shipworld files ( I have not done this, would not recommend and always do backups)

 

If editing the save files manually is too complex, you can try reinstalling the mod temporarily, loading your game, and removing the problematic mission. After resolving the issue in-game, save and exit, then remove the mod again.

-go admin mode with  "/admin" and type
"/failquest ttpp_quest1" (do this with the ttpp mod installed, then remove mod and test it)

and/or "/resetuniverseflags" (this will reset all quest progress on every character so be careful!)

 

Another method that I used myself would be to make a dummy mission "ttpp_quest1" (just copy an existing vanilla mission and rename the missionName and filename found in /ai as "ttpp_quest1", the quests are .aimission-files)


How exactly can I find the vanilla mission files? Used an unpaker of the game assets and tried making the "dummy mission" in the quest folder (the ones with QUESTTEMPLATE on them) then re-packing and renamed. Caused the game to crash upon reaching loading screen.

I believe the problem I'm having here is that SAIL still has the "ttpp_quest1" and "ttpp_quest_earth" listed in the mission tab so when I open it in vanilla it can't find it so it game ends itself. Any if editting can help in this instance? 

 

 

Update: I tried all methods and they don't work at all. But after some testing I did find out that the data regarding quest progress and what quests the character has is in the .player file itself and not SHIPWORLD or UNIVERSE at all. 

The problem here is that editing the .player file in anyway just stops them from appearing at all in the character select which I have no idea why. My intuition tells me it might be related with the data either regarding the ship info stored inside the .player file (since I tried using separate vanilla character with the SHIPWORLD file of the one I'm trying to fix and it loaded the separate characters ship instead) or whatever other script/ instanceworld of TTPP (traces of the ttpp_questhub were still in there separate from ttpp_quest1 under "missioncomplete" section)

 

Left screenshot with all vanilla files and only TTPP active                                Right screenshot with all vanilla files and TTPP inactive

Screenshot2024-07-09013917.png.6b04c447e3dd39042bb3170bc81fb2b2.pngScreenshot2024-07-09014126.png.7de00355d6514ca5892f225d25db6ec9.png

Edited by Ivera
Posted (edited)
2 hours ago, Ivera said:


How exactly can I find the vanilla mission files? Used an unpaker of the game assets and tried making the "dummy mission" in the quest folder (the ones with QUESTTEMPLATE on them) then re-packing and renamed. Caused the game to crash upon reaching loading screen.

I believe the problem I'm having here is that SAIL still has the "ttpp_quest1" and "ttpp_quest_earth" listed in the mission tab so when I open it in vanilla it can't find it so it game ends itself. Any if editting can help in this instance? 

 

 

Update: I tried all methods and they don't work at all. But after some testing I did find out that the data regarding quest progress and what quests the character has is in the .player file itself and not SHIPWORLD or UNIVERSE at all. 

The problem here is that editing the .player file in anyway just stops them from appearing at all in the character select which I have no idea why. My intuition tells me it might be related with the data either regarding the ship info stored inside the .player file (since I tried using separate vanilla character with the SHIPWORLD file of the one I'm trying to fix and it loaded the separate characters ship instead) or whatever other script/ instanceworld of TTPP (traces of the ttpp_questhub were still in there separate from ttpp_quest1 under "missioncomplete" section)

 

Left screenshot with all vanilla files and only TTPP active                                Right screenshot with all vanilla files and TTPP inactive

Screenshot2024-07-09013917.png.6b04c447e3dd39042bb3170bc81fb2b2.pngScreenshot2024-07-09014126.png.7de00355d6514ca5892f225d25db6ec9.png

 

 

Hey all! After some digging and a little bit of syntax knowledge, I have a fix for this issue in case you wish to uninstall the mod but had done the quest, leading to this problem of not being able to open up SAIL again in vanilla Starbound/ Starbound without TTPP.


Before we start, please for the love of GOD BACKUP ALL FILES you are going to be editting. It goes without saying if something goes wrong and you can't try again well.. you're fucked.

 

Start by following this modding guide here to begin the process. It's recommended that you go and install notepad++ for easier use.
https://community.playstarbound.com/threads/opening-player-files.122343/
 

This will enable you to properly edit the player file as it's encoded in JSON and text editors can't decrypt it. Once you have done the steps listed in that guide above, open the now dumped .txt file and hit CTRL+F and search, without the brackets (ttpp_quest1). This will lead you straight to where the quest data is stored! Then delete "ttpp_quest1" and "ttpp_quest_earth" along with the quotation marks and the coma's before it! 

 

Screenshot2024-07-09021712.png.289a9cd1b2d8c66f8a6d35b3d08dc746.png

 

Pay attention to this line that says "aiState" --> "completedMissions". DO NOT UNDER ANY SITUATION CHANGE ANYTHING EXCEPT FOR DELETING "ttpp_quest1" OR "ttpp_quest_earth" AS IT WILL RUIN YOUR FILE COMPLETELY. Be sure to also delete any gaps before the  ]  symbol so it closes that line of code properly.

Once this is done, you can do the same process in the starbound guide above but in reverse using the 'make_versioned_json' found in the win32 folder of the main game files and selecting your newly editted .player file as the primary file to encode the code onto your actual .player file.

If your CMD/ command prompt is telling you something like "exception, JSON ERROR 1832 : 44" or something similar, let me know and I can help you with that. I had similar problems where a line of code in my character file was not originally closed off properly, leading to that .player file not being able to load in-game again after editting.

Edited by Ivera
Posted

I'm planning to delve into Starbound and modding Starbound for the first time and using this mod, so I have a few questions if they can be answered?

Does this use the old Sexbound mod or the new Sexbound Reborn?

Does it have features like being able to get defeated and violated by the tentacles? Or do I need other external things to facilitate that kind of defeat/game over?

Posted
4 hours ago, DreadfulDredgen said:

Does this use the old Sexbound mod or the new Sexbound Reborn?
Does it have features like being able to get defeated and violated by the tentacles? Or do I need other external things to facilitate that kind of defeat/game over?

Hey, I hope you will enjoy the game!

Currently just this TTPP mod can be played alone without sexbound but if you want to have sexy times with the humanoid cultist, freed victims or perhaps the chest mimic in this mod with the compatibility patch from the front page then I would suggest the newest sexbound reborn. It should still work with old sexbound but no guarantees. But again, no sexbound required for this mod on it's own.

This mod does not have an alternative defeat/game over (maybe an idea for the future?) but there are traps and monsters that WILL fuck you, they WILL breed you, and you WILL birth some newborn pink tiny baby tentacles. 

This mod offers a ton of tentacle sex objects but also a new planet, a quest area with 2 big missions and a huuge number of dungeons to spice up existing starbound content.

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