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Coral Island


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10 hours ago, cloudy.cosmos said:

OK, here's the mod with Aaliyah, Alice, and Chaem combined. I'm not sure if this is intentional, but I noticed the size of the sprites was a bit different to the originals. I went ahead and created a version with them resized closer to the original scale, download whichever you prefer.

 

Oh shit, really? That's weird, the files are exactly the same on my end, 2048x4096 at 72 dpi

 

how big was the dfference?

Edited by Dorian Bates
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WAIT hang on was the discrepancy about, say, this much:

heightbar1.png.96589a970dfcbcfcee1ea05083e8dea2.png

 

I adjusted the character heights in my sprites for greater variety but due to not being able to plug them into the game easily I had no means of checking how they actually fit on the screen lol

 

could I get some screenshots for reference?

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7 hours ago, Andarus said:

For Gamepass Versions you usually have to put Mods into

 

AppData\Local\Packages\Microsoft."WhateverCoralIslandAppIsNamed"\..\Paks\

So I managed to find the folder, although it didn't have a "Microsoft.----", it was directly HumbleBundle.CoralIsland  . In that folder there's no 'paks' folder, should we create one, or should there be one there already?

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1 hour ago, zunga23 said:

So I managed to find the folder, although it didn't have a "Microsoft.----", it was directly HumbleBundle.CoralIsland  . In that folder there's no 'paks' folder, should we create one, or should there be one there already?

 

I can only know how it works from State of Decay 2, which I own on MS Store.


There its

 

AppData\Local\Packages\Microsoft.Dayton_8wekyb3d8bbwe\LocalCache\Local\StateOfDecay2\Saved\Paks

 

if both Games use Unreal Engine its probably similar.

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I downloaded it to a different drive, so for me the path looks like D:\xbox\Coral Island\Content\ProjectCoralGDK\Content\Paks

 

when I look for it in appdata all the folders show as shortcuts, which I assume is because of the above

 

regardless, putting in the edit paks into the paks folder as is doesn't seem to do anything. I know on the steam version you have to do something special in the launch options, so maybe we need a similar step for gamepass? not a clue what that would entail, though

 

edit: total shot in the dark, but in the coral island/content folder there's a text document called ue4commandline? maybe related?

Edited by Dorian Bates
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16 hours ago, Dorian Bates said:

WAIT hang on was the discrepancy about, say, this much:

heightbar1.png.96589a970dfcbcfcee1ea05083e8dea2.png

 

I adjusted the character heights in my sprites for greater variety but due to not being able to plug them into the game easily I had no means of checking how they actually fit on the screen lol

 

could I get some screenshots for reference?

 

The difference is not in the actual image size, but the size within the image. The original files have more empty space at the top. The difference isn't huge, but it makes the portraits look a bit weird compared to other NPCs in the game. Here are some screenshots from the game, as well as some unmodded NPCs for comparison:

 

PortraitScreenshots.zip

 

As for modding the Game Pass version, I don't have Game Pass, and I'm also very new to modding, so unfortunately I don't think I could be much help. Hopefully someone else has a solution.

Edited by cloudy.cosmos
screenshots were too large in post, uploaded as zip instead
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Hello!

 

I'm very excited to see the rest of the lewd sets ingame, hows everythign going so ar? All my thanks to Dorian and Cloudy ofcourse for putting all this effort in this small gem of a videogame. the character's in this game just ask to be made into a adult porn game. I'm so excited and happy this is happening at this very moment. Can't wait to see whats next and what modders will be able to do with this game once it allows modding.

 

I got a small question though, Have you ever thought about making some of the girls have pubic hair? i'm a sucker for hairy pussies/armpits.

 

Best Regards, and i'm keeping my eye on this thread!

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On 2/11/2024 at 12:28 PM, Andarus said:

So I just got Gamepass to test it and the problem seems to be that the "-fileopenlog" parameter doesn't apply. I fucking tried everything but Gamepass is just cancer, I couldn't even get access to modify the .EXE.

I ended up purchasing the steam edition, the xbox version was too much of a hassle. Thanks anyways for trying to find a fix!

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5 minutes ago, zunga23 said:

I ended up purchasing the steam edition, the xbox version was too much of a hassle. Thanks anyways for trying to find a fix!

 

It will likely be possible to Mod the Gamepass Version in the future, but right now Pirating or Steam is the only option. The Game isn't popular enough that people code some .DLL Mods that bypass the mod-loading via parameter.

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On 2/10/2024 at 4:11 PM, Dorian Bates said:

I downloaded it to a different drive, so for me the path looks like D:\xbox\Coral Island\Content\ProjectCoralGDK\Content\Paks

 

when I look for it in appdata all the folders show as shortcuts, which I assume is because of the above

 

regardless, putting in the edit paks into the paks folder as is doesn't seem to do anything. I know on the steam version you have to do something special in the launch options, so maybe we need a similar step for gamepass? not a clue what that would entail, though

 

edit: total shot in the dark, but in the coral island/content folder there's a text document called ue4commandline? maybe related?

Hey Dorian, are you still working on nudifying the other characters? And is there anywhere we could send money to support you? I don't have much, but I'd love to at least send something

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12 hours ago, zunga23 said:

Hey Dorian, are you still working on nudifying the other characters? And is there anywhere we could send money to support you? I don't have much, but I'd love to at least send something

 

yeah, but the developers have mentioned they want to put dedicated modding support into the game, so until then I kinda have it on the backburner

 

once that's figured out tho I have ideas

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On 2/11/2024 at 4:17 AM, cloudy.cosmos said:

 

The difference is not in the actual image size, but the size within the image. The original files have more empty space at the top. The difference isn't huge, but it makes the portraits look a bit weird compared to other NPCs in the game. Here are some screenshots from the game, as well as some unmodded NPCs for comparison:

 

okay yeah so that size difference was intended, but I had no reference for how it would actually fit in the ui or compare against the vanilla portraits. Second issue is just the nature of wip, first might call for some adjustments, but yeah chaem and aaliyah are designed to fit the Muscle Mommy and Big Lady roles, respectively

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4 hours ago, Dorian Bates said:

 

yeah, but the developers have mentioned they want to put dedicated modding support into the game, so until then I kinda have it on the backburner

 

once that's figured out tho I have ideas

 

Well they also released the Game into 1.0 and its still a Early Access Beta at best. I wouldn't count on Modding Support anytime soon. Also that doesn't change anything, it will just make it easier to put stuff into the Game.

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9 hours ago, Dorian Bates said:

 

okay yeah so that size difference was intended, but I had no reference for how it would actually fit in the ui or compare against the vanilla portraits. Second issue is just the nature of wip, first might call for some adjustments, but yeah chaem and aaliyah are designed to fit the Muscle Mommy and Big Lady roles, respectively

 

Ah, that makes sense. I can get behind those themes but imo Aaliyah especially just looked unnaturally large, but as you said it's WIP anyways. The art itself is great, though, so thanks again for that.

 

I was wondering if you're posting these anywhere else/have somewhere else to follow you? Just don't wanna miss any updates you might have on this project.

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For those who are interested in modding this game but having difficulty, here's a psa. I was having a lot of trouble extracting the game's assets with unreal's upack utility. Turns out the games content is encrypted. If you use something like umodel to try and open the main pak file you'll be prompted for the encryption key. Since I don't know how the moderators would feel about me posting that here, I won't. Let me just say that with a google search of "coral island pak encryption key" or something like that and 10 min of browsing I was able to find the key. Once you have that and plug it into umodel and it becomes pretty easy to extract the game's resources. Can't speak to repacking assets myself as I am learning the ropes myself and haven't gotten to that. That said, the palworld modding docs (https://pwmodding.wiki/) do a good job of explaining how to to asset swaps in the game and what it takes to repack assets. The only difference between the games is the unreal engine ver which doesn't fundamentally change the process. You'll just have to make sure your saving with the right engine ver. 

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On 2/20/2024 at 1:11 PM, Demonwise said:

For those who are interested in modding this game but having difficulty, here's a psa. I was having a lot of trouble extracting the game's assets with unreal's upack utility. Turns out the games content is encrypted. If you use something like umodel to try and open the main pak file you'll be prompted for the encryption key. Since I don't know how the moderators would feel about me posting that here, I won't. Let me just say that with a google search of "coral island pak encryption key" or something like that and 10 min of browsing I was able to find the key. Once you have that and plug it into umodel and it becomes pretty easy to extract the game's resources. Can't speak to repacking assets myself as I am learning the ropes myself and haven't gotten to that. That said, the palworld modding docs (https://pwmodding.wiki/) do a good job of explaining how to to asset swaps in the game and what it takes to repack assets. The only difference between the games is the unreal engine ver which doesn't fundamentally change the process. You'll just have to make sure your saving with the right engine ver. 

 

Yeah, that's a good tip, took me a while to figure out myself (you could also try searching 'Coral Island AES Key'). Again, I'm happy to elaborate on the process if you or anyone else would find it helpful. I've already helped out one person via PMs.

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2 hours ago, cloudy.cosmos said:

 

Yeah, that's a good tip, took me a while to figure out myself (you could also try searching 'Coral Island AES Key'). Again, I'm happy to elaborate on the process if you or anyone else would find it helpful. I've already helped out one person via PMs.

 

I was faffing about trying to discover and unpack the player and npc models for the game. Primarily for two reasons. First, would be to potentially edit the textures. That would be neat because we could make the model outfits match the skimpy portraits that are floating around in this thread. Otherwise you could just go full nudist colony... Second reason would be to modify the base mesh. I have been on the fence going back and forth on whether this is even worth it due to how small the characters are on the screen. One would have to make some pretty dramatic edits to the body mesh to make any changes appreciably noticeable in-game with the camera being such a distance away. A significantly bustier version would be the first change I would make. After that I would investigate the idea of making a thiccc character/npcs. Sadly, I have had no luck so far.

 

Update: The real confusing thing about the models is the player model. There are a bunch of models associated with the player and it is hard to say if just one of them needs changing or all of them. I don't know enough about the engine to say for sure. I will say that it is interesting and helpful that it appears that the meshes are comprised of many different groups of vertices for individual components of the overall mesh. Makes deleting them pretty easy without getting large gaps in the mesh. That said I am really, REALLY, not a 3d modeler. If I have a base nude model its one thing to just edit that but to try and make a nude model from a clothed one... well that is a different matter entirely. On a funny note: when I looked at one of the player meshes it looks like the body is of such low poly count that the hands aren't even hands. The look like your wearing mittens! No fingers! Just a nub of a thumb and a thick flapper of a mitten.

Edited by Demonwise
Update
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4 hours ago, Demonwise said:

 

I was faffing about trying to discover and unpack the player and npc models for the game. Primarily for two reasons. First, would be to potentially edit the textures. That would be neat because we could make the model outfits match the skimpy portraits that are floating around in this thread. Otherwise you could just go full nudist colony... Second reason would be to modify the base mesh. I have been on the fence going back and forth on whether this is even worth it due to how small the characters are on the screen. One would have to make some pretty dramatic edits to the body mesh to make any changes appreciably noticeable in-game with the camera being such a distance away. A significantly bustier version would be the first change I would make. After that I would investigate the idea of making a thiccc character/npcs. Sadly, I have had no luck so far.

 

Update: The real confusing thing about the models is the player model. There are a bunch of models associated with the player and it is hard to say if just one of them needs changing or all of them. I don't know enough about the engine to say for sure. I will say that it is interesting and helpful that it appears that the meshes are comprised of many different groups of vertices for individual components of the overall mesh. Makes deleting them pretty easy without getting large gaps in the mesh. That said I am really, REALLY, not a 3d modeler. If I have a base nude model its one thing to just edit that but to try and make a nude model from a clothed one... well that is a different matter entirely. On a funny note: when I looked at one of the player meshes it looks like the body is of such low poly count that the hands aren't even hands. The look like your wearing mittens! No fingers! Just a nub of a thumb and a thick flapper of a mitten.

 

Nude player and NPC models/textures would be cool. I understand what you're saying about the small size on screen but even if it's subtle I think it would still be noticeable. I've actually just recently got into 3D modeling, and I would be interested in trying my hand at this myself down the track, but it's not currently a priority for me. There's a nude player mod already posted on this thread, but unfortunately it's behind a paywall.

 

That is a funny find with the hands tho haha.

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6 hours ago, Demonwise said:

 

I was faffing about trying to discover and unpack the player and npc models for the game. Primarily for two reasons. First, would be to potentially edit the textures. That would be neat because we could make the model outfits match the skimpy portraits that are floating around in this thread. Otherwise you could just go full nudist colony... Second reason would be to modify the base mesh. I have been on the fence going back and forth on whether this is even worth it due to how small the characters are on the screen. One would have to make some pretty dramatic edits to the body mesh to make any changes appreciably noticeable in-game with the camera being such a distance away. A significantly bustier version would be the first change I would make. After that I would investigate the idea of making a thiccc character/npcs. Sadly, I have had no luck so far.

 

Update: The real confusing thing about the models is the player model. There are a bunch of models associated with the player and it is hard to say if just one of them needs changing or all of them. I don't know enough about the engine to say for sure. I will say that it is interesting and helpful that it appears that the meshes are comprised of many different groups of vertices for individual components of the overall mesh. Makes deleting them pretty easy without getting large gaps in the mesh. That said I am really, REALLY, not a 3d modeler. If I have a base nude model its one thing to just edit that but to try and make a nude model from a clothed one... well that is a different matter entirely. On a funny note: when I looked at one of the player meshes it looks like the body is of such low poly count that the hands aren't even hands. The look like your wearing mittens! No fingers! Just a nub of a thumb and a thick flapper of a mitten.

 

1 hour ago, cloudy.cosmos said:

 

Nude player and NPC models/textures would be cool. I understand what you're saying about the small size on screen but even if it's subtle I think it would still be noticeable. I've actually just recently got into 3D modeling, and I would be interested in trying my hand at this myself down the track, but it's not currently a priority for me. There's a nude player mod already posted on this thread, but unfortunately it's behind a paywall.

 

That is a funny find with the hands tho haha.

someone already made a nude mod for the player character and he even fixed the seams in the original models i think it's back a few pages

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6 hours ago, AbyssGazerr said:

 

someone already made a nude mod for the player character and he even fixed the seams in the original models i think it's back a few pages

 

True, I did see that mod. With all due credit to the author I was hoping to see a mod that was not behind a paywall. I might have even paid for it if the mesh had been reworked. It appears though that it is only a nude skin.

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