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[mod] Sexbound Reborn


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Posted
5 minutes ago, Lawlig445 said:

I dont now if my old save has affected what you say but in the past in the Old mod i often tried using a command something like "Timewarp" its called i believe?

Was back then testing a bit with a mod that had the Pregnancie feature. Dont know if it was a seperated mod or the old Sexbound. Anyway.

Is there a way to reset the "Time" or should i nuke my savefile?

 

Ok, timewarp explains it.

Essentially here is a quick lessen about number overflow. Any primitive datatype (like numbers) has a maximum size. If you reach the maximum and then add +1 to it (like the world/universe timer does), it loops back around to the smallest supported number. Which, for signed integers and doubles (like the world timer uses, or atleast returns) is half their maximum size in the negatives. So if you just keep timewarping forwards, you can cut the several years of active gametime you would need to normally reach this state quiet easily, and nuke your universe into the distant past (which has many funny, but also broken effects.)

 

Onto the actual problem. The kid logic assumes the minimum time always starts at 0, so any negative value means everyone in the universe is a kid. That should be an easy fix, but since looping the universe time also kinda breaks alot of Starbound vanilla stuff, it might be better to just fix your time - or start over.

In order to fix time, you'd need to timewarp about 682317000000 into the future - assuming the world time and timewarp command use the same format, so no guarantee it doesn't just explode things.

Posted
1 minute ago, Erina Sugino said:

 

Ok, timewarp explains it.

Essentially here is a quick lessen about number overflow. Any primitive datatype (like numbers) has a maximum size. If you reach the maximum and then add +1 to it (like the world/universe timer does), it loops back around to the smallest supported number. Which, for signed integers and doubles (like the world timer uses, or atleast returns) is half their maximum size in the negatives. So if you just keep timewarping forwards, you can cut the several years of active gametime you would need to normally reach this state quiet easily, and nuke your universe into the distant past (which has many funny, but also broken effects.)

 

Onto the actual problem. The kid logic assumes the minimum time always starts at 0, so any negative value means everyone in the universe is a kid. That should be an easy fix, but since looping the universe time also kinda breaks alot of Starbound vanilla stuff, it might be better to just fix your time - or start over.

In order to fix time, you'd need to timewarp about 682317000000 into the future - assuming the world time and timewarp command use the same format, so no guarantee it doesn't just explode things.

Haha, thanks for the explanation.

Ty for your Time will test it. If it doesnt work ill just nuke it :)

Posted

it's been a while since I played Starbound and had fun with these mods. I see that the previous mod went defunct and so this was created. Though this mod likely fixes many issues the old one has, not many mods support this sadly. regardless if I play this or the old one tho, I hope to see this mod grow and develop many fun things the previous one lacked.

with that aside, where I can find the scripts that handles dyed armor during sex scenes? the old version had this bug where if the chest piece was dyed with a moded color the chest piece in the sex scene would show up in its default colors and not in moded colors. I wanna see if I can fix that specific bug, or if that's been fixed already I could paste in the fix into the scripts if possible.

Posted
54 minutes ago, Veeheart25 said:

it's been a while since I played Starbound and had fun with these mods. I see that the previous mod went defunct and so this was created. Though this mod likely fixes many issues the old one has, not many mods support this sadly. regardless if I play this or the old one tho, I hope to see this mod grow and develop many fun things the previous one lacked.

with that aside, where I can find the scripts that handles dyed armor during sex scenes? the old version had this bug where if the chest piece was dyed with a moded color the chest piece in the sex scene would show up in its default colors and not in moded colors. I wanna see if I can fix that specific bug, or if that's been fixed already I could paste in the fix into the scripts if possible.

 

Sexbound Reborn hasn't touched apparel, so the script should be 99% identical to old SxB. However, talking from experience with color directives this could turn very complicated very fast.

 

The script that you are looking for would probably be "/sexbound/scripts/override/common/apparel.lua". Towards the end of the file you will find the function "extractOtherItemConfig"/"extractHeadItemConfig" which loads color information and directives. From there you can trace your way along the entire process.

Posted
1 hour ago, _KT_ said:

What could be wrong with lewdbound, did I forget some patches?

 

I assume you mean Sexbound, since there is nothing here regarding Lewdbound.

The error message isn't bad and can mostly be ignored. I don't even really understand why it sometime comes up. If you want to get rid of it you could pcall the function in the actions script to suppress error messages.

Posted

Appeared after installing lewdbound (vanilla + mattresses) and placing a couple of mattresses on a ship, with nodes from lustbound, like showers or tables, there are no such errors. Thx.

Posted

Hi Erina,

red3dred pointed out to me in another thread that i have a error that seems to be pointing at "sexboundconverse". snippet below and log attached. I'm absolute trash at reading the logs so unsure what this is really trying to tell me beyond the script in question. Appreciate you looking and not really sure if there is anything to be done, as I'm running fracking and Arcana which could be the real issues.
 

[10:50:50.139] [Error] [string "/npcs/bmain.lua"]:162: (StarException) Lua Exception caught running action node sayToEntity in behavior villager: (LuaException) Error code 2, [string "/scripts/actions/sexboundConverse.lua"]:65: Dialog type dialog.converse not specified in madscientist
stack traceback:
	[C]: in function '_ENV.error'
	[string "/scripts/actions/sexboundConverse.lua"]:65: in function <[string "/scripts/actions/sexboundConverse.lua"]:42>
[0] 7ff79371a213 Star::captureStack
[1] 7ff793718f9e Star::StarException::StarException
[2] 7ff7937192e5 Star::StarException::StarException

starbound.log.2

Posted
29 minutes ago, Stiger said:

Hi Erina,

red3dred pointed out to me in another thread that i have a error that seems to be pointing at "sexboundconverse". snippet below and log attached. I'm absolute trash at reading the logs so unsure what this is really trying to tell me beyond the script in question. Appreciate you looking and not really sure if there is anything to be done, as I'm running fracking and Arcana which could be the real issues.
 

[10:50:50.139] [Error] [string "/npcs/bmain.lua"]:162: (StarException) Lua Exception caught running action node sayToEntity in behavior villager: (LuaException) Error code 2, [string "/scripts/actions/sexboundConverse.lua"]:65: Dialog type dialog.converse not specified in madscientist
stack traceback:
	[C]: in function '_ENV.error'
	[string "/scripts/actions/sexboundConverse.lua"]:65: in function <[string "/scripts/actions/sexboundConverse.lua"]:42>
[0] 7ff79371a213 Star::captureStack
[1] 7ff793718f9e Star::StarException::StarException
[2] 7ff7937192e5 Star::StarException::StarException

 

While it might be true that the error is now originating from a sexbound script, because Sexbound overrides normal vanilla behavior for conversations now, the error in question is vanilla. Pretty sure if you were to manually disable this override that FU would still spam that error message as their NPC-type is not properly setup. If that is not the case, then FU itself too overrides this particular vanilla behavior, in which case this is an incompatibility with FU and nothing I can fix.

Posted (edited)

After updating sxb reborn to v1.1 r2 (and deleting lustbound base and lustbound base manager, which i assume is correct to remove the manager as well), female npc are dropping perfectly generic items after a bonding session... anyone having the same issue?

The log told me of bunch of missing assets, but they were overridden by place-holders, but one repeating exception stood out with "[Error] [string "/scripts/actions/sexbound.lua"]:291: (StarException) Entity ##### does not exist or is not a local master scripted entity."

I am using star extensions, as well as any of the recommended mods. as well as other building/furniture and hair/clothes mods, though I doubt they were the issue.

 

 starbound.log

 

The update is groundbreakingly awesome btw. I thought it would be impossible to spawn npc child, but the downscaling is genius. Though, is there a way to rename my child? Calliste is not really a good name. call-list-e, for real? Also, maybe actual dwarf race somebody?

Edited by kimishiki
Posted
7 hours ago, kimishiki said:

After updating sxb reborn to v1.1 r2 (and deleting lustbound base and lustbound base manager, which i assume is correct to remove the manager as well), female npc are dropping perfectly generic items after a bonding session... anyone having the same issue?

The log told me of bunch of missing assets, but they were overridden by place-holders, but one repeating exception stood out with "[Error] [string "/scripts/actions/sexbound.lua"]:291: (StarException) Entity ##### does not exist or is not a local master scripted entity."

I am using star extensions, as well as any of the recommended mods. as well as other building/furniture and hair/clothes mods, though I doubt they were the issue.

 

The update is groundbreakingly awesome btw. I thought it would be impossible to spawn npc child, but the downscaling is genius. Though, is there a way to rename my child? Calliste is not really a good name. call-list-e, for real? Also, maybe actual dwarf race somebody?

 

It is correct to remove the Base Manager too.

As for the item, it is known that this occurs - a relic from original Lustbound that just never worked until now. The Sexstones are from the Lustbound: Aphrodite's Bow Addon. Add that and the item exists.

 

As for the error spam - that is also know, also I have no idea where it's coming from or why. My last clue said something about Lewdbound matressess, but you do not have that mod. If you want to get rid of the error message (which should me neglectable) you can pcall the function call (if you know the basics of Lua coding).

 

Finally, renaming an NPC is virtually impossible. Once you gave it a name upon birth it's set. Only killing and spawning a clone allows to "change" the name. Vanilla Starbound limitations.

Posted
9 hours ago, Erina Sugino said:

 

It is correct to remove the Base Manager too.

As for the item, it is known that this occurs - a relic from original Lustbound that just never worked until now. The Sexstones are from the Lustbound: Aphrodite's Bow Addon. Add that and the item exists.

 

As for the error spam - that is also know, also I have no idea where it's coming from or why. My last clue said something about Lewdbound matressess, but you do not have that mod. If you want to get rid of the error message (which should me neglectable) you can pcall the function call (if you know the basics of Lua coding).

 

Finally, renaming an NPC is virtually impossible. Once you gave it a name upon birth it's set. Only killing and spawning a clone allows to "change" the name. Vanilla Starbound limitations.

 

Much appreciated help, seriously. As for pcall (function), i will try to get my head around it if it gets too much. 

 

Its too bad that you cant name them, though i did notice that the kids are sitting a pixel lower than everybody else, with their feet in the ground.

 

Also, is it possible for only the player to be compatible with every other race? Impregnate and be impregnated by every race? Is it toggleable somewhere or could i make it happen somehow?

Posted
2 hours ago, kimishiki said:

 

Much appreciated help, seriously. As for pcall (function), i will try to get my head around it if it gets too much. 

 

Its too bad that you cant name them, though i did notice that the kids are sitting a pixel lower than everybody else, with their feet in the ground.

 

Also, is it possible for only the player to be compatible with every other race? Impregnate and be impregnated by every race? Is it toggleable somewhere or could i make it happen somehow?

 

We need to make a specific clarification here. You can't rename them. You can freely name babies that you yourself, as the mother, are giving birth to though. If that is not the case, something's broken for you.

 

Is it possible to exclude the player from the compatibility check? Sure it is. Is it intended/implemented and togglable via config? No.

If you want to make it happen for yourself, you'd need to edit the pregnancy plugin's code, specifically the "otherActorIsCompatibleSpecies()" function. Just add a check at the top that always returns true when the actor is of entityType "player".

Posted (edited)
1 hour ago, Erina Sugino said:

 

We need to make a specific clarification here. You can't rename them. You can freely name babies that you yourself, as the mother, are giving birth to though. If that is not the case, something's broken for you.

 

Is it possible to exclude the player from the compatibility check? Sure it is. Is it intended/implemented and togglable via config? No.

If you want to make it happen for yourself, you'd need to edit the pregnancy plugin's code, specifically the "otherActorIsCompatibleSpecies()" function. Just add a check at the top that always returns true when the actor is of entityType "player".

 

Dont worry, i understood the first time. I know that the npc files are in the world data, which is basically impossible to edit, except for crewmembers which are in the player file. I was able to change my crewmembers name by editing the player file. I think i will try that again by adopting the kid as a crewmember.

It is a bit tedious but might as well, maybe the crewmember customization mod might make it easier, i saw that you can edit crew names with it, but its incompatible with npc spawner, which i am using for a build. 

 

Though i did notice during my testing that one kid, out of 3, wanted to join the crewmember family? That kid had an accident with a rogue bandit before i could make full sense of it. So my questions is: How does the family work? Can you have wives/husbands? Can you assign urself siblings or parents?

 

As for the player exception from compatible species, i am on it. TY and love ya. 

Edited by kimishiki
Posted
10 minutes ago, kimishiki said:

 

Dont worry, i understood the first time. I know that the npc files are in the world data, which is basically impossible to edit, except for crewmembers which are in the player file. I was able to change my crewmembers name by editing the player file. I think i will try that again by adopting the kid as a crewmember.

It is a bit tedious but might as well, maybe the crewmember customization mod might make it easier, i saw that you can edit crew names with it, but its incompatible with npc spawner, which i am using for a build. 

 

Though i did notice during my testing that one kid, out of 3, wanted to join the crewmember family? That kid had an accident with a rogue bandit before i could make full sense of it. So my questions is: How does the family work? Can you have wives/husbands? Can you assign urself siblings or parents?

 

As for the player exception from compatible species, i am on it. TY and love ya. 

 

Just wanted to make sure we're talking about the same thing here, as you said "Its too bad that you cant name them" - since you can, once, before they get spawned into the world.

Which also brings us to the big topic of NPC editing mods and crewmember recruitment. They, too, don'T have the power to edit an existing entity (neither the ones in your world files nor the ones in your shipworld file). They just do what I mentioned before; Kill the original and silently replace it with a clone. Upon doing so, however, all custom data is lost (atleast for crewmembers, don't know if other mods are smart enough to account for that.) What is stored on the player itself is a serialization of the spawn-data for your companions (Pets, crewmembers freshly recruited and/or following you onto a planet) from which a new NPC is spawned under the given conditions when you enter the world. (No, NPCs do not "beam down with you" to worlds. You just steal their soul and then spawn a new body on the new planet for them.)

 

As for family - what you have encountered is flavor text that was already part (even more than now) in OG SxB. NPC spawned by giving birth (only when a player is involved in the creation) get the NPC-type "crewmembersexbound", which gives them the recruitment flavor-text of family member. That's it.

However, independently from that SBR 1.1 fully added basic family relation. Every NPC spawned through natural reproduction means tracks the UUID of their mother and father entity. This data is used for rare, special dialogue that addresses the other entity as "mother/father" and to determine levels of incest during sex (aswell as the NPC behavior when choosing sexnodes to go to when aroused). This data however is lost (alongside all other custom data) when recruiting them as crewmember. Because, you know, the whole "make a clone" business with Vanilla Starbound not expecting there to be this relevant custom data.

 

I am planning to work on a fix for this inconsistency - however doing so means altering essential core functions of Starbound, which will create big incompatibilities with other mods that alter crewmembers and/or pets. So I'll be releasing that as standalone patch to be used at your own risk.

Posted
1 hour ago, m_o_t said:

is it worth using this mod? is it better than the standard version?

Way better, and has more things, at least in my opinion.

Posted
4 hours ago, m_o_t said:

is it worth using this mod? is it better than the standard version?

 

If it is better I cannot tell you, as that's my biased personal opinion. Atleast I would hope that all this work made it better.

 

What I, however, can tell you as an objective fact is that you have a simple choice.

The choice between an abandoned, outdated mod that was left in a rather broken state (the original), or a mod that is still actively supported and developed (this one).

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