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[mod] Sexbound Reborn


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Posted
2 hours ago, SergeantShadow said:

Anyway to spawn the loungeables via commands?

 

Depends on what you mean by "loungeables", but generally yes.

Just spawn in the item to place the objects via "/spawnitem <itemname> <count>"

Posted
13 hours ago, Erina Sugino said:

 

Depends on what you mean by "loungeables", but generally yes.

Just spawn in the item to place the objects via "/spawnitem <itemname> <count>"

Nevermind, figured it out today, thanks anyways though.

Posted

The game crushes if i put the Aphrodites Bow patch into the mods folder, and I dont have any mods running except the Sexbound Reborn. Any ideas how to fix it?

Posted
50 minutes ago, Jeynes said:

The game crushes if i put the Aphrodites Bow patch into the mods folder, and I dont have any mods running except the Sexbound Reborn. Any ideas how to fix it?

 

Not until you hand over the log file and a screenshot of the exact crash error message.

Posted
1 hour ago, wolfgundam said:

Hi im not sure if sexbound isstarbound.log the issue but i cannot recruit anyone ive done over 16 neki quest after i updated and nothing?????

 

Sexbound doesn't mess with quest generation and NPC graduation. You should probably ask the Neki author about it.

I looked at your log, but it has no relevant errors - just a million spammed errror messages about "invisiblefabric" not existing.

Posted
2 minutes ago, Zorakda said:

Question, what does the horny debuff do again?

 

The weak arousal effect does nothing, just informs you that you are at 50%+ arousal.

The strong arousal effect (90%+) reduces your strength by 10%, randomly reduces you movement speed by 10% for 10 seconds, and increases your fertility by 10%.

The heat effect does the same as the strong arousal effect, but (if defined for your species) also randomly plays moaning SFX.

The weak heat effect has 5% strength decrease, 5% movement speed decrease, moaning and no fertility bonus.

Posted
11 minutes ago, Erina Sugino said:

 

The weak arousal effect does nothing, just informs you that you are at 50%+ arousal.

The strong arousal effect (90%+) reduces your strength by 10%, randomly reduces you movement speed by 10% for 10 seconds, and increases your fertility by 10%.

The heat effect does the same as the strong arousal effect, but (if defined for your species) also randomly plays moaning SFX.

The weak heat effect has 5% strength decrease, 5% movement speed decrease, moaning and no fertility bonus.

Interesting! right now my Draconis girl is now quite pent up so there's that XD

Posted
2 hours ago, Erina Sugino said:

 

The weak arousal effect does nothing, just informs you that you are at 50%+ arousal.

The strong arousal effect (90%+) reduces your strength by 10%, randomly reduces you movement speed by 10% for 10 seconds, and increases your fertility by 10%.

The heat effect does the same as the strong arousal effect, but (if defined for your species) also randomly plays moaning SFX.

The weak heat effect has 5% strength decrease, 5% movement speed decrease, moaning and no fertility bonus.

Another thing I'd like to know is if one can edit how much the debuff can effect the player
along with how to apply them for the random moaning to occur

Posted
8 hours ago, Zorakda said:

Another thing I'd like to know is if one can edit how much the debuff can effect the player
along with how to apply them for the random moaning to occur

 

That is solely dependant on the code of the status effects. So you would need to edit them.

Changing the strengths of the effects for "weakness" and "slowness" is as simple as changing a number in that code from 0.9 to something else.

Changing the fertility increase required digging deeper and editing the associated value deep inside the pregnancy plugin's code.

Adding the moans is a big chunk of code you will find on the heat status effects - the chance of which can also be easily changed by editing a number from 0.1 to something else.

Posted

A friend and I have been wondering on how to apply the heat mechanic to species. We've been digging most files from the mod's folders and haven't found a conclusive answer.
If it's possible to change and add upon an already existing file, which one and where exactly is it?
Or are we supposed to add certain code lines to an already existing file? We speculate that might be the .species.patch files, but we aren't sure.

Posted
9 minutes ago, Spect said:

A friend and I have been wondering on how to apply the heat mechanic to species. We've been digging most files from the mod's folders and haven't found a conclusive answer.
If it's possible to change and add upon an already existing file, which one and where exactly is it?
Or are we supposed to add certain code lines to an already existing file? We speculate that might be the .species.patch files, but we aren't sure.

 

Patch the species file at "/species/<speciesname>.species"

Add "sxbUseHeat": true

Profit.

Posted
8 hours ago, Erina Sugino said:

 

Patch the species file at "/species/<speciesname>.species"

Add "sxbUseHeat": true

Profit.

I'm suddenly feeling dumb, how does one do this? cause I was trying to add such things for the Draconis but I have no idea how since I am going off the Draconis sexbound patch

Posted
16 hours ago, Zorakda said:

I'm suddenly feeling dumb, how does one do this? cause I was trying to add such things for the Draconis but I have no idea how since I am going off the Draconis sexbound patch

 

From scratch?

Create a new mod folder.

Add a _metadata file, giving the mod an ID, making it "require": ["lox_sexbound"] and any other information you want.

Add a folder "species".

In that folder, add a file "<speciesname>.species.patch" (that <> is a placeholder and to be replaced by the race's actual name)

Add [{"op":"add","path":"/sxbUseHeat","value":true}] to that patch file.

Done.

Posted
2 hours ago, Sakirin said:

 So I got the mod with otherstuff, but neither the wheel or my character ever appear in interactions. I've mostly checked with the Gfy platform and don't know what's going on

 

You have Lustbound installed.

Posted

Hey Erina. I've been playing as an Avali and I can't seem to get the dialogue for the Avali's to show up, I've messed around with "useDefaultDialog" to see if I could get it to work but to no avail. I know there is dialogue for the Avali as I've looked in config files like "defaultdoggyfull.config". If you could help me it would be greatly appreciated because it's quite anticlimactic when I'm with another Avali and the only time they talk is when I have useDefaultDialog set to true and when they start a position like me pausing and then selecting another position. 

Posted
13 minutes ago, Pawsniffer said:

Hey Erina. I've been playing as an Avali and I can't seem to get the dialogue for the Avali's to show up, I've messed around with "useDefaultDialog" to see if I could get it to work but to no avail. I know there is dialogue for the Avali as I've looked in config files like "defaultdoggyfull.config". If you could help me it would be greatly appreciated because it's quite anticlimactic when I'm with another Avali and the only time they talk is when I have useDefaultDialog set to true and when they start a position like me pausing and then selecting another position. 

 

SBR itself only offers dialog for vanilla races, but including dialog talking to/about modded races. That is to say, any vanilla species member (or unsupported species with "useDefaultDialog" set to true) will talk with special dialog to an Avalia partner - Avalis themselves have no dialog though. Using "useDefaultDialog" just gives Avalis basically normal human dialog (with a few special lines referencing Avali partners).

 

On another note, afaik the Avali SxB support may have added it's own dialog back in the day. In which case, that dialog would need to be updated to the new format to work, and until that is done, it might override the "useDefaultDialog" setting. As the old files will exist and be loaded - hence skipping the default dialog - but recognizes as "empty" and hence forcing silence on the Avali.

 

Assuming you have somewhat basic understanding of JSON syntax, here  sextalk converter.html is a very basic converter for old sextalk structure -> new sextalk structure, and here is a detailed wiki guide on how to properly make your own dialog.

 

If you end up properly converting Avali dialog, let me know. I apppreciate contributions.

Posted
5 minutes ago, Erina Sugino said:

 

SBR itself only offers dialog for vanilla races, but including dialog talking to/about modded races. That is to say, any vanilla species member (or unsupported species with "useDefaultDialog" set to true) will talk with special dialog to an Avalia partner - Avalis themselves have no dialog though. Using "useDefaultDialog" just gives Avalis basically normal human dialog (with a few special lines referencing Avali partners).

 

On another note, afaik the Avali SxB support may have added it's own dialog back in the day. In which case, that dialog would need to be updated to the new format to work, and until that is done, it might override the "useDefaultDialog" setting. As the old files will exist and be loaded - hence skipping the default dialog - but recognizes as "empty" and hence forcing silence on the Avali.

 

Assuming you have somewhat basic understanding of JSON syntax, here  sextalk converter.html is a very basic converter for old sextalk structure -> new sextalk structure, and here is a detailed wiki guide on how to properly make your own dialog.

 

If you end up properly converting Avali dialog, let me know. I apppreciate contributions.

I wonder if red3dred could help because he is the one that originally made the Avali's for Sexbound.

Posted

For the new update to add on a species to be pregnancy-compatible we still use a sxb_plugin.pregnant.config.patch, correct? I have one that no longer works, did something change with the format, or did I somehow manage to replace a working file with one that doesn't? (it's possible, I shouldn't do late night, sleep-deprived modding). Even after setting pregnancy chance for both NPCs and player to .999 no joy.

 

Example:

[
    {
        "op" : "add",
        "path" : "/compatibleSpecies",
        "value" : { "<race>": ["<race>", "<any other race here>"]}
    }
]

Posted
7 hours ago, ZipZop said:

For the new update to add on a species to be pregnancy-compatible we still use a sxb_plugin.pregnant.config.patch, correct? I have one that no longer works, did something change with the format, or did I somehow manage to replace a working file with one that doesn't? (it's possible, I shouldn't do late night, sleep-deprived modding). Even after setting pregnancy chance for both NPCs and player to .999 no joy.

 

Example:

[
    {
        "op" : "add",
        "path" : "/compatibleSpecies",
        "value" : { "<race>": ["<race>", "<any other race here>"]}
    }
]

 

Generally that approach is right. However, it depends on which race you are trying to add, as there is two things of note here.

1: If the race already has an entry in compatibleSpecies, this code will either not do anything or corrupt the config file with a "duplicate key" error. All base species, as well as Penguin, Neko, Neki and Felin already exist (albeit empty) in that list. A safer method would be a proper patch that checks if the main entry exists, if not adds it empty, then adds into that list.

2: If you're playing as or with a Neki, they can officially not get pregnant anymore, ever. You'd need to remove the "infertile" status effect added in the race's species patch.

Posted

Hi, been trying to figure out how to change all females into futas with the config and nothing worked, the only time it sort of did the sprites were all messed up and only like the arms and hair were visible. Is it even possible to do? If it is I guess I'm dumb and probably need a step by step guide on how to do it 🫠

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