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[mod] Sexbound Reborn


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Posted (edited)
16 hours ago, Erina Sugino said:

 

No, your not doing anything wrong, that is the intended scope of the functionality. As you rightfully quoted the patchnotes, "Currently it's a single frame of lying down, but can be animated." If you wanna contribute by adding a proper animation for this, feel free to. Otherwise the player being rooted in place and not able to just run around and away from enemies while multitasking the button pressing to actually give birth is what this feature is about.

 

Now onto your suggestions.

 

 

Plans? No. However, it would not be the hardest thing in the world to add an item which you can use that, should you be lactating, generate a new liquid item for the milk. Could even be different liquids just like Lewdbound does for climaxing. Heck, you'd probably in the best place to ask this addition to be made over there. That's the nice thing about Sexbound, anyone can add to it with the existing framework. I, personally, do not see it a priority to add something like that myself but should anyone want to contribute this as a gimmick, I'll certainly not say no.

 

 

Again, just like above. Would it be easy to implement? Currently, still yes. Additional pregnancy sprites with multiple different, visible stages and all are currently in the making, and with how things are advancing so far, the update for both new positions and new sprites overall might make the cut for 1.3 after all, but as of the current state to implement that, it's rather simple. Was an idea like that on my mind? No. You can already control, in a way, to see the pregnant belly sprite by using the new inflation mechanic. Tweak the config to make it so it happens rather quick, and you can essentially "trigger" that sprite whenever you want. Between that and the fact, that my goal is adding believable realistic-ish mechanics, I don't really see a need for such a feature. Yes, the birthing pill already exists and is certainly highly unrealistic, even by Sci-Fi standards - but certain debug tools as means for the player to play the game the way they want are necessary, I'm afraid. Skipping the pregnancy altogether, however, seems like a much more reasonable tool to have than precisely advancing the pregnancy to the halfway point, just so you can see the pregnant belly sprite. So Tl;dr: It's easy enough to implement, and anyone is free to do so, but I don't see any immediate need to work on specifically that myself. Got more important game-changing problems to solve, sadly.

 First I would like to thank you for the fast response, and second for the candid answers you gave, too many times people give half assed ''maybe maybe not'' type answers.
And third telling me a little about what might make it into update 1.3, now if somehow the pregnancy could affect the base model of a character and all clothing would reflect that automatically that would be the DREAM, but as far as I understood it's at least very difficult if not outright impossible to have stuff like that which temporarily would alter the base model of the player character.

But onto the topic at hand, if the character is supposed to ''lay down'' when giving birth, that does not happen for me, the character gets naked and put in the idle mode that actors start in before you choose an animation.

Decided to go grab logs of this particular birthing and nothing was out of the ordinary there either as far as I can see.
 

[00:44:30.564] [Info] Chat: <SAIL> (+) You're pregnant!

You will give birth at around 80:18 PM in-game world time.
It will be triplets!
[00:45:00.104] [Info] Loaded module Main
[01:11:04.140] [Info] Player birthing transform request succeeded - controllerId = 651c32c26d9514af1a2fd7cd267d89d7
[01:11:04.216] [Info] Loaded module Main
[01:11:30.456] [Info] Chat: <SAIL> Congratulations! You have just given birth to a baby boy named Tenetl!
[01:11:49.907] [Info] Chat: <SAIL> Congratulations! You have just given birth to a baby girl named Xochca!
[01:12:43.153] [Info] No next baby data for pregnancy. Ending birthing, removing data.
[01:12:43.522] [Info] Chat: <SAIL> Congratulations! You have just given birth to a baby girl named Amina!



Also, at least for me, I cant move the ''name your child'' notification window away from the center of the screen for some reason, I can move the ''do you want to give birth window'' but not the naming one, so if that isn't something on my end, and is a bug that slipped trough the cracks, it would be very cool if that window could be moved around like the other one, especially if down the line there will be a proper animation for birthing, it would be kinda wasted if the actual name menu just blocks most of it.

As for the why the birthing is just stuck on idle mode, I don't know what would be causing it then, I don't have many mods installed, mainly The Sexbound Reborn supported mods, and cutebound from Steam workshop, and there has been no conflict between mods on any Sex node action so far, be it with Humanoid Races, Creatures, or Toys/Beds, so I cannot think of any reason why laying down frame wouldn't work.
And I say it again, its not the end of the world as the mod otherwise works just fine.
(so unless its cutebound, which I doubt, I have no clue what would be the issue)

Also I appreciate the kind words on suggesting I should try making a mod for starbound myself, but I am ''all thumbs no fingers'' when it comes to work like this, even if I got a barebones working mod made (and that's a BIG if) , it would be nowhere close to worthy of being even mentioned in the same sentence as Sexbound Reborn, much less being added as an optional component/add on.

Edited by Flustershy
Added Logs
Posted
10 hours ago, Flustershy said:

But onto the topic at hand, if the character is supposed to ''lay down'' when giving birth, that does not happen for me, the character gets naked and put in the idle mode that actors start in before you choose an animation.

 

As for the why the birthing is just stuck on idle mode, I don't know what would be causing it then, I don't have many mods installed, mainly The Sexbound Reborn supported mods, and cutebound from Steam workshop, and there has been no conflict between mods on any Sex node action so far, be it with Humanoid Races, Creatures, or Toys/Beds, so I cannot think of any reason why laying down frame wouldn't work.
And I say it again, its not the end of the world as the mod otherwise works just fine.
(so unless its cutebound, which I doubt, I have no clue what would be the issue)

 

Hmm. In order to figure out what's going wrong on your end with the birthing "animation", I'd need a log file. One where you enabled "info" and "debug" level logging in the main config file, then ran into the issue again.

 

10 hours ago, Flustershy said:

Also, at least for me, I cant move the ''name your child'' notification window away from the center of the screen for some reason, I can move the ''do you want to give birth window'' but not the naming one, so if that isn't something on my end, and is a bug that slipped trough the cracks, it would be very cool if that window could be moved around like the other one, especially if down the line there will be a proper animation for birthing, it would be kinda wasted if the actual name menu just blocks most of it.

 

Apparently I set it to be locked in place back in the day. Can't even say I rememeber why. Either way, easy fix: Edit "/interface/sexbound/confirmation/namedbirth.config" and change "positionLocked" to "false".

 

10 hours ago, Flustershy said:

And third telling me a little about what might make it into update 1.3, now if somehow the pregnancy could affect the base model of a character and all clothing would reflect that automatically that would be the DREAM, but as far as I understood it's at least very difficult if not outright impossible to have stuff like that which temporarily would alter the base model of the player character.

 

You are correct, that is impossible with Starbound. There are mods out there that add custom sprite rendering to entities, but they are a performance nightmare, as all they do is essentially just make the actual entity invisible, then use the scuffed animator feature of Starbound to manually build and render a canvas with the entity on top of it, essentially doing the whole rendering work twice but the second time in error-prone Lua.

 

That's why I'm not gonna use that, but instead just fix Starbound.

grafik.png?ex=66b984c6&is=66b83346&hm=90     grafik.png?ex=66b984dc&is=66b8335c&hm=a1

 

Though this would obviously still ignore clothing. As the only way to make this compatible with clothing would be to draw the additional sprites with each variation of bulge for every frame of every animation for both genders on every single item in the game. Which would not only be enough work to kill a man, but also not work with any modded clothing (of which people use lots of), and potentially run into problems with discrepencies between races. Soooooo, stuff is only visible when that half of the body is naked.

Posted

Hello, is there an option to alter the speed at which the NPCs get horny? I saw that FU crew is somewhat incomaptible with becoming horny over time, but other crewmembers and npcs barely do anything, and I made them a nice room for fuckery and all :(

Posted
6 minutes ago, AlcoholicFrog said:

Hello, is there an option to alter the speed at which the NPCs get horny? I saw that FU crew is somewhat incomaptible with becoming horny over time, but other crewmembers and npcs barely do anything, and I made them a nice room for fuckery and all :(

 

Main config file, "naturalHorninessRate".

Posted
2 hours ago, Erina Sugino said:

Apparently I set it to be locked in place back in the day. Can't even say I rememeber why. Either way, easy fix: Edit "/interface/sexbound/confirmation/namedbirth.config" and change "positionLocked" to "false".

I use PAK version and only thing with keyword positionLocked I found was in the main sexbound-reborn-1.2_h1 PAK file was this

"gui": {
    "panefeature" : {
      "type" : "panefeature",
      "anchor" : "center",
      "offset" : [0, 0],
      "positionLocked" : true,
      "keyDismissable" : false

 "gui" : {
    "panefeature" : {
      "type" : "panefeature",
      "anchor" : "center",
      "offset" : [0, 0],
      "positionLocked" : true


  "gui" : {
    "panefeature" : {
      "type" : "panefeature",
      "anchor" : "center",
      "positionLocked" : true


If I changed any ''positionLocked'' to false the game wont boot up, so I don't think these are the right ones.
I checked all the config files too and found nothing even having the word ''positionLocked''

So does this mean I need to wait for the fix to be rolled in as an official update, or do I need to uninstall all my mods and switch them to source ?

 

2 hours ago, Erina Sugino said:

Hmm. In order to figure out what's going wrong on your end with the birthing "animation", I'd need a log file. One where you enabled "info" and "debug" level logging in the main config file, then ran into the issue again.

 

As for this, I apologize in advance, but this tells me next to nothing, I know how to get ''normal'' logs, but I have no Idea how to enable '' Info & Debug'' level logging.
Unless you mean going in game and using the admin command /debug
 

Posted
2 minutes ago, Flustershy said:

I use PAK version and only thing with keyword positionLocked I found was in the main sexbound-reborn-1.2_h1 PAK file was this

If I changed any ''positionLocked'' to false the game wont boot up, so I don't think these are the right ones.
I checked all the config files too and found nothing even having the word ''positionLocked''

So does this mean I need to wait for the fix to be rolled in as an official update, or do I need to uninstall all my mods and switch them to source ?

 

Never edit a .pak file. It will just break. If you ever need to fiddle with any mod, use the source version or, if none exists, unpak the mod.

 

3 minutes ago, Flustershy said:

As for this, I apologize in advance, but this tells me next to nothing, I know how to get ''normal'' logs, but I have no Idea how to enable '' Info & Debug'' level logging.
Unless you mean going in game and using the admin command /debug

 

No, you go to the main config file (sexbound.config), scroll to the bottom, and set the logging levels for "info" and "debug" to "true". Then you just play the game as normal, recreate the issue, and hand over the log file.

Posted
45 minutes ago, Erina Sugino said:

 

Never edit a .pak file. It will just break. If you ever need to fiddle with any mod, use the source version or, if none exists, unpak the mod.

 

 

No, you go to the main config file (sexbound.config), scroll to the bottom, and set the logging levels for "info" and "debug" to "true". Then you just play the game as normal, recreate the issue, and hand over the log file.

Since unpacking PAK files cant be done with 7zip  I guess I need to switch to source then  (cant wait...)

Here is the relevant part of the logs, I did use the birthing pill so I hope that doesn't affect the results vs if the pregnancy would have been ''legit''

[21:11:28.358] [Info] Placed node with UUID a4ee35022d65c33f49f7f647d629a063
[21:11:28.358] [Info] Player birthing transform request succeeded - controllerId = a4ee35022d65c33f49f7f647d629a063
[21:11:28.382] [Info] [SxB | MAIN] : Initialized.
[21:11:28.382] [Info] [SxB | MAIN] : Initing Sexbound instance 899
[21:11:28.384] [Info] [SxB | ACTR] : Actor Fluttershy setup fertility: fertile false - hyperFertile false - ovulating true - defeated nil
[21:11:28.388] [Info] [SxB | PREG] : Setting up message handlers for Fluttershy in 899
[21:11:28.389] [Info] [SxB | CLIM] : Inited Climax Plugin for actor Fluttershy
[21:11:28.394] [Info] [SxB | ACTR] : Rebuilding actor gender for Fluttershy - female/nil => { ["hasVagina"] = true,["canOvulate"] = true,["hasPenis"] = false,["canProduceSperm"] = false,} 
[21:11:28.394] [Info] [SxB | MAIN] : Adding Actor: Fluttershy
[21:11:28.394] [Info] [SxB | MAIN] : Actor added to list. Length now: 1
[21:11:28.394] [Info] [SxB | POSI] : Re-evaluating positions. Total available: 1 - actor count: 1
[21:11:28.394] [Info] [SxB | POSI] : Remaining positions after count check: 1
[21:11:28.394] [Info] [SxB | POSI] : Updating position permutations for 1 actors
[21:11:28.394] [Info] [SxB | POSI] : Checking position composition 1
[21:11:28.394] [Info] [SxB | POSI] : Checking actor traits for actor 1: Fluttershy
[21:11:28.394] [Info] [SxB | POSI] : New position composition list for idle: Length 1
[21:11:28.394] [Info] [SxB | POSI] : { [1] = 1,} 
[21:11:28.394] [Info] [SxB | POSI] : { ["1"] = { [1] = 1,} ,} 
[21:11:28.394] [Info] [SxB | POSI] : Checking position composition 1
[21:11:28.394] [Info] [SxB | POSI] : Checking actor traits for actor 1: Fluttershy
[21:11:28.394] [Info] [SxB | POSI] : New position composition list for birthing: Length 1
[21:11:28.394] [Info] [SxB | POSI] : { [1] = 1,} 
[21:11:28.394] [Info] [SxB | POSI] : { ["1"] = { [1] = 1,} ,} 
[21:11:28.394] [Info] [SxB | POSI] : New available positions: 1
[21:11:28.395] [Info] [SxB | MAIN] : Preparing position #1 - UI Index: 1
[21:11:28.398] [Info] [SxB | MAIN] : Rearraging - current permutation: 1 - { [1] = 1,} 
[21:11:28.398] [Info] [SxB | MAIN] : Adding actor #1
[21:11:28.398] [Info] [SxB | POSI] : Aborted position switch due to null state.
[21:11:28.398] [Info] [SxB | ACTR] : Actor 1 fetched position offset of {body: {1: 0, 2: 0}, head: {1: 0, 2: 0}}
[21:11:28.398] [Info] [SxB | ACTR] : Actor 1 applies offset for body: {1: 0, 2: 0}
[21:11:28.398] [Info] [SxB | ACTR] : Actor 1 applies offset for head: {1: 0, 2: 0}
[21:11:28.398] [Info] [SxB | ACTR] : GET SPRITE => /artwork/humanoid/actor1/human/arm_back.png [ PART := armBack ]
[21:11:28.398] [Info] [SxB | ACTR] : GET SPRITE => /artwork/humanoid/actor1/human/arm_front.png [ PART := armFront ]
[21:11:28.399] [Info] [SxB | ACTR] : GET SPRITE => /artwork/humanoid/actor1/human/body_female.png [ PART := body ]
[21:11:28.399] [Info] [SxB | ACTR] : GET SPRITE => /humanoid/human/emote.png [ PART := emote ]
[21:11:28.402] [Info] [SxB | STMN] : Entering Null State.
[21:11:28.434] [Info] Loaded module Main
[21:11:28.443] [Info] [SxB | STMN] : Entering Idle State.
[21:11:28.443] [Info] [SxB | ACTR] : Actor 1 fetched position offset of {body: {1: 0, 2: 0}, head: {1: 0, 2: 0}}
[21:11:28.443] [Info] [SxB | ACTR] : Actor 1 applies offset for body: {1: 0, 2: 0}
[21:11:28.443] [Info] [SxB | ACTR] : Actor 1 applies offset for head: {1: 0, 2: 0}
[21:11:28.443] [Info] [SxB | ACTR] : GET SPRITE => /artwork/humanoid/actor1/human/arm_back.png [ PART := armBack ]
[21:11:28.443] [Info] [SxB | ACTR] : GET SPRITE => /artwork/humanoid/actor1/human/arm_front.png [ PART := armFront ]
[21:11:28.443] [Info] [SxB | ACTR] : GET SPRITE => /artwork/humanoid/actor1/human/body_female.png [ PART := body ]
[21:11:28.444] [Info] [SxB | ACTR] : GET SPRITE => /humanoid/human/emote.png [ PART := emote ]
[21:11:35.262] [Info] No next baby data for pregnancy. Ending birthing, removing data.
[21:11:35.306] [Info] Building body traits for entity 900: male
[21:11:35.307] [Info] Current gender for #900 is male
[21:11:35.307] [Info] Entity #900's current arousal gain is 0.021019437819719
[21:11:35.308] [Info] Entity 900 cannot ovulate (anymore), removing pregnancies and ovulation cycle logic
[21:11:35.309] [Info] Entity #900's current arousal regen is 0.021019437819719
[21:11:35.309] [Info] [SxB | MAIN] : Uniniting..
[21:11:35.309] [Info] [SxB | MAIN] : Uniniting Actors.
[21:11:35.310] [Info] [SxB | ACTR] : Actor 1 fetched position offset of {body: {1: 0, 2: 0}, head: {1: 0, 2: 0}}
[21:11:35.310] [Info] [SxB | ACTR] : Actor 1 applies offset for body: {1: 0, 2: 0}
[21:11:35.310] [Info] [SxB | ACTR] : Actor 1 applies offset for head: {1: 0, 2: 0}
[21:11:35.310] [Info] [SxB | EMOT] : Uniniting.
[21:11:35.310] [Info] [SxB | MAIN] : Uniniting Nodes.
[21:11:35.616] [Info] Entity #900's current arousal regen is 0.021019437819719
[21:11:35.632] [Info] Chat: <SAIL> Congratulations! You have just given birth to a baby boy named Test 1!

This tells me nothing but hopefully you make something out of this.

Posted
3 hours ago, Erina Sugino said:

 

Main config file, "naturalHorninessRate".

Thank you very much for help :) I made a backup of the file just in case something goes sideways but I don't think there should be any problems

Posted
3 hours ago, Flustershy said:

Since unpacking PAK files cant be done with 7zip  I guess I need to switch to source then  (cant wait...)

Here is the relevant part of the logs, I did use the birthing pill so I hope that doesn't affect the results vs if the pregnancy would have been ''legit''

This tells me nothing but hopefully you make something out of this.

 

It tells me something broke at some point regarding state machine setup.

 

Also, for the future: Do not paste a million lines of log in here. Just drop the entire file via drag and drop. I'll know what to look for.

Posted
17 hours ago, Erina Sugino said:

 

It tells me something broke at some point regarding state machine setup.

 

Also, for the future: Do not paste a million lines of log in here. Just drop the entire file via drag and drop. I'll know what to look for.

Sorry about that, as you can tell I'm not exactly well versed in all of this.
I also changed to source version of SBR just to make sure it wasn't something to do with PAK version, but the lack of ''animation'' still persists, but if there is no apparent fix to this, then its something I can live with for the time being, so thank you for your time nonetheless.

Also I did the whole,  "/interface/sexbound/confirmation/namedbirth.config" and change "positionLocked" to "false".
And now I can move the name your child menu, but it turns completely invisible the moment I move it a single pixel, and only way to fix it is by pressing ESC which will just give the child a random name then.
So for the time being I switched it back to locked, but I am 99% sure that is an issue with the mod, and not on my end, as no other notification (that can be moved) in the game does that.
+ if it affects me it affects every single other user, I hope it will be ''officially'' fixed down the line.

Posted (edited)

EDIT: Disregard, checked over the included items with Lewdbound and the hentai magazine effect to increase arousal made NPCs start interacting with objects. The more you know. So I'm guessing over time arousal increases for NPCs and affects their interest as well, need to go back over the wiki again as I skimmed for some features and maybe missed something.

 

Coming back to SB modding after a long time. I ran into an odd issue where, in my first bit of testing, I was able to get NPCs interacting with sex nodes (I believe is the right term) at the outpost. Turn one NPC into a node, another one would come along and start an animation. Now that doesn't seem to be working, scenes initiated by my PC work fine though. Is there a common culprit for that sort of thing not working? I removed a few Steam workshop mods that were outdated but all inventory/storage related. Pre-requisites all look fine for what I still have installed. Log file attached, all I did on this particular game launch was: teleport from ship to the Outpost, turn 4 different NPCs into nodes using Lustling's weapon that works similar to aphrodite's bow, let several other NPCs walk by them and they did not interact with any of them (there were 2 female and 2 male, at least one of them should've been engaged with).

 

If more info is needed let me know, it's been a while so apologies if I missed something obvious. Also to note, these tests are being done on a fresh character each time, I'm not unloading mods mid-save then testing on the same one.

starbound.log

Edited by HalcyonAndOn
Posted
2 hours ago, HalcyonAndOn said:

Coming back to SB modding after a long time. I ran into an odd issue where, in my first bit of testing, I was able to get NPCs interacting with sex nodes (I believe is the right term) at the outpost. Turn one NPC into a node, another one would come along and start an animation. Now that doesn't seem to be working, scenes initiated by my PC work fine though. Is there a common culprit for that sort of thing not working? I removed a few Steam workshop mods that were outdated but all inventory/storage related. Pre-requisites all look fine for what I still have installed. Log file attached, all I did on this particular game launch was: teleport from ship to the Outpost, turn 4 different NPCs into nodes using Lustling's weapon that works similar to aphrodite's bow, let several other NPCs walk by them and they did not interact with any of them (there were 2 female and 2 male, at least one of them should've been engaged with).

 

If more info is needed let me know, it's been a while so apologies if I missed something obvious. Also to note, these tests are being done on a fresh character each time, I'm not unloading mods mid-save then testing on the same one.

 

Can't talk about the Lustling weapon specifically, but Aphrodite's Bow has two different operating modes. Firing an arrow with leftclick turns an entity into a sexnode on the spot. Shooting one with rightclick maxes the hit entity's arousal, so the join an existing sexnode. Turning 4 NPCs into their own sexnode will not do much other than allow you to join too. NPCs only seek out interaction with sexnodes when their arousal is maxed - which it, completely on its own by default settings, does every 3-7 in-game days (as long as the NPC is loaded in. NPCs in the outpost are random generated every time you beam there to my knowledge, so you'd have to stay at the outpost for 3-7 in-game days to see any results.)

Posted

Lustling weapons only turn entities into sexnodes on a hit , they do not contain the second operation. I wanted them to be almost useless, so not to remove the need for the bow or gun. 

Posted

Seem to be having a weird issue where neither the player or NPCs seem able to interact with sexnodes. Any advice on this? Posting here as the error is probably located between the keyboard and chair rather than the mod itself...

 

starbound.log

Posted
2 hours ago, MrMysterio said:

Seem to be having a weird issue where neither the player or NPCs seem able to interact with sexnodes. Any advice on this? Posting here as the error is probably located between the keyboard and chair rather than the mod itself...

 

Quite possibly, cause the error between the keyboard and chair installed an ancient old, broken, redundant and never truly functional mod ("anitent", or "Lox_AnimatedTentaclePlant") aswell as the wrong, old version of "POV Redux", which is clearly stated to NOT be for SBR.

Posted
2 hours ago, Erina Sugino said:

 

Quite possibly, cause the error between the keyboard and chair installed an ancient old, broken, redundant and never truly functional mod ("anitent", or "Lox_AnimatedTentaclePlant") aswell as the wrong, old version of "POV Redux", which is clearly stated to NOT be for SBR.

After some testing, I strongly suspect that you're correct. Removed the offending mod (and updated to the actual proper version for POV) and it appears that the issues have been resolved. Very clearly was an ID10T error on my end...

 

Thanks for the help! ^w^

Posted

Hey there, so I'm having a bit of a problem with the mod, specifically around the integrated lustbound toys. I placed both a dildo and fleshlight down, but they were invisible, and sitting on them makes the character also invisible. I'm fairly new to modding this game, so I may have overlooked something, but I definitely do not have the old unintegrated version of lustbound installed, as I saw was an issue with others in the past.

starbound.log

Posted
18 minutes ago, LordOfDragons01 said:

Hey there, so I'm having a bit of a problem with the mod, specifically around the integrated lustbound toys. I placed both a dildo and fleshlight down, but they were invisible, and sitting on them makes the character also invisible. I'm fairly new to modding this game, so I may have overlooked something, but I definitely do not have the old unintegrated version of lustbound installed, as I saw was an issue with others in the past.

 

[13:45:49.685] [Info] Root: Detected asset source named 'sexbound_TeratophiliaScenesPack' at '..\mods\TeratophiliaScenes.pak'

 

Wrong version of TeratoScenes, breaks nodes entirely. Use the one which starts with "SxB_"

Posted
1 hour ago, Erina Sugino said:

 

[13:45:49.685] [Info] Root: Detected asset source named 'sexbound_TeratophiliaScenesPack' at '..\mods\TeratophiliaScenes.pak'

 

Wrong version of TeratoScenes, breaks nodes entirely. Use the one which starts with "SxB_"

Thanks a bunch! That solved my invisible issues I was having. Avali doesn't seem to render correctly, floating ears and such when using the toys, but I think that was mentioned in a previous post. seeing as the Avali patch hasn't been updated in a -very- long time, I doubt it's something that'll get fixed, yeah?

 

Also, back on page 62 you mentioned remaking the Avali dialogue and how to do so. I've gone ahead and used the ocnverter you linked there, and got the basic custom dialogue from the original patch working, and changed the patch priority to make it load after the Avali, works great! I'm not quite sure how I could package the edits up to make it something I could share though.

Posted
2 hours ago, LordOfDragons01 said:

Thanks a bunch! That solved my invisible issues I was having. Avali doesn't seem to render correctly, floating ears and such when using the toys, but I think that was mentioned in a previous post. seeing as the Avali patch hasn't been updated in a -very- long time, I doubt it's something that'll get fixed, yeah?

 

Also, back on page 62 you mentioned remaking the Avali dialogue and how to do so. I've gone ahead and used the ocnverter you linked there, and got the basic custom dialogue from the original patch working, and changed the patch priority to make it load after the Avali, works great! I'm not quite sure how I could package the edits up to make it something I could share though.

 

Do the Avali use animated ears on the body layer?

 

Just use the asset_packer.exe in the win32 folder of Starbound to turn it into a .pak.

Or just .zip the mod folder up.

Posted (edited)
39 minutes ago, Erina Sugino said:

 

Do the Avali use animated ears on the body layer?

 

Just use the asset_packer.exe in the win32 folder of Starbound to turn it into a .pak.

Or just .zip the mod folder up.

They...might? I'm honestly not sure. As said, I'm pretty new to modding with this game, and even far moreso with any of the technical stuff like that. Here's an image of what's happening:

gbEJYHe.png

 

I have re-pak'd the file, I meant more of how to put it out for people to use as a small update, since I am obviously not the original creator. What would be the easiest way to make a "patch" mod to go with the original, so I wouldn't be stepping on anyone's toes? Would it be as simple as taking out and re-paking just the dialogue files and the positions file that points to the dialogue files? Sorry for the newb questions!

Edited by LordOfDragons01
Posted
7 minutes ago, LordOfDragons01 said:

They...might? I'm honestly not sure. As said, I'm pretty new to modding with this game, and even far moreso with any of the technical stuff like that.

 

I have re-pak'd the file, I meant more of how to put it out for people to use as a small update, since I am obviously not the original creator. What would be the easiest way to make a "patch" mod to go with the original, so I wouldn't be stepping on anyone's toes? Would it be as simple as taking out and re-paking just the dialogue files and the positions file that points to the dialogue files? Sorry for the newb questions!

 

Easy enough to find out, just unpak (if necessary) the SxB compat of them and take a look at the body sprites.

 

If you just put the updated dialog files and corresponding patches to position files in it, then that would certainly not be stepping on anyone's toes. Most people appreciate other people doing the dirty work for them. xD If your position patches "replace" instead of "add" values in the position files it basically requires the base mod to be installed to work, so yeah.

Posted
1 hour ago, Erina Sugino said:

 

Easy enough to find out, just unpak (if necessary) the SxB compat of them and take a look at the body sprites.

 

If you just put the updated dialog files and corresponding patches to position files in it, then that would certainly not be stepping on anyone's toes. Most people appreciate other people doing the dirty work for them. xD If your position patches "replace" instead of "add" values in the position files it basically requires the base mod to be installed to work, so yeah.

 

Thank you, appreciate the info! Small addition/update: I came across a sexnode table now as well, and it also has the same quirky headless floating ear issue that the lustbound toys have. I'm not really sure what difference it makes if the ears are animated or not, as I assume something with the patch mod is just...borked for reborn?

Posted
31 minutes ago, LordOfDragons01 said:

 

Thank you, appreciate the info! Small addition/update: I came across a sexnode table now as well, and it also has the same quirky headless floating ear issue that the lustbound toys have. I'm not really sure what difference it makes if the ears are animated or not, as I assume something with the patch mod is just...borked for reborn?

 

Wait, the issue is "no head, just ears"?

Posted (edited)
11 minutes ago, Erina Sugino said:

 

Wait, the issue is "no head, just ears"?

 

Seems to be yes? As in the picture I added on the previous page, same thing is happening seemingly regardless of its a toy, or a table, etc. Least, I assume the few pixels that are in the air on their own are just ears? It's quite hard to tell, really.

Edited by LordOfDragons01

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