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Age of Wonders 4 adult mods?


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Posted
2 hours ago, Yami_Muramasa said:

i don't know how you do this "mod", (like, mounted the mod image, i do it differently)

 

the load order

2024-12-15_05-28-06.png

Nudemod Skins should be first before Cultural Units, but I don't think it matters.

2 hours ago, Yami_Muramasa said:

i'm a noob...so....i do "file backup", and edit in vannilla, is difficult explain...

That's a whole lot of wrong, the modding support in the game is much better than that.

Just make a new mod with the Package Manager, the only thing to keep in mind is you need a thumbnail image and to include as dependency the .rpk files you are using.

You can even replace game files if you must by having the right folder structure.

  • 4 weeks later...
Posted

DwinX thanks for your excellent mod!

I tried to solve two problems, but my knowledge in modding is enough to change only the values of parameters, but not body parts and skin.

 

1. What easiest way to uncover heads? The game resources contain exposed heads (with hairstyles), faces and necks of units, right? Anyway, this is in Nexus mod69 "Female High Outfits", which "Makes several High units female and gives them new outfits".
Your mod dont touch helmets and hoods, that one removes helmets from High units. But if to load yours after that mod, it won't overwrite, for example, the Sun Priest's feet (they'll be missing).

 

2. Where in the rpk files is the choice of these options? Or not enouf edit rpk and acp?

On 12/14/2024 at 5:30 PM, DwinX said:

As for how the Mod works is Units have variants to various degrees of lewdity so what you get is random, so it is working as intended.

...

So the choice is between either more Nude or Fully Clothed for most outfits...

 

 

Posted (edited)
1 hour ago, Incense72 said:

2. Where in the rpk files is the choice of these options? Or not enouf edit rpk and acp?

Most of my edits are in the Lewd_Cultural_Units_Modularity .rpk file. The outfits have a drop down selection where you can select the variant and the parts that compose it have a hide / unhide checkbox for that part.

I leave the Game's Cultural Modularity for the Male Units and just give them a Gender tag filter.

The hair are in those game files that I haven't touched so most are the default values with some exceptions for some units.

It's in the Unit_Modularity folder in the game folder(not the mod).

 

1 hour ago, Incense72 said:

1. What easiest way to uncover heads? The game resources contain exposed heads (with hairstyles), faces and necks of units, right? Anyway, this is in Nexus mod69 "Female High Outfits", which "Makes several High units female and gives them new outfits".
Your mod dont touch helmets and hoods, that one removes helmets from High units. But if to load yours after that mod, it won't overwrite, for example, the Sun Priest's feet (they'll be missing).

You would need to make your own mod. The thing is for units that have helmets there will be tag filters on the hair that disable them. that is what you would need to mod.

Maybe you can also load that mod after Nudemod? But yes there can be compatible issues between mods so you might need to make a mod that acts as a compatibility patch.

Edited by DwinX
Posted

Almighty @DwinX, I ask of thee to please refine the forms of the Lupine and Caprine with thy most holiest and orderly of touches!

In all seriousness, can ya please give em a good n proper once over? :D I would be very thankful! Your work has been amazing!

Posted

Edited the "Female High Outfits" mod. The goal is to delete everything except the unit heads to avoid conflicts. In Culture_High_Modularity.rpk, in the left column, I left only the lines with "headitem". The rest I chose "delete mod". Working good.
Next step - copy these changes in the lines with "headitem" to other units. Is that right way?

 

 

9 hours ago, DwinX said:

 The outfits have a drop down selection where you can select the variant and the parts that compose it have a hide / unhide checkbox for that part.

I leave the Game's Cultural Modularity for the Male Units and just give them a Gender tag filter.

Don't understand how to manage Lewd_Cultural_Units_Modularity.rpk 

For example High unit Dawn Defender line 26. How to swich pants? In the encyclopedia without pants, on the map with pants or without.
In line 27 hide/unhide checkbox removing hips with pants (0 var and 1 var).
line 28 shouldn't work becouse \Packs\Lewd_Cultural_Units.rpk was deleted.

 

And is it possible to undress a scout using only values?

Posted (edited)
12 hours ago, Incense72 said:

Edited the "Female High Outfits" mod. The goal is to delete everything except the unit heads to avoid conflicts. In Culture_High_Modularity.rpk, in the left column, I left only the lines with "headitem". The rest I chose "delete mod". Working good.

I am not sure you need to do all that deleting and what exactly you are trying to do. Only do that if you replace with your own component with the same tags.

Usually to enable or disable something you just need to change the Tag Filter Conditions.

The Modularity system works by those Tag Filter conditions for the diffrent races that have diffrent heads, tails and feet so you shouldn't mess with them that much.

 

To have hair you need to look at the Hair Components( MessyLong, etc) and look at their Tag Filter conditions and then look at the helmet conditions.

For example the line 38 High Dawn Defender helmet has the Infantry condition and the Race conditions.

On line 85 you will see the conditions for that hair for Infantry only has goblin so you would need to copy there the other Race conditions if you want hair while disabling the helmet.

Or you can just copy those hairs to your mod and add the conditions for the helmets, aka what I did in my own mod for the outfits in Lewd_Cultural_Units_Modularity and splitting them between genders.

12 hours ago, Incense72 said:

For example High unit Dawn Defender line 26. How to swich pants? In the encyclopedia without pants, on the map with pants or without.
In line 27 hide/unhide checkbox removing hips with pants (0 var and 1 var).

Where it says 0: Variation next to Add Rename Delete you can click that and select the 1: Variation.

What you get in the game is entirely random. In the Encyclopedia if you keep switching between units you will see all the variations, again randomly.

If you want something specific then you need to add a specific condition to the Tag Filter.

12 hours ago, Incense72 said:

line 28 shouldn't work becouse \Packs\Lewd_Cultural_Units.rpk was deleted.

Those I am using as a reference for what is the default in game when I am editing. It has a false tag Filter which basically disability it.

What the Males use for Lewd_Cultural_Units is still the default in Culture_High_Modularity that was given the Male Gender in the Tag Filter.

 

12 hours ago, Incense72 said:

 

And is it possible to undress a scout using only values?

The Nudemod already replaces most units, so what is left is only the Male versions.

What you would need is to copy Lewd_Cultural_Units_Modularity.rpk in your own mod and do your edits on that, otherwise you will still have the Nudemod outfits that will hang around since they are still valid, they are not replaced so you will still see them in game.

To replace them you need to actually overrider the .rpk file with the same exact name since it cannot be modded like the game files are.

 

But yes if you uncheck the parts of the 0: Variant and there are no other variants you can undress them easily, but you need to add Mesh Names for the appropriate parts that you removed.

Like you remove the pants then you need to add UpperLegs in the Mesh Name.

Lewd_Cultural_Units_Modularity with its many variants is a masterclass in doing just that.

 

18 hours ago, Screws said:

Almighty @DwinX, I ask of thee to please refine the forms of the Lupine and Caprine with thy most holiest and orderly of touches!

The problem for Lupine is the pants thing is a textural black hole, don't have much to work with, I would need to splice things from tigrans or something.

Goats are much more doable since I can get away with some editing and recoloring.

I haven't been playing much of the game so I haven't been modding.

 

 

Edited by DwinX
Posted

Now that I looked at the nexus mod.

Best bet is definately to override my Lewd_Cultural_Units_Modularity.rpk in your mod and make changes there replacing my outfits with the outfits of that mod while making your own lewd variations.

Then you need to add the hairs to your mod yourself will all the helmet conditions for the Tag Filter.

You should have enough information and examples to do that.

Posted
40 minutes ago, DwinX said:

...

What you would need is to copy Lewd_Cultural_Units_Modularity.rpk in your own mod and do your edits on that, otherwise you will still have the Nudemod outfits that will hang around since they are still valid, they are not replaced so you will still see them in game.

...

Thank you very much.

This is all very new and time-consuming for me. It will take me some time to get into it. But I really want to figure out the visual part of modding and not feel like a dunce.

Posted
10 hours ago, DwinX said:

I am not sure you need to do all that deleting and what exactly you are trying to do. Only do that if you replace with your own component with the same tags.

Usually to enable or disable something you just need to change the Tag Filter Conditions.

The Modularity system works by those Tag Filter conditions for the diffrent races that have diffrent heads, tails and feet so you shouldn't mess with them that much.

 

To have hair you need to look at the Hair Components( MessyLong, etc) and look at their Tag Filter conditions and then look at the helmet conditions.

For example the line 38 High Dawn Defender helmet has the Infantry condition and the Race conditions.

On line 85 you will see the conditions for that hair for Infantry only has goblin so you would need to copy there the other Race conditions if you want hair while disabling the helmet.

Or you can just copy those hairs to your mod and add the conditions for the helmets, aka what I did in my own mod for the outfits in Lewd_Cultural_Units_Modularity and splitting them between genders.

Where it says 0: Variation next to Add Rename Delete you can click that and select the 1: Variation.

What you get in the game is entirely random. In the Encyclopedia if you keep switching between units you will see all the variations, again randomly.

If you want something specific then you need to add a specific condition to the Tag Filter.

Those I am using as a reference for what is the default in game when I am editing. It has a false tag Filter which basically disability it.

What the Males use for Lewd_Cultural_Units is still the default in Culture_High_Modularity that was given the Male Gender in the Tag Filter.

 

The Nudemod already replaces most units, so what is left is only the Male versions.

What you would need is to copy Lewd_Cultural_Units_Modularity.rpk in your own mod and do your edits on that, otherwise you will still have the Nudemod outfits that will hang around since they are still valid, they are not replaced so you will still see them in game.

To replace them you need to actually overrider the .rpk file with the same exact name since it cannot be modded like the game files are.

 

But yes if you uncheck the parts of the 0: Variant and there are no other variants you can undress them easily, but you need to add Mesh Names for the appropriate parts that you removed.

Like you remove the pants then you need to add UpperLegs in the Mesh Name.

Lewd_Cultural_Units_Modularity with its many variants is a masterclass in doing just that.

 

The problem for Lupine is the pants thing is a textural black hole, don't have much to work with, I would need to splice things from tigrans or something.

Goats are much more doable since I can get away with some editing and recoloring.

I haven't been playing much of the game so I haven't been modding.

 

 



That is fair. I have no idea how it all works but I figured I'd ask lol

Posted

I figured out the hairstyles and helmets because resources in the game. Thanks. Except for the skin tone, the body/head seam remains.

 

 

On 1/13/2025 at 9:08 AM, DwinX said:

Where it says 0: Variation next to Add Rename Delete you can click that and select the 1: Variation.

What you get in the game is entirely random. In the Encyclopedia if you keep switching between units you will see all the variations, again randomly.

If you want something specific then you need to add a specific condition to the Tag Filter.

 

But yes if you uncheck the parts of the 0: Variant and there are no other variants you can undress them easily, but you need to add Mesh Names for the appropriate parts that you removed.

Like you remove the pants then you need to add UpperLegs in the Mesh Name.

Lewd_Cultural_Units_Modularity with its many variants is a masterclass in doing just that.

Where is "upperleg"? And where is the lewd upperleg variant? In the library "skin" only orks upperlegs. In the library "Default { HIGH_SKIN }" I don't see.
If I set for example HighArmor_BackCloth_HighArmor_M instead of Pants_DawnDefender then it alternates with the lewd variant. If I set not female Gender tag filter then body dissapear. Body also dissapear if 0:var is off and no difference 1:var off or on.

Posted (edited)

Problem with effects when developing a race:
before

image.png.195fba0e39d6516f60ca457f292c1bbe.png

after

image.png.1b5b43a82475ea15aa91b419a3716ede.png

 

Maybe add some line to Paradox Interactive\Age of Wonders 4\Config\PlatformSettings0.cfg ??

Or how not to spoil the faces?

Edited by Incense72
Posted

Blue eye and glow obtained from "Guided Projectiles" from mage skill "Precognision".  I made mod of \Title\Packs\HeroSkills\Hero_Skills_Mage.rpk - working good if turned on before skill was obtained, else respec only.  More easy way to prohibit Tome_Modularity.rpk by renaming to Tome_Modularity.rpk.del as variant.

 

Yellow smoke and eyes received from "Inner mastery" from Tome of Discipline. Unit_Modularity\Shared_Modularity.rpk If "mark deleted" row "Tome:Inner mastery" then usefull effects present, visual effects not present

Posted
18 hours ago, Incense72 said:

Where is "upperleg"? And where is the lewd upperleg variant? In the library "skin" only orks upperlegs. In the library "Default { HIGH_SKIN }" I don't see.
If I set for example HighArmor_BackCloth_HighArmor_M instead of Pants_DawnDefender then it alternates with the lewd variant. If I set not female Gender tag filter then body dissapear. Body also dissapear if 0:var is off and no difference 1:var off or on.

There is a Mesh Name tab next to the Meshes tab which has the parts for the outfit.

The Selector for the variants is similarly around there.

Lewd_Cultural_Units_Modularity should have plenty of examples on how to set things up.

14 hours ago, Incense72 said:

Problem with effects when developing a race:
before

image.png.195fba0e39d6516f60ca457f292c1bbe.png

after

image.png.1b5b43a82475ea15aa91b419a3716ede.png

 

Maybe add some line to Paradox Interactive\Age of Wonders 4\Config\PlatformSettings0.cfg ??

Or how not to spoil the faces?

AOW4 has a discord where you can learn more about modding.

Posted
3 hours ago, DwinX said:

There is a Mesh Name tab next to the Meshes tab which has the parts for the outfit.

The Selector for the variants is similarly around there.

Lewd_Cultural_Units_Modularity should have plenty of examples on how to set things up.

 

 

We are probably talking about different things. Mesh, library, variation and tag filter I was researching on Sunday and the question arose how to manage yous rpc.

Quote

Where is "upperleg"? And where is the lewd upperleg variant? In the library "skin" only orks upperlegs. In the library "Default { HIGH_SKIN }" I don't see.

image.png.83aa6f97e93732c171762005896e45a7.png

 

Trying to clarify. I can't find UpperLegs in the Mesh Name window and understand how the variation works.

 

1. Where, in which library i can find body parts with lewd outfit, naked body, yours and other outfit? How to manage libraries - find library, add library, add content to library?

 

2. When 0:Variation choosen in window 0:Variation checkbox changes  hide/pants 1:Variation checkbox changes nothing.
When 1:Variation choosen in window 0:Variation checkbox changes nothing. 1:Variation checkbox changes naked upper legs/pants
Values is identical. I don't understand how was making difference between these Variations.

image.png.9f5eb2387074cb277bc3d1c6a020fe22.png

 

 

 

 

Posted (edited)
1 hour ago, Incense72 said:

2. When 0:Variation choosen in window 0:Variation checkbox changes  hide/pants 1:Variation checkbox changes nothing.
When 1:Variation choosen in window 0:Variation checkbox changes nothing. 1:Variation checkbox changes naked upper legs/pants
Values is identical. I don't understand how was making difference between these Variations.

image.png.9f5eb2387074cb277bc3d1c6a020fe22.png

 

Mesh Name is right there next to Mesh tab, below the 1: Variation.

 

How the Mesh Name and how it works with Races and Gender is it's going to have {Skin}_{Gender}_UpperLegs style format with a similar hide/unhide checkbox for a variation, basically if you disable one you need to enable the other.

You can see the parts that are used for a race in the Libraries > Figure_Skin > Forms skins .clb files you can look with the Content Editor(not the Resource Editor)

Edited by DwinX
Posted
1 hour ago, DwinX said:

Mesh Name is right there next to Mesh tab, below the 1: Variation.

 

How the Mesh Name and how it works with Races and Gender is it's going to have {Skin}_{Gender}_UpperLegs style format with a similar hide/unhide checkbox for a variation, basically if you disable one you need to enable the other.

I asked why values variations is identical but the picture is different. What is changes the view.

image.png.c2a3de58125a8e2db6f365f31e44931e.png

 

Quote

You can see the parts that are used for a race in the Libraries > Figure_Skin > Forms skins .clb files you can look with the Content Editor(not the Resource Editor)

Is my new mod or your mod Nudemod Cultural Units use Nudemod Skins .clb throuh standart game resources? Is that mean I don't need to touch .clb?

 

 

Posted (edited)
3 hours ago, Incense72 said:

I asked why values variations is identical but the picture is different. What is changes the view.

image.png.c2a3de58125a8e2db6f365f31e44931e.png

It's the inverse.

The checkbox map to the variations you selected in the drop down menu.

In this particular case with 1: Variation selected,

Pants_DawnDefender mesh with 1: Variation checkbox is disabled,

While in the {Skin}_{Gender}_UpperLegs checkbox is enabled.

This is because you get clipping issues if both parts are enabled.

You need to mix and match the outfit parts with the body parts.

 

3 hours ago, Incense72 said:
Quote

You can see the parts that are used for a race in the Libraries > Figure_Skin > Forms skins .clb files you can look with the Content Editor(not the Resource Editor)

Is my new mod or your mod Nudemod Cultural Units use Nudemod Skins .clb throuh standart game resources? Is that mean I don't need to touch .clb?

Nude_Skins.clb I just use as a repository for textures and some other stuff.

What the Nudemod Skins mod does is give a Modifier ID Set that replaces the textures so it's not as destructive since it doesn't change the form skin files.

This means the game can update those files just fine so you don't have to worry about updates.

 

But Nudemod Cultural Units part of the mod can get obsolete over time since that works with units that can change over time with patches.

Edited by DwinX
Posted

Thank you. Sorry for the stupid questions.
I was confused by the numbering in Mesh and Mesh Names. Interesting how setting resourses. You helped me figure out the main thing.

 

I reread your posts and here's what I ask for clarification.

On 1/13/2025 at 9:31 AM, DwinX said:

Now that I looked at the nexus mod.

Best bet is definately to override my Lewd_Cultural_Units_Modularity.rpk in your mod and make changes there replacing my outfits with the outfits of that mod while making your own lewd variations.

Then you need to add the hairs to your mod yourself will all the helmet conditions for the Tag Filter.

Nudemod Cultural Units will turned off.  Nudemod Skins turned on.

What will I lose without the Language folder, files with male gender Lewd_Cultural_Units_ Primal, Reaver, Oathsworn and Nudemod Cultural Units.acp?

 

Overriding means simply copying Lewd_Cultural_Units_Modularity.rpk into the Pack folder and then editing from PackageManager by ResourceEditor?

Posted (edited)
44 minutes ago, Incense72 said:

What will I lose without the Language folder, files with male gender Lewd_Cultural_Units_ Primal, Reaver, Oathsworn and Nudemod Cultural Units.acp?

That is just for the Male units. With those files you can get both the Female units with their Lewd Outfits and the Male units with the default game outfits if they are male.

They are entirely optional.

44 minutes ago, Incense72 said:

Overriding means simply copying Lewd_Cultural_Units_Modularity.rpk into the Pack folder and then editing from PackageManager by ResourceEditor?

Yes as long as it's in the right folder structure and the your mod is after nudemod it should override that file with yours.

Note that Nudemod Cultural Units has the .acp file that is what mods the game files, so you should still enable Nudemod Cultural Units for that and just override with your mod.

The .acp file is what turns the male units into females as well as what edits the game modularity files. I don't recommend messing with them as they can be an incredible pain to edit.

Edited by DwinX
Posted
On 1/13/2025 at 9:08 AM, DwinX said:

What you would need is to copy Lewd_Cultural_Units_Modularity.rpk in your own mod and do your edits on that, otherwise you will still have the Nudemod outfits that will hang around since they are still valid, they are not replaced so you will still see them in game.

and you said:

Quote

Nudemod Cultural Units has the .acp file that is what mods the game files, so you should still enable Nudemod Cultural Units for that and just override with your mod.

Is Nudemod outfits written in the Lewd_Cultural_Units_Modularity.rpk and .acp?

Can I forsake only 2 files: Lewd_Cultural_Units_Modularity.rpk and you .acp file, and then edit Nudemod outfits in the rpc as I wish?

Becouse mine .rpk and .acp will replace only that I edit, but it's easier to edit yours.

Posted

You can just use my mod and make your edits there.

The other option is to enable both my mod and override it with your mod as a kind of patch on that.

Although I guess it doesn't really matter as it all boils down to Lewd_Cultural_Units_Modularity anyway.

Posted

I asked about leaving only 2 files because I don't like the default clothes, and I don't have time to edit the male ones.

 

I'm not a fan of this game and spend my and your time because for about 15 years since the release of the Dragon Age Origins I've had problems with mods: either a body part is missing, or different variations are imposed, or I don't like the outfit, or the game just crashes. Early Skyrim was especially annoying. The last game where I changed the outfit was Baldurs Gate 3. There I simply changed gender and removed the clothes so as not to waste time - the gameplay is good-looking:)

 

Now, thanks to you, this should not be such a problem. Although I think I'll have to tinker with Bethesda's games)))

Posted
7 hours ago, Incense72 said:

I asked about leaving only 2 files because I don't like the default clothes, and I don't have time to edit the male ones.

 

I'm not a fan of this game and spend my and your time because for about 15 years since the release of the Dragon Age Origins I've had problems with mods: either a body part is missing, or different variations are imposed, or I don't like the outfit, or the game just crashes. Early Skyrim was especially annoying. The last game where I changed the outfit was Baldurs Gate 3. There I simply changed gender and removed the clothes so as not to waste time - the gameplay is good-looking:)

 

Now, thanks to you, this should not be such a problem. Although I think I'll have to tinker with Bethesda's games)))

Like I said the other files are entirely optional and you can just delete them.

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