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Age of Wonders 4 adult mods?


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Posted

I made a separate mod that prohibits women from wearing simple hoods and helmets, but allows hairstyles. Then the head appears by itself. With complex headdresses it does not work - the hairstyle above the body without a face. I went through all the units in all cultures. Only Spellweaver remained bald and it turned out that the ban on hair was in your mod - I fixed it in Lewd_Cultural_Units_Modularity.rpk

 

Then I created a copy of your mod under the name Nudemod Units Project and set up more revealing outfits in Lewd_Cultural_Units_Modularity.rpk. I changed {Skin}_Female_ to {Skin}_{Gender}_ I don't know if it's better. I did not see what {Skin}_Female_Waist and {Skin}_{Gender}_Tail do.
Of all the units, Sealbearer from Oathsworn has skin of different colors. And Mercentary and Dragoon lost their breast textures. The rest is goodlooking.
original/experiment

units.png

I tried changing back {Skin}_Female_ instead of {Skin}_{Gender}_ in the Oathsworn section. At random, fixed the breast, but then everyone in the culture lost it. I didn't figure out how to fix it.


My load order:

Order.png

Posted (edited)
1 hour ago, Incense72 said:

Of all the units, Sealbearer from Oathsworn has skin of different colors. And Mercentary and Dragoon lost their breast textures. The rest is goodlooking.
original/experiment

If you look at the image you will see that was the case in my mod also.

I believe Oathsworn are supposed to have a body tattoo and that could get messed up.

The game sometimes have problem loading stuff.

You can try check the dependencies and delete and re-add the dependencies.

1 hour ago, Incense72 said:

I changed {Skin}_Female_ to {Skin}_{Gender}_ I don't know if it's better. I did not see what {Skin}_Female_Waist and {Skin}_{Gender}_Tail do.

I don't recommend messing with that as it's easy to screw up, it has the * symbol that can represent multiple parts and get duplicates.

Female_Waist is exclusive to my mod to plug some holes when the full torso would have clipping issues with that outfit.

It's also why I use the Male version of the torso for the Spellshield.

Edited by DwinX
Posted
1 hour ago, DwinX said:

The game sometimes have problem loading stuff.

You can try check the dependencies and delete and re-add the dependencies.

Is it as to breast textures? So is best way to restore them - fully restore Mesh Names in the Reaver part? Sorry I made mistake writing Oathsworn. Mercentary and Dragoon from Reaver. And then carefully to add missing bodyparts?

Is the chest size set by your mod or by default? The Age of Wonderful Forms mod seems to change the body type of the entire race. But here there are different combat role or just different units.

Spirit.png

Posted
1 hour ago, DwinX said:

I don't recommend messing with that as it's easy to screw up, it has the * symbol that can represent multiple parts and get duplicates.

Female_Waist is exclusive to my mod to plug some holes when the full torso would have clipping issues with that outfit.

It's also why I use the Male version of the torso for the Spellshield.

I see. Is a sense messing with disappearing faces? Unique headdresses better than similar faces:) Beautiful and appropriate helmets I saved. Like Dragoon's for example.
But there are many pieces of rags or metal instead of head in the game.

Posted
2 hours ago, Incense72 said:

Is the chest size set by your mod or by default? 

Male version of the torso for the Spellshield and Protector alsow. I see. Size the same but different poses and equipment make illusion of different size. Tired.

 

When edited both Lewd_Cultural_Units_Modularity.rpk from mods folder and Culture_{CultureName}_Modularity.rpk from game folder higher priority have Lewd_Cultural_Units_Modularity.rpk and this can make conflict like between two mods. Is that right?  What I mean is that when editing it I need to look at the Culture_{CultureName}_Modularity.rpk

Posted

I fixed the breasts on Mercentary and Dragoon by simply rewriting the mesh names. Now I am satisfied with everything in the game according to your mod. I edited the Reaver last and apparently made a mistake somewhere due to fatigue. Now I can better understand what a great job you did and how well you chose the outfits. A week ago I did not know that you can rearrange the checkboxes in a few minutes and easily customize the mod for yourself. Now I would do it. 

Posted
9 hours ago, Incense72 said:

Male version of the torso for the Spellshield and Protector alsow. I see. Size the same but different poses and equipment make illusion of different size. Tired.

I use the Male version of the torso because the female torso has clipping issues with the breasts for that outfit, and it kind of works.

 

11 hours ago, Incense72 said:

I see. Is a sense messing with disappearing faces? Unique headdresses better than similar faces:) Beautiful and appropriate helmets I saved. Like Dragoon's for example.
But there are many pieces of rags or metal instead of head in the game.

For Full Helmets I am not sure what disables the heads, there is probably a tag that does that in the game modularity files.

Like I said there is a Discord with many more modders that can answer this questions.

9 hours ago, Incense72 said:

When edited both Lewd_Cultural_Units_Modularity.rpk from mods folder and Culture_{CultureName}_Modularity.rpk from game folder higher priority have Lewd_Cultural_Units_Modularity.rpk and this can make conflict like between two mods. Is that right?  What I mean is that when editing it I need to look at the Culture_{CultureName}_Modularity.rpk

The loading issue is pure chaos, I don't think it has a set of logic, I for one haven't found one, I just pray and massage it and hope it works.

  • 2 weeks later...
Posted
On 1/19/2025 at 7:24 AM, DwinX said:

The loading issue is pure chaos, I don't think it has a set of logic, I for one haven't found one, I just pray and massage it and hope it works.

I see)

I've been playing for the last 10 days and the questions have mostly been about the skin of the naked body. I haven't found time for Discord yet because the topics of poses don't seem that important. For example, I can't get units to take the crossbow in their hands like the Industrious scouts, move their legs apart and together, raise and lower their arms, etc.

 

Why are the body mesh names sometimes visible, sometimes not with checkboxes on, and how do I "turn show them on"? For example, they are visible for the Transmuter bought in the city, but if you get it through spells, skills (like Wild Expansion) or by evolving , then only meshes are visible (and no Race Traits - those 5 points at the beginning). Entwined Thrall in any case only meshes and no Race Traits either (although there are Society Traits like Powerful Evoker). If you assemble a body from meshes FC_Skin_Human_Female_* there are no textures. Is it possible to make your mod work with these meshes? Or how can I give to ents and similar units textures from your mod? Give units a Human tag somewhere?

 

Sometimes mesh names are visible but distorted by unit or game effects. For example, I couldn't fix Phantasm Warrior and Evoker skin. How can I do this?
When using only one "Age of Fashion" or plus 2 of your mods, the hero's skin on the start screen is glossy, the bodies of all naked units have completely shaded spots. In vanilla, this is clearly not visible with armor and outfits. This is shadow and SSAO is off. Whith shadow is "high" the body is much worse, SSAO "on" may not be worse, but not better.
Is it possible to make the skin more matte and with a light uniform backlight? By backlight I mean how the head of Entwined Thrall glows like a light bulb, and the bodies of units with spots. Or is it very difficult?

Posted

As soon as I mentally addressed you while writing the previous post, a mental answer immediately came from somewhere.

At the file with unit properties (Units_Wildlife.rpk for Entwineds) in the part Unit last 3 rows:
is player race unit        | true
is cultutal unit              | true
Summon type              | never
In the part Abilities and Properties add in first row Tags:
human         | modulatory.skin.human
humanoid    | modulatory.unittype.humanoid
Setting gender and all working. For the Transmuter was enough: Summon type    | never
I wrote evolving path from Entwined Thrall to Transmuter and Mesh Names works becouse she did not become a Summon.

 

On 1/18/2025 at 6:28 PM, DwinX said:

I don't recommend messing with that as it's easy to screw up, it has the * symbol that can represent multiple parts and get duplicates.

Having to tinker.  Only the third option was correct here  1.{Skin}_Female_*Legs   2. {Skin}_Female_*Leg*  3. {Skin}_Female_UpperLegs and {Skin}_Female_LowerLegs

Posted
13 hours ago, Incense72 said:

kills (like Wild Expansion) or by evolving , then only meshes are visible (and no Race Traits - those 5 points at the beginning). Entwined Thrall in any case only meshes and no Race Traits either (although there are Society Traits like Powerful Evoker). If you assemble a body from meshes FC_Skin_Human_Female_* there are no textures. Is it possible to make your mod work with these meshes? Or how can I give to ents and similar units textures from your mod? Give units a Human tag somewhere?

 

Certain units don't use the Humanoid Modularity System. Only units that support the race forms.

The right format to used Mesh Names is to use {Skin}_{Gender}_ so that the right race and gender is selected.

 

13 hours ago, Incense72 said:

Sometimes mesh names are visible but distorted by unit or game effects. For example, I couldn't fix Phantasm Warrior and Evoker skin. How can I do this?

I haven't looked at the Tome Units so I have no idea what could be the problem, everything beyond the Cultural Units are beyond my knowledge.

13 hours ago, Incense72 said:

When using only one "Age of Fashion" or plus 2 of your mods, the hero's skin on the start screen is glossy, the bodies of all naked units have completely shaded spots. In vanilla, this is clearly not visible with armor and outfits. This is shadow and SSAO is off. Whith shadow is "high" the body is much worse, SSAO "on" may not be worse, but not better.

The mod should be fully compatible with Age of Fashion, if there is something wrong there might be a loading error.

Since how the modularity system works is by placing separate body parts there is certain shadow and shading errors because it's not a combined single mesh.

This is more of the game thing with how it fundamentally works, so I don't think you can fix it.

10 hours ago, Incense72 said:

Having to tinker.  Only the third option was correct here  1.{Skin}_Female_*Legs   2. {Skin}_Female_*Leg*  3. {Skin}_Female_UpperLegs and {Skin}_Female_LowerLegs

The meshes aren't always immediately loaded if you change them, this is a loading issue in the Editor.

Switch to another tab and back. All should be correct.

Posted
7 hours ago, DwinX said:

I haven't looked at the Tome Units so I have no idea what could be the problem, everything beyond the Cultural Units are beyond my knowledge.

The mod should be fully compatible with Age of Fashion, if there is something wrong there might be a loading error.

Since how the modularity system works is by placing separate body parts there is certain shadow and shading errors because it's not a combined single mesh.

This is more of the game thing with how it fundamentally works, so I don't think you can fix it.

The meshes aren't always immediately loaded if you change them, this is a loading issue in the Editor.

Switch to another tab and back. All should be correct.

In my cases {Skin}_Female_*Legs and {Skin}_Female_*Leg* looks good in the editor, but the upper legs flickered in the game.

 

It's not about the Tome Units and shading errors, but about the fact that I don't know how to edit FPX and lines like "UnitName -" or "Modifyer:" Skin, Skin Head, Eyes, Hair etc. It's hard to formulate, since I don't know the subject. It uses Overlay Textures and TGA files.
For example, I'm creating a new mod for a humanoid unit and I want necessarily to remove all other overlays and use your nude_skins. But it would be desirable to 1. Remain the existing tattoo 2. Change the skin color to pink 3. Add a uniform lilac (or the same pink) glow to parts of the body.
Is this possible? What should I modify?

Posted

Found an example from the Eldritch Realm. I can't explain it in words.

death_beetle.avif

Lower body with a green glow, as I had in mind.

 

giant_beetle.avif

Lower body in shadow - the color and pattern are almost invisible.

Posted (edited)
On 1/30/2025 at 3:15 PM, Incense72 said:

In my cases {Skin}_Female_*Legs and {Skin}_Female_*Leg* looks good in the editor, but the upper legs flickered in the game.

That's because all meshes are valid so you are going to have duplicates, that's what * does.

On 1/30/2025 at 3:15 PM, Incense72 said:

It's not about the Tome Units and shading errors, but about the fact that I don't know how to edit FPX and lines like "UnitName -" or "Modifyer:" Skin, Skin Head, Eyes, Hair etc. It's hard to formulate, since I don't know the subject. It uses Overlay Textures and TGA files.
For example, I'm creating a new mod for a humanoid unit and I want necessarily to remove all other overlays and use your nude_skins. But it would be desirable to 1. Remain the existing tattoo 2. Change the skin color to pink 3. Add a uniform lilac (or the same pink) glow to parts of the body.
Is this possible? What should I modify?

Look at Nudemod Skins, that's how it works using Modifier Sets, it's also how the Tome transformations overlay work.

 

 

Edited by DwinX
Posted
9 hours ago, DwinX said:

That's because all meshes are valid so you are going to have duplicates, that's what * does.

Look at Nudemod Skins, that's how it works using Modifier Sets, it's also how the Tome transformations overlay work.

These are not questions for you, just fact that it is not yet clear why "all" causes a flicker only for upper legs, how is the _UpperLeg* mesh set larger than the _UpperLegs mesh set and _*UpperLeg* larger than _UpperLeg*.

 

I very dimly feel English and afraid to upset or to irk due to "in mind", "between the lines" issue. Thank you for help, I'm exploring Nudemod Skins.

  • 1 month later...
Posted
9 hours ago, howlerleech said:

did people give up on new lewds?

The thing is there isn't much you can do with modding.

If you want 3D mesh replacement you would have to account for the diffrent transformations in the tomes with their overlay textures or skip that compatibility.

You could technically lewdify the outfits somewhat if you get the hang with working with the textures although that can have problems with clipping and stuff.

But more fundamentally there aren't any professional modders that have experience with 3D modeling and stuff that has shown interest.

Posted

Anyone working on an Eldritch Sovereign nude mod? They're my favorite Ruler now. Maybe something simple like a body swap with Champion? Or maybe even use the same exact appearance menu as Champions so there's no difference between the two.

Posted (edited)

i never expected dragon to be, but i believed eldritch would be nudable, especially now with giants on the way, hell, not even lewd tomes

Edited by howlerleech
  • 3 weeks later...
Posted (edited)

I've noticed an issue with the nude mod with Feudal units with the Nudemod Cultural Units. It makes it so that you get the units of old Feudal with the rework.

Edited by Daedric Arbiter
  • 3 weeks later...

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