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[mod] Aroused Galaxy (WIP)


Elick320

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Posted

Aroused Galaxy (WIP)


UPDATE: I'm opening this mod to the public. If you want to modify it in any way and upload it to Loverslab, you may. I don't even really care about credit. I've uploaded the localization text that isn't in any of the files as one big file called All_localization.yml. Be advised: this has not been updated past Astral Rifts.

 

TLDR: This is a WIP, but fully functional mod that converts the base stellaris text for a lot of things (civics, jobs, traits, etc) to more sexy versions. It can be installed during active savegames with no problem*. It also replaces some of the trait icons with, you guessed it, more sexy versions. The main version includes the text, and the images file includes the images.

 

*See below

 

A Not-So-Quick History

 

I'm a big fan of stuff like skimpy armor mods for skyrim and monster hunter, but after nearly a decade of installing sex mods in games, I've definitely been burnt out on mods that are full conversions of not sex games to sex games. Things like sexlab, sexout, lustful void, are extremely amazing mods, with tons of scripting and thousands of hours put into them by talented devs. 

 

But...

 

Sometimes I just want the original game preserved, with just some sexiness added in, you know? The game mechanics stay, I can get achievements the way the devs intended, and if need be, I can quickly uninstall the cosmetic mods and stream the game to my friends in discord, or show the game to a friend IRL.

 

This was my experience playing the most popular mod for stellaris, Lustful Void. This isn't to say I don't like Lustful Void; I think the dev is talented and the amount of work they made integrating basically every single sex mod into their mod and keeping it updated to the latest version is extremely admirable. I had quite a bit of entertainment as I delved through the mechanics and such. LV is a heavy inspiration to various parts of this mod, and my mod wouldn't exist without it.

 

But I when I returned back to vanilla-ish Stellaris to achievement hunt and get better at the game, I ran into the problem where I was missing the sexiness LV added. The only sex mod that seemed to work independent of LV were (in my opinion) mediocre AI portrait mods (not talking about Calcifire's portrait pack, he's the fucking GOAT, but the functional replacer version of his mod requires LV) and Titillating Text (by 24han, and updated by Trololololololge), which I've been using and is great. As far as I can tell, we're missing a mod that just... goes through and replaces a lot of Stellaris stuff to be more skimpy, without changing game mechanics. Something like a fallout skimpy armor mod, or a skyrim sexist guards mod, just things that add sexual flavor the world, but don't change anything core.

 

So I made it myself. Mostly for me, but it felt wrong to just... keep it locked up to only myself, when there has to be at least 10 whole people out there who probably want it for themselves.

 

So What Does it Do?

 

Alright, long history aside... aside, this is a heavy WIP mod that replaces the following texts in Stellaris to something more skimpy. Currently this mod includes:

 

* Species traits text (100%)

* Civic text (100%)

* Leader traits text (40%~)

* Species traits images (33%~)

* Jobs (70%~)

 

Images in this mod are created using Calcifier's Graphic Resource, only turned into DDSes by me using the PSD templates he made (IE: he did 97% of the work). Go check out his shit he probably has the best stuff in the stellaris loverslab community.

 

I want to include, eventually, not implemented in this order:

 

* Total conversions for in game resources, including going through and rewriting events to adapt to them (energy to cum, food to milk, etc)

* Image replacements (Calcifire uploaded a free to use trait template system I'm going to take full advantage of... when I can figure out how to export it using photoshop. Besides that I can definitely just take random hentai like other Stellaris sex mods have)

* Finish the rest of the incomplete stuff

* Planetary features

* Blockers

* Anomalies

* Crises

* Archeological Sites

* Government names and positions

* And probably more I can't quite remember right now

 

But as of right now, this mod is fully useable, literally cannot crash games (this mod only modifies localization files, a glitch will just show blank text, but won't crash anything), and very WIP. It can also be installed over active save games, without crashing or modifying them at all. It can also be updated and uninstalled during them as well.

*This mod is still usable and probably won't break games, but there is some vestigial code in there from my ill-fated attempt to get hive jobs seperated from machine jobs. So it is no longer exclusively GFX and text. I don't think it'll break games when added in the middle of them (it didn't break any of mine), but if you're truly paranoid then just delete the "districts" and "pop jobs" folders in the main file before use.

 

Installation

 

Install like any other mod: drop the file and .mod into Documents\Paradox Interactive\Stellaris\mod

 

Main file includes text, images file includes images.

 

A Quick Disclaimer

 

Basically everything I put in this mod, aside from certain stuff, is stuff I'm into myself. I'm a straight dude, and my tastes are relatively vanilla as far as this site goes. I like tentacles, I like... women, not really a fan of stuff like latex, anthros, pissing, necrophilia, and stuff like that. Don't expect to see these in this mod unless it seriously doesn't make sense to implement something else in its stead.


One more thing: there's only so many ways I can write "fucks better" for these texts. My writing may start to sound repetitive at times, and for that I apologize, however...

 

Can I Help? Even If I Don't Know Shit About Stellaris Modding?

 

I'm so glad you asked! There's so much text to go through in this game, that I absolutely could use the help. But it took me a whole few hours to learn Stellaris localization modding, who has the time for that? The people who download Stellaris sex mods are busy dudes, I would know. 

 

I planned to upload the mod onto github for easy group modification, but it turns out they don't allow NSFW files, the prudes. Instead just DM me suggestions or put them as comments on this post.

 

Compatibility

 

I'm decently sure it's compatible with basically everything, but mods that overwrite base game localizations will probably need to be loaded before this mod. Hell, this mods probably compatible with LV itself. if you want to use them side-by-side for whatever reason.


  • Submitter
  • Submitted
    04/12/2024
  • Category
  • Requirements
    None, although it works better with titillating text and portrait mods

 

Posted (edited)

Hey, cool mod! I had run into the same issue some time ago when trying for some Achievements.

Do you have plans for the Anomalies and Archeological sites? You're considering changing some events, or maintaining as close to vanilla? (as in themes and scene-to-scene details) I'm really not much of a writer, but I'd love to help if I can!

Also, is there any way I could help with minor stuff like spell checking? I know how annoying this sorta stuff is and given the sheer amount of text something aways slips by!

P.S. - I think you've left your user folder path hardcoded on your .mod file! The path has a invalid folder, and I had to change it manually to use the mod!

Edited by QuietRevenant
Added P.S. about the .mod Path error
Posted
6 hours ago, QuietRevenant said:

Hey, cool mod! I had run into the same issue some time ago when trying for some Achievements.

Do you have plans for the Anomalies and Archeological sites? You're considering changing some events, or maintaining as close to vanilla? (as in themes and scene-to-scene details) I'm really not much of a writer, but I'd love to help if I can!

Also, is there any way I could help with minor stuff like spell checking? I know how annoying this sorta stuff is and given the sheer amount of text something aways slips by!

P.S. - I think you've left your user folder path hardcoded on your .mod file! The path has a invalid folder, and I had to change it manually to use the mod!

 

That's an embarrassing blunder, should be fixed in 0.1.1, where I also added some of the new jobs I typed last night (and fixed one of the spelling errors in the images).

 

I am planning to change those yeah, and I'll probably try to stay close to what the event is is base stellaris, but it will mainly decided on what the event is and what resources it gives for how close I stay.

 

You can help with the google form attached, or you can DM me, or you can comment here. But if these comments get spammed then I might ask people not to do that. The google form should have the capability of being filled out multiple times.

Posted
5 hours ago, rameau said:

the format of the mod or something, i cant tell you what, but for sure i have a error about description of your mod is incorrect 


It's the path of the Descriptor file, try substituting the descriptor file in the Documents\Paradox Interactive\Stellaris\mod with this one:

Aroused Galaxy.mod

Posted

Alright, it's just occurred to me that the file path in the .mod file changes every time I boot up Stellaris to test the mod, so it's probably been broken every single update and I had no idea because it worked fine with my install (and my filepath). That's my bad but at least I know that now.

  • 2 weeks later...
Posted

Great Idea here. Honestly just changing the fluff and visuals but keeping everything mechanically the same would be an amazing conversion if possible. What LV does is great and all, but the headaches lithia is having with balancing is a non issue... if there isn't anything that needs to be balanced. It would also be nice to be able to run into multiplayer seamlessly without interfering with any of the other players and work on cheevos etc while having the LV experience in all ways that wouldn't affect the gameplay mechanics.

Posted (edited)

Update: Hit my first major snag. I was hoping to keep this mod limited to just visuals and localization, which I know how to change and can do so easily. But it appears there are *several* gestalt jobs that do not discriminate between naming and descriptions when they're hive minded vs machine. 

 

Right now I'm trying to figure out if there's a way to get the game to seperate them, but it looks like it requires separate jobs to be created, and for the life of me I cannot figure out how to get a specific hive mind job (as an example) to replace a default drone job. The modding discord has been unhelpful and if any of you know how to remedy this, lemme know. I'll attach the specific files I'm trying to use for this, so someone can point out any specific errors I might be making.

 

I'm trying to use the mining district jobs for this as a test. If I can figure that out, I can do the other jobs. I'll attach my in development jobs localization file.

00_aroused_districts.txt 00_aroused_jobs.txt

aroused_jobs_l_english.yml

Edited by Elick320
  • 3 months later...
Posted
On 5/5/2024 at 6:28 PM, Elick320 said:

Update: Hit my first major snag. I was hoping to keep this mod limited to just visuals and localization, which I know how to change and can do so easily. But it appears there are *several* gestalt jobs that do not discriminate between naming and descriptions when they're hive minded vs machine. 

 

Right now I'm trying to figure out if there's a way to get the game to seperate them, but it looks like it requires separate jobs to be created, and for the life of me I cannot figure out how to get a specific hive mind job (as an example) to replace a default drone job. The modding discord has been unhelpful and if any of you know how to remedy this, lemme know. I'll attach the specific files I'm trying to use for this, so someone can point out any specific errors I might be making.

 

I'm trying to use the mining district jobs for this as a test. If I can figure that out, I can do the other jobs. I'll attach my in development jobs localization file.

00_aroused_districts.txt 2.41 kB · 1 download 00_aroused_jobs.txt 45.58 kB · 2 downloads

aroused_jobs_l_english.yml 130.38 kB · 1 download

 

I take it this has not worked out?

Posted
On 8/7/2024 at 1:56 PM, toynbeeidea said:

 

I take it this has not worked out?

 

yeah no, didn't happen, sapped a lot of my will to continue this mod as well trying to fix it between here and the Stellaris discord, who was surprisingly helpful but couldn't get a fix for me working. I think it's straight hardcoded into the system and if I wanted to actually fix it, I'd have to really learn how to mod beyond localization changes, which I really don't want to do.

 

My desire to play with lewd mods comes and goes in waves. Odds are someday I'll come back and finish this up, but that could be weeks to months to even a year.

 

I'm just gonna give blanket permission to update and take my mods and upload them here, clarified in the main post.

Posted
On 5/6/2024 at 12:28 AM, Elick320 said:

Update: Hit my first major snag. I was hoping to keep this mod limited to just visuals and localization, which I know how to change and can do so easily. But it appears there are *several* gestalt jobs that do not discriminate between naming and descriptions when they're hive minded vs machine. 

 

Right now I'm trying to figure out if there's a way to get the game to seperate them, but it looks like it requires separate jobs to be created, and for the life of me I cannot figure out how to get a specific hive mind job (as an example) to replace a default drone job.

There are two ways to get a different localisation in there.

The first would be to make a duplicate job of every existing gestalt job, give it the same requirements as the original one, and have the potential of one of them include a check for machines (and the other against machines). Then you would need to overwrite every single building, planetary feature and other job sources to also give the same amount of the copied job.

The downside is that any checks for that specific job by other scripts will no longer be valid.

There might be another way, but I'm not 100% sure that it'll work.

Jobs have this field called triggered_pop_modifier. You could try adding two of those to every job definition, one that is triggered by machines and the other one that isn't. Inside of each, add a single unique custom scripted modifier. Then you could try replacing the actual job description localisation by "$BLANK_STRING$" and instead use the keys of the scripted modifiers for localisation.

I can't be certain that this will solve the issue, as I have never used scripted modifiers myself, but unless Paradox did a massive oopsie in the GUI code, this should be the solution.

  • 5 months later...
Posted
18 hours ago, Feastpp said:

@Elick320 you said you wanted help even if we didn't know modding? still want that help? idk what that might be but doesn't physically hurt to offer a metaphorical hand.

 

This was back when I was still working on this mod. Help would be basically suggesting sexy text to replace in game text.

 

But uh... I haven't worked on this since August of last year. And unfortunately I don't really see that changing. Fortunately, anyone can take this mod and do whatever the heck they want with it, and editing localization files is so dirt easy you don't need any actual modmaking experience beyond what a .mod file does.

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