E V E Posted September 1, 2024 Posted September 1, 2024 View File [ALPHA] The Abyss Above [THIS MOD IS EARLY IN DEVELOPMENT AND BARELY FUNCTIONAL!!!] The universe of Stellaris is filled with endless possibilities. Gene splicing, cybernetic enhancement, hivemind assimilation, and other outrageous possibilities. And yet, HYPER gene modification poses more questions than any of them. How can DNA spontaneously create nutrients? How is rewriting the DNA of billions of individuals in an instant possible? And what kinds of kinky, weird, fucked-up things can we do to our bodies now that we're able to access limitless power? All of this and more, is within TAA. [What this mod currently adds] A total of 20 traits. Three mostly finished trait trees Breast Number, Breast Size, and Oviposition One half-finished trait tree Ass Size (As the quest line isn't implemented currently, these are just the traits in their raw form). [What is planned for this mod] 36 different strains of growth traits (dick size, cum volume, ass size, weight gain, pregnancy, growing, shrinking, and more) for a rough estimate of more than three hundred total traits (most of them hidden from regular view, exclusive to events). The core mod will focus primarily on hyper growth, pregnancy, and relatively common kinks. Eventual sub mods will be themed around specific kinds of kinks, like a vore pack or a corruption pack. A quest chain focused around creating a facility to modify your species DNA, and draw HYPER energy from the fabric of the universe. Which would entail activating the gene of choice, and upgrading it repeatedly. Multi-paragraph flavor-text events describing the changes as they happen. Custom ascension perks. TBD [Q&A] "Should I download this while it's this early in development?" If you're curious about what's going into it, and/or want updates whenever progress is made, sure! But the mod isn't really playable nor tested currently. "These traits get really, really busted later down the line." That's the point! You're genetically modifying a species to have breasts the size of buildings, gallons of cum pouring out of their dicks every minute, or wombs filled with millions and millions of eggs. It'd be weird if milking them didn't get you obscene amounts of fluid, or that obscene amounts of pop growth wouldn't occur. "These trait descriptions are really wordy, it makes it hard to read what a trait does at a glance." In making a mod like this, I'm effectively turning a strategy game into an erotic game. The focus is the sexual content, and less so the actual game. Besides, I think detailed descriptions of this stuff makes it hotter. "Isn't this a bit ambitious?" At this stage, yes! I'll fully admit that I may be in over my head here. But if I fail, I fail. "What's the short-term future looking like?" Currently, I'm planning on getting 5-6 trait "trees" implemented. Once they're implemented, I'll begin working on the actual mechanics I have planned, and sus out how difficult custom events, structures, and traditions are to create. "What is the end-goal of this mod?" The goal is that you'll either pick a "seed" trait at the start of the game (which will slowly improve over time), or fire off an event mid-game to give your species one. From there, after researching gene editing, you'll unlock a "HYPER Program" ascension perk which will begin a lengthy quest line involving building research facilities, culminating in a megastructure laboratory. All the while, you'll slowly upgrade that "seed" trait, triggering story scenes as you go. Some trait trees will culminate in endgame events, whereas others will simply leave your species in a warped, twisted, horny fugue. [Download Instructions] (Make sure you have Lustful Void downloaded) Unpack the .7z folder using your un-packer of choice Place both the .mod and the mod file in your Stellaris mod folder (Usually in Documents\Paradox Interactive\Stellaris\mod) Run the game's launcher, and add the mod to your current playset [Content Warnings] As you may surmise from the description, this mod deals with numerous kinds of kinks. While each mod should (hopefully) be signposted well, there may still be unexpected kinks within that you're not into. On my end, I'll be avoiding triggering subjects (incest, cnc, non-con, etc.) and trying to ensure that the worst surprise you can get is a single trait or two of a kink that's not your thing. On your end (yes, you!) I expect you to navigate this mod as an adult. Install only the mods that you're into or curious about. If something rubs you the wrong way, uninstall the mod. And, while I hate the phrase, don't yuck someone else's yum. [Acknowledgements] I'm currently learning how to mod this game through referencing the files and file structure of Lustful Void, so huge thanks to Lithia and everyone who's contributed to that mod for creating a great resource to build off of. Submitter E V E Submitted 09/01/2024 Category Stellaris Requirements [Stellaris] Lustful Void v. Floofy Cat! 0.7.7 (3.12+) 6
KaiserWilhel Posted September 1, 2024 Posted September 1, 2024 (edited) Finally, a mod that appeals to me! More seriously though I'm glad someone has finally gone the extra step with body traits, it's honestly a tad bit confusing it's taken this long. That being said I do have a few thoughts. I haven't done a playthrough yet but the traits seem balanced okay enough, at least in the sense it's in line with base lustful void when it comes to making cows really damn good. Although by the time you get around to hyper preg it's probably gonna be burning PCs, don't know how you're gonna balance that. Although I would suggest adding a collateral damage modifier at later sizes, armies made of a species with the last trait should basically be a natural disaster, with both the flood of milk and tit flesh. As well as them taking up more housing because they're, you know, massive. But looking through the descriptions of the traits it has made me realize that it makes the species basically the perfect slave species, unable to do anything other than be milked, and you don't even have to nerve staple them! Which I think would honestly be a good civic/origin, the primary species using a secondary species, and probably every other species in the galaxy, as guinea pigs and growth slaves. Maybe each species you collect, to a certain point, gives you another trait point and at certain levels additional picks as they collect as much DNA as possible in the pursuit of creating the perfect hyper species or something. Although you could probably just roleplay that with sadomasochistic evolution and a few other things but eh, just throwing stuff out. Also maybe adding the last trait in a series should end up with you becoming a crisis? If all of them are as crisis like as 'They're literally going to destroy the universe with milk' I mean. Edited September 1, 2024 by KaiserWilhel 1
Yydssss Posted September 2, 2024 Posted September 2, 2024 This is such a great idea, I can't wait to see it finished. Also, your 0.0.2 version is missing the main MOD file
Shane843 Posted September 5, 2024 Posted September 5, 2024 I would recommend keeping the hair and toilet related aspects to a submod if you end up going that route, let people pick and choose what they want to play with. 1
Saber83 Posted September 8, 2024 Posted September 8, 2024 On 9/2/2024 at 12:08 PM, Yydssss said: This is such a great idea, I can't wait to see it finished. Also, your 0.0.2 version is missing the main MOD file Same for me.
TheLazyIdlingone Posted September 8, 2024 Posted September 8, 2024 We wish you luck in your journey in developing this mod! Since this could have so much potential that it be great!
schroecat Posted September 9, 2024 Posted September 9, 2024 On 9/6/2024 at 2:22 AM, Shane843 said: I would recommend keeping the hair and toilet related aspects to a submod if you end up going that route, let people pick and choose what they want to play with. It's easy enough to just comment out the traits that don't appeal, but this is a good suggestion.
lolman6978 Posted September 11, 2024 Posted September 11, 2024 Woah, just saw this now, I look forward to seeing how this mod goes on, will there be any potential for fat/weight gain options per chance? There was a mod with similar aims as yours, hyper lifeform or something, I think.
E V E Posted September 15, 2024 Author Posted September 15, 2024 Eve Check-In On 9/2/2024 at 6:08 AM, Yydssss said: This is such a great idea, I can't wait to see it finished. Also, your 0.0.2 version is missing the main MOD file Should be fixed now! That was a dumb mistake, I'm still not used to Loverslab's manual mod uploading just yet. On 9/1/2024 at 5:04 PM, KaiserWilhel said: Finally, a mod that appeals to me! More seriously though I'm glad someone has finally gone the extra step with body traits, it's honestly a tad bit confusing it's taken this long. That being said I do have a few thoughts. I haven't done a playthrough yet but the traits seem balanced okay enough, at least in the sense it's in line with base lustful void when it comes to making cows really damn good. Although by the time you get around to hyper preg it's probably gonna be burning PCs, don't know how you're gonna balance that. Although I would suggest adding a collateral damage modifier at later sizes, armies made of a species with the last trait should basically be a natural disaster, with both the flood of milk and tit flesh. As well as them taking up more housing because they're, you know, massive. But looking through the descriptions of the traits it has made me realize that it makes the species basically the perfect slave species, unable to do anything other than be milked, and you don't even have to nerve staple them! Which I think would honestly be a good civic/origin, the primary species using a secondary species, and probably every other species in the galaxy, as guinea pigs and growth slaves. Maybe each species you collect, to a certain point, gives you another trait point and at certain levels additional picks as they collect as much DNA as possible in the pursuit of creating the perfect hyper species or something. Although you could probably just roleplay that with sadomasochistic evolution and a few other things but eh, just throwing stuff out. Also maybe adding the last trait in a series should end up with you becoming a crisis? If all of them are as crisis like as 'They're literally going to destroy the universe with milk' I mean. Thanks for the kind words :3 Truthfully? I plan on winging it in regards to PC melting. I'm hoping it won't be too bad. I've toyed around in other Stellaris mods and gotten ~1000% pop modifiers before, and while it slows the game and makes gene modding a nightmare, it wasn't unplayable. Given that the really crazy stuff will be meant for the endgame - and ideally, inaccessible to the AI - I'll assume that it'll work until the mod is far enough along for there to be actual testing and gameplay. I do like the idea of intergalactic gene-harvesting planet raiders, though that sounds quite elaborate to implement. The hyper slave stuff though may be feasible. I know there's a mod - maybe lustful void actually - that lets you auto-modify pops to produce more milk. And another that lets you force-femme enslaved species. I'm curious if the code for that could be frakensteined together to let you modify non-founder-species pops? Perhaps one day... And yeah, while I don't plan for every single hyper feature to be crisis level, I do think some would make for fun crisis events. Though that's a long ways down the line. Galaxy smothering breasts, brainwashing pheromones that drift through space, and a few others feel compellingly hot to me. And I do think there's some fun endgame benefits that would help you be or fight the crisis. Stuff like extremely fast army spam for hyper birthing species, planet-breaker colossi for giant species, etc. etc. Though again, all that would be a significant ways off. I'm still only at the very tip of the modding iceberg. On 9/5/2024 at 12:22 PM, Shane843 said: I would recommend keeping the hair and toilet related aspects to a submod if you end up going that route, let people pick and choose what they want to play with. I've thought about that, however I feel like the developmental benefit to keeping it as one large mod (at least for now) outweighs preemptively splitting it up at this stage. Most of what I have planned is in flux - honestly I may not even do a piss trait line, seems hard to make work - and it feels silly to make spinoff modules for just 1-3 traits each. I know for sure that if I do a run of hyper vore stuff, that'll probably be its own module, but that's only because I'd cover breast/cock/ass/dick/etc/etc/etc. Beyond that, idk, it's not a high priority for me right now. I want to have a nice variety of kinks in this mod, making something thats just hyper breasts/ass/preg is boring to me. A little weirdness won't kill you. On 9/11/2024 at 7:00 AM, lolman6978 said: Woah, just saw this now, I look forward to seeing how this mod goes on, will there be any potential for fat/weight gain options per chance? There was a mod with similar aims as yours, hyper lifeform or something, I think. Yup, though it's on the back-burner currently. 2
XavierMace Posted September 16, 2024 Posted September 16, 2024 9 hours ago, E V E said: Thanks for the kind words :3 Truthfully? I plan on winging it in regards to PC melting. I'm hoping it won't be too bad. I've toyed around in other Stellaris mods and gotten ~1000% pop modifiers before, and while it slows the game and makes gene modding a nightmare, it wasn't unplayable. Given that the really crazy stuff will be meant for the endgame - and ideally, inaccessible to the AI - I'll assume that it'll work until the mod is far enough along for there to be actual testing and gameplay. I've thought about that, however I feel like the developmental benefit to keeping it as one large mod (at least for now) outweighs preemptively splitting it up at this stage. Most of what I have planned is in flux - honestly I may not even do a piss trait line, seems hard to make work - and it feels silly to make spinoff modules for just 1-3 traits each. I know for sure that if I do a run of hyper vore stuff, that'll probably be its own module, but that's only because I'd cover breast/cock/ass/dick/etc/etc/etc. Beyond that, idk, it's not a high priority for me right now. I want to have a nice variety of kinks in this mod, making something thats just hyper breasts/ass/preg is boring to me. A little weirdness won't kill you. 1000% isn't all that much with LV, especially if you're playing with Giga too. I want to say I've hit around 12000% before giving up. That's before you even start talking organic assembly. That said, I also stopped using LV last week because it was causing too many performance issues. From what I can tell, the pop growth isn't really the problem, it's all the job and event calcs LV is adding. Especially the +1 jobs every X amount of pops. I've got a pretty sizable mod list, but with LV in play I see performance decreasing starting around 500 country pops. No LV but otherwise same mod set, I'm at 2k pops without the slightest slowdown. I like LV, but I couldn't tell you the last time I finished a game with it active because by midgame the game is unplayable for me. If you make the mistake of going virtual with LV, you can basically just kiss your game goodbye. I mention this in case your event chains are going to be playing around with jobs. In regards to the second part, obviously it's your mod, so do with it what you like. BUT, you're going to have people asking for submods until the end of time. A kink somebody doesn't like isn't going to kill them, but this is entertainment. Why would I choose to watch/play something I don't like? The more content you make in the category somebody doesn't like, the more you push them to stop playing the mod entirely. I'm perfectly fine with the stance "then this mod isn't for you", but IF you open to trying to cater to people it's going to be far easier on yourself to plan for it now and split it up rather than try to split it up (or provide some other solution) later. By the sound of it, you already know what kinks you're going to add and it doesn't sound like the kinks really interact with each other and depend on base LV functionality. Therefore it's just separate trait, events, and localization files for each kink. That's not really adding a meaningful amount of work at that point and honestly (IMO) actually makes debugging easier because if somebody reports an issue with a specific kink, that's far less code you have to look through. Plus, you don't have to worry about accidentally breaking some other kink trying to fix it. If you're planning on adding one kink at a time, that just makes it even easier. The only other thing I'd caution is the sheer number of traits you're talking. If people are only going to be able to go down one kink "tree", no big deal. But 100 traits is a LOT of traits to look through. Not a huge deal during initial setup, but when you're gene-modding and only have an icon and tooltip it makes finding specific traits a PITA.
voidlord3092 Posted September 17, 2024 Posted September 17, 2024 Looking forward for the general size traits to get added. Hmm, an all female species growing to effective god hold because of their size.
Mrbread123 Posted October 1, 2024 Posted October 1, 2024 Comrade, please keep up! It has extreme potential, it's an untaped area and what you have already done is very good!
bruh_borrito Posted October 4, 2024 Posted October 4, 2024 When I go to add the mod, i get the error: Installation of mod failed (The path in this mod's descriptor file is invalid or does not exits.). I have LV downloaded and it works just fine.
Alphadrop Posted October 5, 2024 Posted October 5, 2024 Easy enough fix, pop open the .mod file and edit the path so it says: path="mod/The Abyss Above - Hyper" That should correcly identify the mod.
E V E Posted October 6, 2024 Author Posted October 6, 2024 On 10/4/2024 at 6:50 PM, bruh_borrito said: When I go to add the mod, i get the error: Installation of mod failed (The path in this mod's descriptor file is invalid or does not exits.). I have LV downloaded and it works just fine. Whoops, fucked up the .mod again. Not sure why it swapped to such a specific directory again, but I re-uploaded the mod with the corrected directory. If you've already done Alphadrop's fix, then you don't need to re-download it. But this should ensure that it works for everyone again, no patching required :3
Kinglongkong Posted November 1, 2024 Posted November 1, 2024 I've been trying to get the mod to work. I'm using Irony, and it appears in the playset, but the traits do not appear in game.
35spider35spider Posted November 2, 2024 Posted November 2, 2024 This is a really neat idea, and I look forward to the future development of it! I would personally like to see some of the stats even more min-maxed. The pros of the traits seem very, VERY good, but the downsides are maybe a tad underwhelming, at least for my taste. Granted, As KaiserWilhel said earlier, it would be interesting to have large housing usage debuffs, as well as maybe consumer good and food consumption increases. Given the balance of LV with cows producing more food than they consume, hyper oviposition and breasts should make more food than consumed. But once hyper asses, height, etc, are added it would be nice to see food consumption skyrocket. As for keeping all the trait trees in one mod, I think that is fine for most people as long as the AI can't go down trait paths as well. Some people have hard turn-offs, so it could maybe bother them a bit. But it is your mod, your decision Also, I know that it's further into the future, but I do LOVE the idea of pheromones spreading through space, possibly using the cosmic storms system i assume? that'd be cool. Best of luck in the future!
voidlord3092 Posted November 5, 2024 Posted November 5, 2024 On 11/1/2024 at 9:47 AM, Kinglongkong said: I've been trying to get the mod to work. I'm using Irony, and it appears in the playset, but the traits do not appear in game. Have you made sure the descriptor is in the mod folder, and not just the TAA folder? ——————————————— I can’t weight for the height traits to be added. I want my giantesses damn it!
GDragonXXX Posted November 12, 2024 Posted November 12, 2024 On 9/11/2024 at 6:00 AM, lolman6978 said: Woah, just saw this now, I look forward to seeing how this mod goes on, will there be any potential for fat/weight gain options per chance? There was a mod with similar aims as yours, hyper lifeform or something, I think. What was the name of that other mod?
wolfbartz Posted November 22, 2024 Posted November 22, 2024 I hope this project has not died. It is an underrepresented theme.
lolman6978 Posted November 23, 2024 Posted November 23, 2024 On 11/12/2024 at 3:21 PM, GDragonXXX said: What was the name of that other mod? I think it was called Expanded Lifeforms, https://forum.weightgaming.com/t/expanded-lifeforms-stellaris-weight-gain-inflation-mod/3985
GDragonXXX Posted November 27, 2024 Posted November 27, 2024 On 11/23/2024 at 8:19 AM, lolman6978 said: I think it was called Expanded Lifeforms, https://forum.weightgaming.com/t/expanded-lifeforms-stellaris-weight-gain-inflation-mod/3985 Thanks
MacalMedia Posted December 1, 2024 Posted December 1, 2024 there is no descriptor file in the folder the i can get the mod to work
SpaceRaven Posted December 15, 2024 Posted December 15, 2024 I found a pretty major typo in the traits files that breaks the mod, and made it so that all the traits had 0 cost. Each trait was missing instances of the line "has_country_flag = lv_cheat_mode". This made it so that the base cost was immediately cancelled out by the negative modifier below, which is only supposed to be paired with LV cheat mode. This is how it's supposed to look for each trait, based on how LV traits are set up: Spoiler trait_taa_egglayer_1 = { cost = { base = 2 modifier = { add = -2 has_country_flag = lv_cheat_mode } } potential_crossbreeding_chance = 1.0 allowed_archetypes = { BIOLOGICAL PRESAPIENT LITHOID } custom_tooltip = trait_taa_egglayer_1_effect species_possible_remove = { exists = from from = { OR = { can_remove_beneficial_genetic_traits = yes has_country_flag = lv_cheat_mode } } } In each instance, the "has_country_flag = lv_cheat_mode" was missing from those two places, which led to the cost canceling out. Also anytime there's an OR = { there needs to be at least two lines beneath, not just one line like this mod had. I uploaded a fix for affected files, but I'm glad I caught it only 30 years into a game when I took a look at the "Galaxy Species" section and noticed that AI species were applying the most extreme traits at 0 cost. I'm just surprised my PC didn't burst into flames, with how many pops were growing (high even by LV standards). I hope the mod author takes note and implements this fix on these traits (and any future traits) whenever they get around to updating the mod. TAA_Fixed_Files.zip
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now