ghostfalll Posted June 24 Posted June 24 On 6/1/2026 at 11:14 AM, x0rhk556 said: Also if you're a maintainer/dev of this project I'm not claiming that the things I wrote are "right", I merely suggest that there are things not behaving as they seem to be intended and what I did to correct them. Unrelated, since I'm not maintainer/dev, but this mod just got a bunch of updates that dropped on its gitgud page; last one was yesterday. I'm assuming these updates prolly integrated your suggestions (haven't bothered to check or test), please confirm?
x0rhk556 Posted June 28 Posted June 28 On 6/24/2026 at 10:48 PM, ghostfalll said: Unrelated, since I'm not maintainer/dev, but this mod just got a bunch of updates that dropped on its gitgud page; last one was yesterday. I'm assuming these updates prolly integrated your suggestions (haven't bothered to check or test), please confirm? As far as I've been able to tell the things I found are not addressed. I looked through the commits 3.2.7 to 3.2.9.2 and the things I said should still be happening even with the latest version. To be 100% sure though I'd need to confirm ingame first because I haven't updated anything in my current play through yet. I also checked the RJW repo because in reality the thing breaking proper attraction evaluation in this mod should be fixed in RJW. AttractionUtility#Evaluate not calling AttractionUtility#Finalize on every code path is simply inconsistent especially considering how much everything RJW related relies on harmony patches. Just to sum up the two things I found again more concisely: When you have a rapey colony onaholes will basically never be used because rape jobs will always "fire earlier" than use onahole jobs. Pawns will use onaholes where RJW said "nope" and evaluated them with 0 attraction - with gusto even.
cbtendo Posted July 5 Posted July 5 i dont know why, but mimic add around 1 million in colony wealth. making it very hard. i tried disabling brothel colony but it didnt work. so i change the price of onahole to zero and the wealth goes down. maybe a conflict with other mod?
adryelus Posted July 15 Posted July 15 cant bind prisoner to furniture and traps not working as intended, no animation
Keiji_Imiby Posted July 23 Posted July 23 After updating the RJW Onahole Extension, I found solutions for a couple of common issues. If the pawn is bound correctly, but the Onahole animation doesn't play, update Sized Apparel Zero to the latest version. If binding doesn't work, or the pawn tied to the Onahole appears to be lying on the floor, update the main RJW mod to the latest version. Hopefully this helps anyone else running into the same problems! 1
ghostfalll Posted July 25 Posted July 25 On 7/23/2026 at 4:16 AM, Keiji_Imiby said: After updating the RJW Onahole Extension Cool, but next time maybe clarify exactly what number/version you updated to... though honestly, I prolly gotta update those mods anyway.
Espiovvv Posted July 26 Posted July 26 Can you please add an option to use the old Edit Transform menu, or allow scrolling to get the desired point again? I just can't get the placement of things right with the new menu at all. Besides not being able to both see and edit the anal sex machine since the animation isn't shown in the new menu, having to either click a ton or edit the number in a guessing game just sucks, I used to be able to get things perfectly right but now I just can't, This is the new menu I dislike PLEASE let me use the previous Edit Transform menu.
GuyHorny Posted August 24 Posted August 24 Hi there, when loading this mod with Combat extended it throws this error: (1x) Error in ParallelForEach(): System.Exception: Onahole_Mimic.lifeStages[0].bodyGraphicData ---> System.Exception: BoundMap(,) ---> System.Exception: Combat Extended :: CropHorizontal error while cropping Textures/Onahole/Animals/Mimic/Mimic_front ---> System.ArgumentException: Color[] has no pixels with alpha >= 0.25 After trying to debug, I think, I'm not sure, but I think it's related to combat extended's custom hitboxes, which make it impossible to shoot at a mimic with combat extended. I don't want to cut either mod, so could someone who has more experience with code and software than me make a fix or a patch? Here is the Github error Log as well: https://gist.github.com/HugsLibRecordKeeper/04a7bb45ef0f7cf39bb10c7a3bedc800
elphelt115 Posted September 9 Posted September 9 Was there a way to make this mods furniture realign the pawn placement? theyre just being placed at the ground while on them.
DocHolliday69 Posted September 12 Posted September 12 (edited) This is broken for me unfortunately. If the onahole is destroyed, the pawn that was in it is just PERMANENTLY restrained on the floor.... game breaking sadly.... Edited September 12 by DocHolliday69
DocHolliday69 Posted September 12 Posted September 12 (edited) Maybe its a mod conflict or something but I just freed a pawn from a perfectly intact onahole and they STILL ended up permanently restrained... these are enemy onaholes I'm interacting with mind you. Edited September 12 by DocHolliday69
DeadSomething Posted September 13 Posted September 13 this mod was spitting out errors constantly and even caused CTDs. everything worked fine without this mod. errors were about trying to render penises and the CTDs happened on distress call event maps. i know from earlier when it didn't crash, that there are onahole devices on those maps with pawns bound in them.
ghostfalll Posted yesterday at 07:35 AM Posted yesterday at 07:35 AM On 8/24/2026 at 11:05 AM, GuyHorny said: Hi there, when loading this mod with Combat extended it throws this error: A simpler solution would just be to not use Combat Extended... there are lighter weight ammo mods at least! Well, or learn programming and fix it yourself. Or unleash Mythos on it, I guess...
浣熊大师 Posted yesterday at 02:15 PM Posted yesterday at 02:15 PM Human Cattle - Yet Another Milking Mod is also a good mod. Have you considered allowing pawns to also feed others on the onahole, instead of extracting the milk to drink? Also, when an onahole is incorrectly removed—for example, destroyed or leaving the map—the creature's restrained state doesn't get lifted. This is indeed a problem.
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