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Noita Lewd - a porn mod


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Posted

@kobold tinkerer

Okay, took a quick peek at update. First question, it is you have added the cape to main char? Or it's a bug? If it is you, can I ask why? And also how to remove it (at least for me personally)? Because it doesn't look fitting at all, at least until main gal will get a dress.

Second thing, found out new bugs in update. Now enemies sometimes disappear after sex, it happens with both npc kobolds and main gal. And also now after sex scene with your main gal game sometimes crushes. On bright sight now enemies properly sexes npcs and you.

Posted (edited)
3 hours ago, Seberious said:


I hope you don't abandon helping with the mod completely right? I understand that you busy with other stuff, but once you deal with it could you return here?


I probably will. But again, I am occupied with 2 Major NSFW projects, and I am already spending al my free time into them. There's simply no space for Noita. But when I eventually come back I will probably just come around and implement stuff that you guys are having difficult coding. One thing I have in mind is a proper struggle mechanic, and stuff. Having the sex scenes make you do nothing against it, kinda blows to be honest...

Edited by Timerz
Posted
On 6/5/2026 at 5:01 PM, Seberious said:

Yep, it happened again, here have some proof. I don't know what cause this, but you probably need to look up kobold cave and kobold npc files.

Normal.png

Crash.png

 

On 6/2/2026 at 7:23 AM, kobold tinkerer said:

i couldn't resist and updated it again

 

this time i added scene rotation depending on topology and kobold lair from pawarfull, you can find it near lava lake


If i can believe this screenshot, Kobold Tonkerer forgot to add visual layer for solid foreground, therefore it looks not like it was intended.

Posted
13 minutes ago, Seberious said:

@kobold tinkerer

Okay, took a quick peek at update. First question, it is you have added the cape to main char? Or it's a bug? If it is you, can I ask why? And also how to remove it (at least for me personally)? Because it doesn't look fitting at all, at least until main gal will get a dress.


It's kinda hard to notice, but their clothing doesn't exactly have a cape. She is actually wearing a strapless dress the whole time. That white tan on their chest is straight up their skin.

Posted (edited)
6 minutes ago, Timerz said:


It's kinda hard to notice, but their clothing doesn't exactly have a cape. She is actually wearing a strapless dress the whole time. That white tan on their chest is straight up their skin.


Yes, it is true, kobolds clothing supposed to be without cape anyway.

And clothed sprite was not fixed by me, it may look strange and inconsistent to nude sprite.

Edited by Pawarfull
Posted
5 minutes ago, Pawarfull said:

Yes, it is true, kobolds clothing supposed to be without cape anyway.


Plus! Capes are kinda hard to handle with code.... So it's a blessing that we won't need to mess with them much.

Posted (edited)
2 hours ago, Timerz said:


It's kinda hard to notice, but their clothing doesn't exactly have a cape. She is actually wearing a strapless dress the whole time. That white tan on their chest is straight up their skin.

 

It's then makes it even more strange to add a cape. I do hope that it's just a bug or KT will explain his reasons for adding it. But right now it's sore looking on naked kobold.

Edited by Seberious
Posted
2 hours ago, Pawarfull said:

If i can believe this screenshot, Kobold Tonkerer forgot to add visual layer for solid foreground, therefore it looks not like it was intended.


Well, it's screenshot from my game with only KT's mod (I rushed straight to kobold's lair), dunno how it can be unbelievable.

Posted (edited)
On 6/9/2026 at 10:24 AM, kobold tinkerer said:

latest update

 

edit:

- adjusted hornygasflower spawn rate

- made hooded summon portal only if no other portal exists to prevent lag bomb enemy spawning

- added lewd noita enemies to conjurer reborn for easier testing

image.png.7339381c2867b97754696abf7b8a514c.png

 

lewd_noita_10_jun_2026.zip 1.47 MB · 1 download

KT I asked claude ai to compare our 2 mod version and give a breakdown on exactly what is different between the 2, since I posted mine I want you to verify as theres no way im looking in every single file, and this is the report it gave me, let me know if this is accurate (AI IS A FILTHY LIAR SOMETIMES) or if theres anything important you think it left out so I can start working on implementing your patches into my version and we can try and have one cohesive version to go off of

Filthy AI breakdown.txt

Edited by Vitalie
Posted
53 minutes ago, Vitalie said:

KT I asked claude ai to compare our 2 mod version and give a breakdown on exactly what is different between the 2, since I posted mine I want you to verify as theres no way im looking in every single file, and this is the report it gave me, let me know if this is accurate (AI IS A FILTHY LIAR SOMETIMES) or if theres anything important you think it left out so I can start working on implementing your patches into my version and we can try and have one cohesive version to go off of

Filthy AI breakdown.txt 9.45 kB · 1 download


Asking AI for comparison is silly, besides there is other people who can test your version, including me. Also you said it yourself, your version have womb and parasite system and semi-permanent futa transformation + slightly different fixes, even if you don't remember some of them.

Posted (edited)
23 minutes ago, Seberious said:


Asking AI for comparison is silly, besides there is other people who can test your version, including me. Also you said it yourself, your version have womb and parasite system and semi-permanent futa transformation + slightly different fixes, even if you don't remember some of them.

I mean yeah but it helps saves time for things like this, I just wanted a quick breakdown of differences and claude is pretty good at that for code bases, thats why I wanted KT to verify if it looked correct and those changes were accurate. Looking through 750 files line by line for any potential difference isnt feasible. I've had to do things like that in the past and its awful. This seems like a perfectly good time to ask the clankers for help

Edited by Vitalie
Posted
5 minutes ago, Vitalie said:

I mean yeah but it helps saves time for things like this, I just wanted a quick breakdown of differences and claude is pretty good at that for code bases, thats why I wanted KT to verify if it looked correct and those changes were accurate. Looking through 750 files line by line for any potential difference isnt feasible. I've had to do things like that in the past and its awful. This seems like a perfectly good time to ask the clankers for help


Well, KT will answer probably soonish, I'm still waiting answer on cape matter too. By the way, by some random chance do you happen to know how to disable cape in mod's code?

Posted

Seems I've found it, it's in init file, but I won't editing or removing anything without KT's answer. Besides, I'm soonish will go to work, so no games or computer shenanigans for certain amount of time.

Posted (edited)
35 minutes ago, Seberious said:


Well, KT will answer probably soonish, I'm still waiting answer on cape matter too. By the way, by some random chance do you happen to know how to disable cape in mod's code?

Okay so in init.lua basically the cape child entity is removed and killed so its completely removed on line 259 from the look of things KT's code just hides it during animations and like returns it after in controls_toggle by offsetting its y position to -500 away which is way offscreen. But yeah from the look of things KT never actually removes the cape from the player as they removed the code from init.lua I'm currently assuming they're doing something with the cape trying to use it for some implementation but without that block of code its no longer hidden

Edited by Vitalie
Posted
12 hours ago, Seberious said:

@kobold tinkerer

Okay, took a quick peek at update. First question, it is you have added the cape to main char? Or it's a bug? If it is you, can I ask why? And also how to remove it (at least for me personally)? Because it doesn't look fitting at all, at least until main gal will get a dress.

sprite felt too static so i added cape. to remove it add this code to init.lua

function OnPlayerSpawned(player_id)
	for _, ch in ipairs(EntityGetAllChildren(player_id)) do
		if EntityGetName(ch) == "cape" then
			EntityKill(ch)
		end
	end
end

 

 

 

 

12 hours ago, Pawarfull said:

Kobold Tonkerer forgot to add visual layer for solid foreground, therefore it looks not like it was intended

i no longer have original files, if you send them to me, i will add it. but send png files, i won't install aseprite again

 

 

 

 

 

12 hours ago, Timerz said:

It's kinda hard to notice, but their clothing doesn't exactly have a cape

the fuck? your mod literally has cape, i even took the color from itimage.png.3b721289bb1b363cf0c8c88559fbdc60.png

 

 

 

12 hours ago, Pawarfull said:

kobolds clothing supposed to be without cape anyway

supposed by who

 

 

 

12 hours ago, Timerz said:

Capes are kinda hard to handle with code

are you talking about capes in noita or in general? in noita they are just verlet physics body or some shit, you just add them and the engine handles the rest

 

 

 

1 hour ago, Vitalie said:

KT I asked claude ai

oh my god bruh what the fuck man who invited this guy get yo ass home etc

 

but seriously, don't use ai to create code for noita, it hallucinates things straight up. i immediately thought about you using vibecoding when i read the changelog from you about some non existent xml tag and other stuff which was straight up not true

 

if you want to compare two mods quickly there is extension Compare Folders for vscodium, its like comparing two files but for entire folders, it shows identical files, different files and also unique files for both folders. it helped me a lot when i took stuff from original mod and timerz work https://marketplace.visualstudio.com/items?itemName=moshfeu.compare-folders

 

i am in the middle of combining scripts for player and kobolds into single one so i will add your stuff after i'm done with it, will be simpler that way

 

 

 

37 minutes ago, Vitalie said:

750 files

half of that are sex sprites which are not touched for a long time

 

 

 

i checked what ai told you and while it correctly summarized stuff, it has no idea about weird bugs and noita specifics, for example, when you should check entity for nil or 0. also i have weird bug with polymorphing extending indefinitely if it started during sex, i am figuring it out. verdict: dont rely on ai, it will lead to shit breaking in some distant future because of rare bugs and you won't even know what bite you in the ass. use compare folders instead

Posted
8 minutes ago, kobold tinkerer said:

but seriously, don't use ai to create code for noita, it hallucinates things straight up. i immediately thought about you using vibecoding when i read the changelog from you about some non existent xml tag and other stuff which was straight up not true

I assure you I don't trust AI to do shit correctly, theres a reason why I wanted to ask you if it even got the breakdown right

 

9 minutes ago, kobold tinkerer said:

half of that are sex sprites which are not touched for a long time

i know i know, it was hyperbole,

 

10 minutes ago, kobold tinkerer said:

if you want to compare two mods quickly there is extension Compare Folders for vscodium, its like comparing two files but for entire folders, it shows identical files, different files and also unique files for both folders. it helped me a lot when i took stuff from original mod and timerz work https://marketplace.visualstudio.com/items?itemName=moshfeu.compare-folders

I actually didn't know about that extension that honestly makes things a lot easier

 

11 minutes ago, kobold tinkerer said:

also i have weird bug with polymorphing extending indefinitely if it started during sex, i am figuring it out

any more specific circumstances than that or is it just getting poly'd in any capacity during sex always causes the issue?

Posted
18 minutes ago, Vitalie said:

any more specific circumstances than that or is it just getting poly'd in any capacity during sex always causes the issue?

it probably happens because of how sex_scene.lua checks if player/enemy is alive/polymorphed, but what happens is SOMETIMES you can get polymorphed either several times in a row or permanently, it ends for a frame and immediately polymorphs you again, whats even stranger is if i spawn hamis (which i use to test sex scene with polymorph and who was polymorphed as well) it instead spawns polymorphed sheep, but WITHOUT "polymorphed" tag, so it just keeps being sheep, the next hamis spawned is correct hamis though. game restart solves this issue, so it probably is that game remembers something related to polymorph incorrectly which is cleared when you restart. the bad thing is it happens very inconsistenly, you have to restart like ten times and repeat sex with poly for it to happen.

 

if you wanna experience this yourself, here is how i tested: start new game, break poly flask, fly above it, spawn hamis wich component explorer so scene starts. you both fall down to poly puddle and polymorph. most of the times player is polymorphed first, but sometimes hamis can be first, the message on screen will tell you. then you git out of polymorph puddle and wait for polymorph to end. if you back to normal, start new game and repeat until you get permanent polymorph. i don't know if you need to start new game or not, i do it just in case.

Posted (edited)
1 hour ago, kobold tinkerer said:

it probably happens because of how sex_scene.lua checks if player/enemy is alive/polymorphed, but what happens is SOMETIMES you can get polymorphed either several times in a row or permanently, it ends for a frame and immediately polymorphs you again, whats even stranger is if i spawn hamis (which i use to test sex scene with polymorph and who was polymorphed as well) it instead spawns polymorphed sheep, but WITHOUT "polymorphed" tag, so it just keeps being sheep, the next hamis spawned is correct hamis though. game restart solves this issue, so it probably is that game remembers something related to polymorph incorrectly which is cleared when you restart. the bad thing is it happens very inconsistenly, you have to restart like ten times and repeat sex with poly for it to happen.

 

if you wanna experience this yourself, here is how i tested: start new game, break poly flask, fly above it, spawn hamis wich component explorer so scene starts. you both fall down to poly puddle and polymorph. most of the times player is polymorphed first, but sometimes hamis can be first, the message on screen will tell you. then you git out of polymorph puddle and wait for polymorph to end. if you back to normal, start new game and repeat until you get permanent polymorph. i don't know if you need to start new game or not, i do it just in case.

I think i figured it out? Basically when a scene ends, the code does EntityKill then sd = nil. But EntityKill doesn't destroy the entity instantly it waits until end of frame. So the script runs one more time, sees sd is nil, thinks it's a brand new scene, and calls disable_player() again.

Normally that's harmless. But during polymorph, the player entity is deactivated. disable_player() runs on that broken entity, zeroes out its hitbox, and saves those garbage values as the "backup." When polymorph ends and the player is restored, the engine carries over the corrupted hitbox. enable_player() tries to fix things by restoring from the backup but the backup is garbage too.

The corrupted hitbox means the player's collision boundary is in the wrong place. The engine thinks the player is touching polymorph puddle particles that are actually far away, re-applies the effect, and you get the infinite polymorph loop. 
It could be a lot more complex of an issue and my fix only solves it in one circumstance but using the setup you suggested I couldn't get it to happen again after so I assume this works.

I'm going to play a run or two with this patch applied just to make sure nothing broke because of me trying to fix this. 

Edited by Vitalie
Posted (edited)

I swear its a new thing every time wtf, just noticed that kobolds mirror your movement after sex, i'm 1000% sure thats NOT supposed to happen
Ill try and fix that later I dont have the mental fortitude to try and deal with something like that right now

Edited by Vitalie
Posted (edited)
3 hours ago, kobold tinkerer said:

sprite felt too static so i added cape. to remove it add this code to init.lua

function OnPlayerSpawned(player_id)
	for _, ch in ipairs(EntityGetAllChildren(player_id)) do
		if EntityGetName(ch) == "cape" then
			EntityKill(ch)
		end
	end
end


Can you point to the code which just adds the cape, if such one exist? Not making new command for me which "kills" it (but thanks anyway) X) Regarding looks, original Mina/Noita not very "emotional" either. Besides I say it again, cape looks weird on naked char, I would uderstood it if she had, say, hood or similar clothing to original Me, but she ain't have any currently.

Cape aside, what of bugs I found?

 

3 hours ago, kobold tinkerer said:

 

the fuck? your mod literally has cape, i even took the color from itimage.png.3b721289bb1b363cf0c8c88559fbdc60.png


Maybe Timerz made cape as "measuring tool" and not permanent detail? In original there was no cape and Timerz is not original author of mod, but one of the guys which decided to step up in absence of og author, which is Zerguroth.

 

3 hours ago, kobold tinkerer said:

supposed by who


By original author, which made sprites for kobold, her dress and even jewelry (which appears similar to og Mina if you get secrets in Noita), but no cape, Pawarfull referencing this.

Edited by Seberious
Posted
5 minutes ago, Seberious said:

Also, I understand that argument over cape is kinda ridiculous, but we must discuss, sadly, even minor details.

At some point we just need to add an options menu to the mod to enable/disable things individual players dont want

Posted
3 hours ago, Vitalie said:

corrupted hitbox

thats a nice argument senator, but i tried doing it with hitbox code completely removed from function and it still happened

 

2 hours ago, Seberious said:

if such one exist

it doesnt, original mod modified player sprite to delete the cape, i don't touch player sprite

 

2 hours ago, Seberious said:

Cape aside, what of bugs I found?

 

will fix everything eventually. cape will be either deleted or added with dress when i get to it. i just didn't get to adding cloth mechanic properly

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