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Noita Lewd - a porn mod


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Posted (edited)

Tons of new stuff

Womb gui - full liquid tracking and pregnancy display

Multiple pregnancy support

Extreme content -parasite system with buffs/debuffs/gameplay changes for having sex with different creatures with multiple tiers of progress
-cont. Pseudo game over event when you have sex with wolves 5 times in a row

Settings menu to toggle stuff you want/dont want wip (cum amount slider implemented as pseudo difficulty slider although the % display broke somewhere down the line but it goes from 50 - 200 % and starts at default 100 %)

Extreme content also has a setting for more detailed text for certain things as per request by a certain individual

Clothing toggle!!!! Are you on team dress??? Wear the dress! Are you a proud nudist??? Opt out of material wears!

FOR REAL THOUGH THERE ARE PROBABLY TONS OF BUGS STILL IN THIS VERSION IM NOT A WIZARD PLEASE LET ME KNOW ABOUT ANY BUGS SO I CAN PATCH THEM ASAP

 

Edited by Vitalie
NEWER BUILD AVAILABLE
Posted

Well I already know 2 bugs i forgot to fix, worst part is ive been staring at them for hours, i literally tuned it out thinking "yeah ill get around to it, its not hurting anything being there"

Posted
On 7/2/2026 at 11:16 PM, kobold tinkerer said:

sex_scene.lua "stage_loops" value. or like i said, every scene can have individual length if you add parameters to xml metadata for that scene and utilize the value in the script

Thanks, it was needed for possibly new scenes and variations in future, and etc.

 

On 7/2/2026 at 11:16 PM, kobold tinkerer said:

sure, you can always ask. i don't know if i will do it though

That's fine, after all it also depends on what will be asked from you. I will not ask you of course to be sole modder or "make the new game for us", lol. Just, don't disappear and help us okay? Especially with your code and your new additions. Besides, you still didn't implement clothing damage system, maybe it's hard right now, but you could probably implement it in future. Speaking of clothing, where I can find in files how to add or remove clothing from main character? I just have a plan for wardrobe variation and perhaps a several colorations of scales, as special effects from perks.

Also, I will be honest, I feel myself inadequate compared to you. You rewamped mod's system and fixed all animations in very short amount of time and even fixed bugs. And here is me, it took a lot of time for me to figure out how to simply fix Chainer so he could work on player and kobolds without bugs in original. That's a single bug with several entities. If I solely took the reins of mod, it's development would be very very long probably. It's ironic though that new spark of activity here started from me, because I decided to fix some bugs. Maybe I give myself short end of stick and I just need more experience in programming and modding.

Anyway, thanks again for your contribution/help and I hope you stick around.

Posted
3 hours ago, Seberious said:

clothing damage system, maybe it's hard

its not, i just didnt get to it

3 hours ago, Seberious said:

how to add or remove clothing from main character

check player.png and player_dress.png. latter is visually on top of the former, if you create new clothes or scale colors you would need something like layers in gimp so you can draw it on top of the default player sprite. after you draw it you just ctrl-x the layer with clothes and paste it into separate png and then you add it in init.lua, you can see how its done

3 hours ago, Seberious said:

rewamped mod's system and fixed all animations in very short amount of time

short? iv been doing it for two months for whole days because i'm unemployed. like jackie chan said, anyone can do his tricks if you have enough time. you should give yourself more credit, i didn't have any formal education about programming, i just looked at mods code and tried to figure out how it works. the only difference is i was doing it for some time before i saw this mod so i had slightly more experience than you. if you figured how original works you can figure how this works too

Posted

as for clothing damage, first thing that comes to mind - VariableStorageComponent attached to player with value_int or value_float being arbitrary number lets say 100. LuaComponent also attached to player executed on script_damage_received and subtracting from that variable. when its 0, make clothes sprite invisible and allow for the scene to start. when you heal in holy mountain or anywhere to full health, reset the value back to 100 and make clothes visible again

 

this is just what first came to mind, i'm sure there is better way to do it

Posted

Lewd_noita_mina.zip

 

Ok. Lewd_noita_mina ver complete finally!!


Thanks to everyone

Just files and data folder copy and paste in Lewd_noita folder


and modify init.lua
find player_base.xml x and y offset 
 

change to

--sprite.attr.offset_x = "10"
sprite.attr.offset_y = "14"

I tast this sprites in conjurer
so maybe little buggy in real game



 

Posted (edited)
14 minutes ago, BoxtoBox said:

Lewd_noita_mina.zip 388.9 kB · 0 downloads

 

Ok. Lewd_noita_mina ver complete finally!!


Thanks to everyone

Just files and data folder copy and paste in Lewd_noita folder


and modify init.lua
find player_base.xml x and y offset 
 

change to

--sprite.attr.offset_x = "10"
sprite.attr.offset_y = "14"

I tast this sprites in conjurer
so maybe little buggy in real game



 

i think this needs to be added to the latest version of the mod along with settings that allow you to choose player sprite between this and kobold

 

massive work

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

KT BE GENTILE WITH ME IM TRYING MY BEST 😧

i checked, it is up to date now

 

two things i recommend doing, you can ignore these advices completely since you are free to create whatever code you want

 

1. if you use vscode enable "trim trailing whitespace" setting so it automatically deletes trailing spaces red shit like this every time you save

image.png.2926132c6e3a10bea4eddb98faf9f7ba.png

 

one or two are no harm but if you are not anal about it like i am and make a habit out of it the code will look more and more ugly, you won't even notice yourself mixing tabs with spaces until its too late

 

2. these are better to break into multiple lines to improve readability:

image.png.06aff5e4e0c489a43496bdc4f353f751.png

 

like this:

image.png.b46046bd990284f2ea097090ece255f3.png

 

i thought i was being smart about cramming everything into single line until i noticed i spend more time trying to understand what the fuck i wrote and that wouldn't be a problem if i had multi lines

 

16 hours ago, Vitalie said:

Well I already know 2 bugs i forgot to fix

when you make posts about bugs tell people what they are exactly, someone else might fix them or at least be wary of them

 

also wtf is these weird ass empty folders?

image.png.ddf1170c3e710e5959629613d7da9679.png

Edited by kobold tinkerer
Posted (edited)

@kobold tinkerer

Thanks for encouragment and all. I did test your new/last version recently btw. Everything seems working fine, well, except that now sometimes weird crushes happens. They are weird because I don't know what causes them and they occur at random, sometimes in beginning of run or in later stages. Any clue what can cause this?

By the way, it is normal that kobolds now drop mina corpse instead of their own on death? I know that you mentioned that their ragdoll causes glitches, but I thought you decided to remove corpse drop after death aka kobolds just disappear without leaving anything behind. I also noticed that liquids/gases now affects kobolds (cause special effects on them), in original they were immune. It is supposed to happen too?

Edited by Seberious
Posted
2 hours ago, Skömer said:

these mods are in dire need of a proper mod page

 


I mean, it would be nice to have it for this mod, but we are not original authors of mod, he hasn't returned still.

Posted (edited)
16 minutes ago, Seberious said:

crushes

i did long ass playtest run with this mod plus apotheosis, new enemies, grahams things, more stuff and a bunch of smaller mods, zero crashes. i did get crashes when i played with component explorer though, this may be the reason

 

edit: long ass means i fully finished it and did everything there is to do on the map. i even managed to corrupt my save and still had no crashes. but i had several crashes when playing with component explorer

 

16 minutes ago, Seberious said:

kobolds now drop mina corpse instead of their own on death

yes it is normal, like i said original ragdoll was broken so i removed it entirely but haven't finished it. leaving it in as is was adding to potential crashes

 

16 minutes ago, Seberious said:

liquids/gases now affects kobolds

i dont know why its fixed, but i wanted to fix it anyway, because it would be weird to make them immune to everything

Edited by kobold tinkerer
Posted
16 minutes ago, Seberious said:

I mean, it would be nice to have it for this mod, but we are not original authors of mod, he hasn't returned still.

has yet to stop me, at this point you people probably added as much content as the original author

Posted
15 minutes ago, kobold tinkerer said:

i did long ass playtest run with this mod plus apotheosis, new enemies, grahams things, more stuff and a bunch of smaller mods, zero crashes. i did get crashes when i played with component explorer though, this may be the reason

 

edit: long ass means i fully finished it and did everything there is to do on the map. i even managed to corrupt my save and still had no crashes. but i had several crashes when playing with component explorer

 
The thing is, I played on clean Noita, I still have no clue what can cause this crushes. It will be really funny if this mod now smoothly works with other mods, but have uncertain troubles on clean Noita. Anyway, I playtest it more and try to get clear picture.

 

18 minutes ago, kobold tinkerer said:

i dont know why its fixed, but i wanted to fix it anyway, because it would be weird to make them immune to everything


Ahem, I don't think that was a bug or the thing which required fix. This immunity was put by author, with clear reason to prevent issues with kobolds/companions I presume. And it wasn't maked them immune to fire or acid or something like that, it has made them immune to polymorphine and etc. Now I dread what gonna happen if kobolds touch "hard-alchemy" liquids. *sigh* Well, I think as I said again I need to playtest it more, if something happens I will tell you and others here.

Posted

LoversLab has a section dedicated to hosting mods, found under the downloads tab at the top of the page, in addition to acting as a forum.

Posted (edited)
4 hours ago, Seberious said:

kobolds touch

new enemies mod can be examined specifically this fella https://noita.wiki.gg/wiki/Mod:New_Enemies_And_Bosses/Nemesis

has custom ai that does who knows what, if anyone is interested might try to implement similar shit for kobolds ai so they behave not like usual creeps

 

edit: oh that reminded me haha, kobold hotspots are also broken when they hold wands haha

Edited by kobold tinkerer
Posted
11 hours ago, kobold tinkerer said:

can you explain what proper mod page is?

New Rimjobworld versions were also buried on page 160 of an outdated one where the author vanished so i made a page that gives an overview about the machanics and submods

 

Posted
18 hours ago, kobold tinkerer said:

i checked, it is up to date now

 

two things i recommend doing, you can ignore these advices completely since you are free to create whatever code you want

 

1. if you use vscode enable "trim trailing whitespace" setting so it automatically deletes trailing spaces red shit like this every time you save

image.png.2926132c6e3a10bea4eddb98faf9f7ba.png

 

one or two are no harm but if you are not anal about it like i am and make a habit out of it the code will look more and more ugly, you won't even notice yourself mixing tabs with spaces until its too late

 

2. these are better to break into multiple lines to improve readability:

image.png.06aff5e4e0c489a43496bdc4f353f751.png

 

like this:

image.png.b46046bd990284f2ea097090ece255f3.png

 

i thought i was being smart about cramming everything into single line until i noticed i spend more time trying to understand what the fuck i wrote and that wouldn't be a problem if i had multi lines

 

when you make posts about bugs tell people what they are exactly, someone else might fix them or at least be wary of them

 

also wtf is these weird ass empty folders?

image.png.ddf1170c3e710e5959629613d7da9679.png

leftover garbage from testing removed in latest version, and I didnt bother telling people what the bugs were because I was just going to fix them myself regardless with the next patch

Posted
11 hours ago, kobold tinkerer said:

new enemies mod can be examined specifically this fella https://noita.wiki.gg/wiki/Mod:New_Enemies_And_Bosses/Nemesis

has custom ai that does who knows what, if anyone is interested might try to implement similar shit for kobolds ai so they behave not like usual creeps

 

edit: oh that reminded me haha, kobold hotspots are also broken when they hold wands haha


That would be nice, because it's sad to always see kobolds unable to avoid simple fire and just walk straight into it and die. They have become faster and no longer weaponless and avoid danger from enemies sure, but they indeed require a little bit smarter AI. Removing their immunities just increased their death rate drastically btw. I gathered that much after my playtests. I also seems to figured out why their immunities disappeared. Whatever you did to unite player and kobold sex logic seems affected how their immunities works too. Aka whatever affects player now also affects kobolds, including staining them (their sprite) in various liquids. This can cause some problems in my opinion once we begin to change kobolds (adding new variations and etc). Do you really doesn't know what piece of code affects it and how to change it?

Posted

Updated current build, added mina sprite setting for those who want it, also fixed the bugs i mentioned before, now i just need people to test the bugs in the mod and tell me what i need to fix because i have no idea how to create new animations that look good so adding new creature interactions is out of the question for me anyway, I also dont know what new systems people want added, i can go through old suggestions i suppose and look for ideas that way.

lewd_noita_5_july_2026.zip

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