Pawarfull Posted August 11, 2025 Posted August 11, 2025 On 8/7/2025 at 7:57 AM, Seberious said: It's nice that you keep finding something good for mod and editing away it's errors. I however wasn't able to find time to sit down and do the new sprites, which I talked about in previous comments, I feel kinda useless. We are all useless in the eyes of the universe. It's porn mod, bruh.
Seberious Posted August 13, 2025 Posted August 13, 2025 (edited) On 8/11/2025 at 12:14 PM, Pawarfull said: We are all useless in the eyes of the universe. It's porn mod, bruh. It's not about porn exactly, it's about that I have said that I try to do some sprites and end up doing nothing in the end due other things. That's the thing I ashamed about, somewhat not upholding my words. Edit: Thanks for reassurance anyway Edited August 13, 2025 by Seberious 3
Kalikoo Posted August 23, 2025 Posted August 23, 2025 You'll get around to it if you do, I know I do modelling honestly only when I get the urge, or a silly idea. I'm only one person, but I'm not going to be impatient, and I don't think you should be ashamed. Take as long as you need! 🎉 2
planetbound Posted August 25, 2025 Posted August 25, 2025 On 7/11/2025 at 11:59 PM, Pawarfull said: my_mod_audio.rar 966.95 kB · 30 downloads where do i put this, is it a submod or do i need to replace a file in the mod folder?
DracoKazenare Posted August 27, 2025 Posted August 27, 2025 Y'know one day I hope this mod gets to start adding other modded enemies into it's folds. That'd be crazy good. 1
Pawarfull Posted September 1, 2025 Posted September 1, 2025 On 8/25/2025 at 11:50 PM, planetbound said: where do i put this, is it a submod or do i need to replace a file in the mod folder? Wha? Nowhere. It's already in mod files, i ripped it for editing. 1
VideNoir Posted October 13, 2025 Posted October 13, 2025 On 7/24/2025 at 12:46 PM, Pawarfull said: There is a guide from author how to set sounds. Sound is another thing that crave for fixes of all kinds, but idk how to do most of them. i dont think many would mind if there was no moans at all tbh... or atleast toggleable somehow. 3
Pawarfull Posted October 18, 2025 Posted October 18, 2025 On 10/13/2025 at 9:23 PM, VideNoir said: i dont think many would mind if there was no moans at all tbh... or atleast toggleable somehow. You can delete sounds in mod files, but i think sometimes slaps will stop working too. And will be loud anyway. I kinda gave up on mod, cause i don't have needed skillset for such work.
Timerz Posted October 18, 2025 Posted October 18, 2025 13 hours ago, Pawarfull said: You can delete sounds in mod files, but i think sometimes slaps will stop working too. And will be loud anyway. I kinda gave up on mod, cause i don't have needed skillset for such work. I don't want to give hope or something like it, but I might actually come back to this in a year or two to make a whole rewrite of this and add some features I wanted. Just because this mod's code has scarred from life, and the fact that it is still standing there keeps me up at night. When my current project finally gets into a stable version, I will think about it. 4
Zedrasil Posted October 23, 2025 Posted October 23, 2025 the raw san-damage this mod seems to inflict on coders is impressive in and of itself; I myself tried taking up coding to see if I could glean arcane secrets from it; but man... Code's got Hands.
Ivogad Posted November 12, 2025 Posted November 12, 2025 Absolutely blown away by this fantastic mod!
lilbunbyun Posted November 18, 2025 Posted November 18, 2025 Hello !!! some news for this mod here ? 😊
VideNoir Posted November 19, 2025 Posted November 19, 2025 21 hours ago, lilbunbyun said: Hello !!! some news for this mod here ? 😊 Given up it seems for the time being.
Seberious Posted November 25, 2025 Posted November 25, 2025 On 11/19/2025 at 5:36 PM, VideNoir said: Given up it seems for the time being. I mean, he did tell us in previous pages that he will take "very long" time to update, because he slow as heck as he himself admitted. Besides he probably will tell us if he decided to give up on this mod completely.
elaloloiols Posted January 3 Posted January 3 Just found this mod out and I have to say what an amazing piece of work. I wish I could give everyone who's been adding to it a firm handshake and a pat on the back.
Santelephan Posted January 11 Posted January 11 On 1/3/2026 at 6:09 AM, elaloloiols said: Just found this mod out and I have to say what an amazing piece of work. I wish I could give everyone who's been adding to it a firm handshake and a pat on the back. yeah honestly wish we'd get another update even though i know we most likely wont. still a very good mod nonetheless
aecornius Posted January 19 Posted January 19 doing good work here, never thought id see this done to noita of all games
Seberious Posted January 30 Posted January 30 @Pawarfull Hey, hi again, I recently played with mod again and yet again tested companion lizards in debug, turns out some enemies cause them to disappear instead of animation (alongside enemies). Animations and scripts for them exists (I checked files), but for some reason it's just kills both entities. For example snail, it has assault script and animation for both player and companion, with player it works fine, but with companion doesn't. Do you know what can cause this? I don't ask you to fix it, just curious what's the problem with it, if you know. On related note late game enemies work fine surprisingly (except cursed alchemist) with companions.
Seberious Posted February 2 Posted February 2 Hi all, it's me again. I figured out what's wrong! There was several typos in files (in companion related ones, not in player one) and this is why some enemies were bugged with companions, now they are fixed, kinda, but final result is working fine so far. I also figured out how to put companions into levels and put several spawn chances into various biomes, specifically I put the ones which can fight back (lizards with dynamite), but also dropped helpless ones into the mix (they spawn rarer than fighting ones). They spawn in biomes which support their assault animations, which means you can meet them in usual mines, various caves and etc. You will not meet them in endgame biomes though (obviously). I removed sounds of slaps and moans in animations (only initial "ahh" and final cum sound remains) too because turns out you can hear when companions get molested across the map and multiple sounds of slaps and moans are rape of your ears. I also extended time (3x times larger than default) of "main act" in assault animations for companions (player is untouched), so they don't drown everything in cum so fast if enemy gets to them (they can't usually escape from enemy without your help, their AI is not so smart for that, but sometimes they can land lucky dynamite hit before they will be screwed again). I feel like a monkey which holds hammer sideways and goes *thunk* *thunk* on nail and I hope I didn't make things worse with code. But anyways, if someone wants my modificated version or version with just fixed bugs on companions (without my "addons") I can post both. Just give me signal guys if you want that and that you're not abandoned this thread. 3
pornlover1111 Posted February 2 Posted February 2 3 hours ago, Seberious said: Hi all, it's me again. I figured out what's wrong! There was several typos in files (in companion related ones, not in player one) and this is why some enemies were bugged with companions, now they are fixed, kinda, but final result is working fine so far. I also figured out how to put companions into levels and put several spawn chances into various biomes, specifically I put the ones which can fight back (lizards with dynamite), but also dropped helpless ones into the mix (they spawn rarer than fighting ones). They spawn in biomes which support their assault animations, which means you can meet them in usual mines, various caves and etc. You will not meet them in endgame biomes though (obviously). I removed sounds of slaps and moans in animations (only initial "ahh" and final cum sound remains) too because turns out you can hear when companions get molested across the map and multiple sounds of slaps and moans are rape of your ears. I also extended time (3x times larger than default) of "main act" in assault animations for companions (player is untouched), so they don't drown everything in cum so fast if enemy gets to them (they can't usually escape from enemy without your help, their AI is not so smart for that, but sometimes they can land lucky dynamite hit before they will be screwed again). I feel like a monkey which holds hammer sideways and goes *thunk* *thunk* on nail and I hope I didn't make things worse with code. But anyways, if someone wants my modificated version or version with just fixed bugs on companions (without my "addons") I can post both. Just give me signal guys if you want that and that you're not abandoned this thread. Something to make me replay one of my favorite games, yes please (post both, that is my opinion)
Toile7982 Posted February 3 Posted February 3 8 hours ago, Seberious said: Hi all, it's me again. I figured out what's wrong! There was several typos in files (in companion related ones, not in player one) and this is why some enemies were bugged with companions, now they are fixed, kinda, but final result is working fine so far. I also figured out how to put companions into levels and put several spawn chances into various biomes, specifically I put the ones which can fight back (lizards with dynamite), but also dropped helpless ones into the mix (they spawn rarer than fighting ones). They spawn in biomes which support their assault animations, which means you can meet them in usual mines, various caves and etc. You will not meet them in endgame biomes though (obviously). I removed sounds of slaps and moans in animations (only initial "ahh" and final cum sound remains) too because turns out you can hear when companions get molested across the map and multiple sounds of slaps and moans are rape of your ears. I also extended time (3x times larger than default) of "main act" in assault animations for companions (player is untouched), so they don't drown everything in cum so fast if enemy gets to them (they can't usually escape from enemy without your help, their AI is not so smart for that, but sometimes they can land lucky dynamite hit before they will be screwed again). I feel like a monkey which holds hammer sideways and goes *thunk* *thunk* on nail and I hope I didn't make things worse with code. But anyways, if someone wants my modificated version or version with just fixed bugs on companions (without my "addons") I can post both. Just give me signal guys if you want that and that you're not abandoned this thread. Thanks man ! I've missed those !
Seberious Posted February 4 Posted February 4 So, here you go, both versions as requested. Since there might be confusion with those I give detailed explanation just in case. Beforehand I will say important thing, when you put any of versions into mod folder rename it back into "polyclaws_test" and replace old version if you had it of course. Mods in Noita are sensitive on their folder names, so keep that in mind if something go wonky. Okay first thing first, what the fixes did. I found out when companion lizard, that doesn't have appropriate assault animation like player one or errors in those animation files, collides with enemies with rape/sex mechanic they both instakill eachother. Enemies that doesn't have rape mechanic work normally aka they just fight and try to kill them. I able to fix some of those, but not all of them because turns out companions doesn't have full list of animations the player has. Here is the list of fixed enemies (which works with both versions of companions aka armed with dynamite and helpless): - Failed alchemist (this guy had a lot of weird problems, sometimes his animation worked, sometimes he killed both himself and companion, but now it's fixed) - Maggot (this is maggot which is shot by "corrupted tank", a unique enemy turret created by mod author, instakilled companions, but now properly sexes them like the player) - Shroom guys (same as both above, fixed) Now here is the list of enemies which are not fixed (I will be honest that for now I cannot handle this in code) and which causes the bug described above (player doesn't have a problem, only companions): - Chainer and other green, big, muscular dudes which replace normal turrets from normal Noita (they have animations for player but doesn't have any for companions) - Snail (it has files for companion assault, but they are unfinished by the author turns out) - Group of three flies (new enemy added by the mod, don't have files for companion) - Horny gas flower (new enemy, pink flower, which walks in jungle cave, can sex player, but kills companions and itself on contact, bleh) Hope this info and fix will prove useful for someone, otherwise it's unchanged from last version of Pawarfull's fixes and additions (only companions are touched) Now to my addon! Beforehand, again, I'm gonna say that this is just my experiment with the code of mod that I decided to post. I didn't tested it much, so expect perhaps some errors, but tell me about them, maybe I will able to fix them. Anyway here is the list of changes: - Companions have 3x times longer than default main act in assault animations aka fucking, cumming and "aftermath" are not changed (player is untouched, she has default animation length). - Companions now appear in certain biomes (Mine, Abandoned mine, Coal pits, Ice cave and Fungal cave, other biomes doesn't have them) - Companions have removed slaps and moans in main act, only moans in cumming and during being "catched" remain. I warn you about moans because you can get jumpscared by them (player still have slaps in sex). That's all about this files. PS I don't forgot about sprites for lizards/kobolds, turns out sitting down and digging the code is kinda easier for me than drawing new skins for lizard gals. But I will get to drawing sprites, eventually. polyclaws_test.zip 4
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