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Noita Lewd - a porn mod


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Posted (edited)
5 hours ago, Seberious said:

Just create special skeleton called Mr Fister with appropriate actions and call it a day. Although I got very funny idea once that possible skeleton enemies just carry stash of sex toys with them XD Skeleton: *Sees shapely female draconic woman* *Pulls out a dildo with malicious intent*


Fisting animation is actually good idea.

UPD: I thought about it and skeleton alchemist can boof Mina with concoctions using some bottle, idk.

Edited by Pawarfull
Posted (edited)
1 hour ago, Seberious said:

And right now I need little help from Pawarfull. Do you remember where you changed the scripts for Chainer for his hook to work (you fixed it after all)? I just didn't know if his chain hook can work on npcs for sex, I can add interaction for Chainer guy with companions of course, but his own chain attack pose a little dillema.


Oh, so i didn't fixed it myself, i tried, but then i just deleted gun folder and then... it's just works. Maybe it's some other bug with companions? Sadly i don't know how to test it to see if i can help, i'm not using debug mode and don't know commands in it, i use conjurer. So it's hard for me to test companions. How do you start debug mode with mods active? And how to create companion?

Edited by Pawarfull
Posted

Im happy that you guys started back developpement on this mod
I've been following it since its debut, and i'd love to help when i'll have more time and experience (currently in IT studies)
Anyway, ill hop back in the shadows for now, dont overdo it and work at your pace !

Posted (edited)

Alright, it's been a short while. And I've tinkered a bit with things. First of all, I've written a basic animation player to play custom animations on the go. And this, I'M NOT TELEPORTING THE CHARACTERS!! That was already a stupid decision, and it causes a bunch of problems. Now, instead of that atrocity, I am just making the characters invisible (this was actually harder than I expected) and putting a sprite animation on the victim positions. However, Noita doesn't have the necessary variables exposed to us to create a decent animation system, so I needed to create a workaround to GUESS what the current frame is. But thankfully, since the game is hardcoded at 60fps, that was actually pretty easy to code.

Anyway, I now have the power to pretty much create an animation system with stages, transitions, and of course WAY BETTER AUDIO MANAGEMENT! The reason for the ear rape before was that the audio was GLOBAL instead of coming from the characters. And now, since we are no longer teleporting them, we can just make the sound play at the scene location. Also, we will be able to have more precise audio indexing, like playing *PLAP* sounds at the exact frame they are supposed to play.

Demonstration: https://files.catbox.moe/7yh3tn.mp4

And yes, I took the chance and restored the clothing version of the kobold. Why? BECAUSE IT'S POSSIBLE TO HAVE A CLOTHING SYSTEM! And I intend on doing that, as it gives a bunch of gameplay quirks, like the clothes ripping out and acting as a protection against SEX!

I also need to say one specific thing here... STOP MESSING WITH THE GODDAMN DATA FOLDER!! The data folder is only supposed to be used for things like sprite changes. Because what you guys are essentially doing is completely overwriting the game's files! That causes the mod to be SUPER incompatible with other mods! All the files we want to modify should be modified on the mods code instead! XML INJECTION IS NOT A HARD THING TO DO IN NOITA!!

Also, I've read the posts, and while most of the ideas are good, I must disagree with one of them. DO NOT MERGE THE ANIMATIONS INTO SINGLE FILES! Like, don't make all the stages of a sex scene into one; that makes it super hard to select specific animations in code. In fact, I encourage doing the exact opposite, separate them as much as you can! All of the problems that this mod has in relation to the sprites mess can be solved by just having better organization! Rename those fucking files goddamnit! They are not hardcoded to be like that! And leaving them as single files makes things simpler and more modular, as it's easier to just plug in an extra stage when needed.

image.png.67a3857c9992860c39e192524af91b5f.png

Just look at how I organized it, each scene in its own folder containing all the necessary animations. This is so much cleaner than whatever "assault_69b_2" means.

As for the many versions out there, I don't exactly know how you guys are going to handle that. All this rewrite really needs is just the assets. I will create a repository on GitGud when I finish the prototype, so all the mess of versioning can be avoided.

Of course, I am a guy who doesn't know how to manage their own free time, so this might take a while. Might not take that long since this is a simple mod, but you never know when things can get out of control.

Edited by Timerz
Posted (edited)

One more thing, as for sounds. I greatly recommend using this free library, it has one of the best rich sounds with decent quality to not explode your eardrums. A truly gem of NSFW sound design.

https://opennsfw.carrd.co/

Edited by Timerz
Posted
31 minutes ago, Timerz said:

 I also need to say one specific thing here... STOP MESSING WITH THE GODDAMN DATA FOLDER!! The data folder is only supposed to be used for things like sprite changes. Because what you guys are essentially doing is completely overwriting the game's files! That causes the mod to be SUPER incompatible with other mods! All the files we want to modify should be modified on the mods code instead! XML INJECTION IS NOT A HARD THING TO DO IN NOITA!!

 

Aye, thanks mate. The master speaks so i must learn. What would be a good way or better way to handle the modified sprites of base enemies then? I imagine new enemies n stuff should be added in this new external mod repository as well?

 

As a novice who wants to do more, i merely ask to build better habits.

Posted
7 minutes ago, TimODeath said:

 

Aye, thanks mate. The master speaks so i must learn. What would be a good way or better way to handle the modified sprites of base enemies then? I imagine new enemies n stuff should be added in this new external mod repository as well?

 

As a novice who wants to do more, i merely ask to build better habits.

Well, I just said that in the section you mentioned. The sprites we modified for the enemies and their XMLs can still remain in the data, as there is no problem with that, since we already were replacing them in any path we go. What I was referring to are files such as the biomes and scripts, which do not replace those!

For the sprite animations for the sex scenes, you need to store on a folder called "files" instead. In that folder, the game will not replace the files, but we can still access them with Lua code and append the XML files we need.

Posted

Aye, if the animation luas and xmls can be the same as prior i can sort out and rename everything i have into "files" and make subfolders for each enemy with the sprite, animation luas and xmls, and scripts files when im free this weekend in prep for your github post.

Posted
20 hours ago, Pawarfull said:

It will not be only one enemy tho. I planned that Steve will damage 1000 perk bypassing damage or something like that. And i believe black clouds animation that i added bypasses perks too. But i think we should reduce that damage from flying alchemist, from 50 to 20 or something like that.

Speaking of said black cloud, it's kinda buggy, even with player. Sometimes it's refuse to do assault animation on player or even funny, sometimes it breaks rape mechanics for player (player become uninteractable for monsters to do assault animation and they just attack player), I have zero clue what does that, but it's nasty.

20 hours ago, Pawarfull said:

Maybe we just disable unready sex interactions between companions and enemies? And enable them back when animations for player will be ready and you will add them to companions?

As alternative we could disable "prey" tag on companions, but it's probably disables working anims for companion too sadly.

 

20 hours ago, Pawarfull said:

There is a problem with that - those companions are just test dummies. There will be another companions with different AI and color palette, so you will do double work. Maybe we should at least redraw those companions in one different color for now? At least it will be one type of companion ready visually. Lets say pink? Civilian color, cause the are empty handed. And we don't need dynamyte kobolds.

There is the catch though, even if companions are test dummies we can lay script template for them, already prepared and tested for all entities, so we can use it for future kobold/lizard entities and change it accordingly if needed. Like you said we create pink kobold civilian, but needed script already there (helpless_kobold), so only thing we need is to change sprites. I didn't see it as doubling workload, but as I said preparing foundation for next things. And I focusing on weaponless version of kobold, which means it will have all anims, while dynamite kobold will be used/studied in how to create other armed kobold gals/guys.

Posted (edited)
20 hours ago, Pawarfull said:


Oh, so i didn't fixed it myself, i tried, but then i just deleted gun folder and then... it's just works. Maybe it's some other bug with companions? Sadly i don't know how to test it to see if i can help, i'm not using debug mode and don't know commands in it, i use conjurer. So it's hard for me to test companions. How do you start debug mode with mods active? And how to create companion?

Oh, well then I just try to add interaction for Chainer and companion and then see what happens next, thanks for looking/helping out in any case.

Activating and using debug mode actually is simple, you just activate it from root folder of Noita and sometimes it's useful in detecting bugs because it tries to tell you what's wrong in logs. Spawning companions is easy too, you just press Ctrl + O then pick appropriate entity file, there is folder inside mod with files of companions. Then use Shift + Ctrl + O, this command spawn last selected entity without search for files again, this is how I performed my dumbass experiments with companions and various other enemies. Oh, by the way, pressing F1 in debug mode show you the list of commands for it.

Edit: if you're not completely sure where is companion entity files, here: polyclaws_test/data/entities/companions

Edited by Seberious
Posted
5 hours ago, Timerz said:

I also need to say one specific thing here... STOP MESSING WITH THE GODDAMN DATA FOLDER!! The data folder is only supposed to be used for things like sprite changes. Because what you guys are essentially doing is completely overwriting the game's files! That causes the mod to be SUPER incompatible with other mods! All the files we want to modify should be modified on the mods code instead! XML INJECTION IS NOT A HARD THING TO DO IN NOITA!!

Do you mean data folder of main game? Or data folder of mod itself? Maybe this is stupid question but still, if you mean folder of main game then I ain't touched that, I only modified files in mod folder specifically. If you telling us about all data folders, well, I guess learning proper XML injection is a must.

Thanks for examples by the way and idea of clothing protection and losing it is a good idea too.

Posted
5 hours ago, Timerz said:

Also, I've read the posts, and while most of the ideas are good, I must disagree with one of them. DO NOT MERGE THE ANIMATIONS INTO SINGLE FILES! Like, don't make all the stages of a sex scene into one; that makes it super hard to select specific animations in code. In fact, I encourage doing the exact opposite, separate them as much as you can! All of the problems that this mod has in relation to the sprites mess can be solved by just having better organization! Rename those fucking files goddamnit! They are not hardcoded to be like that! And leaving them as single files makes things simpler and more modular, as it's easier to just plug in an extra stage when needed.

Well, we decided to not merging stuff exactly, but more like uniting our work in mod, so it didn't conflict with each other in future. Since I'm the guy who were chosen to make "stable versions" I tell you that I didn't merge anything yet (though I tested Pawarfull anims already in game) and looking for a way to properly unite work given to me (and of course asking others about it). Your advice on handling things comes very handy actually, so thanks.

 

6 hours ago, Timerz said:

As for the many versions out there, I don't exactly know how you guys are going to handle that. All this rewrite really needs is just the assets. I will create a repository on GitGud when I finish the prototype, so all the mess of versioning can be avoided.

I think we can manage, but your released prototype will make things much more easier I think, so thanks again for helping.

Posted
22 minutes ago, Seberious said:

Do you mean data folder of main game? Or data folder of mod itself? Maybe this is stupid question but still, if you mean folder of main game then I ain't touched that, I only modified files in mod folder specifically. If you telling us about all data folders, well, I guess learning proper XML injection is a must.

Thanks for examples by the way and idea of clothing protection and losing it is a good idea too.


I really meant the data folder inside the mod. The game prioritizes that folder at loading time, and every file that is there can and will replace the game's original ones.

I also took another glance at the game's files, and we are actually going to only modify a few xmls, given how much you guys are willing to add custom components to enemies and such. Biomes are also another thing, but they also have a Lua script on their own, which is even easier since we don't have to parse much compared to XMLs. We'll see how it goes.

Posted

@Pawarfull

And yeah, about failed alchemist again, I still think removing that damage script is good thing (damage script which damages player without perk remains mind you) until we properly create "brutal damage script" and make a list which enemies should have it.

Posted
9 minutes ago, Timerz said:


I really meant the data folder inside the mod. The game prioritizes that folder at loading time, and every file that is there can and will replace the game's original ones.

I also took another glance at the game's files, and we are actually going to only modify a few xmls, given how much you guys are willing to add custom components to enemies and such. Biomes are also another thing, but they also have a Lua script on their own, which is even easier since we don't have to parse much compared to XMLs. We'll see how it goes.

Okay then, learning XML injections that is and no touchy for data. Even though you told us how XML injections are easy I'm personally don't know how exactly they work (not a coder guy, remember). And yeah, we shall see how everything will go.

Posted
1 hour ago, Seberious said:

Okay then, learning XML injections that is and no touchy for data. Even though you told us how XML injections are easy I'm personally don't know how exactly they work (not a coder guy, remember). And yeah, we shall see how everything will go.

Well, I'm quite lazy right now, so I won't talk much. But don't get too afraid of it. It's literally just text editing, but through code, and all on init.lua.

 

Because essentially init.lua is the only file that the game runs for mods. And it only loads the files inside data if those files already existed on the game's files. If it never existed in vanilla, it will ignore them.

 

So, to make use of our files, like custom scripts and such, we basically edit the original files of Noita through the init.lua to make it happen. Modifying Lua scripts is incredibly easy, as we only need to append our scripts, but XMLs are a bit trickier, as we need to basically take the entire text and include our modifications through pattern matching. Here's a dumb example of how it probably should be done. I haven't run this code, but it should work in theory.
 

---This loads the XML from the player into a text value we can edit.
local player_xml_content = ModTextFileGetContent("data/entities/player.xml")

---We create a sprite component here with text. Just like you would when editing the xml.
local new_sprite = [[
  <SpriteComponent 
    image_file="mods/policlaws_test/files/sprites/custom_overlay.png" 
    z_index="-0.1" >
  </SpriteComponent>
]]

---Now in here we search when the entity element ends, and append our sprite component right at the end.
---This would also in theory append to every entity inside the XML if there are more than one.
player_xml_content = player_xml_content:gsub("</Entity>", new_sprite .. "</Entity>")

---After all that we take the same path we used to load the xml, and replace on its path the xml text we modified.
---This way we are adding more stuff to the entities and not replacing them.
ModTextFileSetContent("data/entities/player.xml", player_xml_content)


But I'm gonna phrase it, you should only do this in init.lua. Doing this in any other script will probably result in a bunch of other problems in the future. There are other ways of adding components to entities, but if we want to modify the entity itself, this is the best alternative.

 

One thing I must mention tho, I am still very much learning how Noita modding works, this game has some weird choices for how lua scripting works in general, so take all I say with a grain of salt, because it might be wrong.

Posted (edited)
10 hours ago, Timerz said:

And yes, I took the chance and restored the clothing version of the kobold. Why? BECAUSE IT'S POSSIBLE TO HAVE A CLOTHING SYSTEM! And I intend on doing that, as it gives a bunch of gameplay quirks, like the clothes ripping out and acting as a protection against SEX!

 

4 hours ago, Seberious said:

Thanks for examples by the way and idea of clothing protection and losing it is a good idea too.


I scrapped clothing idea because author doubled the work for sprites . He wanted to do 2 variants of the mod i think, one with clothing (even in sex scenes), one without. But then he forgot or scrapped this idea himself and some sprites was clothed, some nude. If clothes will only be in main animations (walk, idle, crouch e.t.c) before something tear them, but not in sex scenes, i'm not against it.
 

And as i said, i just copied style of the original author. I'll do it correct way if needed, but i don't know the correct way. So i'll do what will be told.
 

9 hours ago, Timerz said:

One more thing, as for sounds. I greatly recommend using this free library, it has one of the best rich sounds with decent quality to not explode your eardrums. A truly gem of NSFW sound design.

https://opennsfw.carrd.co/


Yeah, i've seen this site when tried to manage sounds, it have some good moans for our character.

 

10 hours ago, Timerz said:

Also, I've read the posts, and while most of the ideas are good, I must disagree with one of them. DO NOT MERGE THE ANIMATIONS INTO SINGLE FILES! Like, don't make all the stages of a sex scene into one; that makes it super hard to select specific animations in code.


Do you mean xml files or png files too? Because it was not hard for me to split stages of animation in different png files, but it was easy to tell in the code from what pixel an animation starts, so it seemed unreasonble for me doing splitting thing.
 

And files named "assault_124124" is bad, but reanaming all animations and links in all files, when there is like 100 animations, for each like 10 files... Hell no, it was easier for me to just use naming system of the original author.
 

3 hours ago, Seberious said:

And yeah, about failed alchemist again, I still think removing that damage script is good thing (damage script which damages player without perk remains mind you) until we properly create "brutal damage script" and make a list which enemies should have it.


Do it as you see fit. I planned to do brutal anims for steve (i don't want to do anim for big steve tho, he is more serious i think, he will not do such nasty things), egg which shoots another frozen flying eggs, black clouds, and crab missile turret was planned for brutal animation. But maybe will be more like "half sex damage blocked by perks, half real damage after too cruel sex" like flying big dickus alchemist. If you need another script for that - go for it, i don know why tho.
 

I didn't know about uninteractable-player thing with clouds. They are not trigger animation every time because they are too fast and it was kinda intentional. I wanted them sometimes just attack player and only sometimes "go through", so it was lucky bug.

Edited by Pawarfull
Posted

Can I resprite This mod's protagonist sprite
to naked mina ver?

I'm not good at sprite
but someone use my work for human sprite base

Sorry to bad english

Posted
2 hours ago, BoxtoBox said:

Can I resprite This mod's protagonist sprite
to naked mina ver?

I'm not good at sprite
but someone use my work for human sprite base

Sorry to bad english


It's theoretically possible, but practically impossible. I was thinking about it, when i first time seen this mod (my first comment here was about thick mina resprite, i think), but for me it isn't worth it. So, maybe you'll find another madman willing to do this work or you will give up to furry and become madman yourself. Time to choose, mister Freeman.

Posted
2 hours ago, Pawarfull said:


It's theoretically possible, but practically impossible. I was thinking about it, when i first time seen this mod (my first comment here was about thick mina resprite, i think), but for me it isn't worth it. So, maybe you'll find another madman willing to do this work or you will give up to furry and become madman yourself. Time to choose, mister Freeman.

haha... I been madman Last year!!!
but I forgot it 6 month!

and I remember it yesterday
work again ramain sprite

Here is my work

I'm not good at sprite..
but someone use it
 

mina_work.7z

Posted
9 hours ago, Pawarfull said:

I scrapped clothing idea because author doubled the work for sprites . He wanted to do 2 variants of the mod i think, one with clothing (even in sex scenes), one without. But then he forgot or scrapped this idea himself and some sprites was clothed, some nude. If clothes will only be in main animations (walk, idle, crouch e.t.c) before something tear them, but not in sex scenes, i'm not against it.

 

Oh no, not the variant path, that's too much work. You see, I am planning to rework how the defeat mechanic works. Right now, it's WAY TOO PUNISHING for my liking, and although Noita is a hard game, it's not at the level of being frustrating to play. I intend to make a better health system for lewd stuff, like just treating the clothing as a second health bar, which already does wonders for the quality of life of the mod.

 

9 hours ago, Pawarfull said:

Do you mean xml files or png files too? Because it was not hard for me to split stages of animation in different png files, but it was easy to tell in the code from what pixel an animation starts, so it seemed unreasonble for me doing splitting thing.
 

And files named "assault_124124" is bad, but reanaming all animations and links in all files, when there is like 100 animations, for each like 10 files... Hell no, it was easier for me to just use naming system of the original author.


Well, if you don't intend to do that, I will; it's really not that difficult organizing them, just tedious, but luckily, I'm good at tedious work, as I can just turn off my brain and go into automatic mode. The main reason behind it is not that is difficult referencing them on code, the issue is concistency. You can only have one path here; you either merge all of them or you separate all of them. I am going for the latter as it's easier to just add more stages in a folder than having to edit the same XML over and over and over again.

Also, the way I am going to start animations is completely different from what you guys have been doing. Because the current solution is simply just TERRIBLE, you are needing to modify every single enemy that you guys want to have scene with the player, but it should be the other way around!

A better way to do it is doing all the check come from the player, not the enemy. So instead of modifying a bunch of entities, you will need to modify only one.

Honestly, it feels like I am slowly making this mod a feature creep due to how many things I want to get it right... I'll see if I don't do much on the prototype.

Posted
37 minutes ago, Timerz said:

Oh no, not the variant path, that's too much work. You see, I am planning to rework how the defeat mechanic works. Right now, it's WAY TOO PUNISHING for my liking, and although Noita is a hard game, it's not at the level of being frustrating to play. I intend to make a better health system for lewd stuff, like just treating the clothing as a second health bar, which already does wonders for the quality of life of the mod.


I thought about it too, it's horrible gamedesign, but i can not bring into reality my fantasies about good gamedesign. I agree about clothing system, wich will defend player from scenes until clothing tear. I thought about some stun system, where player will be knocked off, if there is too much damage in short amount of time. But clothing system will be better i think, simplier and more understandable for players.

 

50 minutes ago, Timerz said:

Well, if you don't intend to do that, I will; it's really not that difficult organizing them, just tedious, but luckily, I'm good at tedious work, as I can just turn off my brain and go into automatic mode. The main reason behind it is not that is difficult referencing them on code, the issue is concistency. You can only have one path here; you either merge all of them or you separate all of them. I am going for the latter as it's easier to just add more stages in a folder than having to edit the same XML over and over and over again.


I'm always do something wrong if i go into automatic mode, so i dont go there. For me already tedious that there are like 10 files for each animation, which links each other for 3 circles or more. Test.lua, then enemy.xml, then some script 1, then some xml 1, then assault_1.xml, then some script 2, then some xml 2... And then i'm jumping from the roof. I'm glad you will remove "enemy.xml" part at least.

Posted
2 hours ago, BoxtoBox said:

haha... I been madman Last year!!!
but I forgot it 6 month!

and I remember it yesterday
work again ramain sprite

Here is my work

I'm not good at sprite..
but someone use it
 

mina_work.7z 171.56 kB · 1 download

 

Wow. You are a mad man. And it's sad to refuse so much work, but it's really impossible - it will be almost invisible in game due to lack of contrast in sprite. It was another thing why i scrapped my idea of redrawing kobold into human, it looked bad - not art-wise, but gameplay-wise. And you have same issue too on your sprites. You see, kobold have different colors on legs and body, so it's visible even in small size. But humans have consistent color on all body parts. Even if we add socks on legs and gloves on hands, or something like that, it will be so much worse than kobold. And there are emotions on kobold face. Somehow, original author of the mod made a good character for sex animations in noita style and resolution. Sadly, human will look unnatural in such style (or too cartoony-childish, not in noita-style at all). But kobold fits in noita well somehow.
 

So again, if someone willing to do such art-style fork - i don't mind of course, but not me.

Posted
32 minutes ago, Pawarfull said:

 

Wow. You are a mad man. And it's sad to refuse so much work, but it's really impossible - it will be almost invisible in game due to lack of contrast in sprite. It was another thing why i scrapped my idea of redrawing kobold into human, it looked bad - not art-wise, but gameplay-wise. And you have same issue too on your sprites. You see, kobold have different colors on legs and body, so it's visible even in small size. But humans have consistent color on all body parts. Even if we add socks on legs and gloves on hands, or something like that, it will be so much worse than kobold. And there are emotions on kobold face. Somehow, original author of the mod made a good character for sex animations in noita style and resolution. Sadly, human will look unnatural in such style (or too cartoony-childish, not in noita-style at all). But kobold fits in noita well somehow.
 

So again, if someone willing to do such art-style fork - i don't mind of course, but not me.


Oh. I see

and just saying lack of contrast meens
my sprite is not so bad, right?

So later I make mina ver addon personally
and share other

it will be almost invisible
but someone use it

 

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