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[mod] Flappy's Muscular Female Nude Textures


Flappy4096

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Posted (edited)

Flappy's Muscular Female Nude Textures


A female muscular basebody alternative texture. This is an addition and not a replacer (you can use the texture for replacer if you want).

The texture is ai-generated.

 

Requirements:

Sized Apparel - Zerohttps://gitgud.io/jikulopo/sized-apparel-zero

 

 

Usage:

There's no way to manually set the texture as far as I know, the texture is randomly distributed, to create a pawn with this texture you can generate randomized pawn with character editor until you get one and then edit the character.

 

Big thanks to @Lalalalh, you can edit the save files to apply this texture for any pawn. Here's the quote:

 

Open the save file from Options → General, search <nick>YourPawnName</nick>, scroll up to find the pawn ID like <pawn>Thing_Human979</pawn>, then search <id>Human979</id> and replace <bodyVariation /> with <bodyVariation>muscle</bodyVariation>.


 

Edited by Flappy4096
  • Flappy4096 changed the title to [mod] Flappy's Muscular Female Nude Textures for SA0
Posted

Could you patch it so female hulks can roll this bodytype as well? It would make sense since hulks naturally have higher melee. Or is that not possible since the game does not make a sex distinction for hulks?

Posted
7 hours ago, NiliniliN said:

Could you patch it so female hulks can roll this bodytype as well? It would make sense since hulks naturally have higher melee. Or is that not possible since the game does not make a sex distinction for hulks?

Hi, I'm not a code guy here so probably not. And you're right, hulk bodytype is shared between female and male, makes it harder to patch.

Posted
8 hours ago, RAAMPEAK said:

cant get one to spawn in editor and any that do get removed when i change body to female 

Yes, it's very random, you can only try to spawn one with it and you can't change the bodytype after that. Pawns spawned by loading presets also get random body textures, it's similar to variant looks added by genes. I hope they come up with something to let you select it easier.

  • 1 month later...
Posted (edited)

Thank you for adding a muscular female texture that doesnt look like a fucking fridge anymore. An overweight female that doesnt look like clayface would also be cool. Up until now ive just been putting the female body gene in slaves to avoid the dogshit body textures.

Edited by Bingusasdf
  • 1 month later...
  • 3 weeks later...
Posted

Open the save file from Options → General, search <nick>YourPawnName</nick>, scroll up to find the pawn ID like <pawn>Thing_Human979</pawn>, then search <id>Human979</id> and replace <bodyVariation /> with <bodyVariation>muscle</bodyVariation>.

  • 2 weeks later...
  • 3 months later...
  • 4 months later...
Posted

Not sure about the usage permissions, or if anyone would be interested in it, but I've created a modified version of this utilizing the biotech gene framework.

I was having an issue on 1.6 where the affected pawns would be randomized every time a save is loaded. So I made a zero cost (single point complexity) gene named "muscular body" that will change the pawn's body type to this using the "fur" skin system they made for the Yttakin. I also added support for the thin body type using AI to interpolate this mod's textures and the basic SA0 thin female body textures, but I just re-used the male/hulk/fat textures from SA0, so pawns with those bodies won't look any different even with the gene. Also, for some reason I can't figure out, removing the gene will turn them invisible for a while. You can fix it by quickly adding and removing another body type gene.

I changed the name/author when I was making it because rimsort was throwing a fit about duplicate mods, but the description does still credit Flappy as the original creator.


@Flappy4096 let me know if you'd prefer to be credited some other way, or if you just don't want me sharing this in general.

MMNFpng.png

Macross's Muscular Female Nude Textures.7z

Posted
On 4/28/2026 at 6:18 AM, Macross. said:

I was having an issue on 1.6 where the affected pawns would be randomized every time a save is loaded. So I made a zero cost (single point complexity) gene named "muscular body" that will change the pawn's body type to this using the "fur" skin system they made for the Yttakin. I also added support for the thin body type using AI to interpolate this mod's textures and the basic SA0 thin female body textures, but I just re-used the male/hulk/fat textures from SA0, so pawns with those bodies won't look any different even with the gene. Also, for some reason I can't figure out, removing the gene will turn them invisible for a while. You can fix it by quickly adding and removing another body type gene.

Not that it really matters since it's a derivative mod, but why not make it a cosmetic Body-type gene instead?  It's not like this mod is linked to a gym mod to control the overlay of swole...  Or does the game throw a fit when a mod attempts to add a fifth body type?

Posted

Because,

1: I'm a relative novice when it comes to making rimworld mods, so I don't know how to do that (I'm assuming body-type definitions are buried somewhere in the core game assemblies since I've not seen them) meanwhile cosmetic fur type genes are right there in the biotech defs and the gene framework is designed for just this sort of expansion.

2: That seems like it would be a compatibility nightmare. Actual body types require unique texture sets for every item of clothing and throw errors if they can't find them. Yes, this uses the same base shape as the female and thin bodies so the equipment textures are the right shape, but I think it would still require some weird second step patching process to either look in the right place, or hard duplicate and re-name each texture in the game files to support them. A gene based body retexture just works out of the box. No patching needed for this, all that structure is natively included with the Biotech dlc and people already build their mods around that structure. Why reinvent the wheel?

The only mod I'm aware of that has tried to add additional body shapes to baseline pawns is rimround, and you can see the compatibility issue plainly from the fact that any sizes over the base shapes have severely limited apparel options. Back when I looked at it a few years ago I think most of them only had a single jumpsuit type option, no other apparel could be worn. That wasn't a design choice, just a workload prioritization issue.

tl;dr: I can't see any benefits to doing that way, but there are a lot of immediate downsides.

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