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Hollow Knight Silksong nude mods


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Posted

Alright, here's what's currently done on the text mod. As mentioned, I've been pretty busy with work lately so not a lot has been added recently. But, there are some cool new developments.

The user dr1 over on Thunderstore managed to fix the TextModder, so it doesn't break the title screen anymore. I've uploaded the .dll (in a .zip) here. You can just replaced the existing SilkSongTextModder.dll in your BepInEx/Plugins folder and it should just work. This means you can finally see the achievements that I messed with! I didn't do all of them, but made a few tweaks here and there where I felt it was worthwhile. I don't think it actually adds anything to change literally ALL of them to be horny. Sometimes less is more.

I've included lots of screenshots this time around. Unfortunately a lot of the Caravan dialogue isn't accessible in the postgame, and that's where I spent a lot of time recently. Similarly, a lot of the City text has already passed on my main save file, and I'm not playing all the way there on a new save just for some screenshots. Notably, Songclave HASN'T been edited yet, as it's contained in a separate file from the rest of the City text. The Slab is included in City though, and the Pinstress on Mt. Fay is included in Coral.

Anyway, this is basically a proof of life post as well as putting up some screenshots. I've fixed a few typos throughout the files, but other than that there's not much change from last time I posted. I'm getting back into the swing of things though and hopefully will have more done soon.

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Achievements.txt Belltown.txt Bonebottom.txt Caravan.txt City.txt Coral.txt Dust.txt General.txt Journal.txt SilkSongTextModder.zip

Posted

I managed to get through Crawl and Enclave today, so have some files for those.

Also, I'm a huge fukken nerd who likes Excel, so I threw together a progress report. Here's all the individual text files I'm editing (separated for convenience, I'll be jamming them all into a single .txt when I eventually finish the mod) with word and page counts before and after I edited them.

Right now I'm just shy of 50% through all the text in the game, which is kinda crazy. I did remove a few things; I'm not messing with the credits at all, there's a Deprecated text file I'm not touching, a lot of Song won't get changed but I'll still glance through it. At this point I've gotten through most of the text-heavy areas of the game, except for Wanderers which is waiting around the corner with a baseball bat to catch me unawares. That's where Shakra, Lace, Garamond, etc. live, and it's going to be an ordeal.

You can also see that I've been expanding on the total wordcount by a decent amount. I want to make sure the game is still playable, and so I'm leaving in lots of text that directs the player on where to go and what to do, and slipping in lewd bits around it.

There's also a few files where the word count drops. This is because I grabbed all the word counts quickly and lazily and while doing so some of the files still had a bunch of things like </entry> all over the place adding to the wordcount. This generally can be written off as a rounding error, except in documents that already had extremely low word counts.

Nobody cares about all this. Why am I writing so much? I mean, I guess I didn't start this project NOT to do a bunch of a gratuitous writing. Hopefully the end product is enjoyable.

mod progress.png

Crawl.txt Enclave.txt

Posted
On 2/4/2026 at 1:22 AM, the_poet said:

Unfortunately I've had very little time to work on this lately due to my day job being really busy for the past few weeks. I did finish the City text a little while back, and finally started on Coral today.

 

I did a quick and dirty copy/paste into some Word docs and so far, all the stuff I've edited makes up ~48k words across 133 pages. Everything I haven't edited yet makes up ~55k words across 245 pages.

 

So I'm almost halfway! Except not really, except kind of. It's complicated. I tend to add a lot more words were originally there; I don't have numbers on this right now but the 48k words I've edited so far probably started out as more like 35k-40k.

 

The stuff I haven't edited yet takes up way more pages, because a TON of it is things like boss name cards, Needolin dialogue, menu options, item names, etc. Stuff that's hundreds of entries that are just one or two words, instead of dialogue that's paragraphs long. It will be significantly faster for me to edit that stuff (and I'm probably going to leave a huge amount of needolin dialogue unchanged), but I do still have to go through it all to find what's actually worth editing.

 

So anyway, TL;DR I've been busy with life stuff but I'm maybe at 40-45% done with the full text overhaul. If I have time before work tomorrow I'll get some images and throw up the files for anyone who wants to peek at the them early.


That's fine! I was just curious on the progress, just take your time, life comes first after all!

Posted

So I was thinking, The_Poet's text replacer mods are very fun and flavorful. And the mods that make Cogflies look like baby hornets are fun and cute..

Then I got to thinking. There's a lot of text with a focus on breeding in those text replacers.

What if there was a mod to make Hornet spawn a cogfly (Baby) every time she binds, or maybe gets hit by an attack that stuns her? (Like falling into pits of those bitey worms maybe? I don't really think any enemy has a "grapple" attack though. Spawning with a few babies after getting snagged and stripped might make sense though (Vague for spoilers?)

How hard would it be to code something like that? I have very VERY limited knowledge with c# scripting in visual studio myself. I fumbled my way through a course in college to make a unity demo, but I retained like nothing. That being said, the tutorials I found make it seem simple enough, in fact, I already have the game's reference files in and a vague idea of what I need to do. But I have no idea which parameters actually need to be called, or what to write to call them at the appropriate times. 

Anybody have any interest in helping me getting this to work?

Posted
19 minutes ago, EelzLab said:

So I was thinking, The_Poet's text replacer mods are very fun and flavorful. And the mods that make Cogflies look like baby hornets are fun and cute..

Then I got to thinking. There's a lot of text with a focus on breeding in those text replacers.

What if there was a mod to make Hornet spawn a cogfly (Baby) every time she binds, or maybe gets hit by an attack that stuns her? (Like falling into pits of those bitey worms maybe? I don't really think any enemy has a "grapple" attack though. Spawning with a few babies after getting snagged and stripped might make sense though (Vague for spoilers?)

How hard would it be to code something like that? I have very VERY limited knowledge with c# scripting in visual studio myself. I fumbled my way through a course in college to make a unity demo, but I retained like nothing. That being said, the tutorials I found make it seem simple enough, in fact, I already have the game's reference files in and a vague idea of what I need to do. But I have no idea which parameters actually need to be called, or what to write to call them at the appropriate times. 

Anybody have any interest in helping me getting this to work?

Well, if you consider the fact that the "baby Hornet cogflies" mod is an art asset edit, and the "Hornet breeding dialogue" mod is a text edit, you'd understand that neither of those require much (or any) coding. I'm guessing the folks here don't have much experience with making mods with legit coding in them. I myself make retro Sonic mods myself, and I still know absolutely nothing of coding, period. Anyone can correct me if I'm wrong, though.

Posted (edited)
17 hours ago, ClosetOfDoom said:

Well, if you consider the fact that the "baby Hornet cogflies" mod is an art asset edit, and the "Hornet breeding dialogue" mod is a text edit, you'd understand that neither of those require much (or any) coding. I'm guessing the folks here don't have much experience with making mods with legit coding in them. I myself make retro Sonic mods myself, and I still know absolutely nothing of coding, period. Anyone can correct me if I'm wrong, though.

I know that neither of those need much coding. They were just the two mods that inspired my idea. Which does need coding.

Code at it's simplest: IF condition is met - THEN spawn cogfly

The other two mods would just be complimentary addons. The text mentions a lot of breeding, and the cogfly art assets make you look like you have babies.

Even if the majority of people here might not be able to help, I'll never know if I don't ask. But I'll likely keep plinking away in visual studio myself to see what I can learn.

Edited by EelzLab
Posted
On 2/6/2026 at 5:33 PM, Kenrito1 said:


That's fine! I was just curious on the progress, just take your time, life comes first after all!

Don't worry lol, you didn't push me to update faster or anything, I just saw your comment when I came to check out the thread for the first time in a while.

 

On 2/6/2026 at 6:17 PM, EelzLab said:

So I was thinking, The_Poet's text replacer mods are very fun and flavorful. And the mods that make Cogflies look like baby hornets are fun and cute..

Then I got to thinking. There's a lot of text with a focus on breeding in those text replacers.

What if there was a mod to make Hornet spawn a cogfly (Baby) every time she binds, or maybe gets hit by an attack that stuns her? (Like falling into pits of those bitey worms maybe? I don't really think any enemy has a "grapple" attack though. Spawning with a few babies after getting snagged and stripped might make sense though (Vague for spoilers?)

How hard would it be to code something like that? I have very VERY limited knowledge with c# scripting in visual studio myself. I fumbled my way through a course in college to make a unity demo, but I retained like nothing. That being said, the tutorials I found make it seem simple enough, in fact, I already have the game's reference files in and a vague idea of what I need to do. But I have no idea which parameters actually need to be called, or what to write to call them at the appropriate times. 

Anybody have any interest in helping me getting this to work?

I love this idea, and I'd love to see mods in general that add actual sexual gameplay mechanics. Unfortunately I've only done some very basic coding before, and don't really have the time to learn C#, at least not until I've finished the text mod. I've had too many projects due to feature creep before.

 

I can figure out code, eventually, but writing is what I'm GOOD at. I very much support this kind of mod though, and I'd be happy to do any necessary writing for it or tweak some things in the text mod to reference it if it ever sees the light of day.

Posted (edited)
6 hours ago, the_poet said:

Don't worry lol, you didn't push me to update faster or anything, I just saw your comment when I came to check out the thread for the first time in a while.

 

I love this idea, and I'd love to see mods in general that add actual sexual gameplay mechanics. Unfortunately I've only done some very basic coding before, and don't really have the time to learn C#, at least not until I've finished the text mod. I've had too many projects due to feature creep before.

 

I can figure out code, eventually, but writing is what I'm GOOD at. I very much support this kind of mod though, and I'd be happy to do any necessary writing for it or tweak some things in the text mod to reference it if it ever sees the light of day.

Exciting~!

Me and a friend are looking into it at the moment. I know how to use Visual Studio, and have done like, the most bare minimum scripting before, but it was in a guided class, so the instructions were clear, the parameters were well defined, and all I really had to do was follow the guide. I didn't actually learn how to do much from scratch or how to interpret undefined code.

So that's where I am currently stuck, trying to figure out what does what in Silksong's source code lol. It's a tad frustrating.

Art and animation is what I'm GOOD at, so i'd much rather be trying to make lewd animations. But without anybody to show me how to actually implement them into the game, And with me also not having much free time) this just seemed the simplest and easiest way to incorporate a "baby making" mod lol.

 

So far my ideas are to just make a baby spawn when you bind, when an enemy like a Muckroach or a barnack grabs you and deals damage, or when you land a cross stitch. So far the cross stitch feels like the most rewarding option. I never liked rewarding play that requires failure, but getting grappled before having a baby does make more sense lol. If anybody has any other ideas, I can try looking into more options for conditions to meet before spawning a child too.

 

With how much of a noob I am, I can't imagine adding anything more in-depth than that regarding sexual gameplay mechanics would be in my wheelhouse XD. Still, I'll be plucking away at trying to figure this out from time to time. Love your text mod too btw, can't wait to see more~!

Edited by EelzLab
Posted
20 hours ago, EelzLab said:

If anybody has any other ideas, I can try looking into more options for conditions to meet before spawning a child too.

You could trigger spawning a child when sitting on a bench. I've always considered sitting on a bench or saving/quitting to be significantly more time passing in-game than we see. Like sitting on a bench is the equivalent of a short/long rest in D&D, or sitting at a bonfire in a Souls game. That means you could explain it as Hornet being there long enough to spawn something.

 

Getting a little more complicated, you could have a child only spawn if you weren't at full health, or have more spawn based on how much health was missing. That could represent pregnancies from enemies that dealt damage to you, even if they didn't grapple you. Though, that kinda falls apart when you consider environmental damage or damage from enemies that couldn't reasonably impregnate Hornet (automatons, Lace, etc.)

 

Anyway, ambitious mod ideas aside, I made more progress on the text mod today. Finished off Forge and then ripped through Inspect, Lore, and Map Zones extremely quickly. A good amount of those entries didn't get changes, but I did get to flesh out some VERY IMPORTANT lore changes in the Red Memory that I plan on expanding upon as I go. Map Zones got exactly one change (The Cradle>The Womb).

 

I'll probably blast through the rest of the files within a week or so, except for Wanderers which I'm definitely saving for last and will take a week or two on its own. Then it will be time to load everything in, start a fresh playthrough, and take notes on typos or changes as I go.

Posted
3 hours ago, the_poet said:

You could trigger spawning a child when sitting on a bench. I've always considered sitting on a bench or saving/quitting to be significantly more time passing in-game than we see. Like sitting on a bench is the equivalent of a short/long rest in D&D, or sitting at a bonfire in a Souls game. That means you could explain it as Hornet being there long enough to spawn something.

 

Getting a little more complicated, you could have a child only spawn if you weren't at full health, or have more spawn based on how much health was missing. That could represent pregnancies from enemies that dealt damage to you, even if they didn't grapple you. Though, that kinda falls apart when you consider environmental damage or damage from enemies that couldn't reasonably impregnate Hornet (automatons, Lace, etc.)

Those aren't bad ideas. I like methods that make sense, and resting at the bench certainly makes sense to me. You are right that basing it off damage could break the illusion a bit. I also usually try to reward skilled play, so I don't like rewarding players for getting hurt, even if getting grappled or attacked makes sense. It can be a hard balance to strive for XD. My thought was to use a mod that gives silk back only upon successfully parrying with a cross stitch, representing Hornet 'engaging' with the enemy~! then getting a baby every time she binds. Since you'd only have silk if you parried, each time you bind, despite having to do so to heal damage, it'd still be a reward for skillful play earlier.

But I'll definitely consider the bench idea, I want to try something with that now too~!

 

3 hours ago, the_poet said:

Anyway, ambitious mod ideas aside, I made more progress on the text mod today. Finished off Forge and then ripped through Inspect, Lore, and Map Zones extremely quickly. A good amount of those entries didn't get changes, but I did get to flesh out some VERY IMPORTANT lore changes in the Red Memory that I plan on expanding upon as I go. Map Zones got exactly one change (The Cradle>The Womb).

 

I'll probably blast through the rest of the files within a week or so, except for Wanderers which I'm definitely saving for last and will take a week or two on its own. Then it will be time to load everything in, start a fresh playthrough, and take notes on typos or changes as I go.

Yay, that's exciting~! I hope I can figure my mod out around the same time. A Playthrough using all of this in conjunction sounds like fun.

Posted

Alright, I have a favor to ask for those of you who are actually good at Silksong. There's some text I want to modify at the VERY end of the game, but I've only beaten the true final boss once, and I don't want to spend hours on doing that again when I could instead spend that time writing.

 

Since this is explicitly discussing the true final boss, I'm going to put the details in a spoiler box, just in case someone is browsing this thread and somehow doesn't know about it yet.

 

Spoiler

So after defeating Lost Lace, you're prompted to TAKE her. Honestly this already has some sexual connotations, especially given all the subtext between Lace and Hornet, but I'd like to make it a bit more explicit.

In the Prompts text file, there are entries for TAKE and also TAKE_LIVING. My hope is that TAKE_LIVING refers specifically to picking up Lace at the end of the game, and I can change it to read "BREED" without making it seem like you want to fuck every single collectible you otherwise come across in the game.

If someone is willing, I would really appreciate if you could install the mod, beat Lost Lace, and check whether the prompt has been edited properly or not. This is the scene in question, without any mods:

  

image.jpeg.975ea6eee6a5820db8b0f3bf1f3cf402.jpeg

 

I've changed the TAKE_LIVING string from "TAKE" to "BREED", and the TAKE string from "TAKE" to "BREED2", just in case that happens to be the one that applies to Lace, so that the fight should only need to be done once. That being said, if you do this favor for me and also have a few collectibles lying around unclaimed in your save file, I'd love to double-check where exactly the TAKE string is used. I'm asking you to run around and see if you spot "BREED2" showing up around the world.

 

Spoilers over!

 

I've knocked out a few more text files, and updated my tracker accordingly. Nerd shit, go!

 

image.png.0f631febb66f1fe7639a2227a8bfbb99.png

 

There are enough individual text files now that it's cumbersome to upload them all, so I took the time to put together the proper file structure and put everything in a nice convenient .zip. You should be able to just drag the unzipped "Hollow Knight Silksong" folder into your steamapps\common folder and it will put everything in the right place for you. This also includes the fixed TextModder.dll, so the only dependency here is BepInEx.

pharwomb beta 0.20.0.zip

Posted
3 hours ago, the_poet said:

Alright, I have a favor to ask for those of you who are actually good at Silksong. There's some text I want to modify at the VERY end of the game, but I've only beaten the true final boss once, and I don't want to spend hours on doing that again when I could instead spend that time writing.

 

Since this is explicitly discussing the true final boss, I'm going to put the details in a spoiler box, just in case someone is browsing this thread and somehow doesn't know about it yet.

 

  Hide contents

So after defeating Lost Lace, you're prompted to TAKE her. Honestly this already has some sexual connotations, especially given all the subtext between Lace and Hornet, but I'd like to make it a bit more explicit.

In the Prompts text file, there are entries for TAKE and also TAKE_LIVING. My hope is that TAKE_LIVING refers specifically to picking up Lace at the end of the game, and I can change it to read "BREED" without making it seem like you want to fuck every single collectible you otherwise come across in the game.

If someone is willing, I would really appreciate if you could install the mod, beat Lost Lace, and check whether the prompt has been edited properly or not. This is the scene in question, without any mods:

  

image.jpeg.975ea6eee6a5820db8b0f3bf1f3cf402.jpeg

 

I've changed the TAKE_LIVING string from "TAKE" to "BREED", and the TAKE string from "TAKE" to "BREED2", just in case that happens to be the one that applies to Lace, so that the fight should only need to be done once. That being said, if you do this favor for me and also have a few collectibles lying around unclaimed in your save file, I'd love to double-check where exactly the TAKE string is used. I'm asking you to run around and see if you spot "BREED2" showing up around the world.

 

Spoilers over!

 

I've knocked out a few more text files, and updated my tracker accordingly. Nerd shit, go!

 

image.png.0f631febb66f1fe7639a2227a8bfbb99.png

 

There are enough individual text files now that it's cumbersome to upload them all, so I took the time to put together the proper file structure and put everything in a nice convenient .zip. You should be able to just drag the unzipped "Hollow Knight Silksong" folder into your steamapps\common folder and it will put everything in the right place for you. This also includes the fixed TextModder.dll, so the only dependency here is BepInEx.

pharwomb beta 0.20.0.zip 182.88 kB · 0 downloads

I'll check this and tell if it work later... BTW is there any mods required other than in this comment? 

 

Posted
6 hours ago, the_poet said:

Alright, I have a favor to ask for those of you who are actually good at Silksong. There's some text I want to modify at the VERY end of the game, but I've only beaten the true final boss once, and I don't want to spend hours on doing that again when I could instead spend that time writing.

 

Since this is explicitly discussing the true final boss, I'm going to put the details in a spoiler box, just in case someone is browsing this thread and somehow doesn't know about it yet.

 

  Reveal hidden contents

So after defeating Lost Lace, you're prompted to TAKE her. Honestly this already has some sexual connotations, especially given all the subtext between Lace and Hornet, but I'd like to make it a bit more explicit.

In the Prompts text file, there are entries for TAKE and also TAKE_LIVING. My hope is that TAKE_LIVING refers specifically to picking up Lace at the end of the game, and I can change it to read "BREED" without making it seem like you want to fuck every single collectible you otherwise come across in the game.

If someone is willing, I would really appreciate if you could install the mod, beat Lost Lace, and check whether the prompt has been edited properly or not. This is the scene in question, without any mods:

  

image.jpeg.975ea6eee6a5820db8b0f3bf1f3cf402.jpeg

 

I've changed the TAKE_LIVING string from "TAKE" to "BREED", and the TAKE string from "TAKE" to "BREED2", just in case that happens to be the one that applies to Lace, so that the fight should only need to be done once. That being said, if you do this favor for me and also have a few collectibles lying around unclaimed in your save file, I'd love to double-check where exactly the TAKE string is used. I'm asking you to run around and see if you spot "BREED2" showing up around the world.

 

Spoilers over!

 

I've knocked out a few more text files, and updated my tracker accordingly. Nerd shit, go!

 

image.png.0f631febb66f1fe7639a2227a8bfbb99.png

 

There are enough individual text files now that it's cumbersome to upload them all, so I took the time to put together the proper file structure and put everything in a nice convenient .zip. You should be able to just drag the unzipped "Hollow Knight Silksong" folder into your steamapps\common folder and it will put everything in the right place for you. This also includes the fixed TextModder.dll, so the only dependency here is BepInEx.

pharwomb beta 0.20.0.zip 182.88 kB · 2 downloads

You may also be able to use a save editor like so: https://www.nexusmods.com/hollowknightsilksong/mods/435

Posted
3 hours ago, Nanacho said:

I'll check this and tell if it work later... BTW is there any mods required other than in this comment? 

 

Nope. You need BepInEx, which is the core "make all mods work" mod, everything else you need is in the .zip I uploaded (it's just a single .doll to make text mods work, and a bunch of .txt files that need to go in a very specific location in the file structure).

 

1 hour ago, EelzLab said:

You may also be able to use a save editor like so: https://www.nexusmods.com/hollowknightsilksong/mods/435

I already have a save where I can go fight the final boss right away, it's just that it's a pretty hard fight, and the text I want to check is WITHIN that fight, at the very end of it.

Posted
18 hours ago, the_poet said:

Alright, I have a favor to ask for those of you who are actually good at Silksong. There's some text I want to modify at the VERY end of the game, but I've only beaten the true final boss once, and I don't want to spend hours on doing that again when I could instead spend that time writing.

 

Since this is explicitly discussing the true final boss, I'm going to put the details in a spoiler box, just in case someone is browsing this thread and somehow doesn't know about it yet.

 

  Reveal hidden contents

So after defeating Lost Lace, you're prompted to TAKE her. Honestly this already has some sexual connotations, especially given all the subtext between Lace and Hornet, but I'd like to make it a bit more explicit.

In the Prompts text file, there are entries for TAKE and also TAKE_LIVING. My hope is that TAKE_LIVING refers specifically to picking up Lace at the end of the game, and I can change it to read "BREED" without making it seem like you want to fuck every single collectible you otherwise come across in the game.

If someone is willing, I would really appreciate if you could install the mod, beat Lost Lace, and check whether the prompt has been edited properly or not. This is the scene in question, without any mods:

  

image.jpeg.975ea6eee6a5820db8b0f3bf1f3cf402.jpeg

 

I've changed the TAKE_LIVING string from "TAKE" to "BREED", and the TAKE string from "TAKE" to "BREED2", just in case that happens to be the one that applies to Lace, so that the fight should only need to be done once. That being said, if you do this favor for me and also have a few collectibles lying around unclaimed in your save file, I'd love to double-check where exactly the TAKE string is used. I'm asking you to run around and see if you spot "BREED2" showing up around the world.

 

Spoilers over!

 

I've knocked out a few more text files, and updated my tracker accordingly. Nerd shit, go!

 

image.png.0f631febb66f1fe7639a2227a8bfbb99.png

 

There are enough individual text files now that it's cumbersome to upload them all, so I took the time to put together the proper file structure and put everything in a nice convenient .zip. You should be able to just drag the unzipped "Hollow Knight Silksong" folder into your steamapps\common folder and it will put everything in the right place for you. This also includes the fixed TextModder.dll, so the only dependency here is BepInEx.

pharwomb beta 0.20.0.zip 182.88 kB · 2 downloads

image.png.2f035edb5855fc9cb3242e0919ac59d4.png

 

Seem you are good friend

Posted
2 hours ago, EelzLab said:

Seem you are good friend

 

Amazing, thank you!

Got through Quests, Shellwood, and Song since my last post, all of which had text I skipped.

Shellwood contains Seth's dialogue, which I'm not touching, given the background on the character.
Quests is where all the quest names and descriptions go. It contained a whole lot of text not worth adjusting, because it would be way too heavy-handed and clumsy to shoehorn something lewd into it. I made edits where it made sense to do so.
Song was the same, but for Needolin dialogue. I made a few changes here and there, but the vast, VAST majority of it just isn't really worth messing with and won't be encountered by most players anyway.

I'm quickly approaching the point where I'll have to tackle the massive Wanderers file, but I still have a few more pieces of low-hanging fruit to grab first.

Posted (edited)
7 hours ago, the_poet said:

 

Amazing, thank you!

Got through Quests, Shellwood, and Song since my last post, all of which had text I skipped.

Shellwood contains Seth's dialogue, which I'm not touching, given the background on the character.
Quests is where all the quest names and descriptions go. It contained a whole lot of text not worth adjusting, because it would be way too heavy-handed and clumsy to shoehorn something lewd into it. I made edits where it made sense to do so.
Song was the same, but for Needolin dialogue. I made a few changes here and there, but the vast, VAST majority of it just isn't really worth messing with and won't be encountered by most players anyway.

I'm quickly approaching the point where I'll have to tackle the massive Wanderers file, but I still have a few more pieces of low-hanging fruit to grab first.

No problem, happy to help~!

And I'm curious what all is in the Wanderer's file. It really does look massive by comparison to the others

Edited by EelzLab
Posted (edited)

Disclosure. I did not make this myself. I was becoming frustrated. But a kind soul on the Nexus helped out~! They gave permission to share however I wanted, but they did not say if they wanted their name out there, so I'll keep that private for now.

The mod itself is SFW of course. Just bind and you get a cogfly, Nothing crazy.

But combined with the mods linked below, your cogflies look like babies, and you can only get silk to bind by landing cross-stitch parries, meaning you need to interact with enemies to reproduce~!

Cogfly Become Tiny Hornet 
CrossStitchMadness

Probably as close as we're gonna get for a while to breeding in Silk Song. And I think it's a fairly rewarding style of play too, freeing up your tool slots but still giving you minions. Should compliment Poet's mod nicely!

Now I am going to try and focus on a much bigger task that I should actually be able to accomplish on my own: Making a new skin mod for Hornet~! Art is much more up my alley. Don't hold your breath though. I work a 10 hour shift to keep food on the table. so it's only going to be a passing project. And a big one at that. It would take a lot of time even if I were free more often.

I think I'm gonna make a skin to compliment the Beast Crest cause it's my favorite, and I like the posture she takes after binding. Looks ferocious, but also maybe exhausted due to how she's hunched over. Fitting having just given birth lol. It'll be something raggedy with an open front to get a nice view of a curvier hornet, but I don't think I'll get too excessive with her anatomy, I'll keep close to her vanilla proportions most likely similar to the Curvier Hornet mod. Should be fun to work on~!

ConditionalCogfly.zip

Edited by EelzLab
Posted

The cogfly/silk stitch run looks like tons of fun, or at least a way to get good at parrying lol, I'll have to try it out!

 

I'm sure that most people here would be absolutely thrilled at a nude beast crest skin though, honestly my text mod is a side quest compared to the main goals of this thread.

 

The Wanderers text file is full of dialogue for NPCs that move around. All the other text files have stationary NPC dialogue; Mort, Pavo, Yarnaby, Eva, Forge Daughter, etc. NPCs that move around between a bunch of locations go into the Wanderers file. A quick scroll through shows me:

Green Prince, Garmond, Gilly, Grindle, Nuu, Lace, Shakra, Mr. Mushroom, Seth (still not touching his dialogue), Sherman, Snails, Sprintmaster.

Posted (edited)
40 minutes ago, the_poet said:

The cogfly/silk stitch run looks like tons of fun, or at least a way to get good at parrying lol, I'll have to try it out!

 

I'm sure that most people here would be absolutely thrilled at a nude beast crest skin though, honestly my text mod is a side quest compared to the main goals of this thread.

 

The Wanderers text file is full of dialogue for NPCs that move around. All the other text files have stationary NPC dialogue; Mort, Pavo, Yarnaby, Eva, Forge Daughter, etc. NPCs that move around between a bunch of locations go into the Wanderers file. A quick scroll through shows me:

Green Prince, Garmond, Gilly, Grindle, Nuu, Lace, Shakra, Mr. Mushroom, Seth (still not touching his dialogue), Sherman, Snails, Sprintmaster.

I certainly enjoy it! But since it's three separate mods, you can use the bind to spawn babies the normal way too. Maybe even mix with other mods to spawn them in ways I didn't consider. Customizable for sure, so people not into the cross stitch playstyle can still use it however~!

And don't sell yourself short! It was your mod that got me inspired to try and make my own. And the dialogue edits add a lot of flavor~! I have a vision of a fun playthrough involving all of these, and it wouldn't work nearly as well without yours! so thank you for that! (I just hope it doesn't take me actual years to finish my own. I tend to burn out on art these days, but my usual stuff is more complex. This project may get repetitive, but the style is much more simple. I could totally attempt a doodle a day~! Hornet's not a very complex design. And most of her is already drawn anyway lol, I'd just be making edits.

And I see now how that could be the biggest text file, yeah!

Edited by EelzLab
Posted (edited)
14 hours ago, the_poet said:

 

Amazing, thank you!

Got through Quests, Shellwood, and Song since my last post, all of which had text I skipped.

Shellwood contains Seth's dialogue, which I'm not touching, given the background on the character.
Quests is where all the quest names and descriptions go. It contained a whole lot of text not worth adjusting, because it would be way too heavy-handed and clumsy to shoehorn something lewd into it. I made edits where it made sense to do so.
Song was the same, but for Needolin dialogue. I made a few changes here and there, but the vast, VAST majority of it just isn't really worth messing with and won't be encountered by most players anyway.

I'm quickly approaching the point where I'll have to tackle the massive Wanderers file, but I still have a few more pieces of low-hanging fruit to grab first.

Maybe you could tackle each "Wanderer" one by one at that point? Break it down to each separate character and that might make the load easier on you in the long run. (Fyi, I noticed that Shakra in the files is named "Mapper" btw just as a heads up)

Edited by Kenrito1
Posted (edited)

image.png.9302439c39bb3c1d2c1fce241f3af8ef.png
One done~!

atlas0.thumb.png.ad29f01df009a08a0d078bbdd404dc05.png

Only a lot more to go.
image.png.037052987da95557d5973fb2cf1f8b5f.png
Like a whole lot, lol

My one concern is that so many of these sprites look organized in a way that makes it hard to tell in which order they go in. Like, where is frame 1 vs frame 2? There are spider crawling frames mixed in with idle frames, bench sitting frames and so on all over one sprite sheet. So I worry that I may mess up the smooth animation by not being able to parse the subtle shifts in line art from one frame to the next. So we shall see. I'm much more used to linear and clear sequential motion like so:
image.png.2efb7896eefd8e5c37a856df6fad7810.png

This'll be a fun challenge.

On a related note: Abdomen, or no Abdomen? I think the abdomen is cute, and balances out the size of her head a bit lol. But I can also see an argument for keeping closer to the initial design. Its simpler and will likely read better at all angles.
image.png.1c5a9e56349221339722626a834b46c1.pngimage.png.d7663d724cfbcb64fbe507a6cf2c2b4a.png

Edited by EelzLab
Posted
5 hours ago, EelzLab said:

On a related note: Abdomen, or no Abdomen? I think the abdomen is cute, and balances out the size of her head a bit lol. But I can also see an argument for keeping closer to the initial design. Its simpler and will likely read better at all angles.


No abdomen. It will be a LOT to add to all of the sprites, and increase your workload by a very significant amount. Simpler is better here imo, I also am a fan of featureless breasts/crotch for this reason. It's just so, so much easier to get smooth flow between sprites when you don't need to worry about precise placement, and Silksong lives and dies by fluid sprite animations.

Good luck on this mod though, it's starting off very strong! I really like the open cloak look.

 

9 hours ago, Kenrito1 said:

Maybe you could tackle each "Wanderer" one by one at that point? Break it down to each separate character and that might make the load easier on you in the long run. (Fyi, I noticed that Shakra in the files is named "Mapper" btw just as a heads up)


Shakra is named both "Mapper" AND "Shakra", because Team Cherry hates me specifically lol

I've already organized these files alphabetically by string, so all the entries for one character tend to show up together (except in cases where you give half of them the name "Mapper" and the other half "Shakra"). So yeah, I'll definitely be going through and doing like, all of Garmond in a day, then all of Lace in a day, then all of Green Prince together, etc. It's not too hard to break it up into manageable chunks.

Also, I've written somewhere around... half a million words worth of novels before? One of which I took through enough editing to self-publish. So 50 pages of editing really isn't all that bad. The difficulty comes from trying to match the tone of the characters, and maintaining story-critical information, but it's not as taxing as writing a wholly new story.

TL;DR: Wanderers will be tedious, not difficult, and I've dealt with a lot worse. I'll have this whole mod finished within a few weeks, so long as I don't have too many large life-disrupting events in that time.

Posted
10 hours ago, the_poet said:


No abdomen. It will be a LOT to add to all of the sprites, and increase your workload by a very significant amount. Simpler is better here imo, I also am a fan of featureless breasts/crotch for this reason. It's just so, so much easier to get smooth flow between sprites when you don't need to worry about precise placement, and Silksong lives and dies by fluid sprite animations.

Good luck on this mod though, it's starting off very strong! I really like the open cloak look.

 

42 minutes ago, Merck Foehurt said:

I agree. No abdomen.


It's just a little black oval, it wouldn't be hard at all to add. I considered adding an ant mask, or leafage, stuff to make her look like she collects trophies or hides in foliage a lot. But THAT would be a lot of work, and be far less simplistic.

But ultimately, I think I also agree. I think the abdomen is cute, but most the time the cloak is going to obscure it anyway, and it makes things less readable.

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