Blueballedbowtie Posted Wednesday at 01:21 AM Posted Wednesday at 01:21 AM 22 minutes ago, Dovahshling12 said: She's here, and so is the Lewdtalk! I redid a bit of the art to better match my current quality, and I think it looks great. Do let me know if there is any bad placement in the UI. Hide contents LewdTalk Katara UI.7z 1.57 MB · 1 download I wonder if the nude mod is out yet
asdf732 Posted Wednesday at 03:08 AM Author Posted Wednesday at 03:08 AM 2 hours ago, Dovahshling12 said: She's here, and so is the Lewdtalk! I redid a bit of the art to better match my current quality, and I think it looks great. Do let me know if there is any bad placement in the UI. Reveal hidden contents LewdTalk Katara UI.7z 1.57 MB · 1 download Hell yeah! Download page?
Dovahshling12 Posted Wednesday at 03:39 AM Posted Wednesday at 03:39 AM 28 minutes ago, asdf732 said: Hell yeah! Download page? I’m guessing @GuyIncognito383 will update the page later
ClosetOfDoom Posted Wednesday at 04:51 AM Posted Wednesday at 04:51 AM Progress on pfp UI so far. All done by IllamaJamma. 9
Dovahshling12 Posted Wednesday at 04:55 AM Posted Wednesday at 04:55 AM 3 hours ago, Dovahshling12 said: She's here, and so is the Lewdtalk! I redid a bit of the art to better match my current quality, and I think it looks great. Do let me know if there is any bad placement in the UI. Reveal hidden contents LewdTalk Katara UI.7z 1.57 MB · 1 download Also do let me know if it works 1
lightingfist Posted Wednesday at 06:35 AM Posted Wednesday at 06:35 AM 1 hour ago, Dovahshling12 said: Also do let me know if it works It works.Love the improvements on the art. Like I said new main with this art especially. 1
GuyIncognito383 Posted Wednesday at 08:25 AM Posted Wednesday at 08:25 AM 4 hours ago, Dovahshling12 said: I’m guessing @GuyIncognito383 will update the page later Done! Great art! 1
DLP69 Posted Wednesday at 10:47 AM Posted Wednesday at 10:47 AM 7 hours ago, Loki4Duty said: Whoa, jeez that was fast! It‘s been less than half a day! Not complaining, obviously. Just amazed. 3
asdf732 Posted Wednesday at 07:14 PM Author Posted Wednesday at 07:14 PM 18 hours ago, Dovahshling12 said: She's here, and so is the Lewdtalk! I redid a bit of the art to better match my current quality, and I think it looks great. Do let me know if there is any bad placement in the UI. Reveal hidden contents LewdTalk Katara UI.7z 1.57 MB · 1 download Dovah sorry to um bother you lol but I'd love it if you made a smaller-breasted variant of this to fit with the other variant of ProDaGamer's nude mod.
Loki4Duty Posted Wednesday at 09:42 PM Posted Wednesday at 09:42 PM (edited) I'll be posting this Opening Video soon Edited Wednesday at 10:01 PM by Loki4Duty 2
Loki4Duty Posted Wednesday at 09:45 PM Posted Wednesday at 09:45 PM 10 hours ago, DLP69 said: Whoa, jeez that was fast! It‘s been less than half a day! Not complaining, obviously. Just amazed. Appreciated👍 1
Dovahshling12 Posted Wednesday at 10:55 PM Posted Wednesday at 10:55 PM 3 hours ago, asdf732 said: Dovah sorry to um bother you lol but I'd love it if you made a smaller-breasted variant of this to fit with the other variant of ProDaGamer's nude mod. sure i'll try to get around to it, as I am a little preoccupied rn
Mirukane Posted Thursday at 03:35 AM Posted Thursday at 03:35 AM On 10/12/2026 at 8:58 PM, Mirukane said: I'll look into it a bit but if there isn't some sort of easy solution that I just missed while screwing around, I don't think I'll make any progress on my own. Outside of my day job I've spent the last couple of days looking into this, and while I'm pretty sure there's not some drag-and-drop solution, I'm trying to figure out why. What I'm learning is probably obvious stuff for anybody who knows UE5, but I don't, so this is kind of an adventure for me. First, the UAnimatedTexture5 plugin I'm using enables the import of .gif files as a new asset type, UAnimatedTexture2D. So it's no wonder my test didn't work; SR:C just doesn't know what to do with the asset type because it isn't supported out of the box. However, the pak/utoc/ucas files for the test mod only have the replacement assets. I thought that, surely, the packaging process would include some part in the resulting files that would let the game recognize the asset type, so I included the pakchunk0 and global files generated by the build into the test mod folder. Naturally, this causes SR:C to crash immediately on startup, but whatever, I just did it to look at the files in Fmodel without changing my directory stettings. And, yeah, there's something here, but I don't really know what to make of it. Spoiler The contents of AnimatedTexturePlugin.uplugin are also duplicated in UNION.upluginmanifest. I can't read, but 38 lines seems like very little to make a whole new asset type and its functionality work, so if it's in pakchunk0, I think Fmodel just can't see it. I would check the global files, but Fmodel won't show those in the game archives at all. Clearly, either my tools aren't capable of what I want, or I don't know how to use them properly. Besides that, I also noticed a discrepancy that I hadn't before. All the stamp asset files are UTexture2D. According to the plugin documentation, the UAnimatedTexture2D isn't a child class of UTexture2D, but rather its parent class UTexture. So even if the game were modded to recognize the UAnimatedTexture2D asset type, it might still not work if the code for drawing the stamps on-screen specifically looks for a UTexture2D or its children. And if the goal is just to mod the game to allow animated stamps, it might be less hassle to just make the stamps an animated object the way most 2D animated objects work, i.e. by drawing from a sprite sheet. I don't know how much work it would be and/or instability that might cause compared to just modding the game to do an if-else and load stamp animations from a sprite sheet. I don't intend to give up on this just yet, but I definitely don't expect usable results before the end of the month. There's plenty of other modding for me to do in the shorter term, as well as projects unrelated to SR:C that I've been putting off. As an aside, I checked the test asset I packed in Fmodel, and oh my god. The animated .gif was seemingly converted byte by byte into JSON. The asset file is just a header, a footer, and fifty thousand lines of numbers. This is probably just Fmodel being unable to interpret the file graphically, but it really threw me when I saw it. Spoiler Hopefully this doesn't bore people too much... 3
SonicModLover Posted Thursday at 03:18 PM Posted Thursday at 03:18 PM I would reallyy appreciate if someone could make this the video intro!! https://files.catbox.moe/elp54q.mp4
Leonidas-Hakai Posted Thursday at 04:30 PM Posted Thursday at 04:30 PM 1 hour ago, SonicModLover said: I would reallyy appreciate if someone could make this the video intro!! https://files.catbox.moe/elp54q.mp4 the only modder here who made any video mods is drewdicusmaximus who made the Rouge it's been ah while since their last post i would suggest to see if any of other modders would do it but their busy enough or try contacting drewdicusmaximus 2
asdf732 Posted Friday at 05:57 AM Author Posted Friday at 05:57 AM (edited) Here's all the lewd decals mod decals for the Avatar festival. ngl, not too big of a fan lol Edited Friday at 05:58 AM by asdf732 4
asdf732 Posted Friday at 06:16 AM Author Posted Friday at 06:16 AM @hentaursenpai So the season 2 update won't drop for like a month, but do you have anything you planned to do for the LewdWorlds and Lewd Decals mods for season 2?
Dovahshling12 Posted Friday at 07:57 AM Posted Friday at 07:57 AM 1 hour ago, asdf732 said: Welp, I got everything. Nice 😁
Loki4Duty Posted Friday at 07:22 PM Posted Friday at 07:22 PM On 10/14/2026 at 11:35 PM, Mirukane said: Outside of my day job I've spent the last couple of days looking into this, and while I'm pretty sure there's not some drag-and-drop solution, I'm trying to figure out why. What I'm learning is probably obvious stuff for anybody who knows UE5, but I don't, so this is kind of an adventure for me. First, the UAnimatedTexture5 plugin I'm using enables the import of .gif files as a new asset type, UAnimatedTexture2D. So it's no wonder my test didn't work; SR:C just doesn't know what to do with the asset type because it isn't supported out of the box. However, the pak/utoc/ucas files for the test mod only have the replacement assets. I thought that, surely, the packaging process would include some part in the resulting files that would let the game recognize the asset type, so I included the pakchunk0 and global files generated by the build into the test mod folder. Naturally, this causes SR:C to crash immediately on startup, but whatever, I just did it to look at the files in Fmodel without changing my directory stettings. And, yeah, there's something here, but I don't really know what to make of it. Hide contents The contents of AnimatedTexturePlugin.uplugin are also duplicated in UNION.upluginmanifest. I can't read, but 38 lines seems like very little to make a whole new asset type and its functionality work, so if it's in pakchunk0, I think Fmodel just can't see it. I would check the global files, but Fmodel won't show those in the game archives at all. Clearly, either my tools aren't capable of what I want, or I don't know how to use them properly. Besides that, I also noticed a discrepancy that I hadn't before. All the stamp asset files are UTexture2D. According to the plugin documentation, the UAnimatedTexture2D isn't a child class of UTexture2D, but rather its parent class UTexture. So even if the game were modded to recognize the UAnimatedTexture2D asset type, it might still not work if the code for drawing the stamps on-screen specifically looks for a UTexture2D or its children. And if the goal is just to mod the game to allow animated stamps, it might be less hassle to just make the stamps an animated object the way most 2D animated objects work, i.e. by drawing from a sprite sheet. I don't know how much work it would be and/or instability that might cause compared to just modding the game to do an if-else and load stamp animations from a sprite sheet. I don't intend to give up on this just yet, but I definitely don't expect usable results before the end of the month. There's plenty of other modding for me to do in the shorter term, as well as projects unrelated to SR:C that I've been putting off. As an aside, I checked the test asset I packed in Fmodel, and oh my god. The animated .gif was seemingly converted byte by byte into JSON. The asset file is just a header, a footer, and fifty thousand lines of numbers. This is probably just Fmodel being unable to interpret the file graphically, but it really threw me when I saw it. Reveal hidden contents Hopefully this doesn't bore people too much... I just noticed this it looks like your using FModel but the weird thing is wouldn't the manifest be used in unreal engine settings as opposed to putting it in the file path to create the mods was that manifest in the original files.
Loki4Duty Posted Friday at 11:04 PM Posted Friday at 11:04 PM (edited) Opening Video uploaded SRCW download section Edited Friday at 11:05 PM by Loki4Duty 1
Mirukane Posted yesterday at 01:58 AM Posted yesterday at 01:58 AM 6 hours ago, Loki4Duty said: I just noticed this it looks like your using FModel but the weird thing is wouldn't the manifest be used in unreal engine settings as opposed to putting it in the file path to create the mods was that manifest in the original files. I'm pretty sure that it is. The screencaps only show the .uplugin file, but I was just noting that the complete text of the .uplugin is duplicated in the manifest. I don't know if this actually means anything.
Leonidas-Hakai Posted yesterday at 02:36 AM Posted yesterday at 02:36 AM 37 minutes ago, Mirukane said: I'm pretty sure that it is. The screencaps only show the .uplugin file, but I was just noting that the complete text of the .uplugin is duplicated in the manifest. I don't know if this actually means anything. Best of with your Project🫡👍 1
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