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Posted

I haven't downloaded the mod yet, but it did pique my curiosity.
Based on the description of the mod, I must ask: Is it possible with this system to essentially play as a soldier pawn that actively jumps the enemies and initiates sex with them like a sexual deviant benefitting things like passive effects from the sex, or is this mod more geared towards just the idea of the enemies jumping your units and debuffing them, while your units remain passive and only attack with weapons?

Posted (edited)
On 7/9/2026 at 6:18 PM, hyun1kim said:

Really good.

 

This problem might be happening only to me, though, in XComLewd.ini, when I set LewdSoldiers=false, soldier's(victim) animation is not working properly.(This problem occurred even when using LewdComExpand instead of this mod). It worked perfectly when LewdSoldiers=true was set.

 

And

In appearance system, helmet part (and optionally thigh, shin part) change option is not exist. Is this intended?

 

Is it possible to inflict a stun (or debuff, unconsciousness, etc.) effect on the attacker as well after the attack ends?

 


Appreciate that.

- The animations from original author of LewdComCore were never meant for advents, losts and Soldiers( as attacker ) that why they dont work properly even with this mod. So I will add my own animation set the next update.

here some treat ( still has some problems when ported to the game)
image.png.443774330ea37bf3d6f8ec7282ec2cf8.png

image.png.bf449df27e6cad257a46123dc35bf33d.png

- In appearance system, many parts are missing including, helmet. thx for the feedback I will add them in the next update.
- I didnt add debuff for the attacker yet, only a dodge buff for the attacker during sex. Im not sure if Im gonna add debuff to the attacker, kinda doesnt have idea what to debuff.

 

Edited by LucyBusy2
Posted (edited)
23 hours ago, ReiPastDusk said:

I haven't downloaded the mod yet, but it did pique my curiosity.
Based on the description of the mod, I must ask: Is it possible with this system to essentially play as a soldier pawn that actively jumps the enemies and initiates sex with them like a sexual deviant benefitting things like passive effects from the sex, or is this mod more geared towards just the idea of the enemies jumping your units and debuffing them, while your units remain passive and only attack with weapons?


Technically both. You can use sex on human-like aliens but mostly for aliens to jump on your soldiers. No benefit buff for attacker but attacker will inflict debuffs on the victim.

Edited by LucyBusy2
Posted (edited)

Great mod! I have just one suggestion, maybe put up a non-Xsoldier version up for download (that's already pre-modified with barebare settings), for people that like the mod but don't want to use it together with Xsoldier, would be really nice in my opinion, since it's a tad annoying to go digging in the files to make it work properly without Xsoldier. Otherwise, pretty awesome, thanks! (also erm, I preferred the edited version with normal aliens instead of humans too) 

 

 

Edited by Coen62
Posted

For anyone else who would also prefer these changes, I changed my configs to keep the aliens as aliens (instead of them becoming humans), and also removed the Xsoldier soft requirement, making the nude sex models (male and female) use Barebare Redux models (instead of males using Xsoldier and females using regular Barebare models). 

 

Don't forget to change the files as .ini and make sure you have the right Barebare mod installed, download below, just throw it on the LewdCom Config folder. 

XComLewd.txt XComAppearances.txt

Posted (edited)

Hello. I appreciate the effort put into this and making it as customizable as it is. You could have easily made it as you like it but you considered others which is commendable. 

 

On that note, I was wondering if it is possible to adjust the ai to make them more prone to shooting? I have noticed that I rarely take casualties as everybody is trying to get in position to try and bone each other. 

 

Ideally, I would like it so that the boning is not common and that it remains a fight first and foremost.

 

I see the ai config file and bits of it make sense to me but Im not yet sure how I can change priorities of action.

 

I've tested it at times and sometimes the vanilla enemies will run back and forth rather than fire their guns. They are there to make love not war. It seems maybe different for the ABA guys.

Edited by PythagorasLikesPancakes
Extra info.
Posted (edited)
13 hours ago, Coen62 said:

Great mod! I have just one suggestion, maybe put up a non-Xsoldier version up for download (that's already pre-modified with barebare settings), for people that like the mod but don't want to use it together with Xsoldier, would be really nice in my opinion, since it's a tad annoying to go digging in the files to make it work properly without Xsoldier. Otherwise, pretty awesome, thanks! (also erm, I preferred the edited version with normal aliens instead of humans too) 

 

 


Technically you do not need Xsoldier at all. The weight script will auto skip every unit that doesn't have node and it won't spam scanning. Only need to replace nude part XcomLewd.ini.

So you do not need XSoldier if you dont like it. I’ll update the requirements. My bad, I forgot to change them earlier. Thank for pointing this out.

 

1 hour ago, PythagorasLikesPancakes said:

Hello. I appreciate the effort put into this and making it as customizable as it is. You could have easily made it as you like it but you considered others which is commendable. 

 

On that note, I was wondering if it is possible to adjust the ai to make them more prone to shooting? I have noticed that I rarely take casualties as everybody is trying to get in position to try and bone each other. 

 

Ideally, I would like it so that the boning is not common and that it remains a fight first and foremost.

 

I see the ai config file and bits of it make sense to me but Im not yet sure how I can change priorities of action.

 

I've tested it at times and sometimes the vanilla enemies will run back and forth rather than fire their guns. They are there to make love not war. It seems maybe different for the ABA guys.


Yes you can. Here some guideline.

this is the line in XComAI.ini for AdvCaptain

+Behaviors=(BehaviorName=AdvCaptain_ABA_RedFirstActionSelector, NodeType=Selector,      Child[0]=DoIfFlankedMove,      Child[1]=AdvCaptain_ABA_RandActions,  Child[2]=MoveAdvanceToCover,  Child[3]=HuntEnemyWithCover)
+Behaviors=(BehaviorName=AdvCaptain_ABA_RedLastActionSelector, NodeType=Selector,      Child[0]=AdvCaptain_ABA_RandActions,  Child[1]=HuntEnemyWithCover, Child[2]=TryShootOrReloadOrOverwatch_Adv,   Child[3]=MoveDefensive)
+Behaviors=(BehaviorName=AdvCaptain_ABA_RandActions, NodeType=RandSelector,      Child[0]=AdvCaptainTryGrenade, Param[0]=10,   Child[1]=TryCallSectoidReinforcements, Param[1]=5,     Child[2]=TrySex, Param[2]=30, Child[3]=TryMarkTargetOption_ABA, Param[3]=45,  Child[4]=MoveAdvanceToCover, Param[4]=10)


First line is the first move with this nodetype the AI will do 0>1>2>3  
Second line is the second move, It will behave exactly the same because it uses the same node type.
The last line is for random ability, I made it so you cant predict what they will do. The abilities are chosen randomly based on rolls and their weights.

So if you want them to shoot more in this case, add this line in the random( the last line ) 
Child[{N}]=TryShootOrReloadOrOverwatch_Adv, Param[{N}]={value}

* N must not have the same number repeated in the line or it will crash your game!!
* Do not put TryShootOrReloadOrOverwatch_Adv or similar line as the first action in the first move or unit will never do anything but shoot. Same rule to other lines.

so if you want AI to shoot more, the complete lines will look like this 

+Behaviors=(BehaviorName=AdvCaptain_ABA_RedFirstActionSelector, NodeType=Selector,  Child[0]=DoIfFlankedMove, Child[1]=AdvCaptain_ABA_RandActions, Child[2]=
TryShootOrReload,  Child[3]=MoveAdvanceToCover,  Child[4]=HuntEnemyWithCover)
+Behaviors=(BehaviorName=AdvCaptain_ABA_RedLastActionSelector, NodeType=Selector,      Child[0]=AdvCaptain_ABA_RandActions,  Child[1]=HuntEnemyWithCover, Child[2]=TryShootOrReloadOrOverwatch_Adv, Child[3]=MoveDefensive)
+Behaviors=(BehaviorName=AdvCaptain_ABA_RandActions, NodeType=RandSelector,      Child[0]=AdvCaptainTryGrenade, Param[0]=20,   Child[1]=TryCallSectoidReinforcements, Param[1]=5,     Child[2]=TrySex, Param[2]=10, Child[3]=TryMarkTargetOption_ABA, Param[3]=25, Child[4]=TryShootOrReloadOrOverwatch_Adv, Param[4]=40)


*Be careful to put overwatch in the first move or unit will never move from its position.
*Always put movement on the first move as the first action.
*Only adjust the lines that have + sign.

You might need to lower TrySex Param to 10-20 below 10, the ability is barely ever used.

another example

+Behaviors=(BehaviorName=Advent_Grenade_RedFirstActionSelector, NodeType=Selector,      Child[0]=DoIfFlankedMove,      Child[1]=Advent_Grenade_RandActions,   Child[2]=MoveAggressive,      Child[3]=HuntEnemyWithCover)
+Behaviors=(BehaviorName=Advent_Grenade_RedLastActionSelector, NodeType=Selector,      Child[0]=Advent_Grenade_RandActions,   Child[1]=HuntEnemyWithCover,      Child[2]=MoveAggressive)
+Behaviors=(BehaviorName=Advent_Grenade_RandActions, NodeType=RandSelector,      Child[0]=TryExplosive_prio, Param[0]=10,   Child[1]=TakePriorityShots, Param[1]=40,     Child[2]=TrySex, Param[2]=10, Child[3]=TryMoveThenGrenade, Param[3]=15, Child[4]=TryExplosive_aggro, Param[4]=15 ,    Child[5]=TryShootOrReloadOrOverwatch_Adv, Param[5]=10)
Edited by LucyBusy2
fix grammar

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