Adrilink Posted July 30 Posted July 30 2 hours ago, anothergenericuser said: i uhhh, well, you should refer to customization&pack creating guide v1.9.zip. But other than that, from what little I can provide you with from my experience, you've gotta put a "destroyed_skin" file, a "destroyed_skin_mask_1", "destroyed_skin_mask_2", and "destroyed_skin_mask_3" all in the .minecraft/config/needsofnature folder; if the file folder doesn't exist, you've gotta make it. Examples of the destroyed_skin files can be found in "customization&pack creating guide v1.9.zip\ripped skin examples\.minecraft\config\needsofnature". You'll need an image manipulation software, or at least something with a lasso selection tool and pixel-sized brushes for this--I say this because I don't know what you used to modify your skin, you could be using Skindex for all I know. The destroyed_skin file is the one with your skin but nakey-nakey. The destroyed_skin_mask files are... well, it's hard for me to explain since I don't know the terminology, but they tell Minecraft which parts of your default skin to, like, gradually replace with the naked version. They're masks, in the image manipulation sense. The official documentation covers this much better than I can. Also, in the case that your default skin is fully clothed like how the default minecraft skins are, the premade example mask files should work perfectly fine--they're not arbitrarily incompatible with any skin other than the one they were designed for. I'm lucky since my skin is fully clothed, so I don't have to do much modification. Oh, also, if you have your default skin's clothing as an overlay or whatever, you've just gotta move the mask components around. I could try to show you a thingy thing (diagram?) if you would like. Sorry if you know all this and I'm just fruitlessly mansplaining. Okay, thank you very much, I think it's more or less clear now, and knowing there's an explanation in the zip file, I'll look at it tomorrow, because I just went in blindly without checking. Something I haven't noticed while looking at it, and if anyone knows, it would be helpful. Is there a command or a quick way to see the breaking process without going through the sex animation? Since I want to try to do something well in layers, I'd like to see it quickly to check if I've done it right. Ps. Sorry for the English, it's the translator; I'm Spanish and I'm using it to write here. 1
Krazyone Posted July 30 Posted July 30 (edited) Managed to beat the End, and Nether. Died twice beating the Dragon, Endermen got me... Nether... I built a big Cobblestone box of a Base, totally covering the top of the Portal, and going out 4 blocks on each side. I added slabs on the floor, slabs on the roof, and a ladder up to the roof. Got myself fully equipped in Diamond Armour, Protection and Fire Resist enchants. Headed East on a Top Slab, 2 wide path, coming off the roof. East and West is always the way to find Nether Fortresses. Essential Mods... Xaero Mini Map, and Xaero World Map mods used. After a long time bridging, and being harassed by Ghast, Pigs and Pigmen. I made it to a Nether Fortress, got a load of Blaze Rods, Nether Wort and Soul Sand. ==== End... Got to an End Portal, deep at the bottom of the ocean, I had to dig for a Stronghold. Some digging later, and I found it. I took Potions of Slow Falling, and Ender Eyes. Bottles for Dragons Breath, Bucket of Water for to stop Endermen, along with the normal gear. Luckily... the Endermen weren't randy, as I fought the Dragon. Got killed a couple of times, as the Water Bucket didn't work properly, and a gang of Endermen killed me. I killed the Dragon with my bow, as the slash them when they landed was getting me hit. Got the Egg... The Endermen went in love mode, and began non-stop gang raping my character. In celebration of me vanquishing the Dragon. She grew a dick again, which was funny. Jumped through the Portal to escape the gang rapes... === Loving the mod... 🙂 Using my Krazymans Needs of Nature Curseforge modpack, that I'm working on, and beat the game with. It's a Basic modpack I made... Still need Eleytra, beat a Bastion, and bridging out to the islands. I may build a bridging machine, as it's tough with horny Endermen. I also want to build an End Base, on one of the Islands, and main Island. Edited July 31 by Krazyone added more info, escape, and water bucket... 1
z3r0theshadowblade Posted July 30 Posted July 30 On 7/26/2026 at 4:23 PM, z3r0theshadowblade said: so a few thoughts 1.21 version would be great for mod packs 26 version too (this would make skyblock more interesting) a barter system with villagers for lower prices or to even change a single trade item mini game mode in this mode each character in a animation gets a cum meter (above there head preferably) for peak mode animations placer can control animation speed and stage player attack mode allows the player to start animations for mob attack mode player can struggle or submit i also had a thought that maybe a perk and skill system should be added some perks/ skills i thought of are monster tamer (can turn hostile mobs passive) it grips (makes anims go faster) or if mini game mode is applied makes v and a partners cum faster if button is held nudest forces the nude skin at all times milky (can produce there own milk milked with a bucket) colonizer (this could be like a mine colony integration or it's own standalone mod) more nsfw objects/equipment would be amazing a few i am thinking of are (not sure if these can be added via data packs) tunnel block player can crawl through (hole in the wall) milking machines glory hole wall/door egg vib tentacle pit @L1Z0 is there a roadmap i am interested to know if any of the stuff i listed above is for consideration also is a 1.21 and 26 version in the works (hopefully the 1.21 is the version that comes in the next update)
L1Z0 Posted July 30 Author Posted July 30 40 minutes ago, z3r0theshadowblade said: @L1Z0 is there a roadmap i am interested to know if any of the stuff i listed above is for consideration also is a 1.21 and 26 version in the works (hopefully the 1.21 is the version that comes in the next update) no real roadmap exits currently no. 1.21.1 version is planned but will need some time until im happy with the mod featurewise, before that a little 26 port will maybe also be created. we have been considering villager systems and think it would fit nicely into the mod but dont quite know how to do good villager anims so we will have to see how to do that. skill system is out of the scope of NoN, addon mods could make those suggestion a reality though. NSFW blocks/stationary entities were suggested a couple of times and do sound very cool but do not have a very high priority currently. 2
galahadasecret Posted July 31 Posted July 31 Is there anywhere to get skins compatible with this mod? Also, I tried this one: 10 hours ago, KirinToru said: feel free to use, i made destroyed version myself and it gave me an error saying "expected a square PNG from 64x64 through 512x512 in 64-pixel steps"
z3r0theshadowblade Posted July 31 Posted July 31 44 minutes ago, L1Z0 said: no real roadmap exits currently no. 1.21.1 version is planned but will need some time until im happy with the mod featurewise, before that a little 26 port will maybe also be created. we have been considering villager systems and think it would fit nicely into the mod but dont quite know how to do good villager anims so we will have to see how to do that. skill system is out of the scope of NoN, addon mods could make those suggestion a reality though. NSFW blocks/stationary entities were suggested a couple of times and do sound very cool but do not have a very high priority currently. here is a thought about villager animations villagers and pillagers are similar to evokers model wise so why not replace the models of the villagers with the pillagers one that way it's only one set of animations needed since pillagers , evokers vindicators and illusioners all use the same base model this would mean you make a animation for one and it works for all as for making a add-on i would be up to try (just started setting up a environment never tried to make a mod for a mod)
Privacant Posted July 31 Posted July 31 1 hour ago, L1Z0 said: no real roadmap exits currently no. 1.21.1 version is planned but will need some time until im happy with the mod featurewise, before that a little 26 port will maybe also be created. we have been considering villager systems and think it would fit nicely into the mod but dont quite know how to do good villager anims so we will have to see how to do that. skill system is out of the scope of NoN, addon mods could make those suggestion a reality though. NSFW blocks/stationary entities were suggested a couple of times and do sound very cool but do not have a very high priority currently. (sorry if its been touched on already ;;) When it comes to villagers, are you just keeping them as strictly vanilla ones or just doing a generic person npc sort of overhaul? 1
z3r0theshadowblade Posted July 31 Posted July 31 could use a discord or similar then we could have a proper doc's section or even a place to discuss anim packs or sub mods also if you want to make it open source gitgud.io may be a good place to start
Soulstrike102 Posted July 31 Posted July 31 4 hours ago, L1Z0 said: small update coming soon. big animation and feature update planned to come in around 2 weeks. I will update the community packs in the next couple of days too. thx for the communication and being active 1
Soulstrike102 Posted July 31 Posted July 31 2 hours ago, L1Z0 said: no real roadmap exits currently no. 1.21.1 version is planned but will need some time until im happy with the mod featurewise, before that a little 26 port will maybe also be created. we have been considering villager systems and think it would fit nicely into the mod but dont quite know how to do good villager anims so we will have to see how to do that. skill system is out of the scope of NoN, addon mods could make those suggestion a reality though. NSFW blocks/stationary entities were suggested a couple of times and do sound very cool but do not have a very high priority currently. on the villagers i was wandering if you could change them completely like make them completely human i remember there was a mod that did that don't know if its still a mod or even being updated it change the villagers into humans and you can marry them and even have a companion to follow you but that's just an idea if that's even possible to do in this version or if you can
MoonString Posted July 31 Posted July 31 11 minutes ago, Soulstrike102 said: on the villagers i was wandering if you could change them completely like make them completely human i remember there was a mod that did that don't know if its still a mod or even being updated it change the villagers into humans and you can marry them and even have a companion to follow you but that's just an idea if that's even possible to do in this version or if you can MCA Reborn probably? 1
yueyuegege Posted July 31 Posted July 31 Hello, I'm a Chinese player and I'm using AI translation, so the text might look a bit strange. I'm trying to solve the problem of not having any other players but still wanting to watch the animation of player x player. I attempted to use carpet to meet the conditions but the generated dummy showed no animation. Could someone please help me ?
Miserly Robber Posted July 31 Posted July 31 Amazing mod!! This is what I have been dreaming of for a Minecraft sex mod! I would like to make a suggestion if I could. Maybe make it so there is a wearable item that causes passive mobs to attempt to initiate while leaving a defeat style sex system for hostile mobs. Like maybe a collar or something that when worn will allow passive mobs to see you as a possible mate instead of having them automatically interested in you. The reason I suggest this is because I struggle to even leave my house and harvest wood without every forest creature deciding to rail me. And while thats hot, it also makes normal resource collecting more annoying. I do see there is a belt to remove the risk of anal/vaginal animations playing, but I personally think this might be a more gameplay friendly way to handle animals. Again: amazing mod, this thing genuinely has amazing potential, and I am hyped for the proper pregnancy morph update
Soulstrike102 Posted July 31 Posted July 31 1 hour ago, MoonString said: MCA Reborn probably? whats the full name i dont remember if its that
Soulstrike102 Posted July 31 Posted July 31 2 minutes ago, Soulstrike102 said: whats the full name i dont remember if its that nvm i just look it up ya that's the exact one I'm talking about 1
Jennylover231 Posted July 31 Posted July 31 4 hours ago, galahadasecret said: Is there anywhere to get skins compatible with this mod? Also, I tried this one: and it gave me an error saying "expected a square PNG from 64x64 through 512x512 in 64-pixel steps" I also need a compatible skin as well. Someone else described my issue (getting a large ERROR in-place of the player texture when in an animation), and said that you need an older skin from before the format was changed. I looked it up, as far as I can tell there have been 0 changes to the skin format since 2014, and I doubt the mod creator built this mod to specifically need a 2014 skin format. So, I'm left with no solution just as you. If anyone knows what the actual skin format is, it would be appreciated if you could help.
beeanie Posted July 31 Posted July 31 3 hours ago, z3r0theshadowblade said: here is a thought about villager animations villagers and pillagers are similar to evokers model wise so why not replace the models of the villagers with the pillagers one that way it's only one set of animations needed since pillagers , evokers vindicators and illusioners all use the same base model this would mean you make a animation for one and it works for all as for making a add-on i would be up to try (just started setting up a environment never tried to make a mod for a mod) I was playing around with making villager animations and i think the zombie villager model is probably closer? They still have the mesh for the clothes and professions stuff, but the arms are a little longer. Pillagers are missing all the stuff for hats and things and their UV mesh is in a different place. You might be able to reuse the animations though (if you bother renaming the bones, that is)!
ChaiGuan Posted July 31 Posted July 31 10 hours ago, SneccTheSnake said: 它总是保存成 webp 文件,我不知道怎么下载成 png。萨奇 You can right-click on the image to copy it, then open Word, paste it into a blank document, and right-click on it to choose 'Save Picture As.' (The translation tool used might make the sentence a bit awkward)
z3r0theshadowblade Posted July 31 Posted July 31 46 minutes ago, beeanie said: I was playing around with making villager animations and i think the zombie villager model is probably closer? They still have the mesh for the clothes and professions stuff, but the arms are a little longer. Pillagers are missing all the stuff for hats and things and their UV mesh is in a different place. You might be able to reuse the animations though (if you bother renaming the bones, that is)! it is but what i am saying is to replace the villager model with a pillager model and reskin it that way any pillager animation works for vilagers also mca reborn integration sounds cool the big issue is the version incompatability
SneccTheSnake Posted July 31 Posted July 31 (edited) 49 minutes ago, ChaiGuan said: You can right-click on the image to copy it, then open Word, paste it into a blank document, and right-click on it to choose 'Save Picture As.' (The translation tool used might make the sentence a bit awkward) ah I see, thank you for the help Edited July 31 by SneccTheSnake
ThatOneWasp Posted July 31 Posted July 31 17 hours ago, L1Z0 said: no real roadmap exits currently no. 1.21.1 version is planned but will need some time until im happy with the mod featurewise, before that a little 26 port will maybe also be created. we have been considering villager systems and think it would fit nicely into the mod but dont quite know how to do good villager anims so we will have to see how to do that. skill system is out of the scope of NoN, addon mods could make those suggestion a reality though. NSFW blocks/stationary entities were suggested a couple of times and do sound very cool but do not have a very high priority currently. A neat idea I had for the villagers could be that having sex with them gives you lower prices, but they raise their prices the longer you don't have sex with them again. Not sure if that could even be implemented, but if it could, would be a nice risk/reward system! 1
z3r0theshadowblade Posted July 31 Posted July 31 (edited) 6 hours ago, ThatOneWasp said: A neat idea I had for the villagers could be that having sex with them gives you lower prices, but they raise their prices the longer you don't have sex with them again. Not sure if that could even be implemented, but if it could, would be a nice risk/reward system! it can actually be implemented part of why i suggested it a few days ago i have actually also been looking to mod this in as well as dynamic quest another thing i thought of is if you land on drip stone you could have to pull yourself off as a feature (only thought of it because i landed on drip stone) Edited July 31 by z3r0theshadowblade 1
Fourcore1 Posted July 31 Posted July 31 l decided to update the mod and got this error, tried finding the animation framework mod to see if it could be a outdated framework but got nothing for it, anyone have a link to get this or know the way to fix it
xenox5438 Posted August 1 Posted August 1 15 minutes ago, Fourcore1 said: l decided to update the mod and got this error, tried finding the animation framework mod to see if it could be a outdated framework but got nothing for it, anyone have a link to get this or know the way to fix it Delete the animation framework. The update logs said it's already bundled in the new version
Fourcore1 Posted August 1 Posted August 1 10 minutes ago, xenox5438 said: Delete the animation framework. The update logs said it's already bundled in the new version ah thankyou, sometimes im a little dumb and i skip read the notes
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