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[Mod] Lewd Noita Redux


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Posted (edited)

I have a feature request, it'd be nice if the other kobolds get insta chained after sex with a wolf. As is they all get killed as soon as sex is over. I think that's an issue with all the enemy on kobold encounters though wolves at least have the feature to become passive to their victim.

Edited by joeyjoejoeshabidoo
Posted
21 hours ago, Seisont said:

Hi again, I spent some time myself making some additional animations for the wolf/cyber wolf. Mainly I just reworked the hellhound's alt animation for the two of them, and patched it together with the normal animations for a double scene. I didn't make any Mina variants though, so it would just be our kobolds getting spit-roasted by the wolves as is 😸

I'm not able to upload images directly or attachments for that matter (probably because I just made this account), so if contributions like this are welcome I'd love to figure out a way to share it for the mod proper :sweat_smile:

cb6876.png

Absolutely! I've been meaning to make those alt animations for the cyber wolf to work for the wolf and hellhound as well, but I can't do everything at once and there just isn't enough hours in the day, lol.

 

The best way to share files is to put it all into a .zip file and attach it to your post. This also lets you share files that you can't attach directly to posts, such as aseprite files. Wolves are a good example of an enemy that could benefit with a large variety of sprites, due to all the possible interactions that could occur from Wolf Bonding or other things.

 

 

14 hours ago, joeyjoejoeshabidoo said:

I have a feature request, it'd be nice if the other kobolds get insta chained after sex with a wolf. As is they all get killed as soon as sex is over. I think that's an issue with all the enemy on kobold encounters though wolves at least have the feature to become passive to their victim.

That's a thought that I've had a few times while testing things, but always forget to jot it down. Hmm... and since I'm working on a death mechanic, it'd make sense for it to apply to the npc kobold's as well. It doesn't make much sense for enemies to immediately kill after having sex (erm... depending on the enemy, I suppose...).

Posted (edited)
On 8/15/2026 at 8:43 PM, Ranot said:

While I wait for permission to link to the mod's GitGud and/or a new version to be published, I'm hoping to get some opinions or some help with a few things.

 

* Does anyone know a good mod to control the amount of enemy spawns?

I know there's a few out there, but I'm hoping for some opinions on how well they work. Technically, I've already coded in a way to control this, but if there's something that already works well then I can I remove it.

 

* What should happen on 'Game Over'?

One idea is for the player to enter a sort of ragdoll state where they can still be sexed by enemies, but are unable to move (kinda like how a lot of sex games already do). Certain enemies could also trigger some sort of game over scenario that puts the player in a unwinnable situation. I've seen a few ideas on this already, but since this is next on my to-do list I thought I'd ask.

 

Thanks for any suggestions!

For a mod-relevant gameover condition, there could be a seperate stat from health like a mindbreak or a lust bar like a secondary healthbar that tanks a bit of damage every time the player has sex, (maybe more or less for different kinds of enemies, maybe ticking down over time during parasites instead of the parasite damage effect, maybe regen over time) and once it hits zero the player becomes permanently pheremoned (with whatever aphrodisiac effect the flower applies to enemies that makes them unattackable and seek/float towards the player), making the player not controllable and making them seek out enemies for sex. Unless its not possible for the player to have that npc logic, i dont know how it works. Also maybe it doesnt have to be permanent, maybe the player waits it out they can get lucky and the regen will kick in if theres no enemies nearby, otherwise the player becomes softlocked if theyre surrounded and it never gets a chance to regen.

Edited by Bingusasdf
Posted (edited)
On 8/4/2026 at 10:18 PM, QueanBeen said:

 

 

shadow bubble probably needs looked at, seems to do a few million damage to you after a grab

 

 

are you talking about the flea? Yes I noticed that the flea does an enormous amount of damage to the player, had somewhere around 6000 health and it nearly killed me.

Monster_ghost_stand_full

Edited by Bingusasdf
Posted
45 minutes ago, Bingusasdf said:

For a mod-relevant gameover condition, there could be a seperate stat from health like a mindbreak or a lust bar like a secondary healthbar that tanks a bit of damage every time the player has sex, (maybe more or less for different kinds of enemies, maybe ticking down over time during parasites instead of the parasite damage effect, maybe regen over time) and once it hits zero the player becomes permanently pheremoned (with whatever aphrodisiac effect the flower applies to enemies that makes them unattackable and seek/float towards the player), making the player not controllable and making them seek out enemies for sex. Unless its not possible for the player to have that npc logic, i dont know how it works. Also maybe it doesnt have to be permanent, maybe the player waits it out they can get lucky and the regen will kick in if theres no enemies nearby, otherwise the player becomes softlocked if theyre surrounded and it never gets a chance to regen.

That's certainly an interesting idea! A mindbreak could also temporarily remove the player's ability to struggle/kick, leaving them at the enemy's mercy. It might also be interesting if losing all your health simply knocked you out for a time, and you wouldn't fully lose until you've lost all your "will" as well. I could see some balancing issues with that though... but eh, it's just a thought.

 

I haven't messed around with the npc logic stuff yet, but theoretically it should be doable to force the player to move towards enemies to seek out sex. There's a few components on the player that I believe are permanent, so the solution is often to disable the player and attach the player to another entity that performs the actions instead.

Posted
3 hours ago, Ranot said:

Absolutely! I've been meaning to make those alt animations for the cyber wolf to work for the wolf and hellhound as well, but I can't do everything at once and there just isn't enough hours in the day, lol.

 

The best way to share files is to put it all into a .zip file and attach it to your post. This also lets you share files that you can't attach directly to posts, such as aseprite files. Wolves are a good example of an enemy that could benefit with a large variety of sprites, due to all the possible interactions that could occur from Wolf Bonding or other things.

 

 

That's a thought that I've had a few times while testing things, but always forget to jot it down. Hmm... and since I'm working on a death mechanic, it'd make sense for it to apply to the npc kobold's as well. It doesn't make much sense for enemies to immediately kill after having sex (erm... depending on the enemy, I suppose...).

That's good to hear! I'm not very experienced with pixel art, but I'm still interested in seeing if I can't make some more decent looking animations; either _alts for the existing enemies or some new ones all together. Though speaking of that, how flexible is the system with alternate animations / paired animations? As in, can multiple alternate / double animations exist for the same enemy?

And unfortunately I still can't actually add attachments to my posts, so in the mean time I've just uploaded my wolf animations and the source aseprite files to catbox here:
https://files.catbox.moe/xndj62.zip // Extra Wolf Anims.zip
https://files.catbox.moe/o1es36.zip  // Aseprite Files.zip

Posted
2 hours ago, Seisont said:

That's good to hear! I'm not very experienced with pixel art, but I'm still interested in seeing if I can't make some more decent looking animations; either _alts for the existing enemies or some new ones all together. Though speaking of that, how flexible is the system with alternate animations / paired animations? As in, can multiple alternate / double animations exist for the same enemy?

And unfortunately I still can't actually add attachments to my posts, so in the mean time I've just uploaded my wolf animations and the source aseprite files to catbox here:
https://files.catbox.moe/xndj62.zip // Extra Wolf Anims.zip
https://files.catbox.moe/o1es36.zip  // Aseprite Files.zip

Ah, darn. I think it might be like... a 5 post requirement until you can attach things or something like that? Either way, thanks for linking the files!

 

The current animation system is pretty limited. Essentially, animations can only have multiples of one kind of enemy at a time. I'm sure we could add in extra code for specific combinations, but it's not set-up in a way for enemies to mix-and-match atm.

 

That's the current animation system though, I'm gradually working on a system that does allow for mix-and-match animations, as well as a bunch of other stuff. That's one of the reasons why I'm also wanting aseprite files as well. I'd like to get the player, enemies, and whatever else on separate layers to allow for stuff like that. I'd also like to set rules in regards to colors for palette swapping, but I'm still working out the specifics on that one.

Posted

Another small set of some more alt/double animations. These ones for the frog (double and blowjob alt) and the bats (just a double alt). There is a small issue with the bat's double animation though where it sinks fairly deep into the ground as you can see bleow. Not sure how to fix that, but I've included the Aseprite files again in case anyone does know how and cares to fix it. Either way, enjoy!
 k3qp8j.png
https://files.catbox.moe/kfwfzr.zip // sex_gfx folder and source files

Posted
19 hours ago, Bingusasdf said:

are you talking about the flea? Yes I noticed that the flea does an enormous amount of damage to the player, had somewhere around 6000 health and it nearly killed me.

Monster_ghost_stand_full

 

no, thats delerium, or houre, though they are rather dangerous as well

 

shadow bubble, or varjokupla, is an enemy that spawns in the lukki lair

 

and to be clear I was not exaggerating about the amount of damage dealt, though its possible that the damage was some strange consequence of the sandbox mod I was using, I havent felt suicidal enough on a normal run to test

Posted
4 hours ago, Seisont said:

There is a small issue with the bat's double animation though where it sinks fairly deep into the ground as you can see bleow. 

You can change the position of a animation by changing the offset. The higher offset_x is, the more it goes to the right. The higher offset_y is, the more it moves up. In this case, you'd want to increase offset_y to pull it out of the ground.

 

Thanks for the files!

Posted
7 hours ago, Seisont said:

Another small set of some more alt/double animations. These ones for the frog (double and blowjob alt) and the bats (just a double alt). There is a small issue with the bat's double animation though where it sinks fairly deep into the ground as you can see bleow. Not sure how to fix that, but I've included the Aseprite files again in case anyone does know how and cares to fix it. Either way, enjoy!
 k3qp8j.png
https://files.catbox.moe/kfwfzr.zip // sex_gfx folder and source files

those struggle ui do be sure looking ugly as fuck

Posted (edited)

Got another batch of stuff made! Took it a bit further and added new lewd sprites for the Poro, Suurlepakko, and Äitinuljaska. The latter two having animations made for them too. I also edited the icon for starting a new game to be much more on-brand to the mod. (It only shows up though if you make use of the "Restart / Start  a New Game with Active Mods" button from the mod menu in game.)
 Source files are included in the download as usual, and I hope you all enjoy! 😸
image.png.c6a102e485991d46a42853f65036e8d2.png image.png.e70a02c793fd1ff9dc9eb584842f5e06.png


image.png.c1514d9f2792e399a45664df0219ce82.pngimage.png.d1dc69e6ecb034df435eb5eacf8ae703.png
image.png.d081a720d1e3a7f06d42990dfb1d6726.pngimage.png.22466573f8f66188e63b6f44cd40797d.png

 

Suurlepakko and More_v2.zip

Edited by Seisont
incorrect xml file for bigbat
Posted
17 hours ago, finalhg800 said:

It fits the aesthetics of the game imo so

I think it's less the appearance and more of it's existence. kobold_tinkerer didn't want there to be a wiggle mechanic to the struggle system, so he made one where you could still slightly move around and kick. Vitalie had been working a wiggle mechanic at the same time, so the two ideas ended up merged. I'd still like there to be a bit more to it, like to involve stamina somehow, but we were mostly wanting to just get some sort of struggle system in there. It's hard thinking of a way to still allow the player to have some control while still maintaining some sort of balance.

 

 

5 minutes ago, Seisont said:

Got another batch of stuff made!

Jeez, you've been busy! Love it! ❤️

 

It's a little funny seeing so many monsters with giant wangs and for the poro to have one that's just... reasonably sized. 🤣

Posted (edited)
1 hour ago, Seisont said:

Got another batch of stuff made! Took it a bit further and added new lewd sprites for the Poro, Suurlepakko, and Äitinuljaska. The latter two having animations made for them too. I also edited the icon for starting a new game to be much more on-brand to the mod. (It only shows up though if you make use of the "Restart / Start  a New Game with Active Mods" button from the mod menu in game.)
 Source files are included in the download as usual, and I hope you all enjoy! 😸
image.png.c6a102e485991d46a42853f65036e8d2.png image.png.e70a02c793fd1ff9dc9eb584842f5e06.png


image.png.c1514d9f2792e399a45664df0219ce82.pngimage.png.d1dc69e6ecb034df435eb5eacf8ae703.png
image.png.d081a720d1e3a7f06d42990dfb1d6726.pngimage.png.22466573f8f66188e63b6f44cd40797d.png

Suurlepakko and More.zip 66.25 kB · 1 download

since we have new enemy sprites, we also need sprite maps for them

 

https://github.com/EvaisaDev/NoitaUVGenerator

 

its not a big problem if we dont have updated uv maps, but if you know how to do them, please do

 

edit: damn, i thought you added elk scene too. are you making it?

Edited by kobold tinkerer
Posted
1 hour ago, Ranot said:

Jeez, you've been busy! Love it! ❤️

 

It's a little funny seeing so many monsters with giant wangs and for the poro to have one that's just... reasonably sized. 🤣


Thanks! Its been a lot of fun working on these so its been keeping me busy! And yeah can't give EVERY creature had a massive schlong, need some diversity and all that 😄
 

14 minutes ago, kobold tinkerer said:

since we have new enemy sprites, we also need sprite maps for them

 

https://github.com/EvaisaDev/NoitaUVGenerator

 

its not a big problem if we dont have updated uv maps, but if you know how to do them, please do

 

edit: damn, i thought you added elk scene too. are you making it?


Good to know! I'll see about making those maps later then, thanks for letting me know about it. And yeah! I'll be adding an elk scene, just put it off because I wasn't sure how the mod would interact with totally passive creatures as opposed to enemies. 

Posted (edited)

i was testing new sprites and found out that giga fungus sex scene uses vanilla sprites, while the enemy sprite is modified to have booba. whoever created that sprite, you might wanna update it. or we could include giga fungus in the piece of code that chooses randomly from vanilla and modded sprite, like spearbot currently does

 

also it has no last stage sprites where kobold is alone. does anyone even test those before releasing?

 

31 minutes ago, Seisont said:

how the mod would interact with totally passive creatures as opposed to enemies

technically elk doesnt have "enemy" tag so it wouldnt start the scene, but we can give player an option to start it like it currently works with charmed enemies

 

or check "mortal" tag instead of "enemy". anyway this is easily solved as long as you have the scene

Edited by kobold tinkerer
Posted (edited)
1 hour ago, Seisont said:

Thanks! Its been a lot of fun working on these so its been keeping me busy! And yeah can't give EVERY creature had a massive schlong, need some diversity and all that 😄

Agreed! It's just funny that it ended up being the poro of all things that ended up more normalized.

 

1 hour ago, Seisont said:

Good to know! I'll see about making those maps later then, thanks for letting me know about it. And yeah! I'll be adding an elk scene, just put it off because I wasn't sure how the mod would interact with totally passive creatures as opposed to enemies. 

I'm... not entirely sure either. I think it works by proximity, so theoretically it might already work? If not, we'll figure out something. It'd be sad to leave the "harmless" creatures out of the fun, lol.

 

Yeah, uv maps are necessary for any entity sprite that's being overwritten (or is a new entity). It's not necessary for sex animations, so don't worry about those.

 

It's not that hard to make uv's, thankfully. I'll likely make them myself if you can't figure it out or you don't want to. I'm attaching a zip that I feel makes creating uv's a lot easier. Just put the pngs along with their xmls (if they have one) into the 'images' folder. Execute the GenerateUV.bat, and the uv's should appear in the 'uv_maps' folder. There's also a naming scheme that the uv's need to have, but... I don't think you need to worry about that.

NoitaUVGen.zip

Edited by Ranot
Corrected
Posted (edited)

bigbat last stage is also messed up. whoever creates those, do you actually test it in game before uploading? i dont understand how something like this can pass human testing

 

image.png.d0b8ba99756da1ab7601303b159af966.png

 

double wolf also has vertical artifacts because the sprites are too close. if any of yall thinks im complaining too much its because i am actually having to FIX all this shit for you to enjoy

 

20 minutes ago, Ranot said:

I don't think you need to worry about that

if he gonna create those then he DOES need to worry about that, because otherwise they wont work

Edited by kobold tinkerer
Posted (edited)

i have an ide. WHAT IF when player sprite has crown for sun quest, whenever sex scene starts it will ACTUALLY DROP on the ground like physical item and you will have to pick it up to show it on your sprite? that would add nice detail and also solve the problem of having no crown on sex scene

 

if its not acquired in long time or destroyed, it will magically return to you with some bullshit message like "your crown has magically returned to you" and maybe also if you do it many times (dont get back your crown) gods will be angry and summon some shit to punish you

 

edit: eel scene also doesnt work xdddddddd

Edited by kobold tinkerer
Posted
18 minutes ago, kobold tinkerer said:

bigbat last stage is also messed up. whoever creates those, do you actually test it in game before uploading? i dont understand how something like this can pass human testing

 

image.png.d0b8ba99756da1ab7601303b159af966.png

 

double wolf also has vertical artifacts because the sprites are too close. if any of yall thinks im complaining too much its because i am actually having to FIX all this shit for you to enjoy

 

if he gonna create those then he DOES need to worry about that, because otherwise they wont work
 


Oh! I'm sorry about that. It was working fine in game for me so I figured it was good. I doubled checked though I had added the wrong version of the .xml when I grabbed the files for the .zip. My bad! :sweat:I'll edit my post with a fixed .xml.

 

Posted (edited)
37 minutes ago, kobold tinkerer said:

bigbat last stage is also messed up. whoever creates those, do you actually test it in game before uploading? i dont understand how something like this can pass human testing

 

double wolf also has vertical artifacts because the sprites are too close. if any of yall thinks im complaining too much its because i am actually having to FIX all this shit for you to enjoy

Lmao, wow. Is it your time of the month or something?

 

Artists do art, developers develop. Don't complain when an artist doesn't do something correctly that a developer is meant to do. I'd much rather have artists continue to do stuff that they're good at than have them worry about it functioning perfectly in game.

 

37 minutes ago, kobold tinkerer said:

if he gonna create those then he DOES need to worry about that, because otherwise they wont work

Then just rename it...

 

32 minutes ago, kobold tinkerer said:

i have an ide. WHAT IF when player sprite has crown for sun quest, whenever sex scene starts it will ACTUALLY DROP on the ground like physical item and you will have to pick it up to show it on your sprite? that would add nice detail and also solve the problem of having no crown on sex scene

 

if its not acquired in long time or destroyed, it will magically return to you with some bullshit message like "your crown has magically returned to you" and maybe also if you do it many times (dont get back your crown) gods will be angry and summon some shit to punish you

Huh, that's an interesting idea! It'd also add some variety and a potential challenge. Hmm, and the reward for beating it could be... sex scenes with your crown on!!

Edited by Ranot
Posted

fixed sprites with bad offsets for:

 

alchemist
assassin
barfer
bat
bat_double
bloom
coward
eel
failed_alchemist
failed_alchemist_alt
ghost
roboguard
shaman
skullfly
spearbot
wolf_alt
wolf_cyber_alt
wolf_cyber_double
wolf_double

 

wolf_double and wolf_cyber_double still have artifacts because the sprites are too close to each other vertically, i didnt fix that because i decided that i dont care. i will upload all that later when i finish doing what i do. i'm letting this information out in case someone else wanted to fix sprites so you dont need to bother

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