Kartan1 Posted August 31 Posted August 31 15 minutes ago, kobold tinkerer said: there is already component explorer that does all that and more Yeah, but I wanted something to only select creatures/bosses + ability to test their aggressive/friendly behavior, plus things like creatures without is_enemy tag.
Kartan1 Posted August 31 Posted August 31 1 hour ago, Ranot said: Very nice! Did you make it as a separate mod? Or an edited version of the mod? I made this as a separate submod, I don't want to mess with LNR, plus this submod has a slightly different scope, and not everyone may be inclined to want the changes that it brings, so keeping it separate is the right thing to do.
corgipale Posted August 31 Posted August 31 49 minutes ago, Kartan1 said: I made this as a separate submod, I don't want to mess with LNR, plus this submod has a slightly different scope, and not everyone may be inclined to want the changes that it brings, so keeping it separate is the right thing to do. Wanted to chime in, I'd be interested in downloading said submod! more settings are always good, and the birthing change to summons to prevent interruptions making them hostile sounds really nice. That particular scenario (particularly in hostile areas/with dots) is a bit annoying when it happens. 1
Kartan1 Posted August 31 Posted August 31 (edited) 2 hours ago, corgipale said: Wanted to chime in, I'd be interested in downloading said submod! more settings are always good, and the birthing change to summons to prevent interruptions making them hostile sounds really nice. That particular scenario (particularly in hostile areas/with dots) is a bit annoying when it happens. I have uploaded the submod, you can find the topic here. Since it does its own thing, I don't want to pollute this thread with people reporting issues related to my submod. Edited August 31 by Kartan1 3
SarckD7 Posted August 31 Posted August 31 Author, can you please provide the mod's development plans so we have a rough idea of what updates will be coming next?
Seisont Posted August 31 Posted August 31 (edited) Got another set of harmless creatures done. This one covers the Deer, Scorpion, and Sheep. Enjoy! 😸 Harmless Creatures_1c.zip Edited August 31 by Seisont further offset edits (hopefully for the last time lol) 3
kobold tinkerer Posted August 31 Posted August 31 (edited) 23 minutes ago, Seisont said: Got another set of harmless creatures done. This one covers the Deer, Scorpion, and Sheep. Enjoy! 😸 Harmless Creatures_1.zip 25.92 kB · 0 downloads i wish scorpion would bite you in the ass instead also they are floating, you need to edit offset_y if different stages need different offsets, you add to RectAnimation has_offset="1" and then offset_x and offset_y Edited August 31 by kobold tinkerer 2
kobold tinkerer Posted August 31 Posted August 31 7 hours ago, Seisont said: fixed animation y offsets scorpion stage one and two still floating one pixel above sheep and deer have offset_x set to 0 which makes player visually "teleport" from left/right back to actual player sprite when scene ends sheep last stage should have offset_x 10 and deer would have better offset_x 18 for all stages 1
kobold tinkerer Posted August 31 Posted August 31 you cannot convince me this isnt better than actual sex scene 2
kobold tinkerer Posted August 31 Posted August 31 7 hours ago, Seisont said: Got another set of harmless creatures done. This one covers the Deer, Scorpion, and Sheep. Enjoy! 😸 Harmless Creatures_1b.zip 25.96 kB · 1 download do you also plan same sheep scene for two flying ships? 1
Seisont Posted August 31 Posted August 31 19 minutes ago, kobold tinkerer said: do you also plan same sheep scene for two flying ships? I do! I'll get around to those sometime soon to round off the sheep. I'll also be doing the duck alongside them. 🦆 34 minutes ago, kobold tinkerer said: you cannot convince me this isnt better than actual sex scene Maybe this could be the normal reaction for the scorpions but if you charmed them or had some kind of perk it'd open up scorpion sex for those interested? Still, this is a funny way to handle it 😸 1 hour ago, kobold tinkerer said: scorpion stage one and two still floating one pixel above sheep and deer have offset_x set to 0 which makes player visually "teleport" from left/right back to actual player sprite when scene ends sheep last stage should have offset_x 10 and deer would have better offset_x 18 for all stages Gotcha, ty you for spotting these, I'll get them fixed up shortly. I'm having a hard time noticing some of these tiny offset in game so I appreciate the extra pair of eyes 👍
kobold tinkerer Posted August 31 Posted August 31 6 minutes ago, Seisont said: noticing just check animations in holy mountain where its flat surface 1
kobold tinkerer Posted August 31 Posted August 31 (edited) 58 minutes ago, Seisont said: scorpion sex my point is sex with scorpion is ridiculous because he is tiny. can you imagine scorpion fucking you in real life? i have the same concern about duck scene and also two fishes. do you have any idea how to do fish? anyway i will have what i want in my own version of the mod and redux version will have the scorpion scene so we dont need to argue about that Edited August 31 by kobold tinkerer 2
Seisont Posted August 31 Posted August 31 21 minutes ago, kobold tinkerer said: my point is sex with scorpion is ridiculous because he is tiny. can you imagine scorpion fucking you in real life? i have the same concern about duck scene and also two fishes. do you have any idea how to do fish? anyway i will have what i want in my own version of the mod and redux version will have the scorpion scene so we dont need to argue about that All good, I understand the concern lol. I'll... figure something out I'm sure. For the duck at least, fish on the other hand will be a tall order if I even attempt it 😸
kobold tinkerer Posted August 31 Posted August 31 apparently we have both chest mimic and leggy mimic scenes since they use the same sprite. to fix leggy mimic legs moving on their own its child entity "limb_attacker" needs to be killed and scene should follow it the same way it follows failed_alchemist_b something like this in sex_scene.lua -- remove limbs damage from leggy mimic and enable following if sd[scene].scene_name == "chest_mimic" then for _, ch in ipairs(EntityGetAllChildren(sd[scene].enemy_id)) do if EntityGetName(ch) == "limb_attacker" then EntityKill(ch) end end sd[scene].scene_follows_enemy = true end
Seisont Posted August 31 Posted August 31 Here's an idea, what if stages were able to be flagged such they start depleting your air meter while they were in progress? So things like oral scenes can start to choke you out if you don't escape in time. But if you had something like breathless or nymphomaniac you would be able to endure it as normal. 🤔 1
QueanBeen Posted August 31 Posted August 31 20 hours ago, kobold tinkerer said: i dont think its possible to selectively change volume in noita if its not possible to add a volume slider for the sex noises themselves you could balance their audio to 50% or 60% on the games volume sliders so people can fine tune it to their preference 1
Ink_Ribbon Posted August 31 Posted August 31 3 hours ago, Seisont said: Here's an idea, what if stages were able to be flagged such they start depleting your air meter while they were in progress? So things like oral scenes can start to choke you out if you don't escape in time. But if you had something like breathless or nymphomaniac you would be able to endure it as normal. 🤔 Hot, absolutely seconding this suggestion, especially if it comes with custom "cause of death" messages; "Suffocated on Haulikkohiisi's cock" for instance 3
Ranot Posted September 1 Posted September 1 14 hours ago, SarckD7 said: Author, can you please provide the mod's development plans so we have a rough idea of what updates will be coming next? There's a list of future plans on the mod page which gives a general idea of what to expect, but that of course doesn't list anything specific. I've tried to get some better coordination so we can plan things better, but haven't been successful in that so far. For the next update, I expect it'll mostly be animation heavy. I know of something that Vitalie is working on, but I don't know how far along it is so it may not be a available for the next update. As for me, I mainly work on the mod's framework, so my contributions are often less noticeable. My current focus is on an alternate palette system, which probably won't be ready for the next update. 13 hours ago, kobold tinkerer said: if different stages need different offsets, you add to RectAnimation has_offset="1" and then offset_x and offset_y Wish I'd known this one sooner. I couldn't find any documentation about RectAnimation and didn't see this in any of the animations I checked. Good to know! 4 hours ago, kobold tinkerer said: can you imagine scorpion fucking you in real life? i have the same concern about duck scene and also two fishes. do you have any idea how to do fish? No, but this also isn't real life. A scorpion doesn't have a dick in real life either, but here... it can have as BIG of a dick as it wants! Same applies to fish...lol. But yeah, I get your point. I mentioned it earlier as a bit of a joke. The core body of the duck and player are actually very similar in size, so ducks shouldn't be a issue. 3 hours ago, Seisont said: Here's an idea, what if stages were able to be flagged such they start depleting your air meter while they were in progress? So things like oral scenes can start to choke you out if you don't escape in time. But if you had something like breathless or nymphomaniac you would be able to endure it as normal. 🤔 Yeah, that'd make sense. I'd be concerned about killing the player without those perks though. It could be something that only applies to enemies that have abnormally large dicks. 1
kobold tinkerer Posted September 1 Posted September 1 (edited) 7 hours ago, Seisont said: Here's an idea, what if stages were able to be flagged such they start depleting your air meter while they were in progress? So things like oral scenes can start to choke you out if you don't escape in time. But if you had something like breathless or nymphomaniac you would be able to endure it as normal. 🤔 there is already hazards during sex, why making the sex itself the hazard? also oral cumshot increases satiation which will damage you if its too much. you can also explode with cum overflow, explode from external sources, catch fire, drown in water or powder, get damaged from crossfire, become toxic/poisoned status during sex and you want to add specific mechanic on top of all that. there is already not enough motivation to have sex in game and that would make situation even worse 4 hours ago, QueanBeen said: if its not possible to add a volume slider for the sex noises themselves you could balance their audio to 50% or 60% on the games volume sliders so people can fine tune it to their preference i dont get it Edited September 1 by kobold tinkerer
Ink_Ribbon Posted September 1 Posted September 1 1 hour ago, kobold tinkerer said: i dont get it So assume the sounds are at 100% volume currently, independant of Noita's own in-game sound settings--the actual audio files inside the mod file. If those were instead reduced to 50% volume, then it would be easier for players to balance the rest of the game's audio around that to their own preferences, instead of having to assume the mod is going to be at maximum volume, against which everything else sounds quiet.
kobold tinkerer Posted September 1 Posted September 1 4 minutes ago, Ink_Ribbon said: So assume the sounds are at 100% volume currently, independant of Noita's own in-game sound settings--the actual audio files inside the mod file. If those were instead reduced to 50% volume, then it would be easier for players to balance the rest of the game's audio around that to their own preferences, instead of having to assume the mod is going to be at maximum volume, against which everything else sounds quiet. lmao no way im changing volume of 1000+ sounds besides it would be too quiet for other people, because noita has 100 default audio volume and other people will complain about sounds too quiet
Kartan1 Posted September 1 Posted September 1 1 hour ago, kobold tinkerer said: lmao no way im changing volume of 1000+ sounds besides it would be too quiet for other people, because noita has 100 default audio volume and other people will complain about sounds too quiet Why would you change the volume on 1000+ sounds? Afaik Noita's AudioLoopComponent has a private field, m_volume. I am literally looking at the D2D mod right now that uses this field to reduce loop volume.
kobold tinkerer Posted September 1 Posted September 1 (edited) 1 hour ago, Kartan1 said: Why would you change the volume on 1000+ sounds? Afaik Noita's AudioLoopComponent has a private field, m_volume. I am literally looking at the D2D mod right now that uses this field to reduce loop volume. lewd noita doesnt use audioloopcomponent, it uses GameEntityPlaySound which gets the sound from soundbank although your right it doesnt have to be 1000+ i realized you only need to edit events in fmod but its still not feasible Edited September 1 by kobold tinkerer
Seisont Posted September 1 Posted September 1 Duck and sheep variants are now done! I think this rounds off all the harmless creatures now, minus the fish. (Which, I don't think would work anyway right now since the mod doesn't like playing animation s while immersed in fluids I've noticed). As always enjoy! Duck and Sheep.zip
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