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[Mod] Lewd Noita Redux


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Posted (edited)
On 8/3/2026 at 6:18 PM, QueanBeen said:

im not sure if you already have it set up this way, but I feel like any of the high tier spells should have a very high chance of not being what the kobold says they are, but a lower tier thing thats kind of similar, like circle of vigor could usually be circle of arousing mist, homing could be aiming arc

 

also there dosent seem to be a limit on purchases when there definitly should be, currently you can buy as many of the same thing as you have the gold and patience for

Still getting scammed with an empty flask when i try to buy teleportatium.

 

>>kobold dialogue

The id for tele is "magic_liquid_unstable_teleportation" and "magic_liquid_teleportation".  "ion" not "ium" typo. 

kobold_interact.rar

Edited by Bingusasdf
Posted (edited)

has anyone been planning on making female on female animations by chance? i know theirs the female sprites but just wanted to check if those are gonna get something to go with them maybe even interactions between creatures to but i think that be hard to, also is their ideas or plans for things like creatures joining on sex while another is already their like a miner having sex with you with the dog like uuuuh threesomes idk how to word things lol.

Edited by a slice of toast
Posted (edited)

  

35 minutes ago, a slice of toast said:

has anyone been planning on making female on female animations by chance? i know theirs the female sprites but just wanted to check if those are gonna get something to go with them maybe even interactions between creatures to but i think that be hard to, also is their ideas or plans for things like creatures joining on sex while another is already their like a miner having sex with you with the dog like uuuuh threesomes idk how to word things lol.

  

On 9/11/2026 at 10:50 PM, Ranot said:

Ya know, all these feminine sprites do have me wondering how they'd fit into the mod. The most obvious thing would be to have male/futa versions for sex with a female player, then once we enough sex animations for the vanilla enemies and a male/futa player sprite there could be more male/futa on female/futa. (Good luck following all of that...)

So it looks like seisont just gave us female sprites, and those are going to be turned into animations soon, but in order to fit in with the cum/womb/(pregnancy eventually?) scripts already in place for hiisi, they sound like they are probably going with futa enemies rather than other kind of girl/girl sex (you were hoping for fingering/scissoring/oral?). As far as enemy on enemy interactions, that may be too big of an ask because it would require a unique animation for each enemy for every enemy they can interact with, also that might require enemies to be hostile to eachother to work. 

Edited by Bingusasdf
Posted
21 minutes ago, Bingusasdf said:

  

  

So it looks like seisont just gave us female sprites, and those are going to be turned into animations soon, but in order to fit in with the cum/womb/(pregnancy eventually?) scripts already in place for hiisi, they sound like they are probably going with futa enemies rather than other kind of girl/girl sex (you were hoping for fingering/scissoring/oral?). As far as enemy on enemy interactions, that may be too big of an ask because it would require a unique animation for each enemy for every enemy they can interact with, also that might require enemies to be hostile to eachother to work. 

i seees yea i was thinking of females on females animations but yeeee i hears ya i just seen the big females and thought that animation of them holding up the female and eating them out would be hot >#>

Posted
2 hours ago, Bingusasdf said:

Still getting scammed with an empty flask when i try to buy teleportatium.

 

>>kobold dialogue

The id for tele is "magic_liquid_unstable_teleportation" and "magic_liquid_teleportation".  "ion" not "ium" typo. 

kobold_interact.rar 9.9 kB · 0 downloads

God damn it, i knew I forgot something, my bad I'll see about fixing that

Posted (edited)
10 minutes ago, a slice of toast said:

would ask if theirs any plans for more capture events like the hive for different creatures like being taken to a wolves den or the soldiers capture you stuff like that mostly.

There is indeed :)no spoilers

Edited by Vitalie
Posted
2 hours ago, a slice of toast said:

has anyone been planning on making female on female animations by chance? i know theirs the female sprites but just wanted to check if those are gonna get something to go with them maybe even interactions between creatures to but i think that be hard to, also is their ideas or plans for things like creatures joining on sex while another is already their like a miner having sex with you with the dog like uuuuh threesomes idk how to word things lol.

It's mainly because the current animations wouldn't be difficult to change to futa/male on futa/female, they'd just need breasts for the most part. Technically, I think the deer animation is female on female? But yeah, female on female animations would be great if people would like to make them.

 

 

Interactions involving more than one creature has been something I've been planning ever since I began working on the mod. The current system uses a single sprite sheet for each animation, so a sprite sheet for every combination would have to be made. Obviously, that'd take forever and would get worse and worse as more enemies are added to the mix. So, I've needed some time to get some other systems in place to make it more feasible.

 

Fortunately, I'm getting pretty close to being able to work on it. I have some ideas that I don't think have been in much of any porn games. Like... an enemy being able to join in for a threesome, while they're fucking the first enemy orgasms and leaves making it a twosome, then another enemy joins to replace the first one making it a threesome again. It would essentially become a continuous chain of sex until enemies leave you alone long enough for you to recover or you break free from it. 

 

I'm not going to make any promises, but that is what's currently on my mind and I do have thoughts on how to implement it. Things like visible cum inflation/pregnancy would also be doable, but we'd of course need the sprites for it.

 

 

Posted
1 minute ago, Ranot said:

It's mainly because the current animations wouldn't be difficult to change to futa/male on futa/female, they'd just need breasts for the most part. Technically, I think the deer animation is female on female? But yeah, female on female animations would be great if people would like to make them.

 

 

Interactions involving more than one creature has been something I've been planning ever since I began working on the mod. The current system uses a single sprite sheet for each animation, so a sprite sheet for every combination would have to be made. Obviously, that'd take forever and would get worse and worse as more enemies are added to the mix. So, I've needed some time to get some other systems in place to make it more feasible.

 

Fortunately, I'm getting pretty close to being able to work on it. I have some ideas that I don't think have been in much of any porn games. Like... an enemy being able to join in for a threesome, while they're fucking the first enemy orgasms and leaves making it a twosome, then another enemy joins to replace the first one making it a threesome again. It would essentially become a continuous chain of sex until enemies leave you alone long enough for you to recover or you break free from it. 

 

I'm not going to make any promises, but that is what's currently on my mind and I do have thoughts on how to implement it. Things like visible cum inflation/pregnancy would also be doable, but we'd of course need the sprites for it.

 

 

sounds hot but also ye i gets the female part was thinking you could try to make it a separate enemy type of the same enemy but it still have the sex animation issue

Posted (edited)

Got a number of those futa animations made! It's not all the enemies with fem sprites though, since I wasn't too sure how to approach some of them without potentially redoing the entire thing because there just didn't seem to be enough space to show off the boobs in the existing sprites. (looking at you healer and alchemist hiisi)
Hopefully these suffice fo r now though! I'll probably spend some time working on some fem designs for other enemies now 😸

 

futa_anims.zip

 

Edited by Seisont
hiisi leader end stage had some overlapping mina/kobold pixels oops
Posted
13 minutes ago, Seisont said:

Got a number of those futa animations made! It's not all the enemies with fem sprites though, since I wasn't too sure how to approach some of them without potentially redoing the entire thing because there just didn't seem to be enough space to show off the boobs in the existing sprites. (looking at you healer and alchemist hiisi)
Hopefully these suffice fo r now though! I'll probably spend some time working on some fem designs for other enemies now 😸

 

futa_anims.zip 61.73 kB · 0 downloads

 

Awesome! Thanks a bunch for these! I'll let you know what I'm planning so it can hopefully help a bit when making sprites.

 

I plan on giving animations multiple layers (composite sprites) to allow for some variety and flexibility. As an example, an animation could be:

Sprites Layers-

- Enemy Body

- Enemy Head/Face (Blush, expressions, etc.)

- Enemy Breasts

- Enemy Penis

- Enemy Stomach (for pregnancy/cum inflation)

- Enemy Clothing

- Enemy Cum Layers

- Player Body

- Player Head/Face (Blush, expressions, etc.)

- Player Breasts

- Player Penis

- Player Stomach (for pregnancy/cum inflation)

- Player Clothing

- Player Neck Bangle

- Player Amulet

- Player Crown

- Player Cum Layers

- On Top Enemy Sprites

- On Top Player Sprites

- Etc.

 

Is that a lot of sprites? Lord, yes. And they may need to be condensed down into fewer sprites if performance is an issue, but at least having all those on different layers in a asesprite file would be helpful for adding/removing things. As a starting point, I think we'd mainly need layers for the Body, Breasts, and Penis.

 

I mentioned something else in my previous post, which could be something to keep in mind? Potentially, animations may actually consist of multiple animations. One animation may consist of the player's body with an enemy or a few fucking it (anal, vaginal, breasts, nipples, penile, etc.), while the player's head is another animation with another enemy fucking it. This would mean that the body and head would also need neutral animations while it's unoccupied.

 

This would be... kind of advanced, and possibly impractical, but I'd eventually like to make a system that would make this at least theoretically possible. Gotta dream big sometimes, ya know, lol.

Posted

@kobold tinkerer I restructured the init stuff using your suggestion. I thought it'd be a good idea to still keep entities sorted based on type (animal, prop, projectile, etc.), but other than those the amount of spaghetti folders has been cut drastically. Hopefully it'll be a bit easier to understand things and be easier to use. I really am sorry about that... in hindsight it really was quite overwhelming.

 

I also wanted to explain the new _fix folder stuff. It's my attempt to avoid the "duplicate attribute" warnings while parsing without editing 'nxml.lua'. The xml files in the _fix folder are nearly identical to their vanilla counterparts, but with the extra attributes removed. The vanilla xml files are automatically overwritten by the _fix ones, unless those vanilla xml files have already been altered by another mod. I feel like this is one of the better solutions?

 

I'll probably move the _fix folder to scripts or something though, since there shouldn't be a need to ever change them.

Posted
1 hour ago, Ranot said:

As a starting point, I think we'd mainly need layers for the Body, Breasts, and Penis.

 


Oh man that would be a lot of layers! But I'll keep those basic body/breast/penis layers in mind next animation I make! 🐱
And an advanced animation system like that would be really cool to see though one day! So hopefully something can be figured out to make it reasonable to actually make lol 

Posted
1 hour ago, Ranot said:

Awesome! Thanks a bunch for these! I'll let you know what I'm planning so it can hopefully help a bit when making sprites.

 

I plan on giving animations multiple layers (composite sprites) to allow for some variety and flexibility. As an example, an animation could be:

Sprites Layers-

 

Is that a lot of sprites? Lord, yes. And they may need to be condensed down into fewer sprites if performance is an issue, but at least having all those on different layers in a asesprite file would be helpful for adding/removing things. As a starting point, I think we'd mainly need layers for the Body, Breasts, and Penis.

 

I mentioned something else in my previous post, which could be something to keep in mind? Potentially, animations may actually consist of multiple animations. One animation may consist of the player's body with an enemy or a few fucking it (anal, vaginal, breasts, nipples, penile, etc.), while the player's head is another animation with another enemy fucking it. This would mean that the body and head would also need neutral animations while it's unoccupied.

 

This would be... kind of advanced, and possibly impractical, but I'd eventually like to make a system that would make this at least theoretically possible. Gotta dream big sometimes, ya know, lol.

At a certain point, surely the inherent limitations of Noita's tiny sprite sizes must become a problem for this? Although I'm sure trying to change that (even if you scaled everything else in the game upwards to match) would cause even more problems, especially with compatibility

Posted
42 minutes ago, Ink_Ribbon said:

At a certain point, surely the inherent limitations of Noita's tiny sprite sizes must become a problem for this? Although I'm sure trying to change that (even if you scaled everything else in the game upwards to match) would cause even more problems, especially with compatibility

Actually, it's because of Noita's smaller sprite sizes that makes it more feasible. Smaller sprites are quicker to process, though I'm guessing you're more referring to the appearance of the animations. Yeah, dunno. That'll largely depend on the artists, I suppose.

Posted

By the way, this is a more general gameplay loop question, but are parasites intended to be survivable?

 

Looking at the code, I can see multiple stages (but what stage the player is on is hidden during gameplay) and it seems like most of them do have benefits once "completed," like a sexy-body-horror way to unlock perks. But in actual gameplay, they constantly deal tick damage to the player. This interacts really badly with the parasite-triggered pregnancies, because the animation starts, and any tick damage that occurs during the animation immediately ends it, dropping a hostile mob (or potentially two) on top of the player, which can deal a LOT of damage in a very short time, because they're still in the "post-rape grace period," where they can't do rape attacks again.

I'm surviving these parasites for as long as I have been because I play with two mods that allow for minimal health recovery (Therapeutic Gold, Digestive Alchemy) and can generally keep myself alive so long as the damage received is paced out like this. But a normal player without these would basically be doomed as soon as they got raped by one of the parasite-implanting enemies, unless they quickly made their way to a Holy Mountain for a heal/parasite clear...which would then be further broken by the Broodmother perk, continuing the long scratch damage and requiring faster delving just to offset the damage-over-time.

I've also had a lot of cases where parasitic infestations just suddenly end out of nowhere, sometimes very early on before the first pregnancy even triggers? And sometimes they change severity back to an earlier stage randomly, making it even less likely that a player could reach the final stages.

I don't mean to insult anyone, I'm just genuinely confused about this gameplay mechanic. From what I can see, it seems like it's currently not working right, and generally it's just been so lethal that it perhaps hasn't been reported/tested in detail? Or maybe most players have had them turned off? But that's entirely based on observation and poking at the code. So if someone could clarify what the intended gameplay loop for parasites is meant to be, then that would probably be a good public resource.

I have tested and confirmed these interactions with only LNR in my modlist (on the previous version, though there was no changes to parasites in the most recent changelog that I can see) so I don't think these are mod incompatibilities on my end.

Posted
9 minutes ago, Ink_Ribbon said:

By the way, this is a more general gameplay loop question, but are parasites intended to be survivable?

Nah, you're quite likely correct. I think the best option is to turn them off for now if you're playing normally (not a good solution, I know). We still need to balance that better, and it's in an iffy state where we're not quite sure what to do with it.

 

I'll admit that I'm also not very knowledgeable about it. I typically play using the Sandbox for testing and rarely go further than a few steps from spawn. So hopefully Vitalie or KT can give you some more accurate information.

Posted

@Seisont I think you and others will be happy to know that I've spent all day (and some of the night), incorporating those futa's into the mix. Animations with female on female will work as well if/when we get some. There's a slider added that can be adjusted to increase/reduce the frequency of a futa enemy spawning, so everything could be a futa if you want, or nothing will be a futa if you want.

 

Futa_SS.png.405f6eb1c4b5682653e05c57b361a974.png

 

Posted

Been enjoying this mod, but there were a couple things that bugged me so I made a personal fix for them. Thought id just drop them here incase anyone wants to use them
1: Los check for enemy dialogue, the enemies will check for los before aggro dialogue
2: Sex scene time multiplier, added a setting to multiply to duration

Or if the authors wanna integrate them to the mod heres the changes:
new script ln_los , simple los raycast util
changed: aggro_watch now also checks for los before creating dialogue,
sex_scene: around ln 750 added the multiplier setting
settings: added los check setting and scene mult settings

lewd_noita_redux.zip

Posted (edited)
13 hours ago, Ranot said:

Nah, you're quite likely correct. I think the best option is to turn them off for now if you're playing normally (not a good solution, I know). We still need to balance that better, and it's in an iffy state where we're not quite sure what to do with it.

 

I like the idea and play normally with them on, but will admit parasites were the cause of most of my deaths in this mod and I havent seen the final stage of any

 

I have a few thoughts on how to make them better, the damage over time is too brutal unless your late game and basically forces you to seek full heals, which sucks if you want to keep the parasites for whatever reason, so get rid of both of those

 

instead of damage over time give a max health reduction that gets worse at higher stages (parasites dont want to kill their host), then at max stage you get a max health boost instead, as the infestation turns from parasitic to symiotic

 

as for curing, well, thats where liquids come in, add a new liquid that when enough is ingested reverts parasites back one stage, you could even add one cure per parasite if you want, and give the player a material vulnerability to them at max stage, since the parasites are so much a part of them that touching the cure hurts both of you

 

and if your feeling silly you can even add liquids that progress specific parasites faster, or give you parasites of that type if you dont have them (which could also let you set which enemy gives which parasite just by altering what they cum), and you could make those liquids heal the player if they have that parasite at max stage

 

and if you make all those liquids craftable via alchemy then you can give those kobold cum merchants an actual purpose

 

another thing you could do is lock the final parasite stage (and thus all the benifits) behind having sex with enemies that give that parasite a certian number of times, like wolf bonding, but make the final stage uncurable and prevent being infected by other types of parasites

 

though you may need to ramp up the parasite downsides a bit if you add all that

Edited by QueanBeen
Posted (edited)
13 hours ago, Ink_Ribbon said:

By the way, this is a more general gameplay loop question, but are parasites intended to be survivable?

 

Looking at the code, I can see multiple stages (but what stage the player is on is hidden during gameplay) and it seems like most of them do have benefits once "completed," like a sexy-body-horror way to unlock perks. But in actual gameplay, they constantly deal tick damage to the player. This interacts really badly with the parasite-triggered pregnancies, because the animation starts, and any tick damage that occurs during the animation immediately ends it, dropping a hostile mob (or potentially two) on top of the player, which can deal a LOT of damage in a very short time, because they're still in the "post-rape grace period," where they can't do rape attacks again.

I'm surviving these parasites for as long as I have been because I play with two mods that allow for minimal health recovery (Therapeutic Gold, Digestive Alchemy) and can generally keep myself alive so long as the damage received is paced out like this. But a normal player without these would basically be doomed as soon as they got raped by one of the parasite-implanting enemies, unless they quickly made their way to a Holy Mountain for a heal/parasite clear...which would then be further broken by the Broodmother perk, continuing the long scratch damage and requiring faster delving just to offset the damage-over-time.

I've also had a lot of cases where parasitic infestations just suddenly end out of nowhere, sometimes very early on before the first pregnancy even triggers? And sometimes they change severity back to an earlier stage randomly, making it even less likely that a player could reach the final stages.

I don't mean to insult anyone, I'm just genuinely confused about this gameplay mechanic. From what I can see, it seems like it's currently not working right, and generally it's just been so lethal that it perhaps hasn't been reported/tested in detail? Or maybe most players have had them turned off? But that's entirely based on observation and poking at the code. So if someone could clarify what the intended gameplay loop for parasites is meant to be, then that would probably be a good public resource.

I have tested and confirmed these interactions with only LNR in my modlist (on the previous version, though there was no changes to parasites in the most recent changelog that I can see) so I don't think these are mod incompatibilities on my end.

I agree the parasite system needs some playtesting and reconsideration. Getting a melee attack from a hammis or rat early to mid game with no cheat mods means you either immediately rush to the next holy mountain or you die, and late game parasites dont exist because as soon as you use your trusty circle of vigor short tele wand its gone. Its either parasites kill you by giving you a permanent dot or parasites dont matter because you have healing spells, theres no middleground. Noita gameplay is largely about conserving health and avoiding damage in order to use your health as a resource before youre forced into the next holy mountain, having a permanent damage over time effect breaks that gameplay loop.

Edited by Bingusasdf

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