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[Mod] Lewd Noita Redux


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Posted
32 minutes ago, kobold tinkerer said:

this actually might be the solution to sex almost never happening

I don't think so, it's not that fleshed out.

 

31 minutes ago, kobold tinkerer said:

why not make a copy of animal ai component?

Meh, i have a list, i tried to stick to how LNR does things, but i can check when i get home

 

13 minutes ago, kobold tinkerer said:

why is default animation speed set to 130%?

I think it looks better. It's just with my add-ons.

 

6 minutes ago, kobold tinkerer said:

ok i did it, first of all, dash distance must be much higher, otherwise its almost no difference. 200 is good number with dash speed 1000. also it shouldnt be removed (chase behaviour) once it was added, only after they fuck you.

Did you try that in practice? Sounds interesting.

 

7 minutes ago, kobold tinkerer said:

@Platinphoenixx how fast is your coding if you compare with and without ai?

Well, i'd say it's about 20% faster with AI, but generally much better structured. Results of actual studies with actual programmers show though, that most people vastly overestimate their productivity increase in that regard and that it shows little difference to most. But as a non-professional programmer, i think it does help me a lot. If you're interested: The original study and the follow-up study.

Posted
44 minutes ago, Platinphoenixx said:

Did you try that in practice

my all version of the mod has it set to all enemies with scenes, it makes things more unexpected

 

is it possible to be fucked in real life when scene starts?

Posted
4 minutes ago, kobold tinkerer said:

is it possible to be fucked in real life when scene starts?

Sounds kinda hard logistically. You'd have to find a partner and quickly yell at them when a scene starts, but i think you could do it.

Posted
1 hour ago, Platinphoenixx said:

i think you could do it

thanks

 

while i was staring at another scene i thought about how to add interactivity. here is what i invented: if you press interact exactly when plap happens (the frame when sound plays in sex_scene.lua) you increase "submissiviness" stat. if you kick during sex (any frame) you increase defiance stat. this is where my creativity stopped so i dont know what to do with those stats, for example we may give some bonuses if you have 0 defiance, kinda like pacifist reward. or change relations by 1 every 100 sub points.

 

frame perfect key press is intentionally hard, since otherwise you would just have as many points as you did plaps

Posted
13 minutes ago, kobold tinkerer said:

thanks

 

while i was staring at another scene i thought about how to add interactivity. here is what i invented: if you press interact exactly when plap happens (the frame when sound plays in sex_scene.lua) you increase "submissiviness" stat. if you kick during sex (any frame) you increase defiance stat. this is where my creativity stopped so i dont know what to do with those stats, for example we may give some bonuses if you have 0 defiance, kinda like pacifist reward. or change relations by 1 every 100 sub points.

 

frame perfect key press is intentionally hard, since otherwise you would just have as many points as you did plaps

Well, i mean, sure. But i build things with the goal in mind first, so i wouldn't know where that would lead to either. The interactivity part or like a small mini game sounds good.

Posted
6 hours ago, Platinphoenixx said:

Well, i mean, sure. But i build things with the goal in mind first, so i wouldn't know where that would lead to either. The interactivity part or like a small mini game sounds good.

is there a way to zoom in on the scene without pixels becoming blurry?

Posted
2 minutes ago, kobold tinkerer said:

is there a way to zoom in on the scene without pixels becoming blurry?

Where do you mean? In the workshop the zoom is sharp (×1 to ×16, or "In game"). In the game, the add-ons have a scene closeup (mod settings: Scene Close-up, x3–x6). It's scaled by whole numbers, but Noita scales its whole UI to your window, so at some resolutions it can still look soft. When trying to pixel-smooth, one creates abominations

Posted (edited)
21 minutes ago, Platinphoenixx said:

scene closeup

i mean the camera zoom in. i did it before but pixels are looking blurry so i discarded the idea, but maybe you know how to fix it. the code looked something like this within init.lua:

 

function replace_value(path, input, output, print_contents)
    local content = ModTextFileGetContent(path)
    content = content:gsub(input, output)
    ModTextFileSetContent(path, content)
    if print_contents == true then
        print(content)
    end
end

 

    replace_value("data/shaders/post_final.frag",
    [[varying vec2 tex_coord_fogofwar%;]],
    [[varying vec2 tex_coord_fogofwar;
uniform vec4 zoom_in_amount;]])
    replace_value("data/shaders/post_final.frag",
    [[vec2 tex_coord_glow %= tex_coord_glow_%;]],
    [[vec2 tex_coord_glow = tex_coord_glow_;
    float zoom_screen_amount = 1.0;
    if ( zoom_in_amount.x <= 1.0 ) {
        zoom_screen_amount = zoom_in_amount.x;
    }
    vec2 zoom = vec2(zoom_screen_amount,zoom_screen_amount); //where zoom_in_amount is a number between 0 and 1
    vec2 center = vec2(0.5,0.5);
    tex_coord = (tex_coord*zoom) + (center*(vec2(1.0,1.0)-zoom));
    tex_coord_y_inverted = vec2( (tex_coord_y_inverted.x*zoom.x)+(center.x*(1.0-zoom.x)), (tex_coord_y_inverted.y*zoom.y)+(center.y*(1.0-zoom.y)) );
    tex_coord_glow = (tex_coord_glow*zoom) + (center*(vec2(1.0,1.0)-zoom));]])
    GameSetPostFxParameter("zoom_in_amount", 1.0, 0, 0, 0)

 

than during scene you change 1.0 into something like 0.7 by 0.01 every frame to make it smooth

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

нет, я хочу, чтобы враги телепортировались из игры и отымели меня в реальной жизни

But... You maybe die! 
Or, maybe, you become a wolf-bitch 

Posted

@Platinphoenixx incredible work!!! dunno if im tripping tho, but the belly stages dont work for me? at least not to my knowledge (didn't look any different). didn't see any on kobold sprite or mina, in game or in gallery at least, dunno if it's not implemented yet or broken or not sprited or what

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

no, i want enemies teleport from the game and fuck me in real life

I bet those pixels would hurt.

 

13 minutes ago, Darkwolf6180 said:

incredible work!!! dunno if im tripping tho, but the belly stages dont work for me? at least not to my knowledge (didn't look any different). didn't see any on kobold sprite or mina, in game or in gallery at least, dunno if it's not implemented yet or broken or not sprited or what

Thank you @Darkwolf6180. I implemented the "technical" side of it. There is some that are working, it does look okay in some scenes, but this is just... kinda basic as i am sadly a really bad artist. You can take a look at the workshop and set the belly stages manually there, while clicking through the scenes. Some have it, but for most, it doesn't work yet. 

You could however if you feel inclined, paint them yourself and submit if you are feeling artistic :D

 

1 hour ago, kobold tinkerer said:

i mean the camera zoom in. i did it before but pixels are looking blurry so i discarded the idea, but maybe you know how to fix it. the code looked something like this within init.lua:

As in my Picture in Picture window? Or do you mean a way to literally zoom in? As for the PiP, you can basically have anything in there, premade versions of any animation so one could probably do some pixel-quadrupling technique that looks good and it might just work. In my implementation of your gallery, it works like it does in the PiP

Edited by Platinphoenixx
Posted

i can work on that, but is there any functionality to do so for idle/walk/non-scenes? the workshop only has belly stage toggle if you're in an active scene rather than the regular animation set.

Posted
8 minutes ago, Darkwolf6180 said:

i can work on that, but is there any functionality to do so for idle/walk/non-scenes? the workshop only has belly stage toggle if you're in an active scene rather than the regular animation set.

Ah, yes! There isn't one for the walk/idle animations yet. I figured there is so much other stuff already at this point, but it's on the list!

Posted

cool; i'll hammer out belly anims whenever the functionality is added to have it persist out-of-scene too. surprised it's not considered part of the skeleton tho for layered animations

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