Platinphoenixx Posted Friday at 08:04 PM Posted Friday at 08:04 PM Okay, i know, too many updates, annoying. But i had to. Platinphoenixx Add-Ons v1.5.4 for LNR 1.4.1 Which zip is what LNR_1.4.1_Platinphoenixx_Complete_Pack_v1.5.4.zip – everything: LNR 1.4.1 + community patches + fixes + add-ons + Summoner's Bonanza. Take this one if you're unsure. LNR_Platinphoenixx_AddOns_v1.5.4_for_1.4.1.zip – only my own features, copy lewd_noita_redux/ over mods/lewd_noita_redux LNR_1.4.1_fixes_v1.5.4.zip – only fixes for 1.4.1 and the community patches Scene texts A second round has its own lines now: "Again-?!", "W-wait- again-?!", or "Mmh- again? Okay-" in a willing scene. The creature has something to say too. When the enemy lets go your character pants (with Non-Con it hurts), and the last words come when the scene is over instead of before the panting Player lines stay a bit longer so you can actually read them More sound words, and better ones: tentacle climaxes go *SPLURT* instead of *squish*, and there's *fap fap*, *schlorp*, *bounce* and *THUD* instead of plap for everything. "Few" still keeps them rare. About 170 new lines, a lot of them silly. Mina: "Kolmisilmä, if you're watching: NOT funny." The android: "Error 418: I'm a teapot. Go away." The sheep: *judgmental baa* About 110 new Non-Con lines, your character fights back with a grin: "Let go or I dig a tunnel through YOU!", "Warning: warranty void if penetrated.", "No eggs! NO EGGS!" Dub-Con got a lot more lines: only refusals, pain and the graphic ones are Non-Con now In forced scenes your character no longer sounds like enjoying it, that's for willing scenes A scene's own lines (the alchemist's "Stop- taking notes-!") still come later in the scene, not only in the first seconds Settings New defaults: Animation Speed 120 % and Sex Scene Duration 100 % (were 130 % and 80 %). If you changed them before, your values stay; right-click a setting to reset it. Full list in CHANGELOG.md in the zips. Not tested in game yet, so tell me if something's off. 2
finalhg800 Posted Saturday at 03:47 AM Posted Saturday at 03:47 AM Insanely good mod that is hidden in the other games section of loverslab 4
Ink_Ribbon Posted Saturday at 04:59 PM Posted Saturday at 04:59 PM 20 hours ago, Platinphoenixx said: Okay, i know, too many updates, annoying. But i had to. Platinphoenixx Add-Ons v1.5.4 for LNR 1.4.1 Which zip is what LNR_1.4.1_Platinphoenixx_Complete_Pack_v1.5.4.zip – everything: LNR 1.4.1 + community patches + fixes + add-ons + Summoner's Bonanza. Take this one if you're unsure. LNR_Platinphoenixx_AddOns_v1.5.4_for_1.4.1.zip – only my own features, copy lewd_noita_redux/ over mods/lewd_noita_redux LNR_1.4.1_fixes_v1.5.4.zip – only fixes for 1.4.1 and the community patches Scene texts A second round has its own lines now: "Again-?!", "W-wait- again-?!", or "Mmh- again? Okay-" in a willing scene. The creature has something to say too. When the enemy lets go your character pants (with Non-Con it hurts), and the last words come when the scene is over instead of before the panting Player lines stay a bit longer so you can actually read them More sound words, and better ones: tentacle climaxes go *SPLURT* instead of *squish*, and there's *fap fap*, *schlorp*, *bounce* and *THUD* instead of plap for everything. "Few" still keeps them rare. About 170 new lines, a lot of them silly. Mina: "Kolmisilmä, if you're watching: NOT funny." The android: "Error 418: I'm a teapot. Go away." The sheep: *judgmental baa* About 110 new Non-Con lines, your character fights back with a grin: "Let go or I dig a tunnel through YOU!", "Warning: warranty void if penetrated.", "No eggs! NO EGGS!" Dub-Con got a lot more lines: only refusals, pain and the graphic ones are Non-Con now In forced scenes your character no longer sounds like enjoying it, that's for willing scenes A scene's own lines (the alchemist's "Stop- taking notes-!") still come later in the scene, not only in the first seconds Settings New defaults: Animation Speed 120 % and Sex Scene Duration 100 % (were 130 % and 80 %). If you changed them before, your values stay; right-click a setting to reset it. Full list in CHANGELOG.md in the zips. Not tested in game yet, so tell me if something's off. Hm, could you elaborate a bit more on the specific triggers required for those lines? Willing and non-con seem obvious enough, but how would you trigger dub-con? I was imagining a progression as you increase your hidden sluttiness stat each run, but this sounds like a specific configuration of settings and actions in-game.
Platinphoenixx Posted Saturday at 05:20 PM Posted Saturday at 05:20 PM 16 minutes ago, Ink_Ribbon said: Hm, could you elaborate a bit more on the specific triggers required for those lines? Willing and non-con seem obvious enough, but how would you trigger dub-con? I was imagining a progression as you increase your hidden sluttiness stat each run, but this sounds like a specific configuration of settings and actions in-game. Ah, well i should re-word that. for now, that is only if you want the lines to sound more.... involuntary or not as much
kobold tinkerer Posted Saturday at 10:59 PM Posted Saturday at 10:59 PM 5 hours ago, Platinphoenixx said: Ah, well i should re-word that. for now, that is only if you want the lines to sound more.... involuntary or not as much can you add sound testing to workshop? preferably with dropdown list of sound with same names (plap_a, plap_b etc)
Platinphoenixx Posted Sunday at 12:02 AM Posted Sunday at 12:02 AM 1 hour ago, kobold tinkerer said: can you add sound testing to workshop? preferably with dropdown list of sound with same names (plap_a, plap_b etc) I can certainly try, but i have no experience with that at all. Could you elaborate your dream-setup for anything related to sound? I'd like to make it as useful as it can be.
kobold tinkerer Posted Sunday at 09:42 AM Posted Sunday at 09:42 AM 9 hours ago, Platinphoenixx said: I can certainly try, but i have no experience with that at all. Could you elaborate your dream-setup for anything related to sound? I'd like to make it as useful as it can be. i just realized it would be a bad idea because it would require you to upload 1000+ sounds to your website, never mind
Platinphoenixx Posted Sunday at 09:57 AM Posted Sunday at 09:57 AM (edited) 15 minutes ago, kobold tinkerer said: i just realized it would be a bad idea because it would require you to upload 1000+ sounds to your website, never mind XD well, the Site already contains LNR in it's entirety And it could alternatively just work in your browser locally, no problem to implement just that, it could ask you for your folder Edited Sunday at 09:58 AM by Platinphoenixx
kobold tinkerer Posted Monday at 03:47 PM Posted Monday at 03:47 PM On 10/11/2026 at 7:57 PM, Platinphoenixx said: XD well, the Site already contains LNR in it's entirety And it could alternatively just work in your browser locally, no problem to implement just that, it could ask you for your folder my idea was to have a dropdown list with sound names (plap_a, plap_b etc, see guids.txt for full list) which you could attach to the scene to play repeateadly, including multiple sounds to the same scene. basically to test which sounds fit better to each scene without starting the game. but sound assets have more size than the entire data.wak for noita, let alone lewd_noita, so i'm not sure if its feasible other than locally
Bingusasdf Posted Monday at 05:16 PM Posted Monday at 05:16 PM (edited) On 10/9/2026 at 3:04 PM, Platinphoenixx said: Okay, i know, too many updates, annoying. Is there a git or modpage that consolidates or organizes the updates? Edited Monday at 05:19 PM by Bingusasdf
Platinphoenixx Posted Monday at 09:41 PM Posted Monday at 09:41 PM 4 hours ago, Bingusasdf said: Is there a git or modpage that consolidates or organizes the updates? Not accessible. The main mod is updated on LL here regularily, but i am working on my own stuff, mostly experimental so far, and i dump it into the thread here for those that want to try it. I am also working on the main mod with the other devs.
Platinphoenixx Posted Monday at 09:44 PM Posted Monday at 09:44 PM 5 hours ago, kobold tinkerer said: my idea was to have a dropdown list with sound names (plap_a, plap_b etc, see guids.txt for full list) which you could attach to the scene to play repeateadly, including multiple sounds to the same scene. basically to test which sounds fit better to each scene without starting the game. but sound assets have more size than the entire data.wak for noita, let alone lewd_noita, so i'm not sure if its feasible other than locally Hmm, let me look into it. I'll keep you posted.
Platinphoenixx Posted Monday at 10:26 PM Posted Monday at 10:26 PM 6 hours ago, kobold tinkerer said: my idea was to have a dropdown list with sound names (plap_a, plap_b etc, see guids.txt for full list) which you could attach to the scene to play repeateadly, including multiple sounds to the same scene. basically to test which sounds fit better to each scene without starting the game. but sound assets have more size than the entire data.wak for noita, let alone lewd_noita, so i'm not sure if its feasible other than locally Okay, it’s in! Timing → Sounds in the workshop. Switch them on and the scene plays with LNR’s own sounds, same as in the game: every sound of the stage once per loop, a random sample each, when the last frame starts. You can add or remove sounds per stage, ▶ plays a single sample, and “Back to LNR’s” undoes it. The ln_sounds line for the XML can be copied, or “Copy all” for every stage you tried. The whole bank is only about 7 MB (45 sounds, 1127 samples), so it runs right on the site, no local folder needed. It only loads when you switch it on. Try it and tell me what’s missing or annoying. If you’d want more for sound work (like picking the frame a sound plays on, an overview of all scenes and their sounds, or testing your own new sounds), let me know and I’ll see what makes sense.
Ranot Posted 22 hours ago Posted 22 hours ago 9 hours ago, Bingusasdf said: Is there a git or modpage that consolidates or organizes the updates? We do use GitGud, but it's not publicly available. A new update is usually made whenever something is added though, so 95% of the time the version here is identical to how it looks in GitGud. 3 hours ago, Platinphoenixx said: Try it and tell me what’s missing or annoying. If you’d want more for sound work (like picking the frame a sound plays on, an overview of all scenes and their sounds, or testing your own new sounds), let me know and I’ll see what makes sense. Neat! Maybe audio can play for the 'Walkers' thing too, lol. I really wasn't expecting that feature when I first found it, especially the dripping effect.
Darkwolf6180 Posted 21 hours ago Posted 21 hours ago i noticed this in game and in workshop; it looks like the dress layer does not consider the kobold belly color when recoloring; this applies to both original sprites (dress) and belly sprites (dress). the dress is correctly recolored, however the belly is not. this is most obvious when looking at the top of the boobs on original sprites. this is normally hard to notice, but is very apparent when making sprites showing exposed belly. aside from this oversight in the original recoloring method, the belly layer recoloring works good all screenshots taken with setting; GOLD belly RED dress L -> R STAGE 3 BELLY CLOTHING ORIGINAL SPRITE CLOTHING ORIGINAL SPRITE NO CLOTHING STAGE 3 BELLY NO CLOTHING MISSING HIGHLIGHT PIXEL IN PALETTE PRESENT IN BIRTH ANIM AND SEVERAL OTHER ANIMS - NEEDS PALETTE CONVERSION 1
Ranot Posted 17 hours ago Posted 17 hours ago 2 hours ago, Darkwolf6180 said: i noticed this in game and in workshop; it looks like the dress layer does not consider the kobold belly color when recoloring; this applies to both original sprites (dress) and belly sprites (dress). the dress is correctly recolored, however the belly is not. this is most obvious when looking at the top of the boobs on original sprites. this is normally hard to notice, but is very apparent when making sprites showing exposed belly. aside from this oversight in the original recoloring method, the belly layer recoloring works good all screenshots taken with setting; GOLD belly RED dress L -> R STAGE 3 BELLY CLOTHING ORIGINAL SPRITE CLOTHING ORIGINAL SPRITE NO CLOTHING STAGE 3 BELLY NO CLOTHING MISSING HIGHLIGHT PIXEL IN PALETTE PRESENT IN BIRTH ANIM AND SEVERAL OTHER ANIMS - NEEDS PALETTE CONVERSION Ah, that is indeed an issue. It can be a little annoying since not all animations use the same palette, some even change palettes for animations in the same spritesheet though it isn't usually too bad. I personally would kind of like to use a universal type of palette, which could be used for things like polymorphing. An orc turned into a sheep would be green, for example. -continues ranting about something not at all related to the replied post- A universal palette would basically have 4-5 slots reserved for each different part of the body that has a different color. For the kobold, there could be 5 slots for each shade of purple for the body, 5 slots for the belly, 5 slots for the horn, etc.. Then if the player was polymorphed into say... a wolf, the colors for the body slots would be applied to the wolfs body slots. The kobold would become a purple wolf, and... I guess Mina would become a skin colored wolf, lol. Maybe there could be an exception for something like the hood/hair to be applied instead for those cases. One issue I've had is that there's a few enemies I noticed that have like... 9+ different shades for a single color for some reason, while others use 2-3 shades for a color. @Darkwolf6180 Sorry! I didn't necessarily mean the rest of this to be directed at you, I got a little carried away. If you look in the entities->player->kobold folder, you can find an image that has sprites like this: ^ (looks kind of like a Jinjo...) I was messing around with trying to figure out a way to swap colors quickly and efficiently. If we could figure out how to use the shader, that'd likely be better, but this is what I came up with. I basically treat each RGBA value like a variable. R = color slot number G = shade value B = whatever A = alpha A table may help show how R would work better. R = { ... ["253"] = "DBC1D9", ["254"] = "7F4A7B", ["255"] = "FFFFFF", } G is the shade value, so if 'G=114', you would mix the value from R with [114, 114, 114], or "727272" in hexadecimal. If you read in a few pixels that look like [214, 10, 0], [214, 115, 0], and [214, 255, 0], those would all be the same color, but with a different shade applied. For example, these pixels may be for a different shade of purple on the kobold When you're working with very, very small differences in color it can be difficult to tell what color is which. That's where B comes in. It doesn't matter what value B is, so you can freely change it to help differentiate between colors that are too similar. The idea is that each R value would be for a different part of the body/clothes/etc.. '1' could be the kobolds main skin color, '2' could be the kobold's belly color, '3' could be the horn color, etc.. The reason why I was using values that are '200'+ is because the colors are incredibly dark when it's that low, so the higher values make it easier to see the differences. Is this the great idea? Probably not, I'm sure there's a better way to do it. It's just an idea I was messing with earlier when thinking about how palette swapping could work. It just sucks that it all has to be done during the mod initialization stage, so you can't change it mid-game...
kobold tinkerer Posted 17 hours ago Posted 17 hours ago 9 hours ago, Platinphoenixx said: Okay, it’s in! Timing → Sounds in the workshop. Switch them on and the scene plays with LNR’s own sounds, same as in the game: every sound of the stage once per loop, a random sample each, when the last frame starts. You can add or remove sounds per stage, ▶ plays a single sample, and “Back to LNR’s” undoes it. The ln_sounds line for the XML can be copied, or “Copy all” for every stage you tried. The whole bank is only about 7 MB (45 sounds, 1127 samples), so it runs right on the site, no local folder needed. It only loads when you switch it on. Try it and tell me what’s missing or annoying. If you’d want more for sound work (like picking the frame a sound plays on, an overview of all scenes and their sounds, or testing your own new sounds), let me know and I’ll see what makes sense. thats exactly what i needed, thank you the only small detail i would fix the sounds ui visibility is better if they are in a column with single width for all sounds rather than a pile of various width 9 hours ago, Platinphoenixx said: The whole bank did you manage to use fmod soundbank somehow? also why 7mb, i just checked and its 12mb
LoliDefender19 Posted 15 hours ago Posted 15 hours ago So I recently tried this mod and it's good, man, so so good! Surprisingly hot despite simple art style. Was pleasantly surprised when spider mating pressed Mina. Also would've been cool if wolves and other canine enemies could knot Mina and drag her around like on chain. So three questions. 1) Will there be more mating press? 2) Will there be more rapebale allies? Like kobolds. Or male/futa enemies raping female enemies due infighting? 3) is there any way I can support this mod?
Platinphoenixx Posted 14 hours ago Posted 14 hours ago 2 hours ago, kobold tinkerer said: did you manage to use fmod soundbank somehow? also why 7mb, i just checked and its 12mb Done, the sounds are in one column now, all the same width. And yes, they come straight out of LNR’s bank (lewd_noita.bank), I unpacked the 1127 samples with vgmstream. In the bank they’re Vorbis at about 107 kbps. For the site I re-encoded them as 64 kbps mono MP3, that’s why it’s 7 MB instead of 12. Sounds the same for testing, just not bit-identical. 6 hours ago, Darkwolf6180 said: i noticed this in game and in workshop; it looks like the dress layer does not consider the kobold belly color when recoloring; this applies to both original sprites (dress) and belly sprites (dress). the dress is correctly recolored, however the belly is not. this is most obvious when looking at the top of the boobs on original sprites. this is normally hard to notice, but is very apparent when making sprites showing exposed belly. aside from this oversight in the original recoloring method, the belly layer recoloring works good all screenshots taken with setting; GOLD belly RED dress L -> R STAGE 3 BELLY CLOTHING ORIGINAL SPRITE CLOTHING ORIGINAL SPRITE NO CLOTHING STAGE 3 BELLY NO CLOTHING MISSING HIGHLIGHT PIXEL IN PALETTE PRESENT IN BIRTH ANIM AND SEVERAL OTHER ANIMS - NEEDS PALETTE CONVERSION Good catch, and that one was on me: the character editor recoloured the dress layers with the dress colour only, so the skin on them (top of the breasts, the bare belly on your stages) stayed purple/pink. It now gets the scales and belly colour too. It’s fixed in the workshop already, in game it comes with the next add-on version. I also found two light belly shades that weren’t in the palette, in birth, barfer and miniblob. They’re in now. Is that the highlight you meant? If not, tell me which animation and frame and I’ll add it. There’s also a pinkish mid-tone (183,152,167) in a lot of scenes that I wasn’t sure about. 8 hours ago, Ranot said: Neat! Maybe audio can play for the 'Walkers' thing too, lol. I really wasn't expecting that feature when I first found it, especially the dripping effect. Done lol. With the sounds on, the walkers’ scenes play with their sounds too.
kobold tinkerer Posted 13 hours ago Posted 13 hours ago 39 minutes ago, Platinphoenixx said: sounds one more thing, can you add dropdown for added sound so you can change it instead of deleting it and adding another? the tiny walker also has sounds, is it intended?
Platinphoenixx Posted 13 hours ago Posted 13 hours ago 24 minutes ago, kobold tinkerer said: one more thing, can you add dropdown for added sound so you can change it instead of deleting it and adding another? the tiny walker also has sounds, is it intended? Sure! Done, every sound in a stage is a dropdown now, pick another one and it swaps in place (and plays once so you hear it). And yes, the walkers having sounds was intended, Ranot asked for it lol. But it’s on its own switch now (“Walkers too”, off by default), so they stay quiet while you test.
bethonadventure Posted 10 hours ago Posted 10 hours ago Thanks for the mod. Another hidden gem in the most obscure corner of LL. Quick question. Would it be possible to rebind the offspring interaction key to something else other than "E"? I accidentally got fucked by my baby wolves when tried to pick up a wand more than once.
Platinphoenixx Posted 7 hours ago Posted 7 hours ago 3 hours ago, bethonadventure said: I accidentally got fucked by my baby wolves when tried to pick up a wand more than once. I say leave it, just so we can get more quotes like that.
kobold tinkerer Posted 3 hours ago Posted 3 hours ago 6 hours ago, bethonadventure said: I accidentally got fucked by my baby wolves when tried to pick up a wand you grabbed the wrong wand
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