emikochan Posted July 25, 2017 Share Posted July 25, 2017 Thanks for all the amazing work on these mods War of the chosen looks great, i really hope it doesn't screw up the hard work already put into lewds Link to comment
Tyrranus Posted July 26, 2017 Share Posted July 26, 2017 Thanks for all the amazing work on these mods War of the chosen looks great, i really hope it doesn't screw up the hard work already put into lewdsthis is more an expansion pack like in ages of old, less like a DLC.... so expect it to break almost every mod. Link to comment
Pan4Mod Posted July 26, 2017 Share Posted July 26, 2017 Dear modders, If you have some spare time, could you add an collar item, like this? I alway found we lack a proper collar for all of our mods. Regards Link to comment
MuffyTheTrollSlayer Posted July 30, 2017 Share Posted July 30, 2017 Forgot to mention the checklist: Torso Pack Leg Pack Props Pack A Cup Heart Shape Aviators on Forehead B Cup Landing Strip Thick-rimmed Glasses on Forehead C Cup Bikini Resistance Scarf D Cup Bikini w/ Boots Tintable Scarf Bikini 1 High Cargo Boots Dog Tags Bikini 2 Low Cargo Boots Belly Ring Bikini 3 Thong Nipple Rings (for cups A, B, C) Bikini 4 (C Cup) Undies Nipple Studs (for cups A, B, C) Shen's Vest Zipped open Shorts Fitted Beanie (because the vanilla one looked stupid) Jane's Vest Zipped open Shorts w/ Thong Bandana that remains worn while in the Avenger Topless Civilian Coat Power Boots Topless ME Jack Power Chaps Topless ME Liara Jump Suit tied around (Portal 2) Knot-tied Navy Shirt Ninja Pants Resistance Straps Sweat Pants Jeans Knee High Stripper Boots 4th EDIT: alright, so the problem with nothing showing up is caused directly by not overwriting the old with new. you MUST have the old version and the new together in order for the 'new' version to work - at all. period. As for the nipple rings (that's shoulder props); Belly ring (that's lower face prop) Link to comment
MuffyTheTrollSlayer Posted July 30, 2017 Share Posted July 30, 2017 Do I have to declare config variables in seperate files or something? I couldn't get the Capture Chance to work until I moved it out into its own config. Ugh. Whatever. Here is the mod updated with Captured units put back in. I deleted the character template mod and death avoid ability and just modified the TakeDamage command in the game instead, since it isn't protected or static. If I figure out how to display messages during battle, perhaps I'll add in the text that tells you they were captured next time. modmodmod &/or Enslaved mod doesn't work with Longwar toolbox, sorry. Link to comment
okashley24 Posted July 31, 2017 Share Posted July 31, 2017 Wow. I am pleasantly surprised that of all games Xcom 2 has this much interest in adult modding. Thanks for all the great work guys. Link to comment
leggen Posted July 31, 2017 Share Posted July 31, 2017 Sup Here's some stuff 20170714154920_1.jpg KexxValk.zip Thanks to Kexx, you guys are finally getting Fem-Archon This is Kexx's original Valkyrie from way back when (So no fancy bits), which I've merged with their newest version of the torso mesh, fixed any holes I could find in the mesh (that can be easily seen anyway), tried my best to get the darkness and colouration of the textures to fit the base game Archon. I've set up the code to spawn the Fem-Archon as a variant of the normal Archon, nothing fancy, but she'll show up randomly through out gameplay. This is obviously mostly Kexx's work so thanks should go to Kexx, I just get to release it :3 In light of that, I'll just throw in those lewd Stunlancers and Troopers from ages ago, I lost interest so those are the only 2 units, any only pantyless versions, cba to ask for permissions for panties MooUnitsAdvent.zip This one is set up to replace all Stunlancers and Troopers, so there may be compatibility issues with other mods that replace archetypes. Moo It seems these mods are clashing with the edited ragdolls mod. These mods just don't show up as long as the ragdolls mod is enabled. Is there a way to get these mods to show up? I'd hate to not use the edited ragdolls mod, and I really want those valkyries in my game. Link to comment
MuffyTheTrollSlayer Posted August 2, 2017 Share Posted August 2, 2017 ahhhh...thanks, Leggen. i'd JUST installed the ragdoll edit mod and was wondering where the hell my nekkid troopers were at. "where the white women at?!" Link to comment
leggen Posted August 3, 2017 Share Posted August 3, 2017 ahhhh...thanks, Leggen. i'd JUST installed the ragdoll edit mod and was wondering where the hell my nekkid troopers were at. "where the white women at?!" Good news! I believe I have figured out how to get these two mods to work together. It's a load order problem, and the only way I've managed to get around it is to take the ragdoll mod out of the workshop mods folder and add it to your other mod folder, where you've put the lewd mods. Mods not from the workshop appear to be loaded by alphabetical order, so name the folders for the ragdoll mod something like "Xragdolls" and the troopers and valkyrie mods something like "Ytroops" and "Zvalkyrie" Link to comment
MuffyTheTrollSlayer Posted August 3, 2017 Share Posted August 3, 2017 is the ragdolls mod worth it though? Link to comment
MuffyTheTrollSlayer Posted August 4, 2017 Share Posted August 4, 2017 okay, i've been painstakingly trying to reproduce the conflict between MooMany's nekkid trooper mod and edited ragdolls mod. I'd subscribed to a bunch of new mods plus ragdoll edit (in order to check the .ini) and the troopers/lancers had vanilla models.unsubbed from ragdoll mod, deleted the "my games" subfolder for xcom, deleted any empty "workshop" subfolders...that didn't work so i opened up the 'alternative mod manager' and deleted the entry for the offending mod. Started up xcom2 via steam and viola! conflict gone.So i'm subscribing to ragdoll mod now that i've got it 'fixed' to see if it really is that mod causing the conflict.damn...it totally does break. weird how the 3rd party manager fails to notice conflicts like that. pity.so, just for a lark, i opened up that manager and set load order for the mooadventmod to be after edited ragdolls. Shut that 3rd party program down and ran the game via steam's launcher (again, deleting the "my games" subfolder just to be squeaky clean even if that doesn't matter)...annnd conflict.right. Now, let's try using the 3rd party manager as the launcher. First try unlucky, let's try a second time (now without deleting the auto-created files in "My Games" juuust in case that's actually needed for handshaking)...and no nekkid advent. damnit.Meh. don't like the alternative launcher anywaysalright, screw this. unable to get the two to cooperate. unsubscribing from the ragdoll mod Link to comment
MemeWolf Posted August 5, 2017 Share Posted August 5, 2017 can someone tell me EXACTLY what the Enslaved mod does? i just installed it and i have absolutely no idea what it's supposed to do. you can reply here and i'll try to remember, or you can email me at wildmoonthenightfury@gmail.com Link to comment
MuffyTheTrollSlayer Posted August 5, 2017 Share Posted August 5, 2017 can someone tell me EXACTLY what the Enslaved mod does? i just installed it and i have absolutely no idea what it's supposed to do. As long as you're not using LW2 or it's toolbox with vanilla, you'll see an additional option box in "view soldiers" area of the Armory. That box is on the left pane and gives you a few options. 1) breeding 2) prostitution breeding will remove the soldier from the available pool for a few days approximately and during the scanning process in strategic briefing room you'll see a popup telling you that soldier has finished - and you'll get intel (around 30 points) prostitution will do the same but you'll get supplies. there is a statistics panel just below that keeping track of all this. Sometimes you'll get a 'have baby' option but so far that's just cosmetic (cosmetic in the sense of "oooo a button. click") when you rescue a soldier that was lost on the battlefield (but not dead) nothing happens to them. (no 'rape' statistic tally increase, even though there's a column for that) TL;DR - options to get a sliver of intel & supplies; jack shit in the 'enslaved' sense of someone expecting a 'skyrim' experience. Link to comment
DarkTeletubby Posted August 15, 2017 Share Posted August 15, 2017 ...it totally does break. weird how the 3rd party manager fails to notice conflicts like that... The alternative mod launcher can detect when two mods are editing the same thing, it cannot detect when one mod is making a change which will cause some other mod to choke on the altered data. That's on the mod authors to do sanity checks and not just assume that everything will always be vanilla. Link to comment
LinaDoll Posted August 16, 2017 Share Posted August 16, 2017 for some reason the enslaved mod thing displays no status after soldiers are assigned to a duty, simply leaving an empty box Link to comment
Syad51 Posted August 17, 2017 Share Posted August 17, 2017 Someone posted this in /xcg/, and then commented that the mod was removed from nexus a long time ago. Does anyone still have it, and would be willing to share? Link to comment
Scremajigger Posted August 17, 2017 Share Posted August 17, 2017 Someone posted this in /xcg/, and then commented that the mod was removed from nexus a long time ago. Does anyone still have it, and would be willing to share? ahem : http://www.nexusmods.com/xcom2/mods/620/? Link to comment
llbbat Posted August 19, 2017 Share Posted August 19, 2017 can someone tell me EXACTLY what the Enslaved mod does? i just installed it and i have absolutely no idea what it's supposed to do. As long as you're not using LW2 or it's toolbox with vanilla, you'll see an additional option box in "view soldiers" area of the Armory. That box is on the left pane and gives you a few options. 1) breeding 2) prostitution breeding will remove the soldier from the available pool for a few days approximately and during the scanning process in strategic briefing room you'll see a popup telling you that soldier has finished - and you'll get intel (around 30 points) prostitution will do the same but you'll get supplies. there is a statistics panel just below that keeping track of all this. Sometimes you'll get a 'have baby' option but so far that's just cosmetic (cosmetic in the sense of "oooo a button. click") when you rescue a soldier that was lost on the battlefield (but not dead) nothing happens to them. (no 'rape' statistic tally increase, even though there's a column for that) TL;DR - options to get a sliver of intel & supplies; jack shit in the 'enslaved' sense of someone expecting a 'skyrim' experience. I figured out why the rape statistic doesn't increase while digging through the files. It only goes up if the soldier is rescued through the Murmur in the Populace event, but there are some missing quotation marks in the mods XComGameBoard.ini file that prevents the event from working correctly. It's a pretty simple fix. Open up the Enslaved mods Config folder, open XComGameBoard.ini, and change RewardTypes=Reward_FreeCapturedSoldier to RewardTypes="Reward_FreeCapturedSoldier" Save that and the Murmur in the Populace event should rescue soldiers as it's supposed to. Their rape tally should go up by one, along with increasing their unknown kids stat if they gave birth during captivity. One other thing I've noticed when looking around the files, if I read it right, is that the mod changes the Council soldier rescue missions so that you will always rescue your captured soldiers before it gives you new soldiers to rescue. For those who don't like editing .ini files, here is a fixed version of XComGameBoard.ini. Just extract it and replace the old file with this one. Enslaved_Fixed_Config_File.7z Link to comment
Uhuru N'Uru Posted August 19, 2017 Share Posted August 19, 2017 @ Xpyke good job keeping listing updated. Might want too add a note to the Kexx456's Torso/Leg pack requirement, that it's new info, the v2.0 posts still say v1.0 isn't required. ... If you already had my previous Torso and Leg pack, just delete those and use these instead. Don't worry, previous content is still here. ... Could cause people to think first posts incorrect, when it's not. ahhhh...thanks, Leggen. i'd JUST installed the ragdoll edit mod and was wondering where the hell my nekkid troopers were at. "where the white women at?!" Good news! I believe I have figured out how to get these two mods to work together. It's a load order problem, and the only way I've managed to get around it is to take the ragdoll mod out of the workshop mods folder and add it to your other mod folder, where you've put the lewd mods. Mods not from the workshop appear to be loaded by alphabetical order, so name the folders for the ragdoll mod something like "Xragdolls" and the troopers and valkyrie mods something like "Ytroops" and "Zvalkyrie" I never use the Workshop for mods, Simply because I want full control of when my games get updated. That applies to XCOM 2, and all other Workshop games. XCOM 2 Specific Workshop to Mods folder conversion Doesn't stop me using them, but I unsubscribe after creating my own Archive, so let me clarify exactly how I do it, same method for all mods Archive Name, consists of 4 parts Mod Name in Steam Workshop Date of last update Author's Steam User Name Workshop ModID (The mods folder number in "..\Steam\SteamApps\Workshop\Content\268500" [XCOM 2's Steam GameID=268500]) So my Archive for the Example will be Lipstick Pack - Facepaint [16·02·19] by Kazzerk=SW620998078.7Z This gives me all the relevant info in the name, making it easy to find again. The mod folder in this case is "620998078", and we need to give it a name, that works. I looked at what the Nexus mods used for names and found a consistant convention. Every XCOM 2 Mod requires a "*.XComMod" File, and every Nexus Mod I checked has the same naming method. Lipstick Pack - Facepaint file is Kazzerk'sLipstickPack(Facepaint).XComMod The Folder 620998078 is Renamed to Kazzerk'sLipstickPack(Facepaint) Archive that Folder and you're done, use NMM, or manual extraction to install the mods DON'T FORGET, you must unsubscribe to stop Steam downloading it again. Updates are fine, when planned and co-ordinated, by the mod user. Steam will auto-update, even if it breaks your game. Every mod has worked that I've used this technique on, at least as far as making them mod folder mods goes. Other issues may arise, but having all my mods in the mods folder, keeps me in control of updates. My current mod list is here, but I'm in the middle of updating, before the Chosen arrives. Anything later than mid march, is an update, or new. so not really tested the whole list yet. Absolutely Critical [16-03-22] by Piggles=SW620664701.7zCapnbubs Accessories Pack-116-v2-3.rarCombined Piercings [17-08-03] by Jerrybullet=SW1097240865.7ZCommander's Choice-579-1-2-4.zipDestroyer's Female Face Pack [16-08-31] by Destroyer1101=SW755415350.7ZDestroyer's Female Hair Pack 2.0 [17-07-09] by Destroyer1101=SW852249620.7ZDestroyer's Female Hair Pack_v3-574-V-3.zipDragon's Wilderness PCPs [16-08-30] by Đrλgonsdoom=SW754041985.7ZDrone Reveal Animation [17-02-25] by RoboJumper=SW871340811.7ZEvacAll-1.9-99-1-9.zipEven More Maps! [17-03-24] by McDenny's 09=SW703734451.7ZEven More Maps!-Suffer [17-02-15] by McDenny's 09=SW771147826.7ZEven More PCPs! [17-02-05] by McDenny's 09=SW811937009.7ZFemale Archon [17-07-14] by Moomany and Kexxx456.7ZFree Camera Mod-1-2-1-1.7zFree Reload-401-1-1.rarFull Character Customization From Start [16-02-15 by Dukhat=SW620530611.7ZGotcha Again [17-05-01] by Soldier9=SW866874504.7ZIgnore Missing Content [16-02-10] by Zwagoth=SW619141883.7ZImmersive Names - Version 1.4-346-1-4.7zImproved AI v1.47 [16-07-06] by Paradox Song=SW618390218.7ZInstant Avenger Menus [16-02-23] by Ketchi=SW628187112.7ZInstant Loot [17-02-24] by GauravDas=SW628187112.7ZInventory Uses Mod-613-1-0-0.zipLeg Pack v2.0 by Kexx456.7ZLipstick Pack - Facepaint [16·02·19] by Kazzerk=SW620998078.7ZLong War 2-633-1-4.zipLonger Names v2 [16-07-02] by Krj12=SW715700207.7ZLOS Preview Ability [17-06-23] by -BG-=SW636724652.7ZLW2 - Better Squad Icon Selector [17-01-24] by RoboJumper=SW848382778.7ZLW2 - Rebel Job Selector [17-02-27] by RoboJumper=SW873749733.7ZLW2 - Show Me The Skills - Revived [17-05-28] by LeaderEnemyBoss=SW861432746.7ZLW2 Information Display [17-06-06] by NotGreat=SW925598042.7ZMaps [17-07-21] by Vozati=SW655847458.7zMGee's Maps [17-03-05] by MGee=SW819693464.7ZMissionTimeRemaining-291-1-1.zipMod Config Menu-573-1-1-3.zipMore armor colors-343-1-1.zipMore Environmental Lighting Maps [17-04-21] by E3245=SW908638853.7ZMore eye colors-365-1-0.zipMore Nations Mod-100-1-0.7ZMore skin colors-364-1-1.zipNewHairMod-282-2-1.zipNicknames Extended-109-3.zipNo Drop-down Lists [17-06-12] by LeaderEnemyBoss=SW865667559.7ZNo Hunter's Lodge [16-10-23] by RoboJumper=SW789269933.7ZOne Million Colours - Start Index-500 [17-07-31] by -BG-=SW1091135816.7ZOriginal High Hit Dodge Behaviour [16-05-13] by Mr Nice=SW637362134.7ZOverwatch All-Others [16·02·15] by WhoKnew=SW621695447.7ZPerfect Information for LW2 [17-08-02] by Vulcan {R+LW2+Gotcha Again}=SW1094055530.7ZProps Pack v1.0 by Kexx456.rarQuick Reload [16-03-12] by -BG-=SW643302414.7ZQuietBradford-1.1-190-1-1.zipRemove Aim Assists [16-02-11] by RabidRabbit=SW617993180.7ZRoboJumper's Squad Select - LW2 [17-08-02] by RoboJumper {R+LW2+Squad Select}=SW889469383.7ZRoboJumper's Squad Select [17-08-02] by RoboJumper=SW880807907.7ZRoboJumper's Various Speed-Ups [17-08-02] by RoboJumper=SW746389497.7ZSecond Wave Plus [17-07-21] by Team Dragonpunk=SW887190512.7ZShow Defense in Armory [17-05-17] by GauravDas=SW927061576.7ZShow Infiltration Percentage In Squad Select [17-05-05] by -BG- {R+LW2}=SW888102133.7ZShow More Buff Details [17-06-04] by -BG-=SW709499969.7ZShowMeTheSkills-414-1-6-2.rarSmart Overwatch [16-07-06] by Isms=SW714941290.7ZStop Wasting My Time 1.1.0-217-1-1-0.zipTacticalZoomOut.zip-32-2-0.7z - Note Nexus Mod is TacticalZoomOut.zip-32-2-0.zip, but has Mods folder, repacked this to remove it.Torso_Pack v2.0 by Kexx456.7ZTrue Concealment for LW2 [17-08-02] by RoboJumper {R+LW2}=SW847481752.7ZUnit Selection Order [17-01-11] by RoboJumper=SW839670497.7ZUpcoming Events In Hours [16-05-07+Fix-17-01-28] by -BG-=SW627156954.7ZVivid Hair Color-500-1-1.rarWorld Expansion Project - ADVENT-268-v1-0.zipXCOM 2 - More Maps Pack-302-13-1.zipXCom 2 International Voices Pack 1.2-203-1-2.rarYet Another F1 [17-07-19] by RoboJumper=SW934236622.7Z Plenty of Workshop conversions as you can see, so the conversion system's well tested, even if some mods have just been added/updated. Using Multiple Game Versions with Steam War of the Chosen will not affect this game, which I keep outside of Steam, and I use Symbolic Links to switch things around when I want to play. Link Shell Extension Is an exellent, and powerful tool for managing such links, adding context menu, and Drag & Drop functionality It also uses Icon overlays to indicate what type of link is used, SymLinks/Hard Links/Junctions. It also shows up links made by any program, including NMM, and Windows (Both prefer Hard Links) Here's a pic of my Steam Folder, the games are actually scattered across many drives (plus 300 playable GOG games, and 1000's of mods) 8TB (1.75 TB is SSD). Take notice of the mltiple XCOM Folders. The active one is named as steam requires, and simply naming a folder different stops it's use. The Sym Link currently active, links to my fastest SSD, a 1TB Samsung 850 Evo, where the game folders named; XCOM 2 (Steam - Modded) Simply changing the link names, switches which one Steam uses, the real folder names, are unchanged, and can be anything I want. You can do this renaming trick without using Links, but you can't easily keep games outside of Steam Libraries, without them. Lots of moving GB's around manually without Links, with links it's essentially a special type of shortcut, no files get moved. WARNING Hard Links can cause infinite loops if recursively nested, use them with extreme caution. Sym Links won't do that, and are much safer. Generally dont loop links at all, and you'll have no problems. LSE docs give full details of this functionality, and risks. Link to comment
MuffyTheTrollSlayer Posted August 19, 2017 Share Posted August 19, 2017 thank you very much. i was thinking of learning how to do that before the expansion, which i won't be buying right away, since i'm hoping to actually get beyond my second month ingame time after adding mods since the july 4th 60% sale when i bought xcom2. Would like to finish the campaign, with all the current DLCs - without installing longwar - before i start thinking about expansions to make the game even more interesting (developer wise) QUERY: so what's to prevent a patch to the base vanilla game from screwing up a game? not to worry? ADDENDUM Use the latest version of xcom2 mod launcher, here, to enable the columns of 'workshop ID', 'last update' (on by default), and 'steam link' ...sadly, no "author name" column option Link to comment
mike24 Posted August 19, 2017 Share Posted August 19, 2017 Is it possible to make animations for this game? It would be great!! I would like to make some animations with this game ... For leisure moments with my team. Link to comment
MuffyTheTrollSlayer Posted August 19, 2017 Share Posted August 19, 2017 well, you could always kidnap 'fore' and hold him at gunpoint till he codes the kink for you. other than that, praying to Cthulhu miiiiiight work Link to comment
moomany Posted August 19, 2017 Share Posted August 19, 2017 @mike24 Yay an animator Animations are pretty simple to get into the sdk it's just the standard ue3 setup, do the animation in max/blender/maya and export that as an fbx, then import into sdk But I don't think the sdk has a control rig, unless the maya files do, but I can't access those. There's a bit of documentation on this in \XCOM 2 SDK\Documentation\Content\XCOM2Mods_Animation.pdf not sure how the male/female animation filter works though. In theory, a simple way to make 2 units do some loving, add an ability to a unit similar to the viper's bind ability (using the code on how they added the ride elevator ability in shen's legacy so not to override any unit definitions), make it a range of 1, can target ally/enemy, ability gets activated, both units move to same tile, play animations, setup animation stages, figure out stop code to stop them sexing forever, etc. If we ignore the moving to single tile animation that the bind ability has, it'd probably be much easier to set up animation wise, it'll be kinda like skyrim/fallout's teleport to smexytimes. I've looked at how the viper bind animation is set up, in the bind ability, it moves both units into the same tile and plays an animation separately, one animation for viper and a different one for the bound unit, that's pretty simple coding wise, how that is set up in a modelling program goes over my head In other news prop center fun...... Not shown here, but WOTC is going to break some materials which will need fixing, fun times ;_; Link to comment
mike24 Posted August 19, 2017 Share Posted August 19, 2017 @mike24 Yay an animator Animations are pretty simple to get into the sdk it's just the standard ue3 setup, do the animation in max/blender/maya and export that as an fbx, then import into sdk But I don't think the sdk has a control rig, unless the maya files do, but I can't access those. There's a bit of documentation on this in \XCOM 2 SDK\Documentation\Content\XCOM2Mods_Animation.pdf not sure how the male/female animation filter works though. In theory, a simple way to make 2 units do some loving, add an ability to a unit similar to the viper's bind ability (using the code on how they added the ride elevator ability in shen's legacy so not to override any unit definitions), make it a range of 1, can target ally/enemy, ability gets activated, both units move to same tile, play animations, setup animation stages, figure out stop code to stop them sexing forever, etc. If we ignore the moving to single tile animation that the bind ability has, it'd probably be much easier to set up animation wise, it'll be kinda like skyrim/fallout's teleport to smexytimes. I've looked at how the viper bind animation is set up, in the bind ability, it moves both units into the same tile and plays an animation separately, one animation for viper and a different one for the bound unit, that's pretty simple coding wise, how that is set up in a modelling program goes over my head In other news Poster_002.png prop center fun...... Not shown here, but WOTC is going to break some materials which will need fixing, fun times ;_; That would be great! I was thinking in something like the leisure time between the missions in the avenger. But make a sex mod in battle campaing is very good idea. In anycase, I don't have any idea about modding, I'm only animator. If anyone can make this project I would like contribute with animations. I love this game!! Link to comment
leggen Posted August 20, 2017 Share Posted August 20, 2017 Is it possible to make animations for this game? It would be great!! I would like to make some animations with this game ... For leisure moments with my team. It's definitely possible to make animations. I'd like to see the bar in the base to become a room to have those leisure moments in. Link to comment
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now