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Lewd mods and XCOM 2


Stunami

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Posted

LW is a gameplay overhaul, fancy "outfit" mods are an appearance overhaul so they don't really interfere with each other. It's probably better to keep them lower in your load order than LW to make sure that correct outfits appear in game. Same goes for faces, voices etc.

Posted (edited)
On 10/10/2021 at 7:27 PM, Loogie said:

 

While I don't know what would be a good amount for alien charges, I would suggest some things:

 

1) Sex causes 1HP loss per turn

2) If a soldier loses all their HP from a fuck, they count as captured instead of killed.

3) If possible, rework chrysalid goo attacks into a sex attack and have the soldier give birth to chrysalids the old fashioned way instead of dying and becoming a cocoon.

4) When a soldier recovers from a birthing/sex action, they should be dazed for the next turn.

5) Have a counter-sex skill that has some percent chance of working (the higher chance the higher the soldier's will), that instead leaves the alien dazed and the soldier have a full turn.

 

I like your ideas. I have some *additional* amendments to your suggestion: mainly to 1,2, and 5.

 

  1. Certain enemies cause HP damage. Not all. Some possibly more per turn than others.
  2. For the ones that don't do damage, instead, give them a "Green Fog" effect. (For those who do not know what green fog is, it is like red fog, but increases over number of turns instead of based on HP.)
  3. The soldier should not be captured unless you left them behind. Instead, have them in stablized "down" state; where we can carry them away for an evac, or kill all enemies for other missions.
  4. There should be an special ability-interaction to melee the enemy off the soldier getting fucked. Like how that ability comes up when you're next to a Dark VIP.
  5. The Alien and Soldier(s) "engaging in the act" should not be target-able projectile weapons fire for "safety" reasons. (This will likely help with preventing crashes, as well as bugs where one of them gets stuck in the condition, while there is no partner.) Explosives should bring take both out of the act; possibly with the dazed condition.
  6. Traits which can be gained such as "fear of alien" after getting r*ped by one
  7. Negative and positive version of traits for loving lots of aliens, after certain threshold (see more traits mod)
  8. Integration with the Prostitution Mod with counts for each X. (I'm working on a personal build of that, forking from v1.4.1. There is already some cleaning-up and changes completed. But don't get your hopes up.)
  9. Certain "trauma" or effects from lots of X with Aliens; again positive or negative traits, and/or other calculations which its used for.


Regarding my points, and Loogie's points, if we want to go "that's XCOM baby" (although it will likely be A LOT of additional work), we can have the damage be a %-chance (including Crit, and successful 'resist' and counter chance). Some effects include orgasm of the alien and your soldier. Maybe even have training (that takes some time in the advanced warfare center) to improve the soldier's defenses (reduce %-chance of damage, and increase counter success chances); possibly repeatable training. Like Loogie said, basing it on "Will power" will likely be the easiest and most friendly to existing campaigns. But adding a new variable feels *better* imo. (Maybe add a console command to fix soldier's stat number for this or initialize it for all solders - to help with mid-campaign mod installation?)




Lastly, I feel like we need to update the OP's list here for the new mods:

I may be coming back to the game for a while. However, I cannot locate a lot of the old mods. *d'oh*

Edited by duck666
spelling and grammar fix, added #6+
Posted

The mods are still there, it's just that posts with the downloads have shifted a few pages backwards from where Xspyke's links were referring. Probably some old posts got deleted over the years so everything moved back a little.

Posted

@Kurwinator Hi mate, i dont know why but arm tattoes have weird effect on legs and some other body parts aswell. I have tried 2018 version of LL and it didn't had these problem but that version dont have some items this one have like torso fishnets etc. I was wondering can you fix this?

 

Screenshot_1.jpg.c109672fa3e8feaaf8fdb41614ed8754.jpg

 

Screenshot_2.jpg.282c1ed6197b9616a227195b5ca670e6.jpg

Screenshot_3.jpg.2ccab83cf03a832739986a2e546d31f1.jpg

Posted

@EmperorAnka

Tattoos show up on both legs. If you put the same tattoo on both of a soldier's arms, they will be doubly imprinted on the soldier's legs making them too dark. If you put two different tattoos on a soldier's different arms, they'll overlap each other on the legs in a bad way.

Posted (edited)
17 hours ago, user37564 said:

@EmperorAnka

Tattoos show up on both legs. If you put the same tattoo on both of a soldier's arms, they will be doubly imprinted on the soldier's legs making them too dark. If you put two different tattoos on a soldier's different arms, they'll overlap each other on the legs in a bad way.

 

Well, thanks but... Your comment is not related my subject at all, i didn't asked why its happening, i asked bug fix for this problem via tagging author not you or anyone. Secondly this is not someting normal, Wrex456 version dont have this problem, if it wasn't lacking lots of items like torso fishnets i would use his version but its lacking lots of great items while not have this bug, so the thing i asked was fix from author of this last LL pack version, i didn't asked why its happening...

 

 

Edited by EmperorAnka
Posted
On 11/8/2019 at 8:42 AM, Wrex456 said:

I've taken some time off to try and sort some things out in RL. Still working at it, but have kept modding a little on and off. I suppose modding lewd stuff into the game is just too much fun. Perhaps one day I'll leave the lewd ways behind, perhaps never. But until that is sorted out, here's some stuff:

 

First, had to re-upload old stuff, here's new download links. Apologies links didn't work for a while:

1. WOTC Lewd Civilians. All civilians, VIPs, and Avenger Clerks.
http://www.mediafire.com/file/u82l3r41y0r8k6y/WOTC_Civilians.rar/file

 

2. WOTC LL Pack. Complete pack that includes Torsos, Legs and Props. This is a re-upload of the last one. I don't think I've removed anything, but I have polished and added a few things. Fishnet and Sheer tops for Cups A, B and C, still haven't gotten around to D and E. Added piercings for E Cups. Fixed how tattoos are applied to skin, and added several body tattoos.
http://www.mediafire.com/file/gyiyvh0drow8rtw/WOTC_LL_Pack.rar/file

 

Also, finally learned how to do custom poses for the photobooth. Here's some pics:
 

Poster_000.png

Poster_011.png

 

Poster_020.png

Poster_001.png

Poster_002.png

Poster_003.png

 

 

Poster_006.png

Poster_007.png

Poster_008.png

 

Poster_010.png

Poster_011.png

Poster_012.png

 

Poster_014.png

Poster_015.png

Poster_016.png

Poster_017.png

Poster_018.png

 

 

 

Poster_000.png

 

Hi mate thanks for amazing mod but this mod dont have torso fishnet you have in your screenshot, is that normal? I had download another LL pack from another modder and its have torso fishnet etc but its little bit buggy while yours is not.

Posted

so i have a question about the armor pack listed in the xcom section of the mod index, it shows a required link, and then another one under it titled expansion, but they are both the same thing according to the files i downloaded, so how would i go about getting it to work? i have my xcom 2 set how i want it btw, this is just to include with xcom long war 2. 

 

to sum it up, what do i need for the leg and torso pack for xcom?

Posted (edited)

Good news: My refactoring of the prostitution mod is a success.

There still a lot of cleaning up I want to do before posting it, though. But it's working as well as the existing one (i.e. the numbers are tracking).
 

 

Why did I refactor it?

Because I wanted to make it cleaner, and possibly easier to integration new mods into.

 


There's no new features, but there's some minor feature tweaks. Definitely needs balancing - which is why I moved a lot of parameters out into the config, so people can tweak it themselves. It is not compatible with over Prostitution version, and might break your save if you have an old prostitution mod version.

Hoping to post it in a few days.

Edited by duck666
Posted
3 hours ago, duck666 said:

Good news: My refactoring of the prostitution mod is a success.

 

 

Do you have the popups that should happen on the map screen working? Because that's been killing me.

Posted (edited)
4 hours ago, Loogie said:

 

Do you have the popups that should happen on the map screen working? Because that's been killing me.

 

Is that this one? If so, then yes.

Additional note: I am running with Alternative Launcher and the Community Highlander Mod.

 

image.png.412ebf1cba5fab6a172c9468029c5464.png

Edited by duck666
more info
Posted

the popup has always worked in wotc. though the picture has always been black too. im assuming there is no way to actually mod a picture into the events? 

Posted
4 hours ago, vixi said:

the popup has always worked in wotc. though the picture has always been black too. im assuming there is no way to actually mod a picture into the events? 


Yep. The popup has always worked for me, as well.
There is no picture in the code:

 

AlertInfo.strImage = "";
AlertInfo.strRewardIcon = "";


If anyone is wondering what's taking so long. It's because I don't want to play "lost and abandoned", and want to test if the capture during infiltration works as needed.
It appears to be a known bug for capture to broken if there are no alive chosen, or have not met any yet.
I have that issue mentioned in the ReadMe.
Since I'm focused on just a refactor, I'm not adding much new features yet.

Posted

Odd. I'm using community highlander and the community launcher and the popup has never worked for me - the game pauses and dims slightly so I know to hit the spacebar to keep things moving.

Posted (edited)
On 11/19/2021 at 11:50 AM, Loogie said:

Odd. I'm using community highlander and the community launcher and the popup has never worked for me - the game pauses and dims slightly so I know to hit the spacebar to keep things moving.

If that is the case, I recommend verifying the game cache.


Prostitution v2.0.0
Let me know if my 2.0.0 fix it for you.

 

Prostitution_v2.0.0.zip

 

Please report to me any bug or bugs you get.

Original credits go to the original creators.

Please read the Readme.txt for change log.
 

 

FAQ(s):

 

1) Do I need to start a new campaign?

 

A: Not that I am aware of. But you should make sure that the all your soldiers have returned from their prostitution mission from a previous version of this mod before installing and replacing the older one with this one.

THEY ARE NOT COMPATIBLE AND CANNOT BE LOADED TOGETHER!

Your soldiers' prostitution stats will likely all reset. There were a LOT of changes!

 

2) Is this balanced?

 

A: I have no clue.

 

3) Why did you refactor everything and not add many features?

 

A: The intent was to make the project easier to maintain, and thus easier to add features and fix bugs. Potentially easier integration with other mods on top of this one. I plan on adding more stats and and traits (if my motivation remains). I go not idea how to add graphics for the trait icons, so I'll probably need help with that.

 

4) What mods will this break?
 

A: Other than the older Prostitution versions, none that I am aware of.

Edited by duck666
Posted
On 10/9/2021 at 7:38 PM, WishyWashWosh said:

Looking for input on how to go about implement sex in the tactical part of the game, gameplay wise. I believe multiple aliens having the ability to lock down your soldiers would get frustrating real quick. ( I haven't actually reached late-game). Right now I'm considering giving aliens a small chance to get one "charge" at spawn.

 

tactical.jpg.b6ec3649e8d36d05f64e8c9b20fb4001.jpg

 

 

Looks Great, and honestly just keep it simple. Like what the other person said, just give every enemy type a "snake grab attack" with their own flavor. No need for damage....being locked out of the fight is enough. Could lower moves accuracy  if you are worried about it happening too much. And I would stop there, release the mod, become a hero, and then talk about improvements!

Posted
On 11/19/2021 at 10:16 AM, duck666 said:


Yep. The popup has always worked for me, as well.
There is no picture in the code:

 

AlertInfo.strImage = "";
AlertInfo.strRewardIcon = "";


If anyone is wondering what's taking so long. It's because I don't want to play "lost and abandoned", and want to test if the capture during infiltration works as needed.
It appears to be a known bug for capture to broken if there are no alive chosen, or have not met any yet.
I have that issue mentioned in the ReadMe.
Since I'm focused on just a refactor, I'm not adding much new features yet.

 

so thats why capture is not working as intended. i had just defeated all the chosen before finding the correct version of this mod that added capture mechanics. also thanks for the update. ill check it out tomorrow probably. if not tonight.

Posted (edited)
On 11/20/2021 at 4:02 PM, duck666 said:

Prostitution v2.0.0

 

 

 Installed P2.0 mid-campaign, replacing P1.0 and it's working flawlessly.

Yes, all stats were reset, as expected.

 

Feedback: I had played with the config file in P1.0 a lot, changing rewards, timeframes, success rates, partners, will gain/loss etc. and I'm glad you kept these in the P2.0 config file, even if I'm going to use your defaults for a while.

 

New features: it would be neat if there were craftable items such as a 'streetwalker outfit' or 'evening dress' for armor or 'condoms'  or 'IUD' for utility items that could impact results if equipped. Cosmetics need not be changed, just the calculations. Having the capability to send out a team (as in the Covert Infiltration' mod) on some different missions would also be fun. Adding new Research and/or Proving Ground items to add in some alien tech to sex missions opens up possibilities. Adding a new class with perks to work with Musashi's RPG mod could also be fun. Picture Seductress perks that add the ability to 'stun' advent troopers like an arc blaster on normal missions. Maybe streetwalker clothes are equipped as a Secondary Weapon, where an Arc Blaster would be.

Edited by geo31
Posted
2 hours ago, geo31 said:

 

Feedback: I had played with the config file in P1.0 a lot, changing rewards, timeframes, success rates, partners, will gain/loss etc. and I'm glad you kept these in the P2.0 config file, even if I'm going to use your defaults for a while.


Yeah, I like things being easily modifiable on launch. So tried to move as much of the variable out to the .ini file as possible.
Probably more will get moved out as the mod continues development.

 

2 hours ago, geo31 said:

New features: it would be neat if there were craftable items such as a 'streetwalker outfit' or 'evening dress' for armor or 'condoms'  or 'IUD' for utility items that could impact results if equipped. Cosmetics need not be changed, just the calculations. Having the capability to send out a team (as in the Covert Infiltration' mod) on some different missions would also be fun. Adding new Research and/or Proving Ground items to add in some alien tech to sex missions opens up possibilities. Adding a new class with perks to work with Musashi's RPG mod could also be fun. Picture Seductress perks that add the ability to 'stun' advent troopers like an arc blaster on normal missions. Maybe streetwalker clothes are equipped as a Secondary Weapon, where an Arc Blaster would be.


Some of those can be added easier than others. While some should probably be a separate add-on mod since they require another mod, as well as this one to run.

 

Another thing I am looking into is improving the GUI for the statistics page. Currently it's too small, the the text aligning is a pain is the ass.
If anyone know a mod which opens up a good looking GUI page/UI with statistics, please let me know, with a screen shot of what it looks like on the soldier's armory page.

Posted
23 hours ago, duck666 said:


Some of those can be added easier than others. While some should probably be a separate add-on mod since they require another mod, as well as this one to run.

 

I figured as much, but not being a modder, I'm not sure what is easy vs hard.

1- Is it easy or hard for a Prostitution mission to consider equipment on the soldier's loadout when calculating rewards?  Is it easy and appropriate to add some items in this mod?

2- Is it easy or hard to have a soldier acquire traits from a mission? e.g.  if they're captured/raped by vipers on an Infiltration mission, can they acquire the Fear of Vipers negative trait. Is it easy and appropriate to add new negative (or positive) traits in this mod?

3-  Is it easy or hard to factor in sexual experience in calculating rewards? e.g. If a soldier goes out on 10 Prostitution missions and services 80 customers, does she get more rewards (or other effect)  than a first-timer of the same Rank?

 

I'm sure I'll think of more things. :)  

Posted (edited)
2 hours ago, geo31 said:

I figured as much, but not being a modder, I'm not sure what is easy vs hard.

1- Is it easy or hard for a Prostitution mission to consider equipment on the soldier's loadout when calculating rewards?  Is it easy and appropriate to add some items in this mod?

2- Is it easy or hard to have a soldier acquire traits from a mission? e.g.  if they're captured/raped by vipers on an Infiltration mission, can they acquire the Fear of Vipers negative trait. Is it easy and appropriate to add new negative (or positive) traits in this mod?

3-  Is it easy or hard to factor in sexual experience in calculating rewards? e.g. If a soldier goes out on 10 Prostitution missions and services 80 customers, does she get more rewards (or other effect)  than a first-timer of the same Rank?

 

I'm sure I'll think of more things. :)  



1) The results are generated checked on "project" completion. So I would imaging checking a soldier's loadout during that time would be pretty simple. But creating the item sets themselves would require some templating and class creation; which would be more time intensive, and require someone with some graphics experience to add some nice images. (Not me, I have 0 experience with unreal graphics) :)

If you open up the /src directory for 2.0.0 and compare it with 1.4.1, you will notice that the number of files have exploded. And that is due to organizing certain things into objects that are easier to manage. When it comes to objects with parameters we would like to be able to set with the .ini file, we would like to put them into templates, since there's nice built-in store, and search-and-fetch mechanisms.

2) I am actually investigating this part myself. I don't have an answer yet. But my speed of investigation depends on my motivation and IRL things, which have me a bit occupied, right now.

 

3) Very easy, but requires a lot of thought into what variables will be factored in, and how they will interact. My local build actually has SEXP being accumulated, but useless at the moment. It is in my plans to make some sexual traits that can only be gained by spending SEXP. Going to try and steal a GUI from some steam mod to make this work.


As of right now, there is no "flat" rank bonus to reward for rank difference.
E.g.:

 - 1 avatar gives the same reward as 1 Advent Trooper (but different will and exp effect)

 - A Rookie gains the same amount of supplies from servicing 1 human as a max rank Reaper, for example. (Ignoring a bit of RNG and the base supply amount, ofc.) However, higher rank means they have a higher max number of humans/aliens they can service. Thus, higher potential earnings.


There are plans to rebalance the above. But they are not implemented in 2.0.0.

Edited by duck666
Posted
On 11/20/2021 at 4:02 PM, duck666 said:

If that is the case, I recommend verifying the game cache.


Prostitution v2.0.0
Let me know if my 2.0.0 fix it for you.

 

Prostitution_v2.0.0.zip 108.08 kB · 59 downloads

 

Please report to me any bug or bugs you get.

Original credits go to the original creators.

Please read the Readme.txt for change log.

 

Thanks!

 

I found the issue, which is mainly me being an idiot - I was using Conquest instead of Prostitution because even though it's a very messy mod, I want the ability to have soldiers be captured when they hit 0 HP instead of dying.

 

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