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Lewd mods and XCOM 2


Stunami

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Posted
11 hours ago, Elgate said:

I have downloaded the Prostitution mod, but I cannot figure out how to make it work.

 

I have only these few mods installed:

ActiveMods="LewdComCore"
ActiveMods="Barebaremod"
ActiveMods="Prostitution2.1.1"
ActiveMods="WOTC_FCP_2"
ActiveMods="WOTC_Leg_Sack"
ActiveMods="WOTC_Torso_Sack"
ActiveMods="WOTCLegRack"
ActiveMods="WOTCTorsoRack"

 

Found all of them here. LwdComCore and Barebaremod seems to work, other are cosmetics. I did not find prostitue button in the armory.

Are you using alternative mod launcher for XCOM 2?

2k's own launcher if broken for mod launching....

Posted
13 hours ago, duck666 said:

Are you using alternative mod launcher for XCOM 2?

2k's own launcher if broken for mod launching....

Neither actually, I followed a guide on how to install Xcom 2 mods and added it directly in the files

Posted
1 hour ago, Elgate said:

Neither actually, I followed a guide on how to install Xcom 2 mods and added it directly in the files

I have a guess but I'm not certain.

It's because the name need to match the name in the XcomGame.ini file.

Example: For prostitution, XcomGame.ini:

 

[Prostitution.Prostitution_X2DownloadableContentInfo]
DLCIdentifier="Prostitution"


Your "ActivesMod=<DLCIdentifier_Name>" is incorrect. Instead of the folder name, it should be the name of the DLCIdentifier.

Also, I don't know how your directory mapping looks like, so that might have some influence.

Posted
1 hour ago, duck666 said:

I have a guess but I'm not certain.

It's because the name need to match the name in the XcomGame.ini file.

Example: For prostitution, XcomGame.ini:

 

[Prostitution.Prostitution_X2DownloadableContentInfo]
DLCIdentifier="Prostitution"


Your "ActivesMod=<DLCIdentifier_Name>" is incorrect. Instead of the folder name, it should be the name of the DLCIdentifier.

Also, I don't know how your directory mapping looks like, so that might have some influence.

That was it. Thank you ?

Posted (edited)

@warpfactorniner Thank you for the update to Valks. Do you mind me asking where did you get Frosty's strappy top piece?

 

And i've not seen her heels as shoes either. But i'm guessing that might be in some clothing pack on the regular steam workshop.

Outrider seems to be wearing hosiery + garters, which i don't recognize either. I'm hoping that's all like a one-pack.

Edited by Snive
Posted

I just started playing Xcom2 + WOTC and have installed the Prostitution2.1.1 mod from here by duck666.  When a squad member is captured during the infiltration action from the mod, is the mod supposed to trigger a rescue mission at some point, or is that character gone for good?

 

If a rescue mission is supposed to trigger, is there I need to have built to allow them?

 

Any help would be greatly appreciated.

Posted
On 4/9/2022 at 2:14 PM, zapotek2034 said:

I just started playing Xcom2 + WOTC and have installed the Prostitution2.1.1 mod from here by duck666.  When a squad member is captured during the infiltration action from the mod, is the mod supposed to trigger a rescue mission at some point, or is that character gone for good?

 

If a rescue mission is supposed to trigger, is there I need to have built to allow them?

 

Any help would be greatly appreciated.

From what I gather, it trigger the same way as any chosen capture. WHich mean it's extremely rare, waste ring operation, trigger a mission to rescue which is tedious. I personnaly recruited a bunch of rookies for these missions. If they get captured, too bad for them.

Posted

Elgate is correct that it's like a regular Chosen capture (if they are active). Otherwise, they'll potentially end-up in some random jailbreak mission.

 

You can add some traits to soldiers if you want them to be very difficult to be captured. Check the .ini files and console command for giving a soldier traits.


Higher ranked soldiers gives more reward for their infiltration missions, so it is worth using them for those missions.

At the same time, although they have higher success rate, they will get reduced escape changes due to usually meeting higher-level alien-types on their infiltration missions.
You can just slap some of the programmed traits on them to make them virtually impossible to capture/fail.

 

The reason traits are difficult to add is because the game does not appear to be set-up with the templates needed to handle them. So a lot of it has to be hardcoded, or I need to write a "generic" template function myself - which requires considering any and all possibilities.

Posted (edited)
On 4/8/2022 at 7:31 PM, Snive said:

@warpfactorniner Thank you for the update to Valks. Do you mind me asking where did you get Frosty's strappy top piece?

 

And i've not seen her heels as shoes either. But i'm guessing that might be in some clothing pack on the regular steam workshop.

Outrider seems to be wearing hosiery + garters, which i don't recognize either. I'm hoping that's all like a one-pack.

 

@Snive

 

frosty's torso is from Kurwinator's original pack + his patch. he removed the harness from his last update. i don't use that one. the harness is called "ARM Harness A" found in "right shoulder". the legs are the dress uniform from the motoko pack on steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1172570913

 

Outrider is the one in yellow. You're looking at victoria gomez who is wearing ayane's outfit: https://steamcommunity.com/sharedfiles/filedetails/?id=1504310325

 

Capture2222.PNG

Edited by warpfactorniner
update
Posted (edited)
On 4/12/2022 at 11:12 AM, Elgate said:

From what I gather, it trigger the same way as any chosen capture. WHich mean it's extremely rare, waste ring operation, trigger a mission to rescue which is tedious. I personnaly recruited a bunch of rookies for these missions. If they get captured, too bad for them.

 

On 4/12/2022 at 4:19 PM, duck666 said:

Elgate is correct that it's like a regular Chosen capture (if they are active). Otherwise, they'll potentially end-up in some random jailbreak mission.

 

You can add some traits to soldiers if you want them to be very difficult to be captured. Check the .ini files and console command for giving a soldier traits.


Higher ranked soldiers gives more reward for their infiltration missions, so it is worth using them for those missions.

At the same time, although they have higher success rate, they will get reduced escape changes due to usually meeting higher-level alien-types on their infiltration missions.
You can just slap some of the programmed traits on them to make them virtually impossible to capture/fail.

 

The reason traits are difficult to add is because the game does not appear to be set-up with the templates needed to handle them. So a lot of it has to be hardcoded, or I need to write a "generic" template function myself - which requires considering any and all possibilities.

 

Thank you both for the responses.

 

I too have been using rookie units for the infiltration missions, but wasn't sure if there was any benefit to rescuing them, such as added XP, had a random chance of being pregnant with a higher level alien, or something similar at the time of my original post.

 

In reviewing the XComProstitution.ini, I see the EscapeDifficultyPerPartner and BreedingEscapeBase values, which I likely could tweak as well to adjust the outcomes, right?

 

I finally got a rescue mission for one of the captured units last night and the unit seemed to be the same as they were before capture.  However, the rescued unit isn't able to be selected for any normal missions, or future prostitution/infiltration events.  Is that normal, or do I just need to wait a certain number of days before I can use them?

 

 

Edited by zapotek2034
Posted (edited)
On 4/14/2022 at 6:53 PM, zapotek2034 said:

 

 

Thank you both for the responses.

 

I too have been using rookie units for the infiltration missions, but wasn't sure if there was any benefit to rescuing them, such as added XP, had a random chance of being pregnant with a higher level alien, or something similar at the time of my original post.

 

In reviewing the XComProstitution.ini, I see the EscapeDifficultyPerPartner and BreedingEscapeBase values, which I likely could tweak as well to adjust the outcomes, right?

 

I finally got a rescue mission for one of the captured units last night and the unit seemed to be the same as they were before capture.  However, the rescued unit isn't able to be selected for any normal missions, or future prostitution/infiltration events.  Is that normal, or do I just need to wait a certain number of days before I can use them?

 

 

 

Regarding tweaking the outcome chances, yes you can adjust them.

Regarding the unit not being selectable for mission after being rescued, if they are uninjured, and not shaken, then they should be selectable.

 

What type of mission did you get them from? (Was the rescue a "normal" jailbreak mission in a city center, or the chosen-captured rescue?)
Are you able to change their equipment at all?

Is there any text beside their name in the armoury soldier selection-menu? (I.e. "Active", "Tired", "Shaken", etc? Or is it just showing "---"?)

Did waiting a few days fix them?

 

If the soldier does not become active after a few days, you can go into XComProstitution.ini and set the debug variable from 0 to 1. This will cause a "debug restore" button to show up on the soldier's individual armoury screen, which should fully reset them to "Active".

 

 

 

I never changed any of the code for captured and rescue. It's possible that I need to tweak something to fix it after changing too much...

Best chances for debugging is if you provide me a safe file just before you completed the missions.


My best guess is that the project didn't properly complete for some reason, or didn't reset their activity state.

However, being rescued should default set them to "Active", unless they are injured during the rescue.

Do you have any mods that may affect this?
 

 

 

Edited by duck666
Posted
On 4/15/2022 at 1:09 AM, warpfactorniner said:

 

@Snive

 

frosty's torso is from Kurwinator's original pack + his patch. he removed the harness from his last update. i don't use that one. the harness is called "ARM Harness A" found in "right shoulder". the legs are the dress uniform from the motoko pack on steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1172570913

 

Outrider is the one in yellow. You're looking at victoria gomez who is wearing ayane's outfit: https://steamcommunity.com/sharedfiles/filedetails/?id=1504310325

 

Capture2222.PNG

Hi there! I recently started playing XCOM2. Where do I get Kurwinator´s pack? Tried to search LL but I guess I failed or its removed..

Posted

its in Kurwinator's signature check page 100 of this thread, also that harness as has been said is not found in the current mod. also another note is that some selections are under medium and heavy armor , so its a good idea to use unrestricted customization from steam 

Posted
 

 

Regarding tweaking the outcome chances, yes you can adjust them.

Regarding the unit not being selectable for mission after being rescued, if they are uninjured, and not shaken, then they should be selectable.

 

What type of mission did you get them from? (Was the rescue a "normal" jailbreak mission in a city center, or the chosen-captured rescue?)
Are you able to change their equipment at all?

Is there any text beside their name in the armoury soldier selection-menu? (I.e. "Active", "Tired", "Shaken", etc? Or is it just showing "---"?)

Did waiting a few days fix them?

 

If the soldier does not become active after a few days, you can go into XComProstitution.ini and set the debug variable from 0 to 1. This will cause a "debug restore" button to show up on the soldier's individual armoury screen, which should fully reset them to "Active".

 

 

 

I never changed any of the code for captured and rescue. It's possible that I need to tweak something to fix it after changing too much...

Best chances for debugging is if you provide me a safe file just before you completed the missions.


My best guess is that the project didn't properly complete for some reason, or didn't reset their activity state.

However, being rescued should default set them to "Active", unless they are injured during the rescue.

Do you have any mods that may affect this?
 

 

 

 

I can change the affected unit's equipment, but waiting several in-game days didn't make any changes to the status.

 

The soldier is only showing "---" next to the name.

 

I think it was a chosen-captured rescue.  Unfortunately, I don't seem to have a save file from the rescue mission.  I'll try loading some earlier saves to see if I can get a rescue mission to re-trigger.

 

The only other non-cosmetic mod I'm running is the LewdCom mod from here.
https://www.loverslab.com/topic/57070-lewd-mods-and-xcom-2/?do=findComment&comment=3630894

 

Changing the debug variable to 1 did fix the issue, and made the unit active/accessible again, so I'm good with that as a workaround.

 

Thank you for the suggestion.  I appreciate your response.

Posted (edited)
On 9/24/2017 at 3:53 AM, bluechief6 said:

 

Make sure you add the mods under XCOM2>XCom2-WarOfTheChosen>XComGame>Mods as well as the normal XCOM2>XComGame>Mods.  If you use the normal game launcher make sure to hit the Wotc version on the bottom of the launcher. 

Or you can use the alt game launcher: https://github.com/X2CommunityCore/xcom2-launcher/releases/tag/v1.2.1

This is the link to the wotc updated alt launcher.

D:\Documents\my games\XCOM2 War of the Chosen\XComGame\Mods is where I moved my document folder to (C drive to D Drive) I placed all my mods in this folder but none are showing to activate. I load the game from steam. Would that be the problem or do you think my moving the document folder could be? The thing is all the steam folder files where in the document area also and they still show after the move. 

 

also tried using the launcher link you posted and all I get is errors. Is that suppose to go in a certain folder or can it be ran from a temp folder?

 

Edited by Gibbanator
Posted
On 4/19/2022 at 1:42 AM, zapotek2034 said:

The soldier is only showing "---" next to the name.

 


Yep, that sounds like it is a bug.

Probably missing a "UnitState.SetStatus(eStatus_Active" for the case the soldier got captured. I thought being rescued from set it automatically... Guess not.

Posted
On 4/20/2022 at 12:26 PM, Gibbanator said:

D:\Documents\my games\XCOM2 War of the Chosen\XComGame\Mods is where I moved my document folder to (C drive to D Drive) I placed all my mods in this folder but none are showing to activate. I load the game from steam. Would that be the problem or do you think my moving the document folder could be? The thing is all the steam folder files where in the document area also and they still show after the move. 

 

also tried using the launcher link you posted and all I get is errors. Is that suppose to go in a certain folder or can it be ran from a temp folder?

 

What kind of errors are you getting with AML? Extract it from the .zip and run it from anywhere permanent, like Desktop. The only error I've had is upon startup whenever I forget to open Steam prior to running AML. For that, you'll want to be logged into Steam and have it open before you launch AML's .exe. 

Posted (edited)
43 minutes ago, DudeDaMan said:

Is there a place where I can find all of the nude mods like an archive or do I have to find them myself?

This dropbox link is the most recent you're gonna get any of the original mods listed from our mod directory thread: https://www.dropbox.com/sh/5tqeda55k6klb4d/AABJny8qmvVz3UB3YV1A0jWWa?dl=0
 

----

EDIT: If you want to know what mod does what, check our mod directory thread. 

----

 

The actual mod directory itself has gotten pretty old and a lot of the original download links are dead. So the dropbox link is as recent as you're going to get.

 

Anything outside that dropbox, you need to dig for it yourself within the thread we're currently in, since it's basically our only thread with any updates or content. 

 

Edited by bigxcomlover
Posted (edited)
1 hour ago, bigxcomlover said:

This dropbox link is the most recent you're gonna get any of the original mods listed from our mod directory thread: https://www.dropbox.com/sh/5tqeda55k6klb4d/AABJny8qmvVz3UB3YV1A0jWWa?dl=0
 

----

EDIT: If you want to know what mod does what, check our mod directory thread. 

----

 

The actual mod directory itself has gotten pretty old and a lot of the original download links are dead. So the dropbox link is as recent as you're going to get.

 

Anything outside that dropbox, you need to dig for it yourself within the thread we're currently in, since it's basically our only thread with any updates or content. 

 

HoW do I knoW Whether to use Wotc or normal? Are all the dropbox files updated for Wotc? Do they have conflicts or can I install them all at once?

 

My W key is broken.

Edited by moddingnoob
My W key is broken
Posted (edited)
2 hours ago, moddingnoob said:

HoW do I knoW Whether to use Wotc or normal? Are all the dropbox files updated for Wotc? Do they have conflicts or can I install them all at once?

 

My W key is broken.

Good question, not 100% sure, so my 70% sure answer is for you to cross-reference the mod index thread, open up the spoilers and see which mod names are under WOTC and which are under Vanilla X2. It's been a long while since I've checked, but some of these names I know for sure were just for X2, so I'd play it safe and only go with Mods listed for your game version from there (so if you're on WOTC, only go with mods confirmed for WOTC according to the Mod Index, probably.).  See if the readme notes packaged with the .zips can tell you whether it's for WOTC or X2 as well, if you're really fiending for specific mods.

HOWEVER, Barebare is listed under X2 normal here on the Mod Index, but last I remember, LewdCom on the Mod Index requires it as a dependency and therefore packages it in the download. I've noticed no difference between the original download of Barebare I had prior to LewdCom, and the packaged version within LewdCom's .zip. 

As for mod conflicts, you probably want to look at the original mod posts for those or in their readmes. I'm not too wild on installing mods, so I haven't run into any mod conflicts at all, especially with Community Highlander (But I bet that AML could tell you right away if there are any conflicts).

Edited by bigxcomlover
Posted
On 4/21/2022 at 5:26 AM, Gibbanator said:

D:\Documents\my games\XCOM2 War of the Chosen\XComGame\Mods is where I moved my document folder to (C drive to D Drive) I placed all my mods in this folder but none are showing to activate. I load the game from steam. Would that be the problem or do you think my moving the document folder could be? The thing is all the steam folder files where in the document area also and they still show after the move. 

 

also tried using the launcher link you posted and all I get is errors. Is that suppose to go in a certain folder or can it be ran from a temp folder?

 

use this https://github.com/X2CommunityCore/xcom2-launcher/releases/tag/v1.5.0, u can install this into its own mod directory e.g. D:\XCOM2 Launcher, start the launcher and in the options->settings window add mod directories e.g. D:\XCOM2 Launcher\mods and F:\Program Files (x86)\Steam\seamapps\workshop\content\xxxxx\, one is for manual mods other is steam workshop mods.

 

idk why or how u are getting any errors....

Posted
On 4/22/2022 at 12:53 PM, L.Duy said:

Are there any mods for skimpy vipers or for enemies in general ? XCOM_Viper_Nude_remake_v1.2.rarI found this on sfm lab but i dont know how to mod it into the game

I don't know for skimpy vipers.

For enemies in general, you have this Moomany's one for wotc (for vanilla, see the mod index from Xpyke)

https://www.loverslab.com/topic/57070-lewd-mods-and-xcom-2/?do=findComment&comment=2002744

 

Posted

Thanks to everyone on this thread, especially the talented modders. Just completed my first lewd playthrough. It's obviously very silly but I had a fun time. 

 

 

 

Poster_102.png.300dd3b66de1cf2f909c5674863a737d.png

 

 

Poster_101.png.d09444f48ac4bed5534cd07938dbbede.pngPoster_114.png.87f2fc60009e54a2c62a69a35853ac2a.pngimage.png.1671492c21ff7b5a3fa74ff273c00a1a.pngPoster_111.png.fc919e7b1bcb02ee52ee423ba1c59b0b.png

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