fappy45454 Posted June 23, 2016 Posted June 23, 2016 I got a dumb idea just want to throw out there with gene therapy clinics. I think the resistance could start making their own version of the vipers but with a few different animals. Just really a mod that adds furries to the game no different from normal troops. i just got the idea from this Get modelling, then. Sounds cool. sorry I have no idea how model anything its an idea I wanted to throw out there for anyone to play with sorry again
DarkTeletubby Posted June 23, 2016 Posted June 23, 2016 I got a dumb idea just want to throw out there with gene therapy clinics. I think the resistance could start making their own version of the vipers but with a few different animals. Just really a mod that adds furries to the game no different from normal troops. i just got the idea from this XCOM werehippocampus?! Damn rule 34 is working overtime on this one! 1
Guest Posted June 23, 2016 Posted June 23, 2016 XCOM werehippocampus?! Damn rule 34 is working overtime on this one! Can you tell us what "rule 34" is? Maybe "If it exists there is porn of it"? In this case you are damn right. And probably you will find it on this site. Cheers.
valeris Posted June 23, 2016 Posted June 23, 2016 I think I managed to create a nipple tattoo and a bush tattoo. In the screenshots bellow I put both on her. I used Moomany mootattoos as a template; the nipples aren't quite right yet, and both tattoos still "leak" to other body parts. As soon as a get a more "presentable" version I upload!
DarkTeletubby Posted June 24, 2016 Posted June 24, 2016 I think I managed to create a nipple tattoo and a bush tattoo. In the screenshots bellow I put both on her. I used Moomany mootattoos as a template; the nipples aren't quite right yet, and both tattoos still "leak" to other body parts. As soon as a get a more "presentable" version I upload! Nice!
alpalia Posted June 24, 2016 Posted June 24, 2016 for fix the red screen error when start the game or laoding mission or anytime in game here the fix : go in your desktop shortcut of Xcom2 (for me its ModLauncherWPF.exe(the DESKTOP SHORTCUT, not the exe in the installer) (becaue you now.. mods) in the "target" line, at end just add " -noRedScreens -review" (without quote and respect 2 important things , the Caps and the space before the 2 - for me the target line give something like : "blablablasteam ...Xcom2/Binaries/Win64/Launcher/ModLauncherWPF.exe" -noRedScreens -review now launch the game using you shortcut you just modify and enjoy without redscreen its fixed for me, so it should work for you too
valeris Posted June 27, 2016 Posted June 27, 2016 Here is my first version of "NipSlipMod" (was the best name I could come up with). Currently with: *Pink nipples *Landing strip *Tan lines (torso and legs, separatedly) And some test ones: *Full bush (shadow) *Medium nipples *Large nipples (one for each side, for some reason that I don't remember - probably just testing :-) Landing strip and the various nipples sets work well together, the secret is to match the landing strip with a darker shade than the girl's hair. The nipples should be naturally lighter. However, for a good tan line effect, you'll have to use a white...ish colour. Doing that of course will make it incompatilbe with the other tattoos. I used Moomany moottatas as a base. ModBuddy was a real pain in the ass... Aparently I can't rename archetypes/textures, or I cant have them sharing the same name, wasn't able to figure it out yet. And I found a nice way to put DLC icons, but doing that apparently make the game unable to load the archetypes... maybe in a "future release", but that little experiment ruined the project in ModBuddy for now =) NipSlipMod.zip 8
jotunnqi Posted June 30, 2016 Posted June 30, 2016 So I have good news and bad news: Good 1: BareBareMod now has pretty much seamless everything, I personally still get mild aliasing on the seams sometimes, may have to do with forced aliasing on my part. Modified some textures and mild mesh editing (and removed leftover textures from the other bodies), but you'll probably not notice. (Sorry Kexx, it's only the legs though, and the last body edit I'll do for a long time) Barebaremod V3.zip Bad 1: No new body, original new body pretty much broke after trying to fix lighting issues, body 2 was me modifying the base xcom body and adding details.....which allowed me to learn that adding any new vertex by tessellation breaks the tattoo system (and once again no idea why, but the parts which disappear correlate to where the body part is skinned to different bones). Good 2: BareBareMod now has double copies of each body part (arms/torso/legs), one set allowing tattoos, one set disabling them, the ones that allow are usually higher on the list than the ones that dont. Here's some test tattoos mapped only for torso or legs. mootattats.zip 20160614193028_1.jpg20160615185133_1.jpg20160614201224_1.jpg Btw to anyone doing tattoos, for torso or legs only, it's easier to do the tattoo mapping using the torso or leg textures as a base and work from there. Bad 2: This system only really allows proper tattoo mapping on either the arms OR torso OR legs, although the old system still works e.g. Arcturus' tattoo mod still works if you choose all the body parts that supports tattoos. Good 3: After trying and failing to set up some hair (anyone know why all hair I export, even unedited X2 ones from both max and blender, show up in game rotated 90 degrees in 2 directions if any physics assets are applied to them?) physics assets are actually really easy to set up (on creatures anyway, I can set those up fine) and all creature/unit archetypes can have a physics asset attached (body physics). Bad 3: There doesn't seem to be a slot for physics on body/armour parts, although the helmet slot does, not that it helps much in this case. Nice work on the mod, looks and works brilliantly. However in your middle screenshot you are using legs 13, which seems to fix the empty hole that normally occurs when you use the legs and nude top with warden armor, that doesn't appear to be included in the file you posted. Only legs 11, would it be possible to reupload including legs 13 (and I assume 12 for shaved version)? Have been dying to have the warden armor legs working like your screenshot. Thanks!
icehaku Posted July 1, 2016 Posted July 1, 2016 Supposedly the new DLC + patch has broken a lot of mods. Has anyone tested yet?
jotunnqi Posted July 1, 2016 Posted July 1, 2016 Supposedly the new DLC + patch has broken a lot of mods. Has anyone tested yet? So far none of my running mods have broken (least that I noticed). Including baremod v3. I did get a warning on loading a save telling me mods were missing although they weren't, but didn't seem to cause any harm to the save. Started a new game on legendary ironman anyways.
Arcturus7777 Posted July 1, 2016 Posted July 1, 2016 none of my saves will load. And even after starting a new game (which loaded mods fine) the game buddy debug has stopped working.
Wolf470 Posted July 2, 2016 Posted July 2, 2016 I just got X-Com 2 and I've really enjoyed it. After the huge install time (downloads from steam can take awhile) I played 6 hours yesterday then went looking for mods And of course I looked here first. I have both modmodmod and Barebaremod v3. My problem is floating heads. I have restarted games without the mods active (new Game) and then after a save point initialized the mods. As I haven't lost a girl to the advent (only Ava in the tutorial, and that's scripted) I don't know if modmodmod is working but I don't have any nudity from barebaremod and no floating heads either. what if anything am I doing wrong?
DarkTeletubby Posted July 2, 2016 Posted July 2, 2016 I just got X-Com 2 and I've really enjoyed it. After the huge install time (downloads from steam can take awhile) I played 6 hours yesterday then went looking for mods And of course I looked here first. I have both modmodmod and Barebaremod v3. My problem is floating heads. I have restarted games without the mods active (new Game) and then after a save point initialized the mods. As I haven't lost a girl to the advent (only Ava in the tutorial, and that's scripted) I don't know if modmodmod is working but I don't have any nudity from barebaremod and no floating heads either. what if anything am I doing wrong? Do you have any DLC? Shen's Last Gift broke a lot of mods, and I'm not sure if Barebaremod needs Anarchy's Children or not.
Wolf470 Posted July 3, 2016 Posted July 3, 2016 I have all three DLC and if you're right I have to disable Barebaremod. I just tested my top operative and the floating heads are back. However Modmodmod doesn't seem to have any problems. Well if they ever fix the Barebaremod I'll download and use it, although a sex mod that works with the dlcs would be cool.
Ziron Posted July 3, 2016 Posted July 3, 2016 Here is my first version of "NipSlipMod" (was the best name I could come up with). Currently with: *Pink nipples *Landing strip *Tan lines (torso and legs, separatedly) And some test ones: *Full bush (shadow) *Medium nipples *Large nipples (one for each side, for some reason that I don't remember - probably just testing :-) Landing strip and the various nipples sets work well together, the secret is to match the landing strip with a darker shade than the girl's hair. The nipples should be naturally lighter. However, for a good tan line effect, you'll have to use a white...ish colour. Doing that of course will make it incompatilbe with the other tattoos. I used Moomany moottatas as a base. ModBuddy was a real pain in the ass... Aparently I can't rename archetypes/textures, or I cant have them sharing the same name, wasn't able to figure it out yet. And I found a nice way to put DLC icons, but doing that apparently make the game unable to load the archetypes... maybe in a "future release", but that little experiment ruined the project in ModBuddy for now =) Thanks looks great
habilon Posted July 7, 2016 Posted July 7, 2016 This is pretty much exactly what I very quickly figured would be eminently possible, and it was a relief because it really eliminates so much of the coding problems most likely with this 'bind' already essentially in the game. The biggest hurdle, according to folks who've actually done modding before elsewhere, seems to be in making the animations and gfx in general. But even there, I'm personally quite amazed at the current nude body mod, together with the matching pubic hair, coming out already and ultimately still working fine for me even after the latest DLC. So consider what follows just expanding/fleshing out this quoted basic idea and I welcome any animators/coders/modders, that have had more time or will than me to learn anything other than Paradox games modding, to fully use any part of the following as they please. Just looking at the list of XCOM 2 aliens on an afternoon of not much to do and trying to flesh out the basic framework of how I'd see it best executed to, hopefully, save ya'll some thinking time. ------------- First up, this wouldn't be a 'total conversion' kind of proposal. The goal, best achieved in my mind, is to try and integrate it into the existing game storyline/backdrop as smoothly as possible. To that end, I am wholly onboard with a few other posters suggesting of having naked soldiers occasionally drawn in the gym/living quarters either just exercising or enjoying some mutually pleasurable R&R (best just assume they know enough to use protection, so as not to have the player constantly have their troops get pregnant and not being able to stop it ). In fact, that would probably best be first on anyone's to-do list, since it's essentially just animation and gfx work (probably without any significant coding, just adding another set of random animations into the mix), and it's also easily tested. The tricky part, of course, comes with the tactical 'sex bind' abilities, as described in the quote. Not perhaps so much in the coding of it (though as with all such things, it'd probably have to be tested a fair bit), but moreso in the gameplay balance TBH. This is, ultimately, a strategy/tactical game as opposed to an FPS and that presents some unique challenges, if one genuinely wanted to integrate this smoothly and make it a fun an interesting gameplay experience. After all, it's not quite as fun if the aliens aren't able to use their 'sex bind' abilities at all on your soldiers, unless you're being a complete idiot, or conversely them being able to just rape lockdown half your squad and killing off the other half without even giving you a chance to avoid it. What it boils down to, in the end for me, is this: The ideal experience would present a new sexual danger on the battlefield for the deviant commander's soldiers that could either be embraced, worked around or even used to fight against the aliens/ADVENT themselves. The last part, of course, suggests that it should be just as possible for your own soldiers to attempt to bind themselves onto an alien with the same rules. After all, if Mars needs women, it'd be funny if in rare cases the women give them more than they bargained for. And ofc, let's not forget the lads. Or as another poster posted earlier ITT: That, for me, would be this idea done in a fun way, which you'd need to constantly think through (keeping with the spirit of what the game is about) while stopping inbetween to admire the animations for the occasional fap. But it relies on a careful balance of giving some control to the player to accept or avoid this fate for their soldiers (with the additional bonus that said difficulty for the player to keep control over it scales with the default difficulty levels, to tune it to the individual's tastes obviously along with special options menu choices too, of which types of animations/abilities are cool and which aren't, such as hetero/gay/bi ect). So. With this preamble over the idea, and its goals, finished this is what a basic idea of stats for the individual aliens/ADVENT would sorta look like, to give a general idea of the mechanics. The caveat here being that what follows is entirely theoretical so feel free to skip all of the following shit at any time! There's no doubt in my mind, that a lot of what follows would have to be tweaked and tuned a lot with playtesting and rebalancing for the best overall experience anyway, no matter how close to the mark it may or may not be: Basic idea of the 'sex bind' engagement ability. -Takes one action in melee range to initiate, chance to 'resist' based solely on dodge rating (bit more predictable than the defense miss of swords, possible for soldiers only if outfitted for it and likelihood to trigger with aliens/ADVENT based on game difficulty, obviously). Ends the unit's turn whenever used, but has no cooldown. -If successful, binds the two units together with a sex animation, with the 'aggressive' unit in the dominant position and having some advantage. Long term goal: Still allow more units to dogpile onto the bind to form threesomes, foursomes, ect. but ONLY allow joining in from the aggressor's side (such is the base advantage). For the defender's team, way to save teammate is same as with any bind - shoot/hit it! -All units in said 'sex bind' momentarily change outfits to their nude ones. Not sure if this can easily be coded in or not, but it makes sense obviously. -From the 2nd turn of the bind onwards (if not yet broken up by defender team's fire), the HP and will stats become important. -The first (HP), because alien/human physiology is not all that compatible when you think about it, meaning that with each turn the defender loses an exact number of their HP as the bind keeps going against their favor. What that number actually is, however, depends on the aggressor species. Humans, ADVENT and Sectoids would probably only do 1 damage per turn, Sneks and Faceless 2 per turn, Mutons and Chryssalids 3 per turn and Berserkers, Gatekeepers 4 (a rough example of the different tiers). If defender's HP reaches zero before the 'sex bind' completes its countdown, welp...death by snu snu I guess (could be changed to going unconscious/guaranteed pregnancy with 1 HP via options menu though, I'm sure). Long term goal: in the case of a threesome, foursome, ect., this damage number can stack! -After a certain number of turns, the aggressor cums and impregnates any defender female human. The exact number of said turns would, again, depend on the aggressor species. Chryssies and Berserkers go fast and hard in 2 turns, Sectoids, ADVENT and Humans aren't as bad with 3 turns, Faceless and Mutons love you long time with 4 turns, and Sneks and Gatekeepers love you all night long with 5 turns! Long term goal: in the case of it becoming a threesome, foursome, ect., this counter then resets based on the species with the shortest timer! -The second (will) stat is important, because that determines the chance roll made at the end of any alien/ADVENT cumming, that a human defender OR also attacker is 'broken into' the enemy's team through the act! This might be optional for some, but hey - why not add this into the mix of ideas too? Only the highest will number of any and all aggressors is counted vs. the defender's in this roll. If unsuccessful, the defender is merely impregnated, and then released or knocked unconscious at the end by the trauma (options menu choice for personal preference). But if successful, then the defender switches sides for the rest of the mission and is counted as MIA, unless killed by their own team! The only way to get them back would be through the VIP/captured soldier rescue mission, where they'd usually be found in a cell, naked (preggers if female) and having to be knocked out and carried out to evac against their will, so they can get their head clear of the brainwashing back at the Avenger and rejoin the squad after a certain period of time. -Finally, additional mesh for pregnancy after 2nd 'trimester' would be needed, though I doubt it'll be applicable for every single armor piece too unless someone decides to seriously remodel those for this express purpose. It'd probably be simpler to just make its main con be that said soldier is unable to do combat in her state after the 2nd half of their pregnancy, and only see it in the armory/base animations. Due to alien cum having a different effect than human one, the term is much shorter than regular, but is again depends on the alien species. Chryssalids have by far the shortest term of just 1 week until a batch of them pops out, Faceless and ADVENT take 2 weeks to incubate, Sectoids and Sneks take a month, Mutons and Berserkers 1 and a half months and if by some miracle a woman survived a Gatekeeper impregnation without being killed or turned, that eldritch horror takes 2 months. The only pro in the face of being guaranteed to lose said soldier for that period of time would be that at the end the delivered children are farmed for a predetermined number of the parent species' corpses, the number depending on whatever the litter size probably feels right (might be a solid way to get Chryssalid corpses quick, if you're willing to risk a soldier?) ---------------- It reads like your usual afternoon's worth of fap-theorycrafting, doesn't it? Still, there is some method to my madness. From a purely combat perspective, the main reason for why aliens would want to use the 'sex bind' ability with these conditions is fairly obvious - same as with why Sneks use their bind, only with so many enemies now having this abilities it definitely looks as if the whole 'gangbang' option of multiple aliens dogpiling on one soldier would be needed, or it could far too easily happen that half or more of your force gets bound and raped while the other half can't fight back AND also free the other half too. But if the aliens preferred to dogpile on one soldier, then that'd be a clear incentive to free said soldier, or see them likely get raped to death/unconsciousness right quick! Or I suppose someone could code the AI also along the lines of 'if one or two on XCOM team is already getting some/being standard Snek bound, can't use dat ability'. And the reason for why humans would want to use it is because if there was that one 'speshul' soldier in your squad, who just never got promoted when you wanted them to and never really amounted to much, well now they have a new purpose on a mission - to get all kinds of strange and lock down that one annoying alien while the rest of the squad deals with the rest. However, you best kit them out with PCS Will bonuses and such, or it could all go very wrong at the end. Annnnd that's my afternoon spent on this longass post. Resume as you were and once again: I hope for great things for modders who have more time than I to learn how to do so with XCOM 2's dev tools to properly balance, paint, code and animate the smutification of one of my alltime favorite games. not much of a coder, but I have had a bit of experience animating, and modeling, I would be willing to spare some of my spare time to this... but again I am no coder so I wouldnt be touching any of that side as much as I could also I think the order of how to make a 'sex bind' ability is: 1) figure out how to make all the enemies have the bind ability, even if it doesnt do anything 2) make the bind ability work, even if it replaces the unit with a viper or makes the human do the animation while the enemy stands there looking confused 3) replace the animations with custom simple animations, such as both enemy and human jumping to the same location and moving up and down 4) advance the animation to use the normal models of the enemy and human but in sex positions (1 position for now, likely doggystyle to make it simple) 5) make nude mesh for enemies 6) make more animations including ending orgasm 7)make animation of human being teleported away if captured 8) flavour to taste (add any details and the like) I have no idea how to do any of this, but am willing to help out with modeling in particular, and maybe some animation if needed... dont ask me to touch codding less you are willing to teach me like I was a four year old learning complex math. (since the new site is down and we are back to here her is a post from the other forum) (bellow is looners reply) Myself I know zip about XCOM 2 coding, but what I do know from modding stuff elsewhere is that, theoretically, assigning all enemies to have a 'bind' ability should be easy as hell, since like others said: Snek bind already exists - just copy/paste the lines/commands for other alien units. It should work like the snek bind too, since it's copy/pasted and...duh? At worst you could just use the existing bind ability and change it up! The only difference would prolly be that, yes, there'd be no animations there for the alien in question, since only the sneks have the relevant animation to call upon. So that's 1) and 2) that'd prolly be easily covered. 3) - 8) would be moreso up to the animators/modellers...but yeah, according to some ITT animations being coded in still needs to be explored somewhat in XCOM 2 (or at least that's the impression I'm getting) so that could be tricky. Still, there are a few animation mods out there (like the oft-linked sassy viper mod) so...hopefully someone can replicate and figure that part out. And then on top of all that comes the testing/balancing act. What are the effects? What does it do? How long does it last? What are the consequences? I imagine that as tricky as it will be to crack the inital nut of animations/models working properly in the game, the balancing of these abilities to actually make them fun will probably take even longer and more spread out. Still, it's cool to have folks pipe in here, willing to do some work on the gfx/animation side of things. Edited yesterday at 12:50 AM by looners
Wolf470 Posted July 8, 2016 Posted July 8, 2016 OK I dumped local content, and re-downloaded the game. I activated barebaremod v3, nipslipmod, and lewdlily. I also have random backgrounds. GOOD news they all work. Bad news if you activate modmodmod the only characters that will show up will be female, they won't show in your skyranger, and you can't see them moving around in your ship (Avenger). Odd news I can no longer select armor for my soldiers, it all says ranger only. Really odd thing: My ranger can't change his or her armor either! If anyone knows what could be causing this I would like to know. It may not be any of the lewd mods but I will run specific testing to find out. Edit: I just ran a new game test. Still have the same bug so does anyone know of a mod to fix this? Please!!! Re-Edit: Fixed it - Solution is to insert in the DefaultClassData.ini, the following - AllowedArmors="soldier" - I inserted this into each class's section under the allowed weapons section IE: AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="rifle") AllowedArmors="soldier" this one was for rookie.
kirbys_folly Posted July 9, 2016 Posted July 9, 2016 Hmm. So it looks like the barebaremod is working properly (looks great too, excellent work) for the most part, but the tier 3 armor is a bit wonky. If I select one of the nude tops, but keep the legs on, the crotch is missing. Is that just how it works, or did I break something?
Wolf470 Posted July 9, 2016 Posted July 9, 2016 I haven't tested that far but I've noticed in the full runthrough I did (before I activated mods) that the tier 3 armor torso is more of a solid piece than the other armors. I also noticed that the barebaremod separates at the waist so if the tier 3 armor covers that and doesn't provide a method of having armor with more than legs on the bottom it wouldn't show a crotch area. Hope this helps.
Arcturus7777 Posted July 9, 2016 Posted July 9, 2016 Mod Buddy has stopped working for me. I can no longer start the editor. I have all the DLC. Is anyone else having this problem? Any suggestions?
Blut25 Posted July 9, 2016 Posted July 9, 2016 Hmm. So it looks like the barebaremod is working properly (looks great too, excellent work) for the most part, but the tier 3 armor is a bit wonky. If I select one of the nude tops, but keep the legs on, the crotch is missing. Is that just how it works, or did I break something? the user jotunnqi wrote exact the same in his post from the 30. juni link in this thread. And it looks like, the mod-creator fixed it, but this type of legs is not into the mod folder.
kirbys_folly Posted July 11, 2016 Posted July 11, 2016 Hmm. So it looks like the barebaremod is working properly (looks great too, excellent work) for the most part, but the tier 3 armor is a bit wonky. If I select one of the nude tops, but keep the legs on, the crotch is missing. Is that just how it works, or did I break something? the user jotunnqi wrote exact the same in his post from the 30. juni link in this thread. And it looks like, the mod-creator fixed it, but this type of legs is not into the mod folder. Ah, good catch. Thanks.
jotunnqi Posted July 11, 2016 Posted July 11, 2016 Hmm. So it looks like the barebaremod is working properly (looks great too, excellent work) for the most part, but the tier 3 armor is a bit wonky. If I select one of the nude tops, but keep the legs on, the crotch is missing. Is that just how it works, or did I break something? the user jotunnqi wrote exact the same in his post from the 30. juni link in this thread. And it looks like, the mod-creator fixed it, but this type of legs is not into the mod folder. Yup Still waiting patiently for a reply/update.
SoylentGreen4Uall Posted July 11, 2016 Posted July 11, 2016 This works really well, awesome mods. Looking forward to see more like this. How do i get nude cilivians ? is there a mod out there for that
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