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Lewd mods and XCOM 2


Stunami

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Posted

you are amazing Kitty :)

This in particular is where the links just dont work, or the download has been removed

WotC - Wrex456's Clothing NSFW (Wrex456)

 

and in particular the fishnet stockings and tops

 

:)

Posted

Hey everybody!

 

Is there still some kind of "collection", where we can find the latest working links and downloads?

Or is the "Mod Index" from Xpyke dated back to 2019 still working?

Or do we have to scroll back through this entire thread?

 

Thanks

Posted

Greetings!  I'm just a new, rando here.

 

I thought a lot of what folks had done in here were pretty cool.  So I embarked on trying to do some things myself.  Lo' and behold, I found out that modeling is a very, very time consuming process.  Man!  Props to the fellows that do this.

 

At any rate, here are a few things I've been working on.

 

  1. It bothered me that the little "scientist" thingy was glued to an entire body.  One couldn't really use it as a body prop.  So I dug out the arche type, booted blender, copied all the linked nodes of the scientist thingy, exported as it's own standalone prop WITHOUT being attached to the body.  Along the way I tweaked it to work much better with the B/C cups to not clip so much.

    Net result is I got that working just fine, as a prop!  Looks great!
     
  2. I also though the current "thong" wasn't doing justice.  As such, I embarked on learning how to "blender", and sort've did my own.  Here are some of the models, and seeing it in game.
     
  3. Lastly, was working on doing more of a "full" sheer teddy thingy... dunno what you call it.  But basically the sheer material with a very highcut hip setup.  Model is shown below.  I think it would look fantastic.
     
  4. I dumped all this into my own "WOTC_LL_Update_Pack" mod so to speak, as to not tamper with the existing.  I think going forward if more work is to be done on this, we ought to consider making just a SINGLE package that is out on github, has version history, etc.  It's too damn confusing right now when someone uploads a whole new mod, using existing mods, and then goes and generates all new package files and all that, some overwriting others.  Need to keep it singular....

    Furthermore, doing so would make it VASTLY easier for people to get and use this.  No longer need to blast new upload links 100 pages in.  Just a simple, github repo where this resides that one can pull down.  If it gets updated, one would get the latest.  So on and so forth.  Basically we could keep a copy of the "src" files along with all the unreal files (the .uv extensions) in a separate folder.  And another folder containing the "built" mod.  Then peeps could just jam the mod folder into xcom and be off, but if you want to dev on it, could fiddle with the source files to tweak, make additions, etc... reuploading that.
     

But... this is where I sort've stopped.  The texturing.  I have literally ZERO idea how to make new textures.  I figured out how to assign the materials and all that... that's the easy part.  But basically baking new materials to make all the masks and all that.  I'm just dumb in that area.  The things I got working now were just re-used materials that I didn't have to bake myself.  The highhip thong for example sort've "works", but it mostly just used some default .MSKs and the UV Mapping probably isn't correct.. but it still works well enough.

 

Anyhow... if anyone has some great tutorials on generating new materials, or maybe how some of the things in this pack were made (for example, stripper boots, thong material, etc), that would be super helpful.  It would be great to know how the "sheer" was made... how is it partial transparent?  How the leathery look of stripper boots was done... etc.

 

Anyhoo... happy modding!

 

TL;DR
Someone help me learn how to create new textures, or point me to a non-confusing tutorial :)

 

20210205101546_1.jpg

model_1.png

model_2.png

20210205101707_1.jpg

20210205101711_1.jpg

model_3.png

Screenshot 2021-02-05 102006.png

Posted
21 hours ago, Undeadking18 said:

Out of curiosity, does anyone have ColdsteelJ's BBW mod for Xcom?

Sorry.  I didn't even know there was one, but  I was never really big on BBW to begin with (particularly for my game mods) so I doubt I'd have grabbed it if I did.  :(

Hope you find it though...

 

12 hours ago, Posers said:

you are amazing Kitty :)

This in particular is where the links just dont work, or the download has been removed

WotC - Wrex456's Clothing NSFW (Wrex456)

 

and in particular the fishnet stockings and tops

 

:)

Stockings (Fishnet and Sheer, both High and low) come from this Workshop mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1586643354

All 4 are thigh pieces, so be  sure you're using something that allows customizing ALL parts of ALL soldier types.  I use Unrestricted Customization.

 

Wrex's newest complete LL Pack: https://www.loverslab.com/topic/57070-lewd-mods-and-xcom-2/page/80/?tab=comments#comment-2802775

 

AFAIK, that's the only version with E-Cups, as well as the sheer/fishnet tops - which are only in A to C-cup so far and are accessories in various torso gear/shoulder/arm categories.  I forget exactly which ones, but they're available in a few different spots.  Also note that THESE nude/skimpy torsos and legs were properly mapped (Blender issues fixed) so they do NOT mirror/duplicate tattoos the same way the older ones from any previous Wrex pack or BareBare do.

 

6 hours ago, SirDuke said:

Hey everybody!

 

Is there still some kind of "collection", where we can find the latest working links and downloads?

Or is the "Mod Index" from Xpyke dated back to 2019 still working?

Or do we have to scroll back through this entire thread?

 

Thanks

Start here.  I listed some updated links that are broken currently in the index, but it also links  BACK to the index, which is MOSTLY intact and where you wanna go for most XCOM 2 LL stuff.

https://www.loverslab.com/topic/64634-xcom-2-mod-index/?do=findComment&comment=3276590

 

5 hours ago, stealth_villain said:

Greetings!  I'm just a new, rando here.

 

I thought a lot of what folks had done in here were pretty cool.  So I embarked on trying to do some things myself.  Lo' and behold, I found out that modeling is a very, very time consuming process.  Man!  Props to the fellows that do this.

 

At any rate, here are a few things I've been working on.

 

[Snipped a bunch just so as not to quote and re-quote huge posts]

Looking good so far.  I'd be interested to see what you build this into.

I also endorse the idea of a github "LL_Pack" (for lack of better term) where we can centralize things.  If we did it right, we could even have a "grab this and install" along-side any number of potential optional addition/subtraction choices, etc.

Of course, we'd need someone to set this up to begin with.  Right off, there's a lot of stuff that would need to be taken apart and gone through and re-compiled into packages that provide the maximum options while maintaining complete compatibility.  And of course, we'd need to only include work which authors specifically stated "use as you wish" or those we can still contact to ask first.

 

I'd be more than willing to help where I can.  I'm ok with scripting (fortunately for bodies/clothing/armor, that requirement is minimal and simple anyway) and config files and modbuddy and all that noise, but I'm absolute rubbish with the XC2 Unreal Editor thingy.  It hates me, the fonts are unreadably small on all the menus and popups, and I really haven't a clue how to use half the crap in there at the moment.  =p

 

Which leads me to your Textures question.  Now..  the premise of "Making a new texture" for most modding I've ever done tends to be extracting the original, which is almost always in some un-editable, annoying format, which then needs to be converted.  Most commonly to DDS, as it preserves all the weird alpha/layer/blah blah that's often in the finished files, but with external utilities or Photoshop plugins can be edited, then saved, converted BACK to whatever format the game in question uses, then stuck back into some sort of "pak file" (which for XC2 are all those Content\UPK files we need to edit with the XC2 UE).

 

Now.. the whole "cooking" thing is like... alien Greek to me, but if I'm not mistaken, when not trying to alter core game crap and just dealing with mods that add (mainly-cosmetic) content, I don't THINK that's actually required.  Provided the formats are all proper and happy, and packed back into valid, usable UPK files (with config files that are formatted correctly and  without typos) the game *SHOULD* know what to do with them, cooked or not.

 

If I'm mistaken here, someone please feel free to correct me.  I'm definitely NOT an expert on some of the aspects of the tools and whatnot here, and certainly don't wish to be spreading any sort of misinformation.

Posted
9 hours ago, stealth_villain said:

Greetings!  I'm just a new, rando here.

 

I thought a lot of what folks had done in here were pretty cool.  So I embarked on trying to do some things myself.  Lo' and behold, I found out that modeling is a very, very time consuming process.  Man!  Props to the fellows that do this.

 

At any rate, here are a few things I've been working on.

 

  1. It bothered me that the little "scientist" thingy was glued to an entire body.  One couldn't really use it as a body prop.  So I dug out the arche type, booted blender, copied all the linked nodes of the scientist thingy, exported as it's own standalone prop WITHOUT being attached to the body.  Along the way I tweaked it to work much better with the B/C cups to not clip so much.

    Net result is I got that working just fine, as a prop!  Looks great!
     
  2. I also though the current "thong" wasn't doing justice.  As such, I embarked on learning how to "blender", and sort've did my own.  Here are some of the models, and seeing it in game.
     
  3. Lastly, was working on doing more of a "full" sheer teddy thingy... dunno what you call it.  But basically the sheer material with a very highcut hip setup.  Model is shown below.  I think it would look fantastic.
     
  4. I dumped all this into my own "WOTC_LL_Update_Pack" mod so to speak, as to not tamper with the existing.  I think going forward if more work is to be done on this, we ought to consider making just a SINGLE package that is out on github, has version history, etc.  It's too damn confusing right now when someone uploads a whole new mod, using existing mods, and then goes and generates all new package files and all that, some overwriting others.  Need to keep it singular....

    Furthermore, doing so would make it VASTLY easier for people to get and use this.  No longer need to blast new upload links 100 pages in.  Just a simple, github repo where this resides that one can pull down.  If it gets updated, one would get the latest.  So on and so forth.  Basically we could keep a copy of the "src" files along with all the unreal files (the .uv extensions) in a separate folder.  And another folder containing the "built" mod.  Then peeps could just jam the mod folder into xcom and be off, but if you want to dev on it, could fiddle with the source files to tweak, make additions, etc... reuploading that.
     

But... this is where I sort've stopped.  The texturing.  I have literally ZERO idea how to make new textures.  I figured out how to assign the materials and all that... that's the easy part.  But basically baking new materials to make all the masks and all that.  I'm just dumb in that area.  The things I got working now were just re-used materials that I didn't have to bake myself.  The highhip thong for example sort've "works", but it mostly just used some default .MSKs and the UV Mapping probably isn't correct.. but it still works well enough.

 

Anyhow... if anyone has some great tutorials on generating new materials, or maybe how some of the things in this pack were made (for example, stripper boots, thong material, etc), that would be super helpful.  It would be great to know how the "sheer" was made... how is it partial transparent?  How the leathery look of stripper boots was done... etc.

 

Anyhoo... happy modding!

 

TL;DR
Someone help me learn how to create new textures, or point me to a non-confusing tutorial :)

 

20210205101546_1.jpg

model_1.png

model_2.png

20210205101707_1.jpg

20210205101711_1.jpg

model_3.png

Screenshot 2021-02-05 102006.png

looking great i hope you can look into the vanilla version of the game not wotc version that would make me a happy person :) 

Posted
47 minutes ago, veldmorris said:

looking great i hope you can look into the vanilla version of the game not wotc version that would make me a happy person :) 

The trouble with that is, Vanilla doesn't have all the extra body part slots.  Makes it a lot harder to mix and match pieces and get the effect you want.

 

That said, MOST cosmetic mods made for WotC will work fine in Vanilla - at least the parts Vanilla can work with and understand.  Though it's highly recommended to use the ALT github launcher to attempt this. 

 

It's also probably a good idea to learn the bare basics of editing the mod's Content\XComContent.ini file (again, in notepad), where you'll want to go through line by line and comment out (just add a ; (semi-colon) to the start of the line) any entry that adds/requires WotC specific content, including (but possibly not limited to):

Forearms L/R, Shins, anything dealing with Reapers, Skirmishers, and Templars..  Probably stuff I'm not thinking of right now, but the point is, doing this will go a long way to ensuring the mod won't try to add content it can't deal with, as when it DOES add these things, results range from "simply doesn't add them" to "invisible, phantom parts" to "game crashes in a big fireball".  ^_^

 

Anyways.. just tossing it out there for anyone who's like "OMG!  I want this mod, but don't want WotC!"  It IS often possible to have your cake and eat (most of) it too.  ;)

Posted
5 hours ago, Kitty said:

Sorry.  I didn't even know there was one, but  I was never really big on BBW to begin with (particularly for my game mods) so I doubt I'd have grabbed it if I did.  :(

Hope you find it though...

There is one which surprisingly expands the ass and breasts, something I haven't seen anywhere in the Xcom community (Don't know how he managed it but he did.) Though it's $25 on his Deviant Art page.

Posted
9 hours ago, Kitty said:

The trouble with that is, Vanilla doesn't have all the extra body part slots.  Makes it a lot harder to mix and match pieces and get the effect you want.

 

That said, MOST cosmetic mods made for WotC will work fine in Vanilla - at least the parts Vanilla can work with and understand.  Though it's highly recommended to use the ALT github launcher to attempt this. 

 

It's also probably a good idea to learn the bare basics of editing the mod's Content\XComContent.ini file (again, in notepad), where you'll want to go through line by line and comment out (just add a ; (semi-colon) to the start of the line) any entry that adds/requires WotC specific content, including (but possibly not limited to):

Forearms L/R, Shins, anything dealing with Reapers, Skirmishers, and Templars..  Probably stuff I'm not thinking of right now, but the point is, doing this will go a long way to ensuring the mod won't try to add content it can't deal with, as when it DOES add these things, results range from "simply doesn't add them" to "invisible, phantom parts" to "game crashes in a big fireball".  ^_^

 

Anyways.. just tossing it out there for anyone who's like "OMG!  I want this mod, but don't want WotC!"  It IS often possible to have your cake and eat (most of) it too.  ;)

Thanks again for amazing help, you are worthy of song :D
Fishnet tops are working hooray
Fishnet stocking just will not, damn them.  I know they did at one point, as saw them, a few hundred mods later, they dont, they just pop up the leg warmers or templar skirt on exit if you leave them attached.  In the preview window they do not appear, and sadly i went through EVERY leg combination i have :(

Posted
1 hour ago, Posers said:

Thanks again for amazing help, you are worthy of song :D
Fishnet tops are working hooray
Fishnet stocking just will not, damn them.  I know they did at one point, as saw them, a few hundred mods later, they dont, they just pop up the leg warmers or templar skirt on exit if you leave them attached.  In the preview window they do not appear, and sadly i went through EVERY leg combination i have :(

If they're appearing in the selection list but NOT showing up at all on the model and they won't "stick" if selected (resets that slot to something else or no item at all) - which sounds like what you're saying, that sounds to most likely be a conflict or config file problem.  To track it down, I'd need to know ALL the mods you're running and then hunt through them to try to find out if any of them are using same-named assets or the like, which can make XC2 do really janky things.

 

The FIRST thing I would try..  Load up the ALT launcher, right click the Female Clothing Pack mod and click "Show in Browser" (or show in Steam works too).  Unsubscribe (leave the web page open for a moment.  Close out the launcher, then open it back up.  Scroll back to where your Female Clothing Pack is in the list to verify it's now "Greyed out" or completely hidden.  You SHOULD even get a little pop-up when re-starting the launcher that says 1 mod wasn't found, and is being hidden.

 

Anyways.. once you're sure it's not loading, you've essentially deleted it and its entire folder, so I should have mentioned before, if you've done any customization to those config files, you should back them up somewhere first so you can hopefully restore said changes once we're done tinkering.

 

Close the launcher again, tab back to the Steam page and Subscribe back to the mod, then start the launcher again.  Find the mod again, un-hide and enable if necessary, and if it's somewhat low in your mod list/order, manually change it (double click the order field which should just be a number) and make it as high as possible.  This will help ensure it loads AFTER anything else that MAY be using an asset/UPK file of the same name for some reason.

 

All that done, go ahead and launch the game and see what happens.

 

If it doesn't work, you may want to go ahead and list all your running mods and send it along.  You can easily do this with the alternate launcher as well.  Up near the top, you should see tabs  for Mods, Overrides, and Profiles.  Profiles is what you want.  Click that and either do a click (top left corner) & Drag (all the way to the end) then CTRL-C (Copy) that and paste it somewhere or just click the SAVE button near the top right.  It will give you a "Save File" box where you can choose a location and name to save the file, which you can then put in here as an attachment.

Posted
9 hours ago, vanishare said:

is there some photobooth poses mod?

Only one I know of that's actually been released is this one: https://steamcommunity.com/sharedfiles/filedetails/?id=1601400977&searchtext=pose+pack

 

Wrex was working on some more 'lewd-inspired' ones a while ago, but it's been some time since there was any new information on that and he never released anything for it other than some WiP screens that I'm aware of.

 

Also found (but have never used myself) this one with a quick search of the workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1921859780&searchtext=pose+pack

 

Personally, I never really use SPARKs much.  They always felt sorta hollow and 'meh' in comparison with XC:EW's MEC troopers, but if you do use them, that second one adds a few poses for them as well since normally they just stand there in a default pose, if I remember right.

 

34 minutes ago, Kckill4 said:

Has anyone created a huge breast mod or armour? if so, please link it to me!

The most recent packs here by Wrex has nude torsos in A - E cup and a few 'skimpy' ones in anything from A - D.  Now, I realize that doesn't really qualify as 'huge breasts' around here, but it's the only thing I can really think of that works and I know how to find.  Find my post a few pages back which points to the mod index and updates a few bad links if you want the one from here.

 

There were occasional screen shots posted in here with some really distorted body proportions, including pretty sizeable breasts, but I have no idea whether it was an actual mod, or someone simply hacked their own models locally and then posted images, so sorry, but I really have no idea where to find anything like that.  :(

Posted
1 hour ago, Kitty said:

The most recent packs here by Wrex has nude torsos in A - E cup and a few 'skimpy' ones in anything from A - D.  Now, I realize that doesn't really qualify as 'huge breasts' around here, but it's the only thing I can really think of that works and I know how to find.  Find my post a few pages back which points to the mod index and updates a few bad links if you want the one from here.

 

There were occasional screen shots posted in here with some really distorted body proportions, including pretty sizeable breasts, but I have no idea whether it was an actual mod, or someone simply hacked their own models locally and then posted images, so sorry, but I really have no idea where to find anything like that.  :(

Yeah, too small for what I was hoping for, but thanks for the response!

Posted
10 hours ago, Kitty said:

Wrex was working on some more 'lewd-inspired' ones a while ago, but it's been some time since there was any new information on that and he never released anything for it other than some WiP screens that I'm aware of.

Yeah, that's the one i remembered. I guess it's been dead

Posted
19 hours ago, Kitty said:

Only one I know of that's actually been released is this one: https://steamcommunity.com/sharedfiles/filedetails/?id=1601400977&searchtext=pose+pack

 

Wrex was working on some more 'lewd-inspired' ones a while ago, but it's been some time since there was any new information on that and he never released anything for it other than some WiP screens that I'm aware of.

 

Also found (but have never used myself) this one with a quick search of the workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1921859780&searchtext=pose+pack

 

Personally, I never really use SPARKs much.  They always felt sorta hollow and 'meh' in comparison with XC:EW's MEC troopers, but if you do use them, that second one adds a few poses for them as well since normally they just stand there in a default pose, if I remember right.

 

The most recent packs here by Wrex has nude torsos in A - E cup and a few 'skimpy' ones in anything from A - D.  Now, I realize that doesn't really qualify as 'huge breasts' around here, but it's the only thing I can really think of that works and I know how to find.  Find my post a few pages back which points to the mod index and updates a few bad links if you want the one from here.

 

There were occasional screen shots posted in here with some really distorted body proportions, including pretty sizeable breasts, but I have no idea whether it was an actual mod, or someone simply hacked their own models locally and then posted images, so sorry, but I really have no idea where to find anything like that.  :(

here is a question for you kitty since you are very good on helping people i was think on getting xcom cindera squard how ever you spell the games name lol :D now i notice there is no nude mod for  that game what i wanted to know can the nude mods from xcom 2 can be transfer to that game i know of mods that can be done for other games types but not sure about xcom2 to xcom squard please let me know and thank you for all your help :)

Posted
59 minutes ago, veldmorris said:

here is a question for you kitty since you are very good on helping people i was think on getting xcom cindera squard how ever you spell the games name lol :D now i notice there is no nude mod for  that game what i wanted to know can the nude mods from xcom 2 can be transfer to that game i know of mods that can be done for other games types but not sure about xcom2 to xcom squard please let me know and thank you for all your help :)

Good question.  lol

I haven't even looked at Chimera Squad yet.  Not even sure what it's all about or how much it ties back to XC2 / WotC.

 

I would suspect that most core resources are probably similar, but at a minimum it's likely that one would need to get the SDK tools for Chimera and import all the assets and source for a given mod there, then compile/publish it as a Chimera mod.  Further, it's likely that doing so without edits will (in most cases at least) spit out errors, and it'll require at least some knowledge of unrealscript to get Chimera's version of 'ModBuddy' to properly compile the code.

 

I do know it's NOT an expansion (Like WotC is for XC2), but a stand-alone title, even though by design it's not the size/scope of XC2.  Rumors speculate it's meant to be something of a bridge to a likely XC3 in the not-distant future, but MOST of its development team ALSO worked on WotC.  From what I can gather, it also uses UnrealEngine 3, which is somewhat interesting considering WotC used UE 3.5 but.. heh

 

Yeah.. long-winded way of saying... "Might work.. might not."  xD

 

At the moment, I'm trying to clean up the multitude of XC2 mods I like, getting them all to play nice, cleaning up localized names, enabling/disabling things I like/don't, etc etc..  which in itself is quite a task when your installed mod list is near 400, so..  it may be a while (if ever) before I decide to buy and check into doing anything with Chimera. 

Posted
12 minutes ago, Kitty said:

Good question.  lol

I haven't even looked at Chimera Squad yet.  Not even sure what it's all about or how much it ties back to XC2 / WotC.

 

I would suspect that most core resources are probably similar, but at a minimum it's likely that one would need to get the SDK tools for Chimera and import all the assets and source for a given mod there, then compile/publish it as a Chimera mod.  Further, it's likely that doing so without edits will (in most cases at least) spit out errors, and it'll require at least some knowledge of unrealscript to get Chimera's version of 'ModBuddy' to properly compile the code.

 

I do know it's NOT an expansion (Like WotC is for XC2), but a stand-alone title, even though by design it's not the size/scope of XC2.  Rumors speculate it's meant to be something of a bridge to a likely XC3 in the not-distant future, but MOST of its development team ALSO worked on WotC.  From what I can gather, it also uses UnrealEngine 3, which is somewhat interesting considering WotC used UE 3.5 but.. heh

 

Yeah.. long-winded way of saying... "Might work.. might not."  xD

 

At the moment, I'm trying to clean up the multitude of XC2 mods I like, getting them all to play nice, cleaning up localized names, enabling/disabling things I like/don't, etc etc..  which in itself is quite a task when your installed mod list is near 400, so..  it may be a while (if ever) before I decide to buy and check into doing anything with Chimera. 

hmmm maybe i will buy it and poke at it i am off 4 days this weekend coming up so i will buy the game this weekend and see what i can do if you get to it before this weekend let me know ok :)

 

Posted
On 2/9/2021 at 5:04 PM, Kitty said:

Only one I know of that's actually been released is this one: https://steamcommunity.com/sharedfiles/filedetails/?id=1601400977&searchtext=pose+pack

 

Wrex was working on some more 'lewd-inspired' ones a while ago, but it's been some time since there was any new information on that and he never released anything for it other than some WiP screens that I'm aware of.

 

Also found (but have never used myself) this one with a quick search of the workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1921859780&searchtext=pose+pack

 

Personally, I never really use SPARKs much.  They always felt sorta hollow and 'meh' in comparison with XC:EW's MEC troopers, but if you do use them, that second one adds a few poses for them as well since normally they just stand there in a default pose, if I remember right.

 

The most recent packs here by Wrex has nude torsos in A - E cup and a few 'skimpy' ones in anything from A - D.  Now, I realize that doesn't really qualify as 'huge breasts' around here, but it's the only thing I can really think of that works and I know how to find.  Find my post a few pages back which points to the mod index and updates a few bad links if you want the one from here.

 

There were occasional screen shots posted in here with some really distorted body proportions, including pretty sizeable breasts, but I have no idea whether it was an actual mod, or someone simply hacked their own models locally and then posted images, so sorry, but I really have no idea where to find anything like that.  :(

Kitty thank the gods for you, without you, i fear many of us would be lost, thanks again :)
Um
Where is the mod order thingy in the AML ?
Also
I am damned if i cant find the tan lines mod, i know its a tattoo, but i dont know where it is
Kitty can you save me :D

Posted
1 hour ago, Posers said:

Kitty thank the gods for you, without you, i fear many of us would be lost, thanks again :)
Um
Where is the mod order thingy in the AML ?
Also
I am damned if i cant find the tan lines mod, i know its a tattoo, but i dont know where it is
Kitty can you save me :D

Just glad to be of some help to someone.  Not very adept at actually making mods these days so.. I do what I can.  ^_^

 

Anyhoo..  For Mod Order - And remember this won't ever wind up *perfect* because XCOM 2 does some really weird internal crap.  If I remember right, it will FIRST load ALL "local" (non-Workshop, or downloaded and moved to the ...\Mods\Whatever folders) in Alpha-Numeric Order.  So a mod in folder 2ABC before 6ZYX before F69S before XLALA (etc etc)

 

In theory, it then goes and loads your Workshop mods left in the \steamapps\blah blah\yadda folders (I forget the exact numbers offhand, but unless you're trying to make them local, you don't usually need to go digging around in there anyway, especially if you're using the AML where you can edit the config files right from the launcher).  And, by default, it MOSTLY loads them in the order they're subscribed in.  Sort of.  Again.. it can get really wonky.

 

Now, AML allows you to actually SET the load order, which MOSTLY works.  It's not perfect, but it gives a LOT better control than any launcher Firaxis has given us.

 

To find/set it, (now, by default, all your mods will auto-number themselves as you "load" them.  So if the first time you ran the AML, it'll just go and number them, probably more or less alphabetically.  You can create groups and put things wherever you want, or manually change numbers, etc...  First, for something like this you want to go to (Top menu) Options -> Settings and un-tick the "Auto-Number Mod Indexes" box.

 

Doing that SHOULD leave anything it CURRENTLY has numbered already as is, but allows you to change something and it'll stick.  Just remember it's OFF if you add new mods that you may need to manually number later.

 

If you do NOT see a heading called "Order" (top line of the actual mod list, where you'll also see "Name"  "State"  "ID"   "Author" --exactly which headings show up can be changed.) Right click on any of those you DO see (Like Name should be  up there for sure), and be sure "Order" is ticked/selected.   Now you should be able to find the "Order" column.  You MAY Have to use the bottom Scroll-bar if the fields are wider than the app window, but it'll be up there.  Then just find the row of the mod you're trying to change, where you can double click in THAT row's "Order" box, and set it to whatever you wish.  In this case, at least for troubleshooting/testing, just be sure it's loading last, or close to last.  The numbers do NOT need to be sequential.  If you're loading 300 mods, setting it to 500 would still do what you want here.  It'll just skip numbers it doesn't find.  And again, for testing, this can make it a lot easier to see what you've specifically messed with later if you need to change it again or whatever.

 

 

Now, as to the tanlines..  If memory serves, I THINK originally, those were certain older versions of Wrex's nude/lewd LL packs, and in fact the "Restored" Wrex item packs say they add torsos back because they had tan-lines, but I've never figured out how to make them show up.  The "NipSlip" pack DOES have them, one each for right and left torso, and for legs (think it's called 'lower' or something like that).  Your mileage as to how they work will vary.  Some parts are made to not show tattoos whatsoever, some torsos (pretty much any released pre 2019) will "mirror" L/R so you can use ONE upper along with a lower to get "fully nude tan line" effects, whereas the newer packs (Female Clothing as well as Wrex's newer LL pack) will NOT mirror, so you need to use both L and R tattoos for the chest together.  Basically have to play around with it and see what works where and how.

 

Anyways, that pack was back here: https://www.loverslab.com/topic/57070-lewd-mods-and-xcom-2/page/19/?tab=comments#comment-1598144

And also had a couple tattoos meant to alter the shade of nipples, and possibly a pube tattoo as well.  Can't recall for certain offhand.

 

Sorry so wordy.  I tend to err on the side of TMI when dealing with launchers and tech crap and whatnot.  Winds up less words in the long run than if I had to explain more details on the same topic 3 times.  ;)

Posted
12 hours ago, Kitty said:

Just glad to be of some help to someone.  Not very adept at actually making mods these days so.. I do what I can.  ^_^

 

Anyhoo..  For Mod Order - And remember this won't ever wind up *perfect* because XCOM 2 does some really weird internal crap.  If I remember right, it will FIRST load ALL "local" (non-Workshop, or downloaded and moved to the ...\Mods\Whatever folders) in Alpha-Numeric Order.  So a mod in folder 2ABC before 6ZYX before F69S before XLALA (etc etc)

 

In theory, it then goes and loads your Workshop mods left in the \steamapps\blah blah\yadda folders (I forget the exact numbers offhand, but unless you're trying to make them local, you don't usually need to go digging around in there anyway, especially if you're using the AML where you can edit the config files right from the launcher).  And, by default, it MOSTLY loads them in the order they're subscribed in.  Sort of.  Again.. it can get really wonky.

 

Now, AML allows you to actually SET the load order, which MOSTLY works.  It's not perfect, but it gives a LOT better control than any launcher Firaxis has given us.

 

To find/set it, (now, by default, all your mods will auto-number themselves as you "load" them.  So if the first time you ran the AML, it'll just go and number them, probably more or less alphabetically.  You can create groups and put things wherever you want, or manually change numbers, etc...  First, for something like this you want to go to (Top menu) Options -> Settings and un-tick the "Auto-Number Mod Indexes" box.

 

Doing that SHOULD leave anything it CURRENTLY has numbered already as is, but allows you to change something and it'll stick.  Just remember it's OFF if you add new mods that you may need to manually number later.

 

If you do NOT see a heading called "Order" (top line of the actual mod list, where you'll also see "Name"  "State"  "ID"   "Author" --exactly which headings show up can be changed.) Right click on any of those you DO see (Like Name should be  up there for sure), and be sure "Order" is ticked/selected.   Now you should be able to find the "Order" column.  You MAY Have to use the bottom Scroll-bar if the fields are wider than the app window, but it'll be up there.  Then just find the row of the mod you're trying to change, where you can double click in THAT row's "Order" box, and set it to whatever you wish.  In this case, at least for troubleshooting/testing, just be sure it's loading last, or close to last.  The numbers do NOT need to be sequential.  If you're loading 300 mods, setting it to 500 would still do what you want here.  It'll just skip numbers it doesn't find.  And again, for testing, this can make it a lot easier to see what you've specifically messed with later if you need to change it again or whatever.

 

 

Now, as to the tanlines..  If memory serves, I THINK originally, those were certain older versions of Wrex's nude/lewd LL packs, and in fact the "Restored" Wrex item packs say they add torsos back because they had tan-lines, but I've never figured out how to make them show up.  The "NipSlip" pack DOES have them, one each for right and left torso, and for legs (think it's called 'lower' or something like that).  Your mileage as to how they work will vary.  Some parts are made to not show tattoos whatsoever, some torsos (pretty much any released pre 2019) will "mirror" L/R so you can use ONE upper along with a lower to get "fully nude tan line" effects, whereas the newer packs (Female Clothing as well as Wrex's newer LL pack) will NOT mirror, so you need to use both L and R tattoos for the chest together.  Basically have to play around with it and see what works where and how.

 

Anyways, that pack was back here: https://www.loverslab.com/topic/57070-lewd-mods-and-xcom-2/page/19/?tab=comments#comment-1598144

And also had a couple tattoos meant to alter the shade of nipples, and possibly a pube tattoo as well.  Can't recall for certain offhand.

 

Sorry so wordy.  I tend to err on the side of TMI when dealing with launchers and tech crap and whatnot.  Winds up less words in the long run than if I had to explain more details on the same topic 3 times.  ;)

Thanks again Kitty, Tan lines are working perfectly, you are my hero :)
Did the order change thingy, with no luck, still not showing :(

 

So when you say as high as possible, you mean the smallest number ? meaning 4 will override mod 400 ? or is it the other way around ?

Posted
59 minutes ago, Posers said:

Thanks again Kitty, Tan lines are working perfectly, you are my hero :)
Did the order change thingy, with no luck, still not showing :(

 

So when you say as high as possible, you mean the smallest number ? meaning 4 will override mod 400 ? or is it the other way around ?

Other way.  Assuming you actually get it to behave, the HIGHER number will be loaded later.  Now, depending exactly what loads and how it's all coded, that can do a variety of things.  Some mods will conflict (and break at least themselves, if not prevent loading the game entirely), some will "play nice" and you'll actually be able to use all content of multiple mods that in some way all modify the same thing, and especially when talking about Cosmetic mods, Most of the time you wind up with some sort of 'hybrid' result, where you're using some portion of MOD A, but partially over-written with the entire content of MOD B (which you've loaded later/higher in the order).

 

Before pulling out too much hair playing with all that though, the FIRST thing I would do is in the AML, right click the "Female Clothing Pack" row, and select "Show in Exporer".

 

You should get a Windows Explorer window open to: X:\<Path to Steam>\Steam\steamapps\Workshop\Content\268500\1586643354

Assuming of course you're using a Workshop Deployed (click the subscribe button) version of the mod.  If you've somehow modified that or moved it to be local, that changes all sorts of things.

 

Anyways, assuming again the normal Steam deployment, click down into sub-folders CONFIG -> INITIAL_RELEASE -> Props_Pack

(If you don't find those, that's already why we're having issues), and open up XComContent.ini in Notepad or whatever.

Hit CTRL-F (search) and type in "Fishnet"  Should jump you right down to a spot in the file that says:

;95. Stockings Fishnet Low
+BodyPartTemplateConfig=(PartType="Thighs",   DLCName="WOTC_Female_Clothing_Pack", TemplateName="FCP_Stockings_Fishnet_Lo", ArchetypeName="Props_Pack_GD.ARC_Thighs_Stockings_Fishnet_Lo", Gender=eGender_Female, bVeteran=false, bAnyArmor=true, CharacterTemplate="Soldier")

+BodyPartTemplateConfig=(PartType="Thighs",   DLCName="WOTC_Female_Clothing_Pack", TemplateName="FCP_Stockings_Fishnet_Lo_Reaper", ArchetypeName="Props_Pack_GD.ARC_Thighs_Stockings_Fishnet_Lo", Gender=eGender_Female, bVeteran=false, bAnyArmor=true, CharacterTemplate="ReaperSoldier")
+BodyPartTemplateConfig=(PartType="Thighs",   DLCName="WOTC_Female_Clothing_Pack", TemplateName="FCP_Stockings_Fishnet_Lo_Templar", ArchetypeName="Props_Pack_GD.ARC_Thighs_Stockings_Fishnet_Lo", Gender=eGender_Female, bVeteran=false, bAnyArmor=true, CharacterTemplate="TemplarSoldier")
+BodyPartTemplateConfig=(PartType="Thighs",   DLCName="WOTC_Female_Clothing_Pack", TemplateName="FCP_Stockings_Fishnet_Lo_Skirmisher", ArchetypeName="Props_Pack_GD.ARC_Thighs_Stockings_Fishnet_Lo", Gender=eGender_Female, bVeteran=false, bAnyArmor=true, CharacterTemplate="SkirmisherSoldier")
;

The real point to all this is just to make sure the MOD is actually deployed, is the correct version, and that the relevant portions of the config file haven't somehow been corrupted or altered or anything.

 

Oh, and.. it's so obvious a thing I may not even have mentioned it, but the ONLY place Fishnet and Sheer Stockings show up is as THIGH deco.  They aren't legs in themselves, but rather "overlays" that you use on top of compatible leg parts (any of the bare/lewd ones with a normal shape should work).  So obviously, be sure you've checked that you didn't simply miss them inside the game menus/customization screen first.  Since that's the really simple, obvious fix. ;)

Posted
21 hours ago, Kitty said:

Other way.  Assuming you actually get it to behave, the HIGHER number will be loaded later.  Now, depending exactly what loads and how it's all coded, that can do a variety of things.  Some mods will conflict (and break at least themselves, if not prevent loading the game entirely), some will "play nice" and you'll actually be able to use all content of multiple mods that in some way all modify the same thing, and especially when talking about Cosmetic mods, Most of the time you wind up with some sort of 'hybrid' result, where you're using some portion of MOD A, but partially over-written with the entire content of MOD B (which you've loaded later/higher in the order).

 

Before pulling out too much hair playing with all that though, the FIRST thing I would do is in the AML, right click the "Female Clothing Pack" row, and select "Show in Exporer".

 

You should get a Windows Explorer window open to: X:\<Path to Steam>\Steam\steamapps\Workshop\Content\268500\1586643354

Assuming of course you're using a Workshop Deployed (click the subscribe button) version of the mod.  If you've somehow modified that or moved it to be local, that changes all sorts of things.

 

Anyways, assuming again the normal Steam deployment, click down into sub-folders CONFIG -> INITIAL_RELEASE -> Props_Pack

(If you don't find those, that's already why we're having issues), and open up XComContent.ini in Notepad or whatever.

Hit CTRL-F (search) and type in "Fishnet"  Should jump you right down to a spot in the file that says:


;95. Stockings Fishnet Low
+BodyPartTemplateConfig=(PartType="Thighs",   DLCName="WOTC_Female_Clothing_Pack", TemplateName="FCP_Stockings_Fishnet_Lo", ArchetypeName="Props_Pack_GD.ARC_Thighs_Stockings_Fishnet_Lo", Gender=eGender_Female, bVeteran=false, bAnyArmor=true, CharacterTemplate="Soldier")

+BodyPartTemplateConfig=(PartType="Thighs",   DLCName="WOTC_Female_Clothing_Pack", TemplateName="FCP_Stockings_Fishnet_Lo_Reaper", ArchetypeName="Props_Pack_GD.ARC_Thighs_Stockings_Fishnet_Lo", Gender=eGender_Female, bVeteran=false, bAnyArmor=true, CharacterTemplate="ReaperSoldier")
+BodyPartTemplateConfig=(PartType="Thighs",   DLCName="WOTC_Female_Clothing_Pack", TemplateName="FCP_Stockings_Fishnet_Lo_Templar", ArchetypeName="Props_Pack_GD.ARC_Thighs_Stockings_Fishnet_Lo", Gender=eGender_Female, bVeteran=false, bAnyArmor=true, CharacterTemplate="TemplarSoldier")
+BodyPartTemplateConfig=(PartType="Thighs",   DLCName="WOTC_Female_Clothing_Pack", TemplateName="FCP_Stockings_Fishnet_Lo_Skirmisher", ArchetypeName="Props_Pack_GD.ARC_Thighs_Stockings_Fishnet_Lo", Gender=eGender_Female, bVeteran=false, bAnyArmor=true, CharacterTemplate="SkirmisherSoldier")
;

The real point to all this is just to make sure the MOD is actually deployed, is the correct version, and that the relevant portions of the config file haven't somehow been corrupted or altered or anything.

 

Oh, and.. it's so obvious a thing I may not even have mentioned it, but the ONLY place Fishnet and Sheer Stockings show up is as THIGH deco.  They aren't legs in themselves, but rather "overlays" that you use on top of compatible leg parts (any of the bare/lewd ones with a normal shape should work).  So obviously, be sure you've checked that you didn't simply miss them inside the game menus/customization screen first.  Since that's the really simple, obvious fix. ;)

Thanks again Kitty :)
Yes the MOD has been deployed properly and looks exactly as you example,

 

I did try to fiddle with the mod numbers, but yes you were right, the game refused to load a few times, so i went back to auto ordering of numbers

 

I will try to make the number of that mod super high to force it load last, and see what happens

Thank goodness for you :)

Posted
On 2/11/2021 at 6:43 AM, Kitty said:

Other way.  Assuming you actually get it to behave, the HIGHER number will be loaded later.  Now, depending exactly what loads and how it's all coded, that can do a variety of things.  Some mods will conflict (and break at least themselves, if not prevent loading the game entirely), some will "play nice" and you'll actually be able to use all content of multiple mods that in some way all modify the same thing, and especially when talking about Cosmetic mods, Most of the time you wind up with some sort of 'hybrid' result, where you're using some portion of MOD A, but partially over-written with the entire content of MOD B (which you've loaded later/higher in the order).

 

Before pulling out too much hair playing with all that though, the FIRST thing I would do is in the AML, right click the "Female Clothing Pack" row, and select "Show in Exporer".

 

You should get a Windows Explorer window open to: X:\<Path to Steam>\Steam\steamapps\Workshop\Content\268500\1586643354

Assuming of course you're using a Workshop Deployed (click the subscribe button) version of the mod.  If you've somehow modified that or moved it to be local, that changes all sorts of things.

 

Anyways, assuming again the normal Steam deployment, click down into sub-folders CONFIG -> INITIAL_RELEASE -> Props_Pack

(If you don't find those, that's already why we're having issues), and open up XComContent.ini in Notepad or whatever.

Hit CTRL-F (search) and type in "Fishnet"  Should jump you right down to a spot in the file that says:


;95. Stockings Fishnet Low
+BodyPartTemplateConfig=(PartType="Thighs",   DLCName="WOTC_Female_Clothing_Pack", TemplateName="FCP_Stockings_Fishnet_Lo", ArchetypeName="Props_Pack_GD.ARC_Thighs_Stockings_Fishnet_Lo", Gender=eGender_Female, bVeteran=false, bAnyArmor=true, CharacterTemplate="Soldier")

+BodyPartTemplateConfig=(PartType="Thighs",   DLCName="WOTC_Female_Clothing_Pack", TemplateName="FCP_Stockings_Fishnet_Lo_Reaper", ArchetypeName="Props_Pack_GD.ARC_Thighs_Stockings_Fishnet_Lo", Gender=eGender_Female, bVeteran=false, bAnyArmor=true, CharacterTemplate="ReaperSoldier")
+BodyPartTemplateConfig=(PartType="Thighs",   DLCName="WOTC_Female_Clothing_Pack", TemplateName="FCP_Stockings_Fishnet_Lo_Templar", ArchetypeName="Props_Pack_GD.ARC_Thighs_Stockings_Fishnet_Lo", Gender=eGender_Female, bVeteran=false, bAnyArmor=true, CharacterTemplate="TemplarSoldier")
+BodyPartTemplateConfig=(PartType="Thighs",   DLCName="WOTC_Female_Clothing_Pack", TemplateName="FCP_Stockings_Fishnet_Lo_Skirmisher", ArchetypeName="Props_Pack_GD.ARC_Thighs_Stockings_Fishnet_Lo", Gender=eGender_Female, bVeteran=false, bAnyArmor=true, CharacterTemplate="SkirmisherSoldier")
;

The real point to all this is just to make sure the MOD is actually deployed, is the correct version, and that the relevant portions of the config file haven't somehow been corrupted or altered or anything.

 

Oh, and.. it's so obvious a thing I may not even have mentioned it, but the ONLY place Fishnet and Sheer Stockings show up is as THIGH deco.  They aren't legs in themselves, but rather "overlays" that you use on top of compatible leg parts (any of the bare/lewd ones with a normal shape should work).  So obviously, be sure you've checked that you didn't simply miss them inside the game menus/customization screen first.  Since that's the really simple, obvious fix. ;)

i look up on xcom chin squad it look like there is not options on custermising your charters if i deside to go back to wotc since that takes up alot of data on my pc is there any good cheat mods like cheat vest for xcom 2 and cheat weapons like one shot one kill mod for the vanilla if so link it please and thank you very much :)

Posted

Hi,

 

XCOM2 made changes to MODs simply placing them inside the MODS folder wont work anymore.

Need help.

 

Where do I start to get the mod working?
 

thanks!

 

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