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[mod] Noxbestia's Darkest Perversions


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Are those the things that say, "TODO: Copy / Paste sex scene from..." ^_^

 

Also, I feel dumb. Other than the trap family event at the opening of the game (because I start as a 16 year-old male ruler), I don't really know what else to even do with the trap stuff. It seems to end pretty quick and then I just have this really loyal trap guy... plus now a couple new folk, one who loves me and one who hates me.

 

Is there more I can find other than that opening scene?

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Are those the things that say, "TODO: Copy / Paste sex scene from..." ^_^

 

Also, I feel dumb. Other than the trap family event at the opening of the game (because I start as a 16 year-old male ruler), I don't really know what else to even do with the trap stuff. It seems to end pretty quick and then I just have this really loyal trap guy... plus now a couple new folk, one who loves me and one who hates me.

 

Is there more I can find other than that opening scene?

 

Version 0.0.4.0 is focused on events with traps, plus it also has the new kink system I have been working on and the not fully functional sex scene randomizer.  It needs more scenes before it can really work well.  I am answering this as I take a brief break from working on those.

 

Here is what comes to mind that can be experienced in the 4th preview of 0.0.4.0:

  1. There are currently 5 full sex scenes written in the preview version I uploaded, some of them over 1,000 words in length.  Two more are ready to be added in with my next upload and 6½ need written.
  2. There are several other scenes that can happen before bringing the family to your castle, and one option in these (a palceholder that will be replaced with its own event string in the future) that will cause your male trap to have tiny lactating breasts.
  3. There is the unfinished garden maze modified WOL event.  
  4. There is the kink discussion pages which have a page for all the kinks my system can currently assign.  Each page tells about the kink, how society feels about it, how the Yiffic religion views it, how I personally view it, and will eventually have how the CK2 religious groups view it and finally how the NPC you are talking to views the kink.  In a future update these pages will have the added functionality of letting you set interest and non-interest in each kink as well as potentially directly setting off kinky sex scenes with the NPC you are talking with, involving that kink if the NPC has it.
  5. Most everything else is behind-the-scenes mechanics.

I also realized that most of the sex scenes included with the 4th preview still require you to be a virgin.  The two more I have finished and most of the 6½ more I have left to write will work for non-virgin characters.

 

EDIT: Okay, something is still VERY wrong.  I started a new game, forced the event to happen, and went through a series of things before getting the family to my castle, all worked as expected except for the massive intense sex scene that should have happened.  Once the family arrived at my castle the gardening event kicked off, but no other ones did as expected.  Then the whole thing appeared to start over in the middle of May of that year (this could have been because I manually kicked it off).  I am researching the problem.  

 

EDIT2: Preview version 0.0.4.0 appears to be missing the generic "empty" graphic for a trait, so I expect a lot of traits are showing up blank.

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EDIT: Okay, something is still VERY wrong.  I started a new game, forced the event to happen, and went through a series of things before getting the family to my castle, all worked as expected except for the massive intense sex scene that should have happened.  Once the family arrived at my castle the gardening event kicked off, but no other ones did as expected.  Then the whole thing appeared to start over in the middle of May of that year (this could have been because I manually kicked it off).  I am researching the problem.  

 

This bit made me feel SO much better, because I felt like I was doing something wrong in not finding these wordy sex scenes you've been talking about.  :lol:

 

I'm glad at least you are seeing the same thing... it just sorta speeds through them joining the castle, then there's the gardening thing, then... that's all folks. I personally didn't have the event start over, but I suppose it may have eventually.

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This bit made me feel SO much better, because I felt like I was doing something wrong in not finding these wordy sex scenes you've been talking about.  :lol:

I'm glad at least you are seeing the same thing... it just sorta speeds through them joining the castle, then there's the gardening thing, then... that's all folks. I personally didn't have the event start over, but I suppose it may have eventually.

 

 

I am currently running a game without manually triggering the trap events.  I just added "fair" to my character so that the trap event should kick off.  I'll be saving at multiple stages and testing all the paths that were in the original design before I added the randomizer.  Once they are debugged, I'll set my game aside and return to writing the missing events and option localisations.  Unfortunately that means there is very little chance of the final of 0.0.4.0 tonight, but I still have hope for getting it out this weekend.  If Sunday night cums and I don't have 0.0.4.0 out, I will put up what i ahve as a 5th preview.  I'd rather not go that route, however.

 

EDIT: To add to the strangeness, the trap event wasn't firing.  When I loaded a save, not only did it immediately fire, but it removed my character's balls.  I realize now that when I gave up my original idea for a randomizer and replaced it with the current one, I broke a lot of stuff without realizing it.  Because I haven't played a real game in forever and jsut manually run events, I never noticed.

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King of Greece?  Help!

 

For reasons I do not yet understand, whatever character I am playing, anywhere in the world, will suddenly decide that they want to become King of Greece.  I have only noticed this happening to children.  Do other people get this, and does it happen when you aren't using my mod?

 

I am very frustrated and very close to making a backup copy of Darkest Perversions, and then just ripping _everything_ out and starting over, one piece at a time.  I have over 35,000 lines of code (and comments) in the events section alone and this thing is becoming too unruly to try to debug because of so much unfinished and partially disabled code.  But then if I do that, who knows how long it would take me to get it JUST back to where it is now, let alone all my plans for moving forward.

 

Very frustrating.  /sigh

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For reasons I do not yet understand, whatever character I am playing, anywhere in the world, will suddenly decide that they want to become King of Greece.  I have only noticed this happening to children.  Do other people get this, and does it happen when you aren't using my mod?

 

 

I need to do some more testing (and I haven't even installed your latest preview), but you didn't introduce this last night - it was there before. I remember having some characters in my court that wanted to become rulers of Greece. I assumed it was because I triggered horse stuff and somehow centaurs brought it to Lombardy (where I was playing). 

 

Don't know about the other submods, but this never happens with CKII (and all DLCs) and Dark World: Reborn alone. This is the setup I test my own mods. If I were to guess, I'd say that some cultural centaur/amazon stuff got inadvertedly referenced in the stuff for other races (succubi, incubi, etc - maybe even plain humans). 

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For reasons I do not yet understand, whatever character I am playing, anywhere in the world, will suddenly decide that they want to become King of Greece.  I have only noticed this happening to children.  Do other people get this, and does it happen when you aren't using my mod?

 

 

I need to do some more testing (and I haven't even installed your latest preview), but you didn't introduce this last night - it was there before. I remember having some characters in my court that wanted to become rulers of Greece. I assumed it was because I triggered horse stuff and somehow centaurs brought it to Lombardy (where I was playing). 

 

Don't know about the other submods, but this never happens with CKII (and all DLCs) and Dark World: Reborn alone. This is the setup I test my own mods. If I were to guess, I'd say that some cultural centaur/amazon stuff got inadvertedly referenced in the stuff for other races (succubi, incubi, etc - maybe even plain humans). 

 

 

That would make sense.  So many things I have drilled into tonight point towards this mess having reached a point where the best option is to start fresh.  If I do that, I want to make sure that no content people are enjoying is absent for long and that none of it is permanently abandoned.  At the same time I am loathe to delay things further, but right now I am hitting so many bugs and glitches, mostly from half abandoned code that it is really hard to get things working right.

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Fun little fact: the game complains (in the etror log) about the alpha character in the name of the mod.

 

Anyway, great woek pulling a new preview. Ans a question, can we expect any additional event pictures when the final 0.4 hits?

 

Can you copy me that error?  I don't see such an error in my error.log.

 

 

Oh, nevermind, error on my end: I had the zip to the mod in the mods files and the game was trying to read that as a steam mod archive. It didn't cause any problem anyway.

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Status Update:

 

Further work/troubleshooting on Darkest Perversions itself is temporarily on hold pending @DewGuru uploading some fixes he has done to DW:R.  However, as my health allows, I am working on a surprise for you all, code-named NDPA until I upload it.  (The first person who successfully guesses what that stands for before I post it will get a special bonus written into it for them -- within my capabilities and of a reasonable size.)   It is meant to be universally compatible (to the limit I can make it so), including with Darkest Perversions but not requiring Darkest Perversions or even Dark World.  I have successfully tested it with CK2 vanilla and I am preparing to test it with Dark World, then I'll be testing it with Warhammer and/or AGOT.  I know it will need a additional code for AGOT, but with luck I can leave said code in it and not hurt it for other mods.  If not, then I'll just have to put up alternate versions of it.

 

Speaking of my health, I was at the doctor today (again) and don't have pneumonia.  Yay for that at least.  I am suffering some rather disgusting side effects to something they haven't figured out yet and I have developed two damned fungal infections (a common side effect from the strong antibiotics I was on.)  Tomorrow I go to an ENT specialist so they can try to figure out WTF is wrong with my sinuses and upper respiratory tract.  /sigh  

 

If you have the opportunity, take my advice and acquire immortality and its health boost before you get as old as I am.   ;)

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I had a thought about pregnancies and their outcomes:

Would it be possible to highjack the event and change the resulting baby with a non-entity character instead? For instance, either add a +1 counter to the mother for each baby born, or just add a flag "has_birthed_X".

That way, you can do the whole breeder thing without having to worry about flooding your court with kids.

Say a woman is impregnanted by a dog, a horse, a tentacle monster... Whatever. Then, instead of giving birth to npc's, they instead give birth to a litter of puppies, a horse or a (swarm?) of tentacles.

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Ohh that sounds bad that you are still not cured!! But fungal infecitions are bad as hell and can take long to beat completly.

NDPA means Noxbestia´s Darkest Perversions Addon or Noxbestia´s Darkest Perversions Artwork perhaps?

 

Both are valiant attempts, but nay.  ;)

NoxBestia's

Dicks

Pussies &

Asses?

 

^_^

 

That made me giggle!  Thanks!  (But still not it.)

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I had a thought about pregnancies and their outcomes:

Would it be possible to highjack the event and change the resulting baby with a non-entity character instead? For instance, either add a +1 counter to the mother for each baby born, or just add a flag "has_birthed_X".

That way, you can do the whole breeder thing without having to worry about flooding your court with kids.

Say a woman is impregnanted by a dog, a horse, a tentacle monster... Whatever. Then, instead of giving birth to npc's, they instead give birth to a litter of puppies, a horse or a (swarm?) of tentacles.

 

Unfortunately there is still no way to abort a pregnancy, so you would have to kill the child upon birth and then have the system display special event text.  Of course you could set the child's parents to no_character before you kill it.  As for breeding, I was experiment with some other breeding stuff I was working on and ended up with over 500 characters in my court from it in a few years.  Of course I was cheating to test it, so a regular game wouldn't have generated that many.  I suppose there could be events with a totally fake pregnancy that generate fake kids, which would do as you suggest.  I'll ponder it and maybe play with the mechanics a bit.

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I had a thought about pregnancies and their outcomes:

Would it be possible to highjack the event and change the resulting baby with a non-entity character instead? For instance, either add a +1 counter to the mother for each baby born, or just add a flag "has_birthed_X".

That way, you can do the whole breeder thing without having to worry about flooding your court with kids.

Say a woman is impregnanted by a dog, a horse, a tentacle monster... Whatever. Then, instead of giving birth to npc's, they instead give birth to a litter of puppies, a horse or a (swarm?) of tentacles.

 

Unfortunately there is still no way to abort a pregnancy, so you would have to kill the child upon birth and then have the system display special event text.  Of course you could set the child's parents to no_character before you kill it.  As for breeding, I was experiment with some other breeding stuff I was working on and ended up with over 500 characters in my court from it in a few years.  Of course I was cheating to test it, so a regular game wouldn't have generated that many.  I suppose there could be events with a totally fake pregnancy that generate fake kids, which would do as you suggest.  I'll ponder it and maybe play with the mechanics a bit.

 

Surely you can indeed create custom events that looks like the ones that notify of a pregnancy, and give the pregnant trait. The only downside is that a character could get pregnant for real while you are having that fake pregnancy. Unless the hardcode checks for the pregnant trait to avoid further hardcoded impregnation checks.

Way to test out: Give a woman the pregnant trait and a shitlload of fertitily and lovers with also high fertility. If she doesn't get pregnant in a few years, then there's a decent chance that you could safely make the fake pregnancy system.

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I had a thought about pregnancies and their outcomes:

Would it be possible to highjack the event and change the resulting baby with a non-entity character instead? For instance, either add a +1 counter to the mother for each baby born, or just add a flag "has_birthed_X".

That way, you can do the whole breeder thing without having to worry about flooding your court with kids.

Say a woman is impregnanted by a dog, a horse, a tentacle monster... Whatever. Then, instead of giving birth to npc's, they instead give birth to a litter of puppies, a horse or a (swarm?) of tentacles.

 

Unfortunately there is still no way to abort a pregnancy, so you would have to kill the child upon birth and then have the system display special event text.  Of course you could set the child's parents to no_character before you kill it.  As for breeding, I was experiment with some other breeding stuff I was working on and ended up with over 500 characters in my court from it in a few years.  Of course I was cheating to test it, so a regular game wouldn't have generated that many.  I suppose there could be events with a totally fake pregnancy that generate fake kids, which would do as you suggest.  I'll ponder it and maybe play with the mechanics a bit.

 

Surely you can indeed create custom events that looks like the ones that notify of a pregnancy, and give the pregnant trait. The only downside is that a character could get pregnant for real while you are having that fake pregnancy. Unless the hardcode checks for the pregnant trait to avoid further hardcoded impregnation checks.

Way to test out: Give a woman the pregnant trait and a shitlload of fertitily and lovers with also high fertility. If she doesn't get pregnant in a few years, then there's a decent chance that you could safely make the fake pregnancy system.

 

 

With the changes in 2.8 having the pregnant trait _should_ prevent regular pregnancy.  

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Unfortunately there is still no way to abort a pregnancy, so you would have to kill the child upon birth and then have the system display special event text.

 

How does the stillbirths work then? (forgot if its in vanilla, but its in ck+)

 

 

Stillbirth is in normal, and it is jsut a post event that fires under the on_birth on_action where the child is immediately killed.  Same way moon team in AGOT and the "abortion" potion in DW:R work.  Leaves a lot of dead kids in your family tree, but there are ways to handle that.  

 

We are hoping for someday getting a terminate pregnancy and/or immediate delivery command, but so far no confirmation that I have seen.  (Immediate delivery (give_birth) is a console command, but not a scripting command.)

NoxBestia's Darkest Perversions: Advanced?

 

All of you are coming up with some great guesses and you'd know by now except my special little treat wont work without an enlarged event window.  So, I have resurrected my old graphic event window and am finishing it up to include with it.  I specifically owe you thanks for inspiring me to do the window in the first place, so many months ago.

 

post-850739-0-75840400-1488159353_thumb.png

I just saw that DW:R 1.56 is out.  That means I can resume serious debugging on Darkest Perversions!  Yay!  It will also make it easier to test NDPA without the error log being flooded and me unable to find my own errors.  Happy day.  Now I just need good news from my CT scan and I'd be in 6th heaven.

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NoxBestia's Expanded Narrative Event Window

 

Many months ago @ngppgn started a topic about increasing the event window size.  I did most of a workup but then abandoned it when MNM came out.  Just now, I finally finished it!  It was finished as a necessity for NDPA, but will also be put into Darkest Perversions for anyone not also running NDPA.  Here is a comparison between the version @DewGuru made for DW:R and my completed version:

 

post-850739-0-58706100-1507133356_thumb.png

 

EDIT: I have no clue why the DW:R version has Vlad in the first picture.  They were made from the same save.

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Did you manage to debug the problem with the kingdom of Greece?

 

Not yet, but I have my suspicions where it is (in my titular stuff).  Still hard to debug my stuff with 1.56 announced but not uploaded yet (last I checked) because DW:R 1.55 spews so many errors and the validator throws a lot of errors on my duplicates and half-abandoned code, but I think I am narrowing it down.  For all I know, I _might_ even have it fixed but I was waiting for 1.56 before I started a new game to test.

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