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[mod] Noxbestia's Darkest Perversions


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Posted

I'm making some progress on the tool, however I've hit a hurdle that is directly related on how the information about the interface is stored.

 

My intent is to make the thing as simple as possible, just run the software and have it list all the inconsistencies it can find:

>$ sanitizer.py "mod1" "mod2" "mod3"

It works just fine with the files in common/traits/. But I have no way of knowing which file I should look for in the interface directory. This is the actual data I can scape (I'm looking for texturefile and name): test.txt (output from prettyprint)

 

Thinking about it now, I may try to ignore any entry that do not possess a texturefile or if that variable do not starts with "gfx/traits". But the last condition isn't good enough, as people can write the path in different ways ('gfx/traits/', 'gfx\\traits\\', etc). Or I could filter based on the name, does every trait needs to start with GFX_trait_? If so, then my problem resolution is fairly simple :tongue:

Posted
38 minutes ago, bicobus said:

I'm making some progress on the tool, however I've hit a hurdle that is directly related on how the information about the interface is stored.

 

My intent is to make the thing as simple as possible, just run the software and have it list all the inconsistencies it can find:


>$ sanitizer.py "mod1" "mod2" "mod3"

It works just fine with the files in common/traits/. But I have no way of knowing which file I should look for in the interface directory. This is the actual data I can scape (I'm looking for texturefile and name): test.txt (output from prettyprint)

 

Thinking about it now, I may try to ignore any entry that do not possess a texturefile or if that variable do not starts with "gfx/traits". But the last condition isn't good enough, as people can write the path in different ways ('gfx/traits/', 'gfx\\traits\\', etc). Or I could filter based on the name, does every trait needs to start with GFX_trait_? If so, then my problem resolution is fairly simple :tongue:

I actually made it all the way through the icons, so the need for this has passed, at least for now.

 

EDIT: to answer your question: yes, every trait must start with GFX_trait_

Posted
6 hours ago, Kane184 said:

Thank you. 

 

Unfortunately the game totally ignores any changes to the properties value of my character. When I load the edited save game file, the portrait ID which I can see via charinfo in the tooltip of my character stays the same as does the portrait. I'm sorry for not getting this done by myself. 

 

Also unrelated to that, I can't see the hotfix you uploaded.

Can you please post a screen capture of your character (or PM it to me)?  Make sure it shows the traits also.  

 

And for some reason the hotfix didn't stay last night.  :frown:  I have re-uploaded it.

Posted
7 minutes ago, noxbestia said:

I actually made it all the way through the icons, so the need for this has passed, at least for now.

That need will eventually come back. If not for you, somebody else's ;)

Posted
2 minutes ago, bicobus said:

That need will eventually come back. If not for you, somebody else's ;)

Quite true.  Did you see my edit above?

Posted
41 minutes ago, bicobus said:

I'm making some progress on the tool, however I've hit a hurdle that is directly related on how the information about the interface is stored.

 

My intent is to make the thing as simple as possible, just run the software and have it list all the inconsistencies it can find:


>$ sanitizer.py "mod1" "mod2" "mod3"

It works just fine with the files in common/traits/. But I have no way of knowing which file I should look for in the interface directory. This is the actual data I can scape (I'm looking for texturefile and name): test.txt (output from prettyprint)

 

Thinking about it now, I may try to ignore any entry that do not possess a texturefile or if that variable do not starts with "gfx/traits". But the last condition isn't good enough, as people can write the path in different ways ('gfx/traits/', 'gfx\\traits\\', etc). Or I could filter based on the name, does every trait needs to start with GFX_trait_? If so, then my problem resolution is fairly simple :tongue:

Yes, as far as I know, the game recognises the SpriteTypes for traits because their names start with GFX_trait_ - though I might be wrong -.

 

If you are still interested in making the script, I'd suggest some extra functionality:

-if it finds a trait defined without the corresponding SpriteType, define the later in a new .gfx file inside /interface. 

-if it finds a trait defined without the corresponding .dds or .tga texture, create a copy of a default texture with the name of the trait, to work as a placeholder.

Posted
24 minutes ago, noxbestia said:

Quite true.  Did you see my edit above?

Just now, thanks.

21 minutes ago, ngppgn said:

Yes, as far as I know, the game recognises the SpriteTypes for traits because their names start with GFX_trait_ - though I might be wrong -.

 

If you are still interested in making the script, I'd suggest some extra functionality:

-if it finds a trait defined without the corresponding SpriteType, define the later in a new .gfx file inside /interface. 

-if it finds a trait defined without the corresponding .dds or .tga texture, create a copy of a default texture with the name of the trait, to work as a placeholder.

1. I don't plan to write new files just report what seem wrong: trait defined without sprite, sprite without traits, file missing or unused.

2. I have no way of knowing which default texture to use, especially if I plan to check several mods at the same time. If a mod depend on another, where do I put the missing sprite?

 

I do plan to report which file a trait has been defined into if an issue occurs and if there are duplicates of the same entry (which is expected). If I can manage that, which is less evident as it sound (at least for me :tongue: ), I'll be happy.

Posted
8 hours ago, noxbestia said:

Can you please post a screen capture of your character (or PM it to me)?  Make sure it shows the traits also.  

 

And for some reason the hotfix didn't stay last night.  :frown:  I have re-uploaded it.

55 minutes ago, Kane184 said:

Done testing, the culprit is  better looking garbs

NOTE: We have determined that "better looking garbs" is not compatible with NDPA's custom races (unless you want them all to have the same portrait).  If that ever changes, I'll make an announcement.  Thanks to @Kane184 for working with me to determine where the problem was.

Posted

Devastating News For Us

 

4 hours ago, dewguru said:

It's been a good run. I'm done.

 

Best wishes to everyone.

 

I'll clean up what I've got and post it.

I'm still in shock.  :bawling:

 

P.S.  I don't know what all this means for NDPA... I have to process my emotions about this loss first, but I currently have no intention to stop.

Posted

FYI - NDPA breaks the new Jade Dragon coat of arms options.  I'm looking into that.

 

EDIT: This should be working in the next upload, whenever that is.

 

Posted

About Creative Types (a rant)

 

some fox: "Oh, you bunnies. You're so emotional." 

me: "I am NOT a bunny!" [Nox tries to howl but breaks down crying.]

some fox: "What is it with wolves and the howling?"

me: "Don't make me eat you!"

some fox: "Promises, promises."

me: "..." [Nox tries to ignore his growing arousal, but at least he stops crying.]

 

There are those that believe that creativity and emotional instability are two sides of the same coin.  I can believe that, especially since it applies to me.  I have been living with depression all of my life.  I am treated for it, but that treatment dulls my creativity.  However, even if what they say isn't true for all creative types, many of us are letting our guards down when we share something we create.  Some of us (definitely speaking for myself here) are easily hurt when our creations are rejected.  Fortunately, many of us learn how to move on and keep going after that happens, but even those with this skill can only take so much.  

 

Reluctantly, I must admit that some (but not all) of my long absences are caused by my own emotional overreactions to a minor criticism that I feel attacks my creations instead of trying to help me improve them.  In my case, more often than not I tend to respond to what I feel is undue negativity with snarkiness, or stubbornness.  If I don't do that, then I'll shove something aside in a deep dark hole until I can deal with it.  The most glaring example of this is the lack of Kitsune in NDPA.  For some people, my anthro kitsune broke their fanboi/waifu fantasies of girls with ears and a tail.  After showing the new graphics, before I could even put them into the mod, I received several messages (some private and some not so nice) about how to remove them and put the "foxgirl/catgirl" images back.  I totally dropped them and didn't even bother finish the male portraits.  Only now, some 4 months later, have I again started working on getting Kitsune fully integrated into NDPA.  In that time I even figured out how to satisfy both the anthro camp and the fanboi camp.  But I still haven't done the male portraits.  /sigh

 

Now, I don't pretend to know what all is going on in @dewguru's life or his head, but I can see how he could easily feel that his creations are being attacked.  There are so many posts about people wanting him to change this or cut that, or even one who went so far as to say they just wanted a single part of his stuff but not the rest.  I know what that would have done to me!

 

It doesn't just happen to one or two of us.  Not too long ago someone went off an @zia because they were upset that @zia added dragons to his mod.  I was so enraged and offended by this person's post that it affected my own work.  Fortunately, it didn't take me months (or even weeks) to move beyond it and return to working.  

 

In Neil Gaiman's (in)famous post where he told a frustrated "A Song of Fire and Ice" fan, "George R.R. Martin is not your bitch." he also said something that touched me.  "People are not machines. Writers and artists aren't machines."  In my opinion, too many people were treating @dewguru like he was their bitch and little more than a machine to turn out what they want when they wanted it.

 

I'm going to close with a reiteration of Lovers Labs first policy:

The biggest and most important thing of this community is that the modders come first. They are the ones who make this community worth coming to, they are the ones enabling you to even play these mods.  Meaning if you don't like the way a mod is going, don't be a jerk about it, they can take the mod in whatever direction they want. Don't like it? Then make your own release and put the work in yourself. Find a bug or issue that needs to be fixed? Don't be a jerk about it and raise your concerns and feedback in a constructive manner.

 

Posted

Well said. I quite enjoy these mods and hope they will be functional for a long time still, so I sincerely wish that people could just respect each others works. I'm afraid I can't do much more than say a few kind words, but please know that your work is very much appreciated.

 

 

On a totally different note:

If I read your code correctly, the "futa fuck" decision/events should be able to self-target. This is currently not working as the decision filter is set to "realm", which excludes the character themselves unless the suffix "_including_me" is added (this is also true for "all", "court", "home_court", "sub_realm", "dynasty", "rel_head", and "society" filters). So the correct filter would be "realm_including_me".

The same might be the case for other decisions, but I don't know which of them are also supposed to be able to self-target.

Posted
42 minutes ago, TanookiTamaTachi said:

Well said. I quite enjoy these mods and hope they will be functional for a long time still, so I sincerely wish that people could just respect each others works. I'm afraid I can't do much more than say a few kind words, but please know that your work is very much appreciated.

 

 

On a totally different note:

If I read your code correctly, the "futa fuck" decision/events should be able to self-target. This is currently not working as the decision filter is set to "realm", which excludes the character themselves unless the suffix "_including_me" is added (this is also true for "all", "court", "home_court", "sub_realm", "dynasty", "rel_head", and "society" filters). So the correct filter would be "realm_including_me".

The same might be the case for other decisions, but I don't know which of them are also supposed to be able to self-target.

1) Thank you.

 

2) Oops!  I forgot to update my mod for that.  Thank you for pointing that out.  I also still need to go through and replace all impregnate* with unsafe_impregnate so that multi-preg rules can work when I get them fixed.

Posted

Cumming Soon: Fox Magic

 

In my rant above, I mentioned the Kitsune and the poor reception of my anthro portraits.  To solve this problem in a way that gives everyone what they want, I present to you an example of Fox Magic!

 

 

First, we start with old Caliph Al-Mansur Abbasid as he normally appears:

image.thumb.png.396bf728cbb7e00513ff0efb110a6938.png

 

 

But then we make him a kitsune and use Fox Magic to transform him into an anthro fox:

image.thumb.png.1e68dd8582187d2a9f9350f84c9ea011.png

 

 

Now we use fox magic to make him a human with ears & tail (sorry - not the best image to show ears from DWR's male kitsune):

image.thumb.png.b446535fc6109b77c5439ccddaac8e85.png

 

 

But let's make him human again and make him a trappy little femboi:

image.thumb.png.ad6e8140beb405902413ba260bb45f7f.png

 

 

Then we go with the Fox Magic again for the anthro look:

image.thumb.png.3d4bccc4e87ea4dec9504c4ca17ea269.png

 

 

And more Fox Magic for the fanbois:

image.thumb.png.c00ffd1b0e77db9e0a95cf1b2351eb00.png

 

 

But our poor Caliph has had enough of this, so he uses his Fox Magic to take a feral form (unisex so trap is irrelevant) and try to get away from us:

image.thumb.png.dad09d30d68a3030558e6dfd41aa8e22.png

 

All of this is accomplished with the use of a targeted decision on oneself.  The AI will (eventually) have access to this as well and (eventually) there will be a rule which weighs the AI's decision towards Anthro or Animal-Eared Human.

 

This was a crap-load of work to go through in order to satisfy both camps, but it is better than me simply pouting and abandoning something I really wanted.  I hope you all agree and will enjoy the final product when it gets into the game.

 

 

Posted
5 hours ago, NoxBestia said:

There are so many posts about people wanting him to change this or cut that, or even one who went so far as to say they just wanted a single part of his stuff but not the rest.

I am sure this drove him bonkers, but what I would find the most annoying is the sub mod tech support people expected out of him. How many times a month do we hear "the Harley events are broken!" That's where I would snap. It is kinda hard to blame people for that though, since most people download DW and several submods at the same time, and then don't know whats DW and whats a submod. My hope is that NDPA either wont allow submods or comes with the agreement you could take them over if the author was gone for a long time. I am guessing that is at least some of the reasoning that made you aim for NDPA to be standalone from now on?

 

While I am thinking about it, NDPA will stay compatible with DW, at least as much as possible? Or are you trying to break away entirely? And would you say it's stable again? I removed it from my mod list just before you started working on it again, but I miss it.

 

The Kitsune stuff looks pretty cool, should really add to the RP elements of the game. I might even play as a Kitsune for the first time!

Posted
3 hours ago, Alaratt said:

I am sure this drove him bonkers, but what I would find the most annoying is the sub mod tech support people expected out of him. How many times a month do we hear "the Harley events are broken!" That's where I would snap. It is kinda hard to blame people for that though, since most people download DW and several submods at the same time, and then don't know whats DW and whats a submod. My hope is that NDPA either wont allow submods or comes with the agreement you could take them over if the author was gone for a long time. I am guessing that is at least some of the reasoning that made you aim for NDPA to be standalone from now on?

 

While I am thinking about it, NDPA will stay compatible with DW, at least as much as possible? Or are you trying to break away entirely? And would you say it's stable again? I removed it from my mod list just before you started working on it again, but I miss it.

 

The Kitsune stuff looks pretty cool, should really add to the RP elements of the game. I might even play as a Kitsune for the first time!

I won't stop anyone from making submods of my stuff.  I'm a very "open source" person when it comes to most of my creations.  As for compatibility problems, I spend a LOT of time helping people figure out why stuff wont work even though I am fairly certain it isn't my stuff.  The most recent was the issue with Better Garbs messing up my custom race portraits.  The problem here is that when I spend hours tracking down a bug that isn't mine, then the mod suffers because that was time I probably would have been working on improving it.

 

NDPA has a compatibility module for Dark World.  You run the NDPA core and the compatibility module and Dark World all together and it works.  If you run NDPA core without the compatibility module, then Dark World will break it.  As for stability, I would say that mechanically it  is relatively stable.  When bug reports come in I try to fix them.  Unfortunately, large chunks of content is still disabled, but I am currently working on that.  My plan is that the next release will enable some disabled content as well as add some new content.  Further content releases will continue in the patterns of fixing some old and adding in some new.

 

I have a lot of plans for the Kitsune stuff, especially after taking over the old DW Kitsune mod.  The past few hours have been me testing some of the Kitsune things that haven't been working.  So far, I am pleased with my progress.  When I get a little further, only Kitsune, Tanuki, and canine species will be able to detect "hidden" Kitsune, which will be their default mode.  So as a player, you may have Kitsune in your court and never know it unless you open the save file and the game logs and go digging for the hidden traits.  To add to the mystery, there will (eventually) be a nubmer of fox-related events that have absolutely nothing to do with Kitsune, some that might be related to Kitsune, and some that are definitely Kitsune.  If I do it wright, they will randomly change, like the treatments in Reaper's Due so that one time event X is just a regular fox and the next time the same event is really a Kitsune in disguise as a fox.

Posted

@Bookworm83  Success!  In my current NDPA test game, my Kitsune turned 100 in January.  About six months later he got his second tail.  The KIT.1 - KIT.9 events are set for the yearly pulse on_action, which is generally mid-year.  The tails themselves add immortality, without needing to add the immortality trait.  As long as you have your first tail, you are good to go.  I will definitely be adding some notification events so that you know when you grow another tail.  I think that is a pretty major event in life and it shouldn't just slip by unnoticed.  :tongue: 

 

image.thumb.png.402411f5d0f129132df7c2c61eecd385.png

Posted

Pseudo-Sex Changes

 

In order to do what I want with Kitsune, I am having to write more advanced gender mechanics.  Initially these will only be available to Kitsune, but I can see a time when they can be more readily available for others as well.  

 

In addition to the changes in the previous demonstration of Kitsune shapeshifting, female Kitsune will have the option of appearing totally male, complete with beard.  Reproduction will still require events, but after a planned overhaul of my "sexual orientation" mechanics and adding same sex marriage options, I plan on adding in randomly triggered breeding events for "incorrectly" matched partners to try to simulate the game's own internal pregnancy mechanics a bit more.

 

All this complicated work just because Paradox won't add a "set_gender = " option for pre-existing characters.

Posted
18 hours ago, NoxBestia said:

@Bookworm83  Success!  In my current NDPA test game, my Kitsune turned 100 in January.  About six months later he got his second tail.  The KIT.1 - KIT.9 events are set for the yearly pulse on_action, which is generally mid-year.  The tails themselves add immortality, without needing to add the immortality trait.  As long as you have your first tail, you are good to go.  I will definitely be adding some notification events so that you know when you grow another tail.  I think that is a pretty major event in life and it shouldn't just slip by unnoticed.  :tongue: 

 

image.thumb.png.402411f5d0f129132df7c2c61eecd385.png

 

OH, the yearly pulse happens in the mid year. I always assumed they happened at the first of the year, and didn't test further. Hah, well no wonder it wasn't working. Should have just played for longer instead of just doing short tests. Thanks for letting me know.

Posted
4 hours ago, NoxBestia said:

adding same sex marriage options

good luck. I have another mod called soulmates which added same sex marriage and the results were...off. I was a futa who married Hermione, but the game decided she was the father even though I was the one with a dick and the marriage was from an event, which meant no way to do matrilineal. That meant all my kids were lowborns unless I used Slvrbuu's CKII Cheat Menu to adopt them. Just so you know which pitfalls to avoid :grin:

Posted
15 minutes ago, Alaratt said:

good luck. I have another mod called soulmates which added same sex marriage and the results were...off. I was a futa who married Hermione, but the game decided she was the father even though I was the one with a dick and the marriage was from an event, which meant no way to do matrilineal. That meant all my kids were lowborns unless I used Slvrbuu's CKII Cheat Menu to adopt them. Just so you know which pitfalls to avoid :grin:

Yeah, I had to weed through all of that crap in order to get my females impregnating males to work.  It is a trick because the engine tries to correct you to what I thinks you want.

Posted
13 hours ago, Bookworm83 said:

 

OH, the yearly pulse happens in the mid year. I always assumed they happened at the first of the year, and didn't test further. Hah, well no wonder it wasn't working. Should have just played for longer instead of just doing short tests. Thanks for letting me know.

If the game is smart, the yearly pulse will be in 1st Jan for 1/365 of all characters, and same for the other days of the year.

Posted

CK2 Vanilla Watersports?

 

No, not really, but still amusing.  :tongue: 

 

image.png.c3e8778782cd752f32b403446b124f6f.png

 

BTW, it is a bit difficult for a lowly pagan sentient fox to get 1,000 piety and reach age 50 without being a succubus.  :classic_tongue:

Posted

Unexpected Delays

 

Due to an unpleasant confrontation and falling-out with someone I had called a friend for some time, there will be an additional delay as I remove and replace certain portions of my mod.  Until this task is completed, I probably won't be making any posts or checking for issues as regularly.

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