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RimWorld Sex Mod - RimJobWorld [RJW]


Skystreet

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Posted

 

 

 

 

I've added pregnancy support and it seems to work (at least with the version of C&P posted earlier in the thread).  Also works without C&P if pregnancies aren't your thing.  Source is included.

 

attachicon.gifRJW_A17_20170627a.7z

 

 

Crashes my game as soon as I load the mod.

If I remove the mod, game works.

 

 

Also have conflict, enabling this version, if i click to animal, mouse stops response, it means no interaction can be done. (have installed some animal pack)

 

Can also confirm that this crashes instantly on the reload after applying.

 

 

Dang, if it crashes with a dialog box then there's a library conflict because a copy of RimworldChildren.dll and HugsLib.dll gets put in the RJW/Assemblies directory while building and I forgot to manually delete them before creating the release.  Delete RimworldChildren.* and HugsLib.* from <PATH_TO_GAME>\RimWorld\Mods\RJW\Assemblies and it should work.  I've also attached a version without those libraries.

 

 

 

I haven't seen any mouse problems though I do see an exception in the debug log at the end of an encounter where an animal is the victim that might be related.  Animals have to be handled specially all over the code because they don't have the same traits/thoughts as humanlike pawns.

 

Which animal packs are you using?

Posted

 

 

 

I've been playing with the RJW source and thought I'd upload a version with some tweaks.  You can designate any prisoner, colonist or tamed animal as a 'comfort prisoner'.  If you have Hospitality installed, visitors will take advantage of your comfort prisoners as well.  The free-for-all and minimum-age settings have been added to the mod options menu.  Haven't been able to get pregnancy to work properly though.

 

attachicon.gifRJW_A17_20170626.7z

 

Please do post the source (can't find it in the archive). I wanted to add the pregnancy support to your version.

 

 

I've added pregnancy support and it seems to work (at least with the version of C&P posted earlier in the thread).  Also works without C&P if pregnancies aren't your thing.  Source is included.

 

attachicon.gifRJW_A17_20170627a.7z

 

 

And how about nymphs ? Are they working now ? (i mean custom and random)

 

 

I've forced nymph join incidents with the dev console and everything seemed to work (including impregnation) though I haven't see a nymph join my test colony as part of a random incident yet.

Posted

 

 

 

 

 

I've added pregnancy support and it seems to work (at least with the version of C&P posted earlier in the thread).  Also works without C&P if pregnancies aren't your thing.  Source is included.

 

attachicon.gifRJW_A17_20170627a.7z

 

 

Crashes my game as soon as I load the mod.

If I remove the mod, game works.

 

 

Also have conflict, enabling this version, if i click to animal, mouse stops response, it means no interaction can be done. (have installed some animal pack)

 

Can also confirm that this crashes instantly on the reload after applying.

 

 

Dang, if it crashes with a dialog box then there's a library conflict because a copy of RimworldChildren.dll and HugsLib.dll gets put in the RJW/Assemblies directory while building and I forgot to manually delete them before creating the release.  Delete RimworldChildren.* and HugsLib.* from <PATH_TO_GAME>\RimWorld\Mods\RJW\Assemblies and it should work.  I've also attached a version without those libraries.

 

attachicon.gifRJW_A17_20170627b.7z

 

I haven't seen any mouse problems though I do see an exception in the debug log at the end of an encounter where an animal is the victim that might be related.  Animals have to be handled specially all over the code because they don't have the same traits/thoughts as humanlike pawns.

 

Which animal packs are you using?

 

So it seems to disabeling ALLOW TOOL mod fixed that mouse isue

I want to thank you, for your time spend on coding. This mod have great potential, but without coders it will be dead. Im graphical artist, so cant bring much on it, hope this mod will rise, like skyrim in loverslab

Posted

 

 

 

I've added pregnancy support and it seems to work (at least with the version of C&P posted earlier in the thread).  Also works without C&P if pregnancies aren't your thing.  Source is included.

 

attachicon.gifRJW_A17_20170627a.7z

 

 

Crashes my game as soon as I load the mod.

If I remove the mod, game works.

 

 

Also have conflict, enabling this version, if i click to animal, mouse stops response, it means no interaction can be done. (have installed some animal pack)

 

 

Turns out the previous version (.....626) works great

Could be all the source files f*** s*** up.

 

That said, I have modified my monstergils, replacing some males with futas and adding wolfgirls.

Posted

 

I've been playing with the RJW source and thought I'd upload a version with some tweaks.  You can designate any prisoner, colonist or tamed animal as a 'comfort prisoner'.  If you have Hospitality installed, visitors will take advantage of your comfort prisoners as well.  The free-for-all and minimum-age settings have been added to the mod options menu.  Haven't been able to get pregnancy to work properly though.

 

attachicon.gifRJW_A17_20170626.7z

but how do you configure penis size or make the rape sign invisible?

 

 

penis size is still random though you should be able to adjust the initial colonists using prepare carefully (works for me at least).

 

I'm still trying to figure out how to make the sign toggleable.  I think someone had success with overwriting the sign texture with a transparent one.  If you look in the textures directory (EDIT:  of one of the versions I've posted) there is a transparent texture called 'comfort_prisoner_invisible.png'.  You can overwrite the non-transparent version called 'comfort_prisoner.png' to get rid of the sticky until I find a better way (though the in-game icon will be a red X).

Posted

 

 

 

 

I've added pregnancy support and it seems to work (at least with the version of C&P posted earlier in the thread).  Also works without C&P if pregnancies aren't your thing.  Source is included.

 

attachicon.gifRJW_A17_20170627a.7z

 

 

Crashes my game as soon as I load the mod.

If I remove the mod, game works.

 

 

Also have conflict, enabling this version, if i click to animal, mouse stops response, it means no interaction can be done. (have installed some animal pack)

 

 

Turns out the previous version (.....626) works great

Could be all the source files f*** s*** up.

 

That said, I have modified my monstergils, replacing some males with futas and adding wolfgirls.

 

 

You have a working version of monstergirls for a17?  Can you post it?  It looks like the a17 patch on the forums has been deleted.

Posted

Seems to work normally for me.

 

I do get a error messgae about cleaning jobs when monstergirls (nekos) clean, but it's not a problem, as the game works fine.

 

That said, any way to make males shearable/milkable?

Posted

Everything else works fine, but when selecting an animal i get an error log. The icons for hunting and taming also aren't there.

 

 

 

Got the same error. I have decided to take a look at the code and have just fixed it. I will attempt to solve a few other errors and then post the fixed version.

Posted

The animals not tameable bug should be fixed.

 

Still trying to understand the code. Lots of things are not working. I think at this point it would be best to rework the whole mod from the grounds up. The thing is a mess.

RJW_A17_20170628.rar

Posted

The animals not tameable bug should be fixed.

 

Still trying to understand the code. Lots of things are not working. I think at this point it would be best to rework the whole mod from the grounds up. The thing is a mess.

 

Agreed.

 

I was thinking about forking/restarting the mod and moving towards more of a vulnerability system rather than explicit designations.  Might allow for more varied and interesting incidents.

Posted

 

The animals not tameable bug should be fixed.

 

Still trying to understand the code. Lots of things are not working. I think at this point it would be best to rework the whole mod from the grounds up. The thing is a mess.

 

Agreed.

 

I was thinking about forking/restarting the mod and moving towards more of a vulnerability system rather than explicit designations.  Might allow for more varied and interesting incidents.

 

 

Vulnerability system? What do you mean?

Posted

 

 

The animals not tameable bug should be fixed.

 

Still trying to understand the code. Lots of things are not working. I think at this point it would be best to rework the whole mod from the grounds up. The thing is a mess.

 

Agreed.

 

I was thinking about forking/restarting the mod and moving towards more of a vulnerability system rather than explicit designations.  Might allow for more varied and interesting incidents.

 

 

Vulnerability system? What do you mean?

 

 

Each pawn could have a vulnerability rating based on different factors (clothing/bondage gear, other nearby pawns, melee skill, etc) and attacker pawns take that into account when deciding who to victimize rather than looking for an explicit designation.  The calculations could be influenced by attacker/victim traits.

Posted

Thanks for everyone working on this. Animal designation doesn't work for me (or I can't see it anywhere)  but as long as I can turn my raider prisoners into sex slaves I'm happy  :lol:

Posted

 

 

 

 

Each pawn could have a vulnerability rating based on different factors (clothing/bondage gear, other nearby pawns, melee skill, etc) and attacker pawns take that into account when deciding who to victimize rather than looking for an explicit designation.  The calculations could be influenced by attacker/victim traits.

 

 

 

I am not sure this would work. Each time a pawn is raped they get a huge mood debuff for a very long time. That would make the game really hard, especially during the initial stages. But i dunno. Maybe there are workarounds...

 

Personally, i was thinking of broadening the scope of the mod. Instead of focusing on rape it might focus on sex in general. I am new to modding, so it will take some time, but hopefully i will be able to whip something up. No promises tho :P

Posted

Thanks for everyone working on this. Animal designation doesn't work for me (or I can't see it anywhere)  but as long as I can turn my raider prisoners into sex slaves I'm happy  :lol:

 

If found that if you designate both animals and colonists/prisoners, the animals will almost never be chosen due to the way the mod measures attractiveness.

 

If you open the debug log, you should see lines like the following:

would_fuck( Meyverya 'Mey' Ivashkov, Joy ) - prenymph_att = 0.14976, final_att = 0.14976
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Meyverya 'Mey' Ivashkov -> Joy (0.14976 / 0.2)
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

would_fuck( Meyverya 'Mey' Ivashkov, Spike ) - prenymph_att = 0.2808, final_att = 0.2808
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Meyverya 'Mey' Ivashkov -> Spike (0.2808 / 0.2)
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

would_fuck( Meyverya 'Mey' Ivashkov, Cindy 'Sugar' Erickson ) - prenymph_att = 0.4617, final_att = 0.4617
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Meyverya 'Mey' Ivashkov -> Cindy 'Sugar' Erickson (0.4617 / 0.2)

The 'would_fuck' lines give the final attractiveness value (0.0 - 1.0) for each target the pawn considers (in the example above, Meyverya is considering Joy (a female husky), Spike (a male husky), and Cindy (a colonist).  0.2 is the minimum attractiveness allowed so there's basically no way Meyverya would consider hooking up with Joy. 

 

You should be able to tell from the log if the animals just aren't being considered but the mod is otherwise working or if it's not working at all.

 

The other thing that could be happening (I'm looking at the code trying to figure if this is the issue) is the mod could be doing an age check on the animals but since they tend to be much younger than colonists/prisoners it's filtering them out.

 

 

 

 

 

Each pawn could have a vulnerability rating based on different factors (clothing/bondage gear, other nearby pawns, melee skill, etc) and attacker pawns take that into account when deciding who to victimize rather than looking for an explicit designation.  The calculations could be influenced by attacker/victim traits.

 

 

 

I am not sure this would work. Each time a pawn is raped they get a huge mood debuff for a very long time. That would make the game really hard, especially during the initial stages. But i dunno. Maybe there are workarounds...

 

Personally, i was thinking of broadening the scope of the mod. Instead of focusing on rape it might focus on sex in general. I am new to modding, so it will take some time, but hopefully i will be able to whip something up. No promises tho :P

 

 

There would definitely be some issues with game balance.

Posted

 

Thanks for everyone working on this. Animal designation doesn't work for me (or I can't see it anywhere)  but as long as I can turn my raider prisoners into sex slaves I'm happy  :lol:

 

 

Ah, looks like it there was a problem with age checking code for animals that was causing animal victims to be skipped.

 

Try this:  

 

If you copy this version over a previous one, be aware that the dll name has changed due to some project restructuring I've done.  If you have both RJW_Source.dll and RJW.dll, delete RJW_Source.dll or else you will see a configuration error when the game starts up (can't find config file 'the_one').

 

Also, you might see a new bed type for working girls that I added as an experiment but it doesn't do anything yet.

Posted

 

 

Thanks for everyone working on this. Animal designation doesn't work for me (or I can't see it anywhere)  but as long as I can turn my raider prisoners into sex slaves I'm happy  :lol:

 

 

Ah, looks like it there was a problem with age checking code for animals that was causing animal victims to be skipped.

 

Try this:  attachicon.gifRJW_A17_20170628b.7z

 

If you copy this version over a previous one, be aware that the dll name has changed due to some project restructuring I've done.  If you have both RJW_Source.dll and RJW.dll, delete RJW_Source.dll or else you will see a configuration error when the game starts up (can't find config file 'the_one').

 

Also, you might see a new bed type for working girls that I added as an experiment but it doesn't do anything yet.

 

 

 

Wen i click on any non vannila animal (like from this pack: http://steamcommunity.com/sharedfiles/filedetails/?id=949283405&searchtext=animal)the mouse stop workin, cant click anything else, game still run and i can pause the time with the keyboard, but thats it.

 

Nice job updatin this mod :)

 

Edit: Nvm, i cant click on "any" animal, RWJ is loaded last btw.

 

Edit2:  ok...checked some messages back and i skipped someone already told that,"So it seems to disabeling ALLOW TOOL mod fixed that mouse isue" .. ok, takin down the AllowTool mod XD...is not that important anyway.

Posted

Finally figured out how to get rid of the dang sticky note.  Defaults to off now.  If you want it back, look in the RJW/Defs/_config.xml

 

 

 

Same caveat about RJW_Source.dll vs RJW.dll applies to this version.  Delete RJW_Source.dll if you still have it.

 

For testing I'm running a reduced set of mods so I haven't seen the mouse-stops-responding-when-clicking-animals / allow tool problem yet.  No idea what in RJW might be causing it but I'll see if I can repro the problem.

 

 

Posted

 

 

 

Thanks for everyone working on this. Animal designation doesn't work for me (or I can't see it anywhere)  but as long as I can turn my raider prisoners into sex slaves I'm happy  :lol:

 

 

Ah, looks like it there was a problem with age checking code for animals that was causing animal victims to be skipped.

 

Try this:  attachicon.gifRJW_A17_20170628b.7z

 

If you copy this version over a previous one, be aware that the dll name has changed due to some project restructuring I've done.  If you have both RJW_Source.dll and RJW.dll, delete RJW_Source.dll or else you will see a configuration error when the game starts up (can't find config file 'the_one').

 

Also, you might see a new bed type for working girls that I added as an experiment but it doesn't do anything yet.

 

 

 

Wen i click on any non vannila animal (like from this pack: http://steamcommunity.com/sharedfiles/filedetails/?id=949283405&searchtext=animal)the mouse stop workin, cant click anything else, game still run and i can pause the time with the keyboard, but thats it.

 

Nice job updatin this mod :)

 

Edit: Nvm, i cant click on "any" animal, RWJ is loaded last btw.

 

Edit2:  ok...checked some messages back and i skipped someone already told that,"So it seems to disabeling ALLOW TOOL mod fixed that mouse isue" .. ok, takin down the AllowTool mod XD...is not that important anyway.

 

 

So the good news is that I know why the RJW/allow_tool conflict is happening.  The bad news is I have absolutely no idea how to fix it.

 

Basically they are both injecting Designator Defs which causes an exception in the comfort prisoner designator object.  Actually, it causes thousands of exceptions which is why the game becomes non-responsive.

Posted

Ok, it looks like the Designator injection was happening before some game classes where initialized and the can-this-pawn-be-marked-as-a-comfort-prisoner check was throwing the exception when it couldn't find what it was looking for.  I think I've fixed the problem so give it a try and see what happens.

 

RJW_A17_20170628d.7z

 

Also, here's a pawn going to town with a porcupine which seems terrifying to me but I guess some of these colonists have been out there a loooong time so who am I to judge...

 

post-222642-0-54242300-1498716378_thumb.png

Posted

 

Thanks for everyone working on this. Animal designation doesn't work for me (or I can't see it anywhere)  but as long as I can turn my raider prisoners into sex slaves I'm happy  :lol:

 

If found that if you designate both animals and colonists/prisoners, the animals will almost never be chosen due to the way the mod measures attractiveness.

 

The 'would_fuck' lines give the final attractiveness value (0.0 - 1.0) for each target the pawn considers (in the example above, Meyverya is considering Joy (a female husky), Spike (a male husky), and Cindy (a colonist).  0.2 is the minimum attractiveness allowed so there's basically no way Meyverya would consider hooking up with Joy. 

 

You should be able to tell from the log if the animals just aren't being considered but the mod is otherwise working or if it's not working at all.

 

The other thing that could be happening (I'm looking at the code trying to figure if this is the issue) is the mod could be doing an age check on the animals but since they tend to be much younger than colonists/prisoners it's filtering them out.

 

 

I don't see the problem. Most people would rather fuck their own species. Would you rather fuck a dog or a woman?

 

Of course, the problem is with monstergirls.

 

Perhaps they need a special designation other than animal? A separate category?

Posted

Texture update

 

Two of the textures seemed a bit off to me:

  1. The prisoner sex no-heart icon had a big black 'X' across it, which seemed a bit lame
  2. The comfort prisoner marker post-it note was way to small to understand

So I made a broken heart and an arrow-through-the-heart texture replacement, and they look pretty swell in-game.

 

Installation

Just save both images below, and drop them into the Textures folder.

 

noheart.pngcomfort_prisoner.png

Posted

First, can it be changed so that the sex need rate is slower? i designated one masochistic colonist and it seems like shes taking one every two minutes real time.

 

Also, is there a way to un-designate comfort prisoner status?

 

Lastly, in the setup xml, i see a line saying that comfort prisoner status is not working for colonists..but it totally is. Is this a bug unique to me, and the reason why I'm having to ask the previous question?

1. It's hardcoded by now. In the better world it would be in the mod settings, slider of some kind.

2. There was! You want to hit the designator button again.

3. Depends on the version you're using. It is allowed in the last versions. May be a bug in this feature: you can designate the colonist, but can you undesignate it? It's two different designators, and may be it's just missing the undesignation option.

 

About reworking the mod from the scratch. The reason why it is kind of a mess i think that it was made by one dude from 4chan for mostly personal usage, then i tweaked it, then another guy ported it to the newer version and added his own tweaks, then yet another man tweaked it again. This sort of collective writing requires a lot of effort to keep it nice and clean even in projects which were originally organized (and RJW wasn't). A real lot of effort. Without systems like git and someone as "project leader", well, you end up with the mess.

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