Jump to content

Darkest Dungeon Erotic Mods


Recommended Posts

Posted
1 hour ago, Eplov said:

Ho, Faster, thanks for the response! 

 

1.  After messing around with your suggestions, Alcor's style was pretty much bang on the money for what I was considering.  Essentially with a great attack, comes great jiggle responsibility-- I grew up on the redonulous bouncing anime as a kid, so this seems like a fun opportunity to duplicate some of the nonsense. 

 

I still need to teach myself how to work and animate the bones, but this will function as a fantastic guide/inspiration.  Thanks!

 

2.  I don't understand exactly what you mean from 'set offset', I presume I'll have to delve into learning how the classes and mechanics work to figure it out.  But if I understand the gist, moving or manipulating the defender during the attack is impossible, and the only active sprites or art is on the attackers behalf during the action.  Thus the stand in.

 

...This is well beyond my scope, or throes of basic sanity, but in theory:  would it be possible to design a monster or even friendly attack such as wing wong or tentacle that could locate a character/class by ID, or a flag of some kind, and use a preset 'attack' sprite or animation to have them being sexxed up?  (and if it doesn't find them, generic stand in time)    ..Although even if it were possible, it would rely entirely on the attackers sprite database, and the player themselves would require having the same character spirtes/art for it to make sense.  Yikes.

 

Either way, sounds like Haggar spinning pile drivers and such are off the menu.  Good to know; I'll just plan something else instead.

 

3.  So, by this logic, I could create the effect of the outfit being shredded after a few hits, and the expression/body showing further states of arousal the more 'damaged' they become?  Could this be automated so it doesn't require player input?  I am also under the assumption I would have to create alternate "characters" to be inserted/swapped to and used. 

 

4.  Ah, I was mostly asking in case LL had any bold plans or required positions/poses for interaction, but from your answer to #2 it seems fairly limited for options regarding this. 

 

5.  Gotcha.  So if I did anything it would either purely cosmetic, or a class based mechanic I'd have to figure out.  What a sticky situation!

 

Which brings me to new and possibly even more obnoxious questions!  Huzzah!

 

1A.  Is there a way to 'cycle' or randomize a chosen animation from a list?  As a primary example, showing different animations in an idle or combat stance as they wait their turn.  Or (this one is possibly easier) a random chancing of using a different attack or animation from an ability?   Example:  Ability is Punch. Default effect is punching with right hand.  Chance of using the left.  Even smaller chance for an uppercut instead. 

 

2B.  Super doubtful for this one, but would it be possible to have special input commands?  To reference Sabin from FF6 again, he had ability that required a certain input after starting up a 'blitz' command, so there were things like -> <- -> Action   -- this would result in a special pummel action.  but you could also input other things to result in fireballs, the previously mentioned suplex, etc.   

 

2C.  Would it be possible to change the default idle if and while the player is under the effect of, say, "bleeding" or stunned? 

 

Thanks again!  Time to give all of this a solid shot. 

2: The actual animation is static, but the attacker can declare another position for the defender to be in when they attack.

It's used on animations where the Attacker's animation reaches too far for the default positions, but could theoretically be used to outright hide the Defender so the Attacker can use a stock replacement.

 

2(Continued): Theoretically. The Vanilla Fungal Zombies have an attack that only works on Marked targets, and they only use it if there is a Marked target to attack.

You might be able to use quest-long marker effects to designate people, and it could be as specific as you have spare sanity to design.

This would need to be applied to the Defender though, so it's not... ideal.

HOWEVER. The Squiffy Ghast has AI that tells it to specifically target JESTERS if applicable, so Attackers CAN make some decisions based on the Defender's class. The exact specifications are unknown, but there is a hint of possibility here.

 

3: Okay, so you set up the character with a full set of moves that can only be used in state A and above Health Gate A, and a transformation move that can only be cast in State A while under Health Gate A. This move transforms the Character into State B, where they show damage and have an identical set of moves that use damaged sprites, which can only be used in State B.

Again, look at Lucia. She has combo moves where 1A leads to 1B, while 2A leads to 2B which leads to 2C which leads to 2D, which (sometimes) leads to 2E... more on that later.

 

1A: Yes. Lucia's second combo attack has four attacks, and then has a random chance to allow a fifth attack. I am... unsure how this operates on a technical level, but in theory, you could design characters with randomized attacks.

Cycling idle and defense sprites is... technically possible, but not worth the effort, as different transformation states can have different idle/defense animations.

 

2B: As far as I know, that is absolute nonsense and completely beyond what is currently possible with this engine. There is no vanilla or mod example I can think of that does anything close.

 

2C: Not... practically. I can think of some state-based shenannigans, as Attacking moves can trigger transformation states on defenders, see the Miller turning Farmhands into Hollow Shells, but both the Attacker and Defender need to agree on such things, and it'd be a nightmare to do...

Posted (edited)
30 minutes ago, kaka33311 said:

can someone help me with this error I don't understand why the ghoul goes wrong

PNG error. What modfiles.txt did you not delete, or .png did you rename?

Edited by Fasterflight225
Posted
56 minutes ago, Fasterflight225 said:

PNG error. What modfiles.txt did you not delete, or .png did you rename?

It's a PNG formatting error when saving the file. Some programs automatically save the files in a slightly compressed format and the game can't handle that.

Posted
18 hours ago, Eplov said:

Hello, all.  Apologies if this is the wrong spot, I was attempting to wade through the entire thread but the process is.. daunting, at least.  About to try my hand at creating a character/skin (I far prefer dd 1's style to 2), and had a handfull of questions that hopefully a kind soul can help me out with.  Trying to sort out a roadmap on this.

 

1.  Are animations regulated to a still single frame ingame regarding attack actions, or being hit?  Or can they be expanded on?  I see some amazing idles and walking animation from super talented folk here, so I was curious if it was limited to those movements. 

 

For example, if I wanted to apply a generous effect of gainax worthy jiggling to a move (like, pow! there's a kick, and cue the booty jiggle, however brief), or injury (character reels back, release the booba jiggle), or even victory animation, is this possible at all? Or manipulating a weapon or body mid motion so it feels less stiff.  That sort of thing.

 

2.  Battle effects and animations-- can *another* character or object get manipulated at the same time or during the same animation?  For example, let's take the classic Final Fantasy 3/6 Sabin suplexing a ghost train -- visually lifting the foe up to the top of the screen, then dropping back to the ground, with the foe upside down to simulate the 'suplex', with a final screen shake.  Would this be possible at all, or just asking for trouble?  How creative or rigid are the programmable attack mechanics?

 

3.  More animation/mechanic questions -- is it possible to change animations or looks as a character gets closer to being defeated?  For example, shredded clothes, a full body blush, or just questionable fluids getting caked on? 

 

4.  Regarding Lustiest Lair -- are there any preferred positions or pose animations I should be aware of for it to mesh nicely with the gameplay?  Or just follow the lead of whatever I like the look of?   I'm sure I'll make a 'normal' character as well, but if I'm absolutely honest, LL saucyness  is the target goal. 

 

5.  Also regarding Lustiest Lair, and not completely sure on doing this one, but is there a ingame 'futa' mechanic?  Or would that be have to be designed from the ground up?  This would probably be a, uh, sizeable factor in the overal design plan, so it's probably worth asking. 

 

I don't expect this all to go smoothly, or quickly by any means, but it's fun to challenge yourself and have goals.  Thanks to one and all that bother to read this mess or lob some advice my direction, and have a great day.

1.any png with an atlas and skel CAN be animated

2. dunno

3.just do a couple skins,and switch as you take dmg (ex: skinA full clothes,skinB slightly damaged clothes,skinC ripped up rags,skinD nude)

4.- 5. i don't use lustiest lair

Posted (edited)

Antiquarian progress report #3
911699870_progress3.thumb.png.49c3d2e75d4b778e839b0fae76a9ee57.png
Also Xelsword says he's gonna postpone his work on Antiquarian in favour of finishing his commissions first.

Edited by SparklySnuggly
Posted
14 hours ago, Balgin said:

It's a PNG formatting error when saving the file. Some programs automatically save the files in a slightly compressed format and the game can't handle that.

And what do I do to get it back to the way it was?

Posted
16 hours ago, kaka33311 said:

can someone help me with this error I don't understand why the ghoul goes wrong20220320014104_1.jpg.1a8a7889c6b8b53a2ac905152f2a91df.jpg

Where can I find the mod for the side ladies? (the ones on both sides of the bottom part of the screen)

Posted
10 hours ago, kaka33311 said:

And what do I do to get it back to the way it was?

I'm trying to remember. For me, I'm working with an antiquated version of photoshop from 2,006. After I'm finished I have to open the png's in Gimp, copy them, paste them into a new image file in gimp while the original is open then save them (while the original file is open - this part's important) with the correct combination of options selected or not selected. Then I close the original that's been overwritten and it should work.

 

I can't remember the combination offhand. It's either everything turned off or everything turned on. Basically if I were to go through the process now it should remember my settings from last time. I haven't had to do it in over a year. There used to be a really good forum post explaining how to fix it but I can't find it now. I believe I quoted it previously in this thread at some point.

Posted
On 3/20/2022 at 6:38 PM, kaka33311 said:

can someone help me with this error I don't understand why the ghoul goes wrong20220320014104_1.jpg.1a8a7889c6b8b53a2ac905152f2a91df.jpg

Might be skeleton issue. Btw what is the arbalest mod?

Posted
On 3/19/2022 at 7:54 PM, Eplov said:

Hello, all.  Apologies if this is the wrong spot, I was attempting to wade through the entire thread but the process is.. daunting, at least.  About to try my hand at creating a character/skin (I far prefer dd 1's style to 2), and had a handfull of questions that hopefully a kind soul can help me out with.  Trying to sort out a roadmap on this.

 

1.  Are animations regulated to a still single frame ingame regarding attack actions, or being hit?  Or can they be expanded on?  I see some amazing idles and walking animation from super talented folk here, so I was curious if it was limited to those movements. 

 

For example, if I wanted to apply a generous effect of gainax worthy jiggling to a move (like, pow! there's a kick, and cue the booty jiggle, however brief), or injury (character reels back, release the booba jiggle), or even victory animation, is this possible at all? Or manipulating a weapon or body mid motion so it feels less stiff.  That sort of thing.

 

2.  Battle effects and animations-- can *another* character or object get manipulated at the same time or during the same animation?  For example, let's take the classic Final Fantasy 3/6 Sabin suplexing a ghost train -- visually lifting the foe up to the top of the screen, then dropping back to the ground, with the foe upside down to simulate the 'suplex', with a final screen shake.  Would this be possible at all, or just asking for trouble?  How creative or rigid are the programmable attack mechanics?

 

3.  More animation/mechanic questions -- is it possible to change animations or looks as a character gets closer to being defeated?  For example, shredded clothes, a full body blush, or just questionable fluids getting caked on? 

 

4.  Regarding Lustiest Lair -- are there any preferred positions or pose animations I should be aware of for it to mesh nicely with the gameplay?  Or just follow the lead of whatever I like the look of?   I'm sure I'll make a 'normal' character as well, but if I'm absolutely honest, LL saucyness  is the target goal. 

 

5.  Also regarding Lustiest Lair, and not completely sure on doing this one, but is there a ingame 'futa' mechanic?  Or would that be have to be designed from the ground up?  This would probably be a, uh, sizeable factor in the overal design plan, so it's probably worth asking. 

 

I don't expect this all to go smoothly, or quickly by any means, but it's fun to challenge yourself and have goals.  Thanks to one and all that bother to read this mess or lob some advice my direction, and have a great day.

Hey there, creator of Lustiest Lair here, I'll see if I can answer your last posts best I can here since I'm working on something similar atm:

 

1. You can animate any ability as much as you want -- Lucia is definitely a good example as was mentioned earlier in this thread and some other notable NSFW examples are the "witchLibra" and "Earth Enchanter" classes.

 

Though one major problem is that if an animation has a lot of frames, you'll miss out on most of it since an attack/defend is shown for such a short period of time; BUT you can make attack/defend animations stay on screen for longer by editing the timescript. It's something I've been playing around with and will probably lengthen the time these sprites are displayed once there's enough lewd animations to justify it.

 

2. Unfortunately, you can't have sprites "grab" or "manipulate" another sprite, but you can use flags that ask for specific animations from their targets. This is essentially how I'm setting up a Sex Framework for Darkest Dungeon.

 

As an example, let's say you have a tentacle monster and when it does its "Tentacle Sex Attack" on a target you can set a flag that says if the target has a "Having Sex with Tentacle Monster" sprite/animation, then that sprite/animation will play instead of their default defend animation. Otherwise if they don't, it will just play their regular Defend animation instead. And if it's a friendly skill, it's the same idea, except if they don't have that animation, then no animation will play since it's not an attack and doesn't require a defend animation.

 

3. This is possible to do as well, it's a lot easier to do with a monster, but for a hero it would require a lot of animations and a lot of programming. You'd have to set a hero up similar to the Abomination where you have sprite sheets for each "mode" and then program those modes and their abilities.

 

Also, I'm not entirely sure, but I think at the end of each battle, they'll return to their default "mode". So all of those fluids and ripped clothing will be reset at the end of an encounter. Though it may be possible for them to stay in that "mode" outside of combat -- I'd have to test that.

 

But you'd essentially be recreating the same hero each time you add more "fluids" or rip off more of their "clothes". It's doable, it'd just be very tedious.

 

4. Unfortunately, it's almost impossible to actually make "positions" look good if we were to overlay sprites on top of one another. Instead I'll be using the method mentioned in #2. So, pretty much as long as your hero has an animation called "sex_with_tentacles". Then whenever a tentacle monster from another mod uses an ability on that hero with a "sex_with_tentacles" tagged ability, your hero would play their animation of them having sex with tentacles.

 

Right now, my plan is to have some placeholder animations for each of these scenarios that can be plugged into the vanilla heroes and then allowing vanilla monsters to trigger these animations -- but since I don't know crap about drawing, I'm getting this artwork commissioned and it's been a slow process.

 

Also, this Sex Framework is planned to be separate from Lustiest Lair; but Lustiest Lair will integrate with it.

 

5. There's plans for a futa mechanic with Crimson Curse by changing the way it works and its overlay sprite which essentially just turns heroes into futas; though that's on hiatus rn. And other than there being a "sex with futa" tag in the Sex Framework, there isn't much else aside from that.

 

Right now my goal is creating a pretty simple framework that NSFW modders can use to let their heroes/monsters have "sex" with each other as far as DD1 allows. I have a rough draft of the Framework here that I shared on my Patreon earlier that I might as well share here. Hopefully it serves as some inspiration or gives an idea of what's possible in DD1.

 

It's a bit lengthy, but let me know if you got any more questions about modding in general or if you were curious about the Sex Framework! You can also reach out to me on Discord or in the Lustiest Lair discord server, my PMs are open.

Posted
On 3/20/2022 at 6:38 PM, kaka33311 said:

can someone help me with this error I don't understand why the ghoul goes wrong20220320014104_1.jpg.1a8a7889c6b8b53a2ac905152f2a91df.jpg

you probably have a mod that changes the skeleton of the mob and no skin to match the new skeleton

 

Posted

Hoi hoi.  Thanks for the in depth responses!   So, for clarities sake, I'm far more of a free dabbling artist with ways to go than I am a programmer by any stretch so this is going to be an absolutely awkward, bumbling mess.  Will have to look and examine how a bunch of stuff is made.  But!  (Or butts, regarding this) it could be *fun*. 

Gonna focus on learning the basics of the animation first, to do a proper idle and possibly an attack with a little extra flair (such as a jump kick with booty bounce) to get started, then see how it all feels and go on from there. 

 

Sexy times framework questions and musings! 

 

The thing that caught my eye was the "you can use flags that ask for specific animations from their targets."  So.. along with your framework --assuming (!) I'm reading this correctly-- so long as the player character has the animation in *their* directory, it can be injected into use for the aggressor/defenders animation (or use a substitute down the road).

 

Like, for example let's say my brawler is taking it (receiving, submissive) doggy style.  In this scenario, would you want spirites or animation of the hero in this motion by themselves, or along with an actual generic shadow doggo?  I guess if overlaying stuff isn't a viable option including a shadow puppers would make more sense..    I mean, in theory, that means if a creator wanted to go completely nucking futs and create specific animations for specific bosses, friendlies, or monsters, they could but..

 

..the immediate problems or questions that leap to mind in that instance:

 

D1A:  This couldn't, I think, take in account of variations of a monster or hero.  Like, colors or design or whatever.  So a hero with different hair or skin tone variations being included in a action wouldn't be able to be reflected, would it? So your options are more sillouettes or just biting the bullet with one 'canon' appearance?  

 

D1B:  Permissions.  In a perfect world, a good chunk of the baddies would be packing something that would make a hentai eroge demon lord nod in approval, and take our heroes potentially to pound town.  But a ton of the beautiful art and hard work from various folks across the world regading saucy mods in this come, predictably, from various sources.  Especially regarding updating or altering the looks of the monsters.  And gamers have their own preferences and the like for cosmetics, besides.  That's a lot of variation and a lot of different authors that would have to tapped into for consent, maybe, if one were to include *their* sprites in a different heros art.  Soooooo...  eesh.  Lotta hoops to go through for specific animations.  Holy cow.  Unless I am totally overthinking this. 

 

D2:  Bloat.  I assume it's not much, but I have no idea how much extra file size this would entail, or if it would complicate the inner workings of the game itself, or bog it down. 

 

 

Still, while it's a pretty daunting checklist to be sure, it is pretty much what I was looking for regarding desired sprites or poses for compatabilty down the line.  And subject to change, I'm sure.

 

Semi unrelated question!  Camp skills  -- what degree of control for sprites or animations, if any, is there available? 

 

Cheers!

Posted

If it was a skeleton problem you'd be much more likely to see distorted stretched or squashed images in the panels (extremely distorted, almost ripped up and scattered about looking). When they're pure white it's much more likely to be a file formatting issue.

Posted

So i've been getting this issue with the lustiest lair mod (specifically not recognizing just the built in foredoomed mod enemy). Any ideas? I am running a whole lot of new classes, annaertailin's town replacer, darkest desires, faster DD, clair's journal, custom sounds (dan), doomsday, toy trinkets, and mafe's quests. I haven't gotten to it yet so idk if it rlly breaks or not but maybe b4 it happens i could know if this is a common bug/ ez fix. 

error.PNG

Posted

Also anyone know how to edit a modded class's abilities? The serona/dracoblood class doesn't recognize the lustiest lair status name changes so one of the skills (starglitter)waow2.PNG.dada3196cae33502bb391f3782ca0e3e.PNG has a base acc of -500 and 130 if enemy is bleeding (doesn't recognize cum-leaking in this case).

In the other skillok.PNG.16d4ff443b857e2f215fdde2d32f430b.PNG the heal 40% seems to have turned intowut.PNG.e6caeba755a11cdc71004161b49f3a71.PNG which kind of persists out of combat as well. any ideas?

Posted
9 hours ago, Eplov said:

Semi unrelated question!  Camp skills  -- what degree of control for sprites or animations, if any, is there available? 

 

Cheers!

Go look at Libra.

2110275490_WitchLibra.rar

witchLibra.rar

She literally has sexual animations for her camping skills, so you're allowed to do whatever with them just like normal skills.

Additionally...

9 hours ago, Eplov said:

D1A:  This couldn't, I think, take in account of variations of a monster or hero.  Like, colors or design or whatever.  So a hero with different hair or skin tone variations being included in a action wouldn't be able to be reflected, would it? So your options are more sillouettes or just biting the bullet with one 'canon' appearance?  

No. The Attacker says "Use Animation 1A for my attack" and the defender plays their animation 1A.

This currently exists in Lustiest Lair, some buffing skills call for the rest of the party to use their Camp sprite. Dingus on me for forgetting and having to be reminded by Half-Tilt...

Obviously, you would need to use animations that all potential defenders exist, so the universal animations or an animation you have given to each and every possible defender... which would disallow mod classes, but I digress.

Posted
15 hours ago, Eplov said:

Hoi hoi.  Thanks for the in depth responses!   So, for clarities sake, I'm far more of a free dabbling artist with ways to go than I am a programmer by any stretch so this is going to be an absolutely awkward, bumbling mess.  Will have to look and examine how a bunch of stuff is made.  But!  (Or butts, regarding this) it could be *fun*. 

Gonna focus on learning the basics of the animation first, to do a proper idle and possibly an attack with a little extra flair (such as a jump kick with booty bounce) to get started, then see how it all feels and go on from there. 

 

Sexy times framework questions and musings! 

 

The thing that caught my eye was the "you can use flags that ask for specific animations from their targets."  So.. along with your framework --assuming (!) I'm reading this correctly-- so long as the player character has the animation in *their* directory, it can be injected into use for the aggressor/defenders animation (or use a substitute down the road).

 

Like, for example let's say my brawler is taking it (receiving, submissive) doggy style.  In this scenario, would you want spirites or animation of the hero in this motion by themselves, or along with an actual generic shadow doggo?  I guess if overlaying stuff isn't a viable option including a shadow puppers would make more sense..    I mean, in theory, that means if a creator wanted to go completely nucking futs and create specific animations for specific bosses, friendlies, or monsters, they could but..

 

..the immediate problems or questions that leap to mind in that instance:

 

D1A:  This couldn't, I think, take in account of variations of a monster or hero.  Like, colors or design or whatever.  So a hero with different hair or skin tone variations being included in a action wouldn't be able to be reflected, would it? So your options are more sillouettes or just biting the bullet with one 'canon' appearance?  

 

D1B:  Permissions.  In a perfect world, a good chunk of the baddies would be packing something that would make a hentai eroge demon lord nod in approval, and take our heroes potentially to pound town.  But a ton of the beautiful art and hard work from various folks across the world regading saucy mods in this come, predictably, from various sources.  Especially regarding updating or altering the looks of the monsters.  And gamers have their own preferences and the like for cosmetics, besides.  That's a lot of variation and a lot of different authors that would have to tapped into for consent, maybe, if one were to include *their* sprites in a different heros art.  Soooooo...  eesh.  Lotta hoops to go through for specific animations.  Holy cow.  Unless I am totally overthinking this. 

 

D2:  Bloat.  I assume it's not much, but I have no idea how much extra file size this would entail, or if it would complicate the inner workings of the game itself, or bog it down. 

 

 

Still, while it's a pretty daunting checklist to be sure, it is pretty much what I was looking for regarding desired sprites or poses for compatabilty down the line.  And subject to change, I'm sure.

 

Semi unrelated question!  Camp skills  -- what degree of control for sprites or animations, if any, is there available? 

 

Cheers!

You've got the gist of the direction I plan on taking it, I think the easiest way to explain what this Sex Framework might look like is with some screenshots.

 

Let's say you're making a hero (or a skin for an existing hero) and you want to give her an animation that supports her having sex with a c@nine, since we don't know what the creature she'll be mating with exactly looks like you'd use a silhouette and it'd probably look something like this:

Spoiler

sex_with_dog.png.b2b2f0b2d8ed957533ad8aee968b7d6f.png


So, let's say you edited the vanilla Wild Mongrel so that when it makes an attack on any hero that has an animation that supports having sex with a creature of its type, it'll call that animation, that might look something like this in-game:

Spoiler

s_frame_work_example_censored.png.535e63fa18d760f600412125754904c1.png


Hope that explanation helps.

 

D1A & D1B. You can get pretty varied with it if you'd like -- though you'd have to create both the monsters and the heroes with special interactions that support each other -- but then they're more likely to only be interacting with each other and other modders that choose to support your creature. The way I look at it is to try to account for as many scenarios as an artist is willing to make art for which is why my goal is to try to keep this Sex Framework as "generic" as possible. I'll likely continue to include special interactions between my monsters in Lustiest Lair; but the Framework will remain pretty straightforward.

 

Especially since keeping it generic also helps when it comes to permissions -- instead the Framework is just checking if a modder built their hero or monster to support having sex in the first place and the sex they'll be having will be with a silhoutte of whatever they'd like to support.

 

For example, if a modder doesn't want their hero to support banging horses, then they just won't make the art or sprites for it and instead their default defend animation will be played -- but if they do support having sex with a human male or female, then that will play when the interaction is triggered.

 

D2. Yep, if we try to account for say "doggy style, missionary" and so on, it can get pretty cumbersome. At most if a hero only has 3-4 sex animations that could easily account for 90% of the scenarios you might see in your typical play-through since most monsters are either human or eldritch in some way.

 

Also, given that you can only ask for one animation per ability, it's probably better to keep it generic to just the creature type -- otherwise animations of specific positions would likely never be seen when you account for all the variables involved (such as recruiting that specific hero, then taking them to that dungeon, then finding that specific monster and then hoping that monster uses that specific ability on that specific hero).

 

And I wouldn't mind helping you get started -- I don't know a thing about art, but I like to think I've got a good handle on the programming side of things.

Posted (edited)

Anyone got some kind of enemy replacement pack? Most steam workshop monstergirl replacements I use break the game

 

Also related ramble, I ADORE these enemy concepts that Xalsword does, really wish they could come to life as a mod someday, be it via their own work or the community

Edited by LilithChamber
Posted
1 hour ago, LilithChamber said:

Anyone got some kind of enemy replacement pack? Most steam workshop monstergirl replacements I use break the game

 

Also related ramble, I ADORE these enemy concepts that Xalsword does, really wish they could come to life as a mod someday, be it via their own work or the community

If simple monster replacements are breaking your game, something fucky is going on that is likely user error.

You can use this site to easily download Workshop mods as packaged mods, and if you can't get that to work, you've done something silly.

Steam Workshop Downloader :: IO

Posted

found i think a bug for lustiest lair. when a lady with the arachnid pregnancy gives birth in battle and you have a full inv, the game crashes. dunno if this is exclusive to arachnid or not, mor testing to be done.

Posted
1 hour ago, Fasterflight225 said:

If simple monster replacements are breaking your game, something fucky is going on that is likely user error.

You can use this site to easily download Workshop mods as packaged mods, and if you can't get that to work, you've done something silly.

Steam Workshop Downloader :: IO

Got it. Unfortunately, some mods break if you already have a save file and enable the mods there, however it seems that adding them as a "custom mod" that is already loaded, like inserting the files inside another workshop/folder mod that is already on effet works. Thanks!

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...