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miawang

Newbie
Sep 10, 2024
44
110
111
Counterpoint: Voting for pregnancy would be funny.

Seriously though, all of this stuff is going to be worked on eventually, all these polls are for is choosing in which order they get done. I want pregnancy sooner rather than later because the ability for clothes to become see-through when wet + lactation = a fun time for all involved, but other people might want the law and order update because getting arrested is hot for them, somehow? While people who find law enforcement hot are degenerates only deserving our scorn, their favorite kink winning the poll will barely effect anything in the grander scheme of things.

Pulling a "no true Scotsman" over this is a little much.
The game needs more solid groundwork for everything else to be fun again. What you describe would be nice (for some), but it's the same thing you criticize in your next sentence. It's your kink, that's why it's fun for you. Tbh it wouldn't do anything for me. I personally think Pregnancy is the one thing that should be worked on last from the things on the list. You can argue over which kink should get implemented first, but none of this is what the game needs. If the game gets more dynamic in general, if it has a lively world with lively NPCs in it, it will give everything else that is already there or will be added, more meaning.
 

Monki0

Member
Nov 6, 2023
388
596
226
Counterpoint: Voting for pregnancy would be funny.

Seriously though, all of this stuff is going to be worked on eventually, all these polls are for is choosing in which order they get done. I want pregnancy sooner rather than later because the ability for clothes to become see-through when wet + lactation = a fun time for all involved, but other people might want the law and order update because getting arrested is hot for them, somehow? While people who find law enforcement hot are degenerates only deserving our scorn, their favorite kink winning the poll will barely effect anything in the grander scheme of things.

Pulling a "no true Scotsman" over this is a little much.
In most games introducing Pregnancy systems opens up a huge can of worms. Its not only the if and how you gets seeded/seed others or how to prevent it, it also adds the whole process of pregnancy with swelling bellies, lactation maybe bladder accidents and so on. Then there is the actual birthing which also needs work AND after all that there needs to be a system what to do with the kid. Does the game end? Can you put it up for adoption and continue screwing? Are you forming a family with your partner? If so, how will that slice of life turn out?

Imo Pregnancy is a HUGE amount of Work and unanswered questions, that WILL require your full attention and probaly lots of bugfixing. So Id advice to introduce it as the very last feature when everything else is done and running.
 

Orphanus

Well-Known Member
Oct 25, 2019
1,332
2,196
387
Counterpoint: Voting for pregnancy would be funny.

Seriously though, all of this stuff is going to be worked on eventually, all these polls are for is choosing in which order they get done. I want pregnancy sooner rather than later because the ability for clothes to become see-through when wet + lactation = a fun time for all involved, but other people might want the law and order update because getting arrested is hot for them, somehow? While people who find law enforcement hot are degenerates only deserving our scorn, their favorite kink winning the poll will barely effect anything in the grander scheme of things.

Pulling a "no true Scotsman" over this is a little much.
I don't know if you ever played Degrees of Lewdity, but that game, imho, is a prime example for why pregnancy should be one of the last things to add, not something thrown in randomly. It's been 2 or 3 years since it has been introduced and there is still, to this day, not much to do with it. Only 2 of the "Love"interests have any pregnancy content attached to them (not that it's really in-depth, but the others have it flat-out deactivated) and the whole feature has been a downgrade to the game due to a lack of meaningful pregnancy content, it feels like a tacked on patch that doesn't align with anything else.
 

OdinM

Newbie
Feb 6, 2019
33
32
114
I don't know if you ever played Degrees of Lewdity, but that game, imho, is a prime example for why pregnancy should be one of the last things to add, not something thrown in randomly. It's been 2 or 3 years since it has been introduced and there is still, to this day, not much to do with it. Only 2 of the "Love"interests have any pregnancy content attached to them (not that it's really in-depth, but the others have it flat-out deactivated) and the whole feature has been a downgrade to the game due to a lack of meaningful pregnancy content, it feels like a tacked on patch that doesn't align with anything else.
It is hard to include one branch of content to every other type of content. For the most part, you also want it to be something that people can turn on and off, so you don't always want it to be mixed in with everything. That is a bit of a problem that games with a lot of story have, writing for it all is a massive amount of work.
I think that both for DoL and this game, their strengths are the randomly generated npcs rather than static npcs. There are lots of games with fixed characters and content, but this sort of sandbox is exactly what I want to see. Even though the complexity is much higher, the experience and replayability sure make up for it. Well, to come full circle, that is if the game is well rounded up. Personally, I enjoyed the mechanic in DoL. But the overall game still didn't make me play it endlessly, mostly because your actions there feel somewhat restricted by the story.


Overall, as a developer (non-game), I'd agree that it is best to have all the mechanics there first and then gradually add to it. Otherwise, you might end up having to tear apart old parts of the software and start from scratch on some functionality, which is way worse. You need to have a concept in place that connects all the pieces together and design the software in a way that adding new components will be easy to do. If you do it on the go, it is just too much of extra work and is highly demotivating.
 

Orphanus

Well-Known Member
Oct 25, 2019
1,332
2,196
387
It is hard to include one branch of content to every other type of content. For the most part, you also want it to be something that people can turn on and off, so you don't always want it to be mixed in with everything. That is a bit of a problem that games with a lot of story have, writing for it all is a massive amount of work.
I think that both for DoL and this game, their strengths are the randomly generated npcs rather than static npcs. There are lots of games with fixed characters and content, but this sort of sandbox is exactly what I want to see. Even though the complexity is much higher, the experience and replayability sure make up for it. Well, to come full circle, that is if the game is well rounded up. Personally, I enjoyed the mechanic in DoL. But the overall game still didn't make me play it endlessly, mostly because your actions there feel somewhat restricted by the story.


Overall, as a developer (non-game), I'd agree that it is best to have all the mechanics there first and then gradually add to it. Otherwise, you might end up having to tear apart old parts of the software and start from scratch on some functionality, which is way worse. You need to have a concept in place that connects all the pieces together and design the software in a way that adding new components will be easy to do. If you do it on the go, it is just too much of extra work and is highly demotivating.
I politely, but fundamentally, disagree about the strength of these games. The random NPCs are completely irrelevant and boring imho, there is nothing to the interactions with them, it's just a way to fill the game. The only thing the pregnancy addition really did for DoL is slowing down the development of the entire rest of the game at this point. Nobody, who's main kink isn't pregnancy, has any benefit from that feature being implemented while the game wasn't ready for it at all. It's regrettable the Developer was slowly cooked by the vocal, but in reality not that big, crowd who are super into pregnancy itself (not actually content that builds on that pregnancy), after initially refusing to add it ahead of time for the very reason that it needed the framework completed first, so that it then could become the focus of a few updates in a row.

I do understand that some people love pregnancy, and that is totally fair, but in my humble opinion pushing for it ended up costing everyone who plays the game, the update cycle has slowed to a crawl, for which there are many reasons ofc, but it most likely contributed to that, cause it's a massive feature that hasn't been properly developed, can't be worked on properly, as long as there is so much else missing related to it, but at the same time now has to always be accounted for in it's unfinished, cumbersome state.
 

Ayam85

Member
Sep 10, 2019
341
901
281
Personally I think pregnancy content sounds awesome on paper but could be development nightmare to implement. The game don't even reach 25% what the developer envisioned and I think it's too early for it yet. It should be implemented when the game is about 80-90% completed. Note that new locations such as lake and forest not even available to vote for. I think it will be much safer for the dev to pick either background NPC simulation and crime & punishment in current state.
 

OdinM

Newbie
Feb 6, 2019
33
32
114
I politely, but fundamentally, disagree about the strength of these games. The random NPCs are completely irrelevant and boring imho, there is nothing to the interactions with them, it's just a way to fill the game. The only thing the pregnancy addition really did for DoL is slowing down the development of the entire rest of the game at this point. Nobody, who's main kink isn't pregnancy, has any benefit from that feature being implemented while the game wasn't ready for it at all. It's regrettable the Developer was slowly cooked by the vocal, but in reality not that big, crowd who are super into pregnancy itself (not actually content that builds on that pregnancy), after initially refusing to add it ahead of time for the very reason that it needed the framework completed first, so that it then could become the focus of a few updates in a row.

I do understand that some people love pregnancy, and that is totally fair, but in my humble opinion pushing for it ended up costing everyone who plays the game, the update cycle has slowed to a crawl, for which there are many reasons ofc, but it most likely contributed to that, cause it's a massive feature that hasn't been properly developed, can't be worked on properly, as long as there is so much else missing related to it, but at the same time now has to always be accounted for in it's unfinished, cumbersome state.
Well, if it were a game with the common approach, you would get a couple of static npcs with a couple of static interactions and story lines, that can be enjoyable, but isn't really what a sandbox is about. I don't think anyone is here for that, or is that the case? In any way, if that were the case, the development would be a lot more simple. The content however would also be that restrictive.

In the case of COT, the developer stated that background simulation and pregnancy kind of go hand in hand - in that regard, I see it as a sign that the developer is planning well ahead and that the roadmap as is is not just the product of wishful thinking, but well planned out. You can also see it in the code that the general concept is already getting integrated and the development process generally meets its targets, also by setting realistic expectations (as in, roadmap items are not added every month but extended gradually, there is actual advancements in every update, too). I would not be surprised if that whole process got refined after seeing the struggles of other games.

It is quite common that development stops advancing after a game has reached some level of complexity and the main ideas have been added. It can be about issues with the planning, a creative blackout or several other reasons. It is never just about one feature. You can't technically develop a feature without implementing what is needed to implement it. You can partially implement things though, that is the normal process. An unfinished game, by definition, is unfinished. You need to set realistic goals for expanding onto it.
If you planned to add something from the beginning and your previous code does not match it, you have made an error in the early development process. There are various ways to get around it, but none of them are fast. You do need a bit of tolerance toward frustration if you work with code and errors are always part of the process. Reworks aren't easy to communicate to your audience / boss, but can be needed for components if they are giving you a lot of trouble.
 

OdinM

Newbie
Feb 6, 2019
33
32
114
Personally I think pregnancy content sounds awesome on paper but could be development nightmare to implement. The game don't even reach 25% what the developer envisioned and I think it's too early for it yet. It should be implemented when the game is about 80-90% completed. Note that new locations such as lake and forest not even available to vote for. I think it will be much safer for the dev to pick either background NPC simulation and crime & punishment in current state.
Depending on the way it is going to be implemented, crime and punishment can reach the same level of complexity, although I'd estimate that nothing could beat the background simulation to complexity. It depends whether or not you accumulate "bad" actions, where you detect them, which interactions can trigger reactions...
 
Oct 8, 2024
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(TLDR for anyone reading in the future: if you want to add custom npcs to your game, copy my code below, open the game file with Notepad++, do a CTRL+F search for 'niches["The Delivery Driver"]', paste my code underneath that code block, and then edit it to your satisfaction. Repeat this for however many npcs you wish to create. However, make sure you copy your custom npcs before updating to a new game version so you can re-paste them in afterwards. Enjoy!)

I can try to, but fair warning, I don't know anything about coding myself so basically all i've really done is take things from the code that already exists for other special npcs and used it to cobble together my own versions. If you search for "Clifford Rentfrow" you'll find the first of the special npcs the game uses, a few basic variables are described above it, yet you can scroll through the list of npcs to find a bunch more that you can use to make your own, then just copy the code layout of one of them and paste it at the end underneath the block for The Delivery Driver (at-least that's where I've put mine for convenience). There are two code layouts the game uses for the npcs, but if you want your npc to be specifically named not rng then you'll need to use the one that adds their name to the database. I'll provide a general template of the variables I've used, however some of them may or may not work though, because I haven't been able to actually playtest my npcs beyond starting a new game to check that they load in without errors.

A few other customizable extras: Search for "#region Archetypes" in the game code to find the list of archetypes the npcs can generate with depending on their type (student/townie/faculty) and set yours to one of them (you can edit them if you need to, but it'll affect every other npc that uses that archetype. And do not make your own either, because it will break the npc's phone texting responses for some reason). Search for "#region Styles" to find the list of predetermined styles the npcs use; if you wanted to you can copy the layout of one of those and create a custom style for your npc too. Search for "setup.outfits" for the list of outfits the npcs use, and again you can create your own outfits to match the custom style. Search for "setup.clothes" for the list of clothing items ingame to go with your outfits, and you can copy the layouts of those to create your own clothing items if you want to, but make sure you also add them to one of the ingame shops listed under "#region Mr Gable's" so they appear in the stores. You can do the same with custom makeup styles, tattoos and piercings, which you can respectively find under "#region Makeup" / "#region Tattoos" & "setup.Cosmetics.tattoos" / "#region Piercings" & "setup.Cosmetics.piercings" (custom piercings need to be added to the tattoo shop under "#region Tattoo shop").

Anyway, here is the layout I used for one of my custom npcs, with additional comments for guidance on variables:

Code:
if (!("The Best Friend" in niches) && !("Character Name" in db)) //this is needed at the start for every npc you make, edit it accordingly.
{
db["Character Name"] = {
            "special": false, //false if they are meant to be a regular npc, true if you want them to be restricted from certain events like special npcs.
            "nickname": "Nickname", //I don't think this really gets used ingame, but it's an option if you want it.
            "age": 18, //This number can technically go below 18 (yes, I checked, I was curious to see what would happen lol), but it doesn't matter since there is code that detects this and makes sure it still displays them as 18 ingame.
            "archetype": "Overachiever", //Student Artist, Stoner, Bully, Jock, Loner, etc.
            "type": "student", //can be student, townie, or faculty (or outsider, but idk what that one is for).
            "species": ["human", "female"], //must have human included here, but female can be changed to any other gender.
            "birthday": ["Meltember", 26],
            "style": "Basic", //Hipster, Punk, Goth, etc. Replace it with your custom outfit style name if you create one.
            "major": "psychology", //art, history, english, etc. Their major should match up with the first two courses you give them below.
            "courses": ["General Psychology", "Intro to Psychology", "Public Speaking", "Media Studies"], //I picked 1 course out of each of the 4 course blocks given at the start of a new game, not sure if npcs can have more than one from the same course block for the last two courses.
            "year": 1, //1=freshman, 2=sophomore, 3=junior, 4=senior.
            "schedule": 1, //rng student schedule which can be found under "setup.get_student_schedule", choose from case 1/2/3/4, not sure how much of a difference it makes.
            "cohort": true, //true if they are freshman in your year, false if they are not.
            "allowfree": true, //true if you want to romance/date them normally, false if you want them to be restricted like teachers are.
            "residence": "Chicory Hall", //can be Chicory Hall, Trillium Hall, Helleborine Hall, or Off-Campus. You can also use "house" or "apartment" if you want to be specific about their off-campus residence but those two need to be in lowercase to work.
            "job": "Legislator", //this works for most town locations and stores, but will make the npc easy to find ingame since they will usually be placed at their job location.
            "wealth": 369, //0-1000.
            "attraction": "lesbian",
            "friendliness mod": 0, //this supposedly affects how much charisma skill you need to easily befriend them, basically it's a difficulty modifier, above 0 is harder and below 0 is easier.
            "skin color": "pale",
            "eye color": "hazel",
            "hair color": "raven",
            "hair length": "mid-back length",
            "hair style": "a face-framing mermaid cut",
            "distinguishing_marks": ["thick eyelashes"], //normal npc editing only lets you give them one distinguishing feature but I don't think that applies to custom made npcs if you add them here with comma separation.
            "makeup": "none", //put their makeup style here.
            "tattoos": "none", //put their tattoo style here.
            "piercings": "none", //put their piercing style here.
            "breast size": 369, //0-1000, replace breast size, areola size, areola color, and nipple type with "penis size": 0-1000 and "penis girth": 0-1000 for males.
            "areola size": 369, //0-1000.
            "areola color": "rosy pink",
            "nipple type": "pointy",
            "pubes": "heart", //pubic hair style, duh.
            "ass size": 169, //0-1000.
            "height": 669, //0-1000.
            "plumpness": 369, //0-1000.
            "muscle": 369, //0-1000.
            "inclinations": ["Demisexual", "Polyamorous", "Loyal", "Likes Spooning", "Likes Standing Position", "Likes Cowgirl", "Iron Will", "Lucky", "Trichophilia", "Kind", "Toy Enthusiast", "Confident", "Pleaser", "Chaste", "Fuckbuddy", "Foot Enthusiast", "Sensitive Nipples", "Oral Fixation", "Anal Fetish", "Hair Trigger", "Attentive Lover", "Squirter", "Voyeur", "Masochist", "Accommodating", "Forward"], //this is not a full list of inclinations, just ones I gave mine. Don't judge me.
            "skills": {"Studying": 7, "Willpower": 6, "Charisma": 5, "Disinhibition": 4, "Writing": 4, "Photography": 3, "Artistic": 3, "Video Gaming": 3, "Intellectual": 3, "Cooking": 3, "Gardening": 3, "Dancing": 3, "Physical": 3, "Compliance": 2, "Assertiveness": 2, "Voyeurism": 1, "Exhibitionism": 1, "Sexual Knowledge": 1, "Hand": 1, "Oral": 0, "Vaginal": 0, "Penetrative": 0, "Anal": 0}, //skills go from 0-10, at 4 and above they will usually be given the skill's corresponding personality traits if one exists (Dancer, Nerd, Photographer, Wordsmith, Cook, Sporty, etc) so keep the skills low if you want to avoid that for rp reasons. Also, this was made before the greek update so you'll have to add the new troublemaking skill yourself, otherwise this should be a full list of every skill in the game.
            "virginity": ["mouth", "vagina", "anus"], //use penis instead of vagina for male npcs.
            //"turnons": ["colorful hair", "blonde hair", "punk style", "hipster style", "grunge style", "boho style", "conservative style", "fashionable style", "small tits", "tight butt", "tall"], //doesn't work. If you want to uncomment these three and use them for rp purposes go ahead, but it won't change what they are randomly generated with ingame.
            //"turnoffs": ["big dick", "plumpness", "muscles", "goth style", "sporty style", "dressy style", "glam style", "slutty look", "older people"], //doesn't work.
            //"favoriteDate": ["grab a coffee", "just chill", "have dinner", "see a movie", "hit the arcade", "have a park picnic", "study together", "hit the gym", "booty call"], //doesn't work. I think these are meant to have a number after each date to represent how much they like them, but it still makes no difference.
            "desiredRelationships": ["friend", "fuckbuddy", "date", "poly partner"], //can also be rival, hatefuck, indifferent, etc. Edit: Upon further testing, this doesn't seem to work either, or at-least it makes no difference in how the npc reacts to you upon first talking to them. I recommend keeping it defined with something though, just to be on the safe side.
            "partner": "", //only works if you add an npc name, otherwise leave it blank if you want them to not be in a relationship and hope the seed rng goes your way since I haven't figured out how to make them generate as single unless you give them the Aromantic inclination which should exclude them from the rng.
            "partnerType": "", //submissive, dominant, open partner, poly partner, etc. Again, leave it blank if they are meant to be single and cross your fingers.
            //"existingRelationshipChanceBase": -0.1, //doesn't work, these last two were a failed test to see if it would stop them from spawning with partners.
            //"existingRelationshipChanceModifier": 0, //doesn't work. Feel free to delete these two.
        }
        State.setVar("$girlbff", girlbff) //if you want them to be your best friend then use this to set them as the girl bestfriend in events, change it to boybff if they are male, otherwise delete it.
        setup.place_into_residence("Character Name", "Chicory Hall"); //I added this here because sometimes the residence variable didn't work so this just re-enforces it.
        niches["The Best Friend"] = "Character Name"; //use this to give them a custom niche designation for easier recognition amongst the other npcs, change "The Best Friend" to whatever you want their label to be.
}
This is great; now we just need a program for creating custom NPCs like Newlife has to make it not a pain in the ass them...
Some questions:
1) What does "wealth" do?
2) Is there anywhere that lists what descriptions the numbers under "breast size" etc. correspond to?
 
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VietnamVet

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Apr 17, 2023
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This is great; now we just need a program for creating custom NPCs like Newlife has to make it not a pain in the ass them...
Some questions:
1) What does "wealth" do?
2) Is there anywhere that lists what descriptions the numbers under "breast size" etc. correspond to?
1) I had a quick skim through the code and wealth seems to partly affect an npc's popularity (I'm not sure what popularity actually means in this case though) depending on how poor or rich they are as-well as a few other factors, it is used in a few events such as someone not having enough money to pay for their meal at summit market, the quickieburger quickie offer, arcade bet rollovers, and at 500+ they are classed as the elite type of clientele at the river rat. According to the code, wealth is categorized as 0-100 struggling, 2-300 poor, 3-400 decent, 4-500 middling, 5-600 well-to-do, 7-800, wealthy, 8-900 rich, 900-1000 mega-rich. However, it appears that the existing student npc archetypes only go up to 400 wealth so they're probably not meant to be super rich, unlike the townies who can possibly go as high as 900.

2) I wish there was, yet sadly not. The numbers for breast size etc correspond to the ingame cheat npc customization sliders, and I don't know the exact values for the various descriptions on the sliders unfortunately so you'll need to fiddle around with those yourself like I did until they match your preferences in the game. But basically, lower is smaller/skinnier, 400-600 seems to be average, and higher is bigger/thicker. The incremental changes generally happen around 100/150/200/250, 400/500/600, and 750/800/850/900 depending on how many labels the slider has.
 
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RickyD90

New Member
Jun 30, 2017
4
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I want pregnancy added to the game because it would be funny.
Counterpoint: Voting for pregnancy would be funny.
Brother, I'm trying to nut. If I want to laugh I can go onto youtube and type in Kat Williams. There's 10000 pregnancy games already. I'm not saying never include it I'm just saying have priorities.

I'm tired of community vote driven games as a concept. A dev should just do their own thing so the process of creation stays fun and the passion remains and there's room for innovation. The entire adult games sphere is married to this community vote shit because that's what draws in the patreon bucks but then the patrons just vote for the same shit in every game.
 
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UncleEd001sex

Member
Jul 17, 2022
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From Discord

v0.7.1e: A round of fixes, and performance improvements in the event picker / person picker that should be particularly noticeable when moving around campus during rush week

Download:
itch.io:
 
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Apr 29, 2024
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Hi everyone!
Author of the Gangbangs mod here.

I'm taking a little poll on the modding discord about adding Race-based features to the Gangbangs mod.

Please go vote so I can see how much demand there is for Race-based content for the mod.
1757384396927.png

Join the modding discord:
Vote here:
 
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Dec 26, 2018
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You need to have a concept in place that connects all the pieces together and design the software in a way that adding new components will be easy to do.
This is very important to understand for anyone trying to make a simulation game, and not just h-games either.
Specifically, devs need to understand what kinds of stories they are trying to create with their simulation and then figure out how those kinds of stories could emerge from the systems they created.
It is quite common that development stops advancing after a game has reached some level of complexity and the main ideas have been added. It can be about issues with the planning, a creative blackout or several other reasons. It is never just about one feature. You can't technically develop a feature without implementing what is needed to implement it. You can partially implement things though, that is the normal process. An unfinished game, by definition, is unfinished. You need to set realistic goals for expanding onto it.
I've mentioned this before but devs for life-sim games need to be very careful when adding features because it's very easy to add them at the start but very difficult to integrate them into the game in a meaningful way, especially once there are already a number of game systems. Too many features is a quick way to set off a state explosion that will result in a "ocean-wide, puddle-deep" situation for the gameplay and story events attached to those features.

I think the idea of having truly unique NPCs in sandbox is something that's extremely compelling and it's very clear that many people feel the same. Games like The Sims, Dwarf Fortress, and Rimworld have been built around this concept and it's resulted in pretty amazing and unique emergent stories for countless players. But these games are incredibly difficult undertakings due to the sheer amount of possible situations that need to be managed properly to even be functional. I think CoT as it is has way too many game systems going on at once for the devs to handle and adding more is a recipe for disappointment. I'd love to be proven wrong of course.
 

skyporn123

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Jul 13, 2018
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I'm having difficulties progressing a relationship. I can't tell if it's because the person I'm into is not eligible for dating (they're a Quickie Burger Organizer) or if I need to do something specifically to change from friend to partner. We've had sex and we've done every type of hang out but they keep refusing to go on dates and won't accept expensive (+$200) gifts. I've maxed out lust and friendship at this point and I'm stuck at the third empty heart on the romance bar. I also tried cheat editing D/S to full submissive but the option to establish that kind of relationship isn't showing up either.
 

Jdsiis

Member
Aug 4, 2021
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Is there a way to alter how NPCs are attracted to other characters / mc?

For example, I would like to set it up so that guys lust hard over busy petite / fit women. But are rarely attracted to fat women.

I know this exists in similar games.

Is this possible or is someone working on a mod?
 
4.10 star(s) 131 Votes