Create and Fuck your AI Cum Slut -70% Summer Sale
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Nephilim50

Member
Jul 15, 2022
129
619
I thought about decompiling NoR lately. In case you're interested, there's a cracked DevX tool ( ), which in theory might be able to restore Unity project. But of course there will be errors and then, if it even works correctly, we'll need someone who can actually work with Unity 5.6.7f1 (Yeah, that's the version NoR was build with)
I give up, it's too complicated just to change a couple of spawnpoints, I think I'll just focus on trying to add new animations and gameovers but not being able to find the solution to the spawnpoint issue took all my enthusiasm.

the only and last solution I could think of is this:
1677692061824.png
maybe some code can be injected at startup to redirect spawnpoints but I'm not going to learn C# just for a maybe.

Anyway, I appreciate all the information you have given me!
 

CommentPlease

Newbie
Feb 25, 2023
38
43
Hmmm, I just got an idea... If it's possible to add mods like this by reshaping existing enemies, shouldn't an additional amount of effort allow to insert entirely new enemies with original animations?
... Because I've had ideas... they're mostly just fanfiction at this point.
 

omp123

Member
Sep 25, 2017
447
1,124
Hmmm, I just got an idea... If it's possible to add mods like this by reshaping existing enemies, shouldn't an additional amount of effort allow to insert entirely new enemies with original animations?
... Because I've had ideas... they're mostly just fanfiction at this point.
So the sprite sheets themselves offer very little room for resizing considering the nature of how sprite sheets work and how an X-Y "grid" is defined for selecting which sprite is referenced on the sheet, meaning if you make an asset too large on its sheet, it'll be cut off where the boundaries exist in-code AND the excess that creeps into other bounding boxes for other sprites will wind up giving other sprites artifacts floating at the edges (i.e. if you make a foot sprite too big it'll clip and you'll have parts of the foot floating at the edge of an arm/leg/whatever sprites are near that foot sprite on the sheet). Unless you find a way to change the binding box coordinates and parameters used to find the right sprites on the sheets, you won't be able to make resizes or major alterations to ingame animations.
 

Anvenjade

Newbie
Feb 25, 2018
42
70
Just barging in

Most big booba modding look good enough at 1.3x scale. Past that the nipples usually start looking funky and the contours start looking awful, requiring image editing.

Just for reference.
 
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Krongorka

Well-Known Member
Sep 22, 2017
1,056
3,232
A lot of image issues come from "Multiplying alpha" setting in spine. NoR does it different for some reason than any other spine-based projects I've looked at (requires Unpremultiplying alpha when you extract sprite sheets).
Also, there's a lot of mesh-work D-lis made, so you might need to look for Spine tutorials to figure out how to work with it. Not ashamed to say I'm still learning a lot of stuff when I have time to work with it.
 
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Nephilim50

Member
Jul 15, 2022
129
619
HOW TO EXPORT AND IMPORT NoR ASSETS
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very good tutorial! your method is much more convenient than the one I used in my guide.
it's a great contribution to the community!

ah and i don't know if you have seen it but i made this (Link to the post)
With Spine and the rollback tool, you can redo the sprite sheets, eliminating the problem of edits having to be limited to the edges of the original skin, in case you want to make more radical changes to the skin/animations like the one I made here:
https://f95zone.to/threads/night-of-revenge-v1-0-6-mlt-d-lis.52284/post-10142579
 

adq2r1

Newbie
Oct 19, 2018
18
10
any idea how to have the animation count always showing instead of keep having to spam right click for the animation number to show up?
 

Krongorka

Well-Known Member
Sep 22, 2017
1,056
3,232
any idea how to have the animation count always showing instead of keep having to spam right click for the animation number to show up?
That's actually a good question, so I decided to check it in Assembly-Csharp.dll code.
Found this in AnimationLoopSystemGA.cs:

code.png

Now there's a time value below, which is set to 4 seconds by default. It can be set to 999 and the "Loop count" text will disappear in 1000 seconds or, I can simply delete this part of code (changing 1f value to 0f works in a similar way), save changes to Assembly-Csharp.dll and now Loop count text won't disappear as long as animation goes. It will only disappear when you end animation yourself.

I uploaded it to mega, so you can grab it and test it yourself ( ). Only works for a clean version 1.06 at the moment which you can grab , along with Uncensored Assets.
 
Last edited:

omp123

Member
Sep 25, 2017
447
1,124
very good tutorial! your method is much more convenient than the one I used in my guide.
it's a great contribution to the community!

ah and i don't know if you have seen it but i made this (Link to the post)
With Spine and the rollback tool, you can redo the sprite sheets, eliminating the problem of edits having to be limited to the edges of the original skin, in case you want to make more radical changes to the skin/animations like the one I made here:
https://f95zone.to/threads/night-of-revenge-v1-0-6-mlt-d-lis.52284/post-10142579
I didn't see it since I'm done with this game but that's cool
 
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CrotchLint

Newbie
Mar 11, 2018
23
77
NOR BonedMod:
This mod is very much a work in progress!
Description:


Download v1.0 : Mega
SHA256: 56AEF005ECE61835CDD33E4C633208CD1878BB72DC64763B0891722A7BD1CDF0
SHA1: DE9338AB3817172890191F380567F464DA152D02






Installation:


Removal:


Code:
1.0:
* Increased first boss difficulty
* Numerous other fixes

Dev build 5c:
* Grab now damages player
* Birthing animation no longer escapable, pinning stamina to 0

Dev build 5b:
* Enabled immediate get up around new mechanic
* Added nerfs to dog boss and butcher grabs

Dev build 5a:
* Fixed a couple patch bugs
* Added unique grapple mechanics to clock monster and white inquisition

Dev build 5:
* Added aphrodesiac to sex
* Removed struggle from use key, improved struggle effect since it can't be spammed as quickly
* Added creampie to all sex
* Impregnation timer can be reset with down + use keys
* Impregnation timer or pregnancy timer can be cleared from a save point
* Ejaculation boosts impregnation timer
* Sex slowly removes XP
* Ejaculation damages HP

Dev build 4:
* Added slowdown to dashing through monsters
* Removed more grabs from specific monsters

Dev build 3:
* Prevent monsters from grabbing while stunned by parry
* Removed more grabs from specific monsters and training dummy
* Adjusted struggle curves to be marginally better luck

Dev build 2:
* Enemies can now grab you if you stand too close
* Enemies move 10% faster
* Enemies have 10-15% more HP
* Enemies have 10% more toughness
* Enemies falter duration reduced 25%
* Enemies heal a small amount each time they clap cheeks
* Bigoni has special struggle stats so he is easier to escape

Dev build 1:
* Knockdowns sap stamina
* Knocked down staming regen is slower based on how much HP is missing
* Stand up from knockdown requires full stamina
* Escaping from sex uses stamina
* Escape attempts have a random chance of success
* Enemies will overcompensate to you struggling frequently, making it harder to struggle so maybe it is a good idea to try to catch them off guard...
* Guarding hits consumes more stamina
needs configurable options. base difficulty is fucking cancer
 
4.60 star(s) 103 Votes