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namastesta

Newbie
Sep 1, 2019
32
86
194
not really, it is possible to edit the combat and certain mechanics but when it comes to putting 100% new things (enemies and animations) we are quite limited.
why is that? what makes modifying mechanics so much easier than adding new enemies & animations other than it seems like more/harder(?) work?
 

Susan Xandera

Active Member
Jul 13, 2017
853
1,136
349
why is that? what makes modifying mechanics so much easier than adding new enemies & animations other than it seems like more/harder(?) work?
Are.... are you seriously asking that or just trying to keep the conversation going? Modifying mechanics is simple because of the fact that to can tweak some variables here and there. Adding new enemies and animations takes far more time and effort due the art assets, rigging the bones, creating/finding/syncing the animations. I'm just giving the quick and dirty answer from what I've seen.
 
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Nephilim50

Member
Jul 15, 2022
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why is that? what makes modifying mechanics so much easier than adding new enemies & animations other than it seems like more/harder(?) work?
it's a bit complicated to explain well but basically you can't add something new without overwriting something already existing (at least with animations).

advances have been made as with the BGT level editor but it is still limited what you can do with it.
 

namastesta

Newbie
Sep 1, 2019
32
86
194
Are.... are you seriously asking that or just trying to keep the conversation going? Modifying mechanics is simple because of the fact that to can tweak some variables here and there. Adding new enemies and animations takes far more time and effort due the art assets, rigging the bones, creating/finding/syncing the animations. I'm just giving the quick and dirty answer from what I've seen.
I am sincerely asking, but I should have asked my question better. I know there is a lot of work going into animation. I've been trying my hand at basic pixel animation and its hard.

But are there any technical limitations with the game that would limit the ability to add new enemies & animation? or is it just the work of actually designing good enemies and animations?
 

Bulbanych

Member
Oct 13, 2020
451
1,157
307
I am sincerely asking, but I should have asked my question better. I know there is a lot of work going into animation. I've been trying my hand at basic pixel animation and its hard.

But are there any technical limitations with the game that would limit the ability to add new enemies & animation? or is it just the work of actually designing good enemies and animations?
Nephilim50 answered your question right above you.
 

amgwtfover

Member
Aug 11, 2017
270
1,212
364
I'm trying to get the NoReromod running, but I'm having an issue where Bepinex simply refuses to load up?
I have attempted to run as admin, use pixeldrain Bepinex downloads provided in this thread already, tried all 3 of the downloads from the main page but I just cannot get the mod to boot up.

Naturally a bepinex folder is already there with the downloads at the start, but no config file is being made and no console pops up when I run the game.
 

Noidcreid

Member
Oct 6, 2017
331
138
117
looks like newest tweet was about 11 months ago?
the twitter is on the front page of this thread, and the newest post is on jun 10, so honestly idk how you can see a twitter page whoever it is that last post is 11 months ago, either that or you are just bad at math
 

pentane

Member
Nov 8, 2020
121
119
86
the twitter is on the front page of this thread, and the newest post is on jun 10, so honestly idk how you can see a twitter page whoever it is that last post is 11 months ago, either that or you are just bad at math
maybe because im not signed in? because i dont see that post, gotcha thank you
 

bgtbbb

Newbie
Mar 3, 2021
72
264
177
I'm trying to get the NoReromod running, but I'm having an issue where Bepinex simply refuses to load up?
I have attempted to run as admin, use pixeldrain Bepinex downloads provided in this thread already, tried all 3 of the downloads from the main page but I just cannot get the mod to boot up.

Naturally a bepinex folder is already there with the downloads at the start, but no config file is being made and no console pops up when I run the game.
It would help if you showed me your folder structure. What is in the root folder and whats in your bepinex folder?
 

iced_259

Newbie
Sep 25, 2022
19
10
77
Fixing some reported bugs. Added some small features

NoREroMod v0.11.3

### v0.11.3

- Added config for normal and elite enemy poise values
- Added MP damage to certain ero animations
- Fixed exp drain config times
- Fixed sp lose on guard configs settings

Features:


Install & Config Instructions:


Older Patch Notes:


Project is open source

Check it out here:
Hey I only see her give birth to the green slime how do I get the ooze birth?
 

amgwtfover

Member
Aug 11, 2017
270
1,212
364
It would help if you showed me your folder structure. What is in the root folder and whats in your bepinex folder?
Exactly as your instructions dictate, download from the first page, put bepinex NOReromod.dll in bepinex plugins folder, and start game. Root game folder, BepinEx folder, then Plugins and config folder shown below after running game.

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bgtbbb

Newbie
Mar 3, 2021
72
264
177
Exactly as your instructions dictate, download from the first page, put bepinex NOReromod.dll in bepinex plugins folder, and start game. Root game folder, BepinEx folder, then Plugins and config folder shown below after running game.

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Weird, that seems about right...
Whats the contents of the BepInEx/LogOutput.txt file?
Do you see any line that reads "[Info : NoREroMod] Plugin NoREroMod is loaded!"?
 

amgwtfover

Member
Aug 11, 2017
270
1,212
364
Weird, that seems about right...
Whats the contents of the BepInEx/LogOutput.txt file?
Do you see any line that reads "[Info : NoREroMod] Plugin NoREroMod is loaded!"?
I'm frankly not even sure if it's loading up, consider i tried to run the game today before taking this log file.

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Aug 15, 2023
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Edit Aradia default skin
View attachment 2832440
this is a step-by-step guide to edit the default Aradia skin to your liking without being limited to the .png dimensions and sprite borders.

Necessary tools:
import and export game files
Spine Pro v3.8.75 (WIN) create/edit animations (cracked version!)
make the file (.json) made by spine 3.8 compatible with the game ( )
Skin files and Spine project


Getting started:

first make sure you have enabled the option to view file extensions.
Windows 8 and 10:
  1. Open File Explorer (open any folder).
  2. Click the View tab.
  3. Select "File name extension"
  4. Optionally, you can enable Hidden items.
  5. Filename extensions will now be visible.
View attachment 2832001

Now download "Skin files and Spine project" and unzip.

From Spine open the file "Aradia_baseSkin.spine".
View attachment 2832018


If this happens you have to give it the path to the images, click on "images" and browse to the "img" folder of the project.
View attachment 2832024


everything should be visible now!
here I recommend disabling the option to view and interact with the bones since any alteration causes the animations to have errors and it is very easy to alter them by accident.
View attachment 2832071


Editing:

to identify the parts you want to modify click on them and look for their name and the image with the same name

View attachment 2832105 View attachment 2832106


with your image editor of preference make your changes and overwrite the image.
Spine scans the image folder for changes so that any edits will be immediately visible.
View attachment 2832153 View attachment 2832170

remember also to apply the changes to the other skins!
View attachment 2832186

some sprites are only visible in the middle of certain animations, it is advisable to watch some animation to see the progress and which images to edit.
View attachment 2832188

Exporting and importing

Once you are happy with the changes, go to the export option, make sure that "Pretty Print", "Nonessential Data" and "Texture Atlas" are checked
View attachment 2832217

that should generate these 3 files
View attachment 2832223

use Skeleton Viewer 3.8.99 on the .json file we generated to make it compatible with the game, without this the edits do not work.
here is a video explaining how to use it:
after this make sure to add the .txt extension to the .atlas and .json files

now open the file "skeleton.json.txt" and look for "bone13".
View attachment 2832239

replace the 4 "transform": "noRotationOrReflection" with "inheritRotation": false

and save changes

View attachment 2832252

the process of importing is a bit complicated and it is much easier to see it than to explain it in writing so here is a video of how to use AssetsBundleExtractor



path id 143, Texture2D: skeleton.png
path id 281, TextAsset: skeleton.json.txt
path id 322, TextAsset: skeleton.atlas.txt

and that's it, with this you have the basic knowledge to edit the aradia base skin!

special thanks to Krongorka for the technical support and ArchPhaeton for the edited assets!
Does it work for version 1.0.7?
 
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