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Dragauka

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A member registered Oct 06, 2024 · View creator page →

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AMP is an abbreviation of Archipelagates Mod Pack, and the installer can fail and prompt/mention downloading a version of the .NET Runtime since the installer relies on it to run. As long as you downloaded the mod installer from here, it should be good, though lmk if you encounter other issues.

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The mod will be out within the next 24 hours

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The mod will be out within the next 24 hours

I have it temporarily down while I update the mod for newer versions of the game. It'll be back up by the end of the month most likely.

1) Currently there is no way. The growth mod "deposit" mode was supposed to reset orb growth to the start point (not reset the model fully), but it was bugged in v11 and fixed in v12. I'll see about adding this as a more complete feature though.

2) I haven't been able to replicate this, though v13 contains some changes that may fix things once it releases.

The character mod "profile" feature lets you create settings profiles and then apply them all at once to each NPC. Having a quicker/more dynamic way of doing this would be nice though, I'll note your suggestion.

The avian model and mind control stuff is still in the works, and both will be added within the next month. I like the idea of player hypnosis/mind control, so while it may not be added initially, I've added it to the to-do list.

It's nice to see someone else modding the game even if I may not love the tech personally. Good luck with your modding endeavors!

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Out of curiosity, did you copy and paste external text? If so, placing the cursor at the start of a section (just before the first character) and pressing backspace four times will fully clear the line breaks for that section, then pressing enter twice will add them back, fixing the dialog. I will update the parser to handle external line break values.

For random/story dialog sections, you still need a double line break between sections. If you are referring to the level tag, it has been temporarily shelved

Sounds like a patching issue, make sure you have the most recent game and mod version (fresh game install). The new mod update also fixed some issues

Took a while, but the fixes should be in the newest update

The new mod update should likely fix things, though let me know if issues persist.

The first idea will be present in some form for NPCs once the mind control update is out. For the second idea, I can likely add an enemy skin for NPCs.

In the character mod tab, select the character you want to change settings for in the dropdown and click the inflation tab. You can enable and preview it for that character, and if enabled, the effect will apply to that character after interactions where it makes sense to. 

Also, the modpackassets folder needs to be placed properly, and if the effect is still not working, it may be due to the same issues I mention in my reply in the comment thread below this one.

Hi, is your Windows Language and Region different than English - US? There are regional formatting issues with version 10 of the mod. If so, you can wait for the next update (probably this weekend) or use JIaroJIy4's workaround which is in the last reply of a comment thread a bit below here.

Otherwise, I recommend waiting for the next update. It contains a large number of bug fixes and design improvements that make the mod stabler.

Not as of yet, though context sensitive / branching dialog is something I would like to add. I might be able to slide some basic branching in one of the next few updates, though it may take a bit longer.

I recently resumed development of my growth mod for the game. No update yet, but I made a post taking suggestions.

I'm holding up well and hope you are too. Also, I'm grateful for the appreciation, and I would be down to join the server if you have a link.

I can try to add this, especially since the functionality already exists in the companion mod and the mod validates that sizes never drop below a certain threshold.

Make sure you have the fluid patch file installed properly in addition to the assembly patch. You may need to mess with the different fluid settings for the specific character, including those in the base-game escape-key settings menu.

Also, if you have sex growth enabled in the character growth settings, fluid stops while the character grows.

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I see. The save slider value issue likely stems from the float.ToString() and float.Parse() functions now being conflated with different regional formatting if your prior save was on a different region.

Similar functions are used to process model data, which the modpackassets folder and modpackmodels folder uniquely contain. 

I should be able to modify my code to be more portable across different regions, I erroneously assumed some of these functions by default did not utilize regional formatting.

Also, huge thanks for uncovering these errors. They would have remained unrecognized otherwise.

My only other suggestion given you already checked for non-english and non-alphanumeric characters in relevant absolute paths would be to check folder and file read permissions and blocks. You probably already did this though lol, and setting up a vm should fix things anyway.

For completeness, your gpu needs to support 32-bit mesh indices (if it's modern it does, I only mention it since it's mod specific).

Assuming you have this exact file structure:

AppData/LocalLow/RalivDev/Archipelagates

|_modpackassets folder

  |_obj files

|_modpackmodels folder

  |_ExampleProtogen folder

The problem seems to be pretty unusual. Have you tried only adding the assets folder and not the models folder? I have a few ideas as to what could cause problems, but it's quite odd it fails to work on two devices for you.

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Replacing the modpackmodels folder entirely with the new one should fix everything based on what you told me. Assets should work again too. I should specify that replacing means deleting the original and copying the new one over. The original "protogen" model folder is no longer compatible with the mod since v9.1.

Lol, the game has a system where orifice objects can fill with fluid and then empty, and I guess the hand is one. I'll have to think about how to get the visuals right on this.

Arousal scaling is based on the arousal variable for in game characters, which rises as a character is "allured". I could alter the scaling to also rise over the duration of sex possibly.

For female characters, I'll see if I can attach a fluid system to them. Normally this would be trivial, but almost all of this game's systems have a lot of extra hoops to jump through.

Non-base-game NPCs can have precum and all other settings set by selecting the character in the character mod menu. I plan on supporting built in NPCs, but for now, you can disable them in the main game menu under "manage npcs" (they are highlighted pink). It's worth mentioning the base game has a bug where NPCs of the same name will be disabled just by disabling one of them.

The game uses a decal system for projecting fluid onto surfaces, so I'll need to look into some of the renderer code etc. to see if I can tweak this without requiring another patch file.

Copying appearance data should be easy enough to add.

Ah, I updated the installation process on the main mod page this update, the section labelled "Asset Installation" has where and how to place the folder.

I'll have to test that first bit. As for the inflation mod, did you place the modpackassets folder in the right place? It contains the data needed for it to work.

Still looking at another ~15 hours before I wrap up and can ship the update. Will be working straight through to get it done, no more delays.

Hi, thanks for taking the time to write a detailed post.

The game does use a humanoid rig, which I extracted from the bindpose matrices of the character mesh and imported to Blender via some scripts I wrote. It also uses Unity's animation system as a base, with avatar objects, etc. In addition, it has a custom animation system layered on top of Unity's, with things like a custom IK solver, etc.

The extracted rig contains extra bones for things like weapon placements, alignments, etc. For this reason, importing any generic humanoid rig is not sufficient enough.

The model importer allows for direct export from Blender via a script. There are pros and cons to switching to an asset bundle loader type system. With asset bundles, those looking to import will need a correct version of Unity and will need to build their asset bundle in a specific way to be compatible for import. This is a higher barrier to entry imo, though I do agree it would be easier to implement and work with such a system on my end.

The model importer as is already handles the export, import, and creation of all relevant mesh data successfully (vertex positions, normals, uvs, materials, textures, bone weights, bindpose matrices). Meshes and animations look correct, but bone lengths are not maintained as expected. I suspect there are a few possible reasons, such as needing to regenerate the bone transforms, needing to rebuild the avatar object, or possibly something to do with the custom animation system.

Overall, I don't think it would take more than a day or two to solve, though I have put down work on the importer until after version 10 (the current importer will release with v10). If I am still unable to solve it then, I will test with asset bundles, and if successful, will switch to that methodology. Regardless, I greatly appreciate the feedback!

Hi, I can add this, possibly with an in-game editor as well. I've got a few days where I can fully focus on the mod, so I'm hoping to push some updates soon.

The custom model importer will eventually support custom animations, though I am not certain about including it next update. Once it does, I will include at least one animation of my own.

Progress is continuing, but I unfortunately had to delay the release again. Sorry to those who have been waiting.

 Progress Update Three on V10 - Archipelagates Mod Pack by Dragauka

There are three new parts for the base game models. There were requests for more genitalia options, so those are the additions. I wouldn't mind adding other parts as well, though not for version 10.

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Hi! I work on the mod code locally. I can implement and add these ideas to the pack if you want, though main point 3 would have NPC consent similar to the base game sex system.

I am trying to get the next mod update out this weekend, so these would either be in that update or the next. Either way, I should be able to add these by 4/30 at the latest.

Edit: Progress Update Two on V10 - Archipelagates Mod Pack by Dragauka

The next major update is in 5-6 days and will include your suggestions.

Progress Update on V10 - Archipelagates Mod Pack by Dragauka

I have been working on this and hope to have it implemented around 2 to 3 mod updates from now. There will be rig requirements, and shaders will be limited to Unity URP standard shaders. I'll share more details once it's out.

I can add both of those things, likely in the next update or two. Thank you for the suggestions!

Hi, good to hear from you again. This is certainly possible to add and would be a fun addition. I'd probably implement it something like this:

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A new "Nemesis" mod tab for enabling/disabling.

Starting at gate level 15 or so, the highest level gate has a skull symbol added to it.

Upon entry, a visually modified and scaled enemy begins targeting and moving towards the player.

It can pull from all available attacks and can swap between them during combat.

It has greatly enhanced combat stats to start and is also immune to stun/ragdoll.

Upon defeat, it receives improvements to combat stats, which is saved on a per save file basis.

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I can add it to the pack, though I am still finishing some other requests first (mostly model work). Let me know if the proposed implementation seems decent or if there is anything you would add or alter.