I recently resumed development of my growth mod for the game. No update yet, but I made a post taking suggestions.
Dragauka
Creator of
Recent community posts
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.
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.
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.
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.
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!
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
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
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:
------------------------------------------------
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.
------------------------------------------------
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.
The new mod update has options to adjust NPC/Enemy spawn rates. Lowering NPC spawns has a large positive impact on performance in island levels.
Otherwise, adding a graphics options menu would be best, but I still have other requests to fulfill at the moment. Possibly in a future update down the line though.

