I tried buying this but accidently bought Zoe twice, not sure if you could fix that. Also didn't see a way to DM you about it, so posting here. I tried contacting support, but they aren't very responsive.
Thanks
Some additonal feedback on the animations.
This isnt strictly necessary because we can reset the scene with a transition, but adding more transition animations would be nice.
There are a couple animations where you have A to B but don't have a B to A. This can make story telling a little bit limited or force a transition scene.
Some particular examples I noticed was the bed missionary. The only transition to cunni was through a feet + missionary animation. Another example is the front of the bed, you can animations with her legs crossed to her legs opened. But there aren't animations to go from opened legs back to closed. I may be able to help you fill some of these in if your willing to share the animation set but that's up to you.
Thanks for the response, that all sounds good. As long as tags are more than just booleans that should work.
I did play this a little bit and created atleast the first mod on loverslab, not sure if anyone has posted some elsewhere.
https://www.loverslab.com/files/file/42096-alternate-cuckold-start-coworker/
But some further feedback upon creating this, I couldn't find a way to get dependencies to work between events, I tried adding the reference and named the event correctly but it didn't seem to work. I also couldn't get the mod to load correctly when Jeff was added into an event (this was a sub event, not sure if that made a difference). The stat requirements at the event level also seemed buggy, if I added stat requirements, it would just say Zoe isn't ready for this yet, so not really sure what that meant, It was also triggering events when the stats were not satisfied yet.
I also could not find a way to trigger a creampie animation, not sure if that should work somehow, but I didn't see much for it
The things I'm needing for this mod specifically if you are interested:
Jeff working, dependencies working, the ability to set tags (so that I can override the starts to some arcs), the ability to turn off some default events.
Hi,
You may know of all of these limitations already, but just wanted to list some things that I'm seeing.
The node layout is nice, but a scripting language would have been so much better, but assuming you're fixed on the nodes I'll tailor my feedback to that. I'm also not very familiar with Unity so some of this feedback might be my misunderstanding of what's available
A random node: Has 1 input, N outputs and randomly selects one of the outputs. Self explanatory, can be used for dialog variation, or controlling parts of flow
Local variables: It would be nice to be able to track and use variables in the event. Maybe we need to remember a response from earlier in a node that merged, or maybe it's needed to track a number or something different. I think integer support would be simplest and most powerful, you could use an int to represent state, a boolean, and you can increment and compare it.
With local variables: conditional nodes, we should have basic if statements comparing equality and greater than / less than, This should be to either other variables, or to fixed values
Global variables: a node that we can write and retrieve a key / value to a global place that persists across events.
Ability to set clothing: I notice you have a fixed list of outfits, but it would be nice if we could set the clothing to be specific by name, and the ability to purchase that clothing and add it to the wardrobe. Also the ability to query what clothing exists.
Adding priority to the events. We have a probability meter, but as you mentioned it competes with other events. It would be nice if there was also a priority where the highest priorities get evaluated first. That way we could ensure an event happens.
Ability to set game tags. Self explanatory I think, but this would let us provide alternative starts to some of the quest lines.
Being able to able call a different graph from inside a graph. I think you already have this actually. But This way we could use the graphs as functions. This would also be nice if this worked synchronously, meaning that we'll get a callback into our original graph when the graph we called completes.
Ability to schedule an event. We could use probability to control schedule events, but a fixed schedule that we can look at and evaluate would be nice. This way Zoe could elude to something in the evening and we can add a scheduled event for the next evening and have it guaranteed to work.
But it's a good start, but not having tools to control the flow with variables or if statements is very limiting.
I've added it to LoversLab. This seems to be a nicer platform because the ads are less intrusive.
I'm not sure how we get a custom forum section, maybe there has to be a couple mods before they create a new section for it, but in the meantime I put it under Misc Adult Mods with a tag of FemdomWifeGame.
I think if that convention is followed, you can filter by tag and find the mods fairly easily
https://www.loverslab.com/files/file/41934-femdom-wife-game-mod-matching-qos-pan...
I don't access to your discord, I guess you could give me access, but these should probably live outside of that long term anyway. Loverlabs looks good, the nsfwmods site seems to have a lot of banner type ads that are annoying.
I may have some time today I can to upload it there aswell and we can see how that works
Nexus rejected the mod:
Unfortunately, we do not allow games and by extension mods for games that are purely adult/sexual in nature
I uploaded it to this site instead, not sure if you want to do some research and figure out the site you want to use. This one may be decent if you can get the game as it's own category, right now it's just under Other Games
https://nsfwmods.com/files/file/725-queen-of-spades-matching-panties-set/
Thanks for the response. That all sounds great.
Makes sense with the events. I think as long you provide a way to turn off and override events that won't cause any issues. I would suggest for future events to try to use your own modding system as much as possible. I'm thinking of how skyrim is written in the creation kit and that the same tools the modders have.
I'll try to contribute a clothing mod this week and you could use that in your example mods because that will have some basic skinning and not have copyrights.
I love that your adding modding support.
I've got a couple suggestions, these may be premature because I know I am viewing early versions.
The translations, it's confusing why there isn't a English translation file. I think maybe in the code you are falling back to the translations when the language isn't English. I have no idea what your code looks like, but I think if you always used localization then you would have an English file aswell.
I think part of this may be shown in your scripts, for clothing it looks like you have:
[SerializeField, Tooltip("The default name used for this cloth, when no translation is required or available.")]
private string clothName = null;
[SerializeField, Tooltip("The available translations for this cloth's name.")]
private Translation[] nameTranslations = default;
I think this could be simplified so that you have clothLocalizationKey; as opposed to clothName,
Then when you need the actual value, you grab your localization dictionary for the selected language and do a dictionary lookup on that loc key. Then you can remove the separate list of translations in the file.
I would guess a lot of the English players may want to modifications the translations to change the meaning or tone of some of the events.
As for the clothing mods, the cube example is nice, but a shirt, or pants example would make it much nicer, That way modders can make adjustments to what is there while they are learning instead of having to start from scratch. Although you may not need to do this work, this may be done for you by the community.
To expand on clothing, modifying the textures for Zoe herself or the other characters would be great. That way users could add tattoos, although I would maybe like to see separate support for tattoos / makeup, but this would be the easiest.
Being able to modify the house and models in the house would also be nice.
As for modifying the events, I know you mentioned you are working on this, but hopefully modifying how events are triggered is in there aswell. I'm also hoping that for the events, we can modify most of the underlying stats for the character. Hopefully we can have custom events that can replace the initial chastity event, or the start to cuckolding.
To go further, I'm not sure if your values for whether chastity or cuckolding has started are hard coded booleans, but if they are, maybe you could provide a way for us to set boolean values (or int values), based on a string key. That way if we wanted to mod a list of dependent events we could use these values to determine event triggers and dialog within the events.
I would also suggest adding ability to change clothing through the events, this would allow things like having Zoe return with a new dress or something that the player hasn't bought and specifically given her.
I would also suggest that with your release to modding events, you provide access to use your existing animations, that way modders can make new events without having animation skills. Having the full list of existing events would be ideal, but at the very least if we have the ability to disable existing events, that would work.
I'm sure your already thinking of a lot of these points, but just in case you weren't figured I would try to get some of them in your head. Also sorry if I'm overstepping some bounds in suggesting how some systems could work.
The tldr of this is please give us as much tools as you possibly can and you will probably be surprised at what the community can create with it.
Keep up the great work, I think if you give enough tools the community can really multiply the amount of content you have in the game. This could also change how your time is spent on the game to be expanding the modding tools and letting the community create the content.
love the game.
Small suggestion,
You focus a lot on adding completely new events, and this is awesome.
However I feel like you might want to slow down and expand the events you already have. A lot of the repeatable events are exactly the same if your stats do not change.
I think adding variations could go a long way and hopefully wouldn't require much work, no idea how the source code is architected.
The examples are endless, but some off the tip of my head.
- the notes left on the table could have different versions
- the wake up after a date could have dialog variations for how the date was
- the phone call on the couch, the conversations could be different, you could even change it just from the dialog to have Zoe be the one that calls
- the phone could use random messages after / before some events
All of these are just examples, it really doesn't matter how it's expanded but like I said could add a lot more depth.