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final stretch, I do think I'm going to be finished sometime in april

engine changes this week were pretty minimal, I only needed to fix a bug where monsters and npcs weren't having the status effect source set from lounge effects which was messing up the script with digest effect, as well as them not being cleared when dismounting

asset changes this week were mainly bug fixes, but there were a few new things

Any compatible NPC can have a settings menu brought up with the nominomicon, non-SBQ npcs will only display the settings relevant to them, therefore no displaying the pred settings and etc.

using the settings menu, compatible NPCs can be converted back and forth between the SBQ version and the original version on the misc tab

crew/deed NPCs should also now be retaining their settings correctly between respawns

if the above features aren't working, it isn't my fault, some other mod is likely modifying the same scripts in a manner that doesn't preserve other mod's changes and therefore it's a gamble on the load order in which the changes are applied, so please don't complain to me about that

bug fixes on the assets

using letout with the "any" vore will now properly just use the first available voretype it can

prey actions from the controller menu is fixed

status effects aren't applied to prey until they're finished being eaten

fixed a broken frame name for a struggle anim

pred sending prey deeper when using CV action a second time was fixed

struggling from the cock to the balls was fixed

struggle effectiveness is now relative to pred scale as well

fixed buttons on the quick settings menu breaking saving

fixed a number of missing text strings

grab was fixed again

fix fatal digest causing a world crash (was related to the above engine issue)

Comments

Gameing to the Max

quick suggestion (for when infusions are working)- allow players to need someone infused to have certain locations like how certain NPCs do. for RP reasons.