Mad Island
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Mad Island

Yotan Sep 20, 2024 @ 8:37pm
3
2
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Several Mods - Gallery, zoom, npc work, unnoficial patches and more
Hello,

So I have been playing the game and while I am having fun with it, there were a few things that I felt was missing, so I decided to mod them in.

---

Before we go into details, you need to know and understand that:

1. Every mod here can potentially break your game. They are changing the game code in ways the devs did not expect/know;
2. If you find a bug, check BepInEx console to check if a mod is not causing issues.
3. Before you report a bug to the game developer, try reproducing the bug without mods.

Let's not make the life of the developers harder. And responsibly enjoy a modded game

---

For the game developers: Thanks for the game, playing it is fun, and modding it is interesting too. Please don't take these mods as a bad criticism. And if you think something here can be used in the game, feel free to use it.

---

So, let's get to the mods.

This topic is likely to get outdated, so if you want to go to where it is updated, go to the github page: https://github.com/yotan-dev/mad-island-mods

For installation instructions, also look at the github link above and the release section for downloads

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1. YotanModCore

This is mainly a mod development utility (more on that later).

But, it also adds some console commands for everybody. So I am listing here for general audience. See the github link for the list of commands

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2. Enhanced Island

This is a combination of several small changes that I think improves the gameplay/adds quality of life.

See github link for details on each, but here is an overview:

- Requirement checker: show in red missing materials to craft an item
- Disassemble items: press T to break items back into their crafting materials
- Better workplaces: improve some of the NPCs work results
- Increase zoom: allows you to zoom farther than default
- Item color in slot: shows the color of the item in its inventory/equipment slot
- NPC Stats: changes how NPC stats are distributed
- Stack nearby: Press V to stack items from your inventory into nearby chests
- Warp body: Press P when having a dead body selected to warp it to the nearest "garbage" zone


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3. Gallery
Tracks H Scenes into a gallery. Not all scenes are being tracked/playable yet

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4. Unnoficial patches
Bug fixes that I could do using mods.

- Some JP -> English translation fixes
- Fix some mosaics that were not removed by setting none.bat
- Fix NPCs trying to start sex when they can't (ring of lust)


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5. HExtensions (Early release)

This is an attempt to bring more Sex Scenes into the game. THIS IS VERY EARLY IN DEVELOPMENT, DON'T EXPECT MUCH FROM IT

My starting point is to make things like enabling rape animations as friendly sex, etc. but still only a very few things are on it.


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For modders

I have also developed a few utilities/frameworks for Modders. Those don't add new content

1. YotanModCore

This is a library for mod developers. If you are developing a mod, you may want to use it to save time digging through the game code. It includes some stuff I thought would be useful for mod development (and which I use myself).

I have documented some stuff on GitHub, and also tried to document the API, but just check out the code, it is not that big and see what you can do with it :)

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2. HFramework

This is a huge rewrite of the sex scenes in order to enable modders to extend them. It takes an approach where events are triggered as scenes progress and other mods can hook into them. It also enables people to add new scenes through it.

Currently this is enabling Gallery and HExtensions to work, but there are also other mod developers experimenting with it to try to bring new things.
Last edited by Yotan; Mar 12 @ 9:58am
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Showing 1-15 of 22 comments
irrevenant Sep 21, 2024 @ 5:08am 
This sounds great, thank you!

If you are taking requests, it would be great to have the ability to dye animals so we can tell them apart from unaffiliated ones.

It would also be nice to have a couple of clothing items (eg. saddles?) for animals.

Also, when we dye clothes the colour change currently isn't reflected when the item is in your inventory. Is it possible to make it look in the inventory as it looks when worn?

EDIT: Also please could either farmers or harvesters collect herbs from the planters, and mushrooms? (Mushrooms have to be grown indoors. I'm not sure if that causes a problem with this).
Last edited by irrevenant; Sep 21, 2024 @ 5:10am
Great job man!
Yotan Sep 21, 2024 @ 6:04am 
Originally posted by irrevenant:
This sounds great, thank you!

If you are taking requests, it would be great to have the ability to dye animals so we can tell them apart from unaffiliated ones.

It would also be nice to have a couple of clothing items (eg. saddles?) for animals.

Also, when we dye clothes the colour change currently isn't reflected when the item is in your inventory. Is it possible to make it look in the inventory as it looks when worn?

EDIT: Also please could either farmers or harvesters collect herbs from the planters, and mushrooms? (Mushrooms have to be grown indoors. I'm not sure if that causes a problem with this).

I will take a look, but no promises about the first 3. I am not sure if there is a way to change colors without like making a lot of complicated changes xD And for new items, while I may be able to make one (did not look, but I think it should be possible), I am bad at spriting.

Herb collection and mushroom should be doable, just like I did for fishtraps, I think this is possible
MRHacwer Sep 21, 2024 @ 7:28am 
Bruh how long have you been making these mods XD

Originally posted by Yotan:
Hello,

So I have been playing the game and while I am having fun with it, there were a few things that I felt was missing, so I decided to mod them in.

---

Before we go into details, you need to know and understand that:

1. Every mod here can potentially break your game. They are changing the game code in ways the devs did not expect/know;
2. If you find a bug, check BepInEx console to check if a mod is not causing issues.
3. Before you report a bug to the game developer, try reproducing the bug without mods.

Let's not make the life of the developers harder. And responsibly enjoy a modded game

---

For the game developers: Thanks for the game, playing it is fun, and modding it is interesting too. Please don't take these mods as a bad criticism. And if you think something here can be used in the game, feel free to use it.

---

So, let's get to the mods.

This topic is likely to get outdated, so if you want to go to where it is updated, go to the github page: https://github.com/yotan-dev/mad-island-mods

Currently I made 9 mods and 1 "mod utils lib". Those are:

1. Crafting colors -- Tell what you are missing to craft a item
2. Disassemble items -- Break an item back to its materials (use T, like disassembling animals)
3. Enhance workplaces -- Make NPCs produce more in Lumber/Mining as their level and morale increases. Also make Harvest collect fish traps if they have a fishing rod in the 1st slot of their inventory
4. Gallery -- Tracks H Scenes into a gallery. Not all scenes are being tracked/playable yet
5. Increase Zoom -- Allows you to zoom out further (3x increase)
6. Npc Stats -- When a NPC becomes your friend or is born, they now get stats points according to their level and those points are randomly distributted. This should make higher level friends stronger. It may also affect enemies though.
7. Stack nearby -- Press V to stack your inventory to nearby chests (The game lags a bit)
8. Warp body -- Press P while checking a dead body to warp the body to the nearest respawn point. Great to clean up piled bodies in your base
9. Unnoficial patches -- Bug fixes that I could do using mods. For now, only translation (JP -> English) fixes were made.

For modders, I made YotanModCore, a set of utilities and constants for modding. Usually, if I used something in the other mods that I think could be used by someone else, it is in there. (e.g. npc constants, game version info, stats change utilities, and so on)

Check the github release for downloads and installation instructions.

Bruh how long have you been making these mods XD
I made one too. Checking your code i think i can port them to melon loader.
Yotan Sep 21, 2024 @ 7:35am 
about a month, I guess xD but I only did every now and them. gallery is by far the one that took the longest time
MRHacwer Sep 21, 2024 @ 7:39am 
Originally posted by Yotan:
about a month, I guess xD but I only did every now and them. gallery is by far the one that took the longest time
Can I try to port some of your mods to melon loader?
Just to test my coding skills XD.
Yotan Sep 21, 2024 @ 7:47am 
sure, feel free to :)
MRHacwer Sep 21, 2024 @ 7:56am 
Originally posted by Yotan:
sure, feel free to :)
Thanks XD
AcheMantel69 Sep 21, 2024 @ 2:01pm 
Originally posted by MRHacwer:
Originally posted by Yotan:
sure, feel free to :)
Thanks XD
This would be awesome, is there any conflicting codes?
MRHacwer Sep 21, 2024 @ 2:22pm 
Originally posted by AcheMantel69:
Originally posted by MRHacwer:
Thanks XD
This would be awesome, is there any conflicting codes?
It doesn’t seem very difficult. I just took a while because I was fixing an issue with Visual Studio and setting up a new GitHub for it. I even converted a mod!

Github Link[github.com]
Last edited by MRHacwer; Sep 22, 2024 @ 7:32am
Yotan Sep 21, 2024 @ 3:03pm 
Your durability mod is nice!

I think it is worth mentioning that: my mods can be used together with yours, no need to port them all. If it is for learning purposes, no problem, but they are compatible already.

The installation process is different, though. You need to install BepInEx and BepInEx's MelonLoader plugin: https://github.com/BepInEx/BepInEx.MelonLoader.Loader

Once this plugin is installed, MelonLoader mods can be put in MLLoader/Mods and they will work just fine (tried just now and I can have all my mods + your durability one).

If MelonLoader is installed directly, them it won't allow BepInEx to start (I could not find an equivalent MelonLoader -> BepInEx alternative).

As far as I can tell, the only thing that may be an issue is that MelonLoader mods loads first, so mods depending on YotanModCore may not work correctly if made in MelonLoader. For example, if you are using my GameVersion detector during startup in a mod written in MelonLoader, it will likely not work.
MRHacwer Sep 21, 2024 @ 3:10pm 
Originally posted by Yotan:
Your durability mod is nice!

I think it is worth mentioning that: my mods can be used together with yours, no need to port them all. If it is for learning purposes, no problem, but they are compatible already.

The installation process is different, though. You need to install BepInEx and BepInEx's MelonLoader plugin: https://github.com/BepInEx/BepInEx.MelonLoader.Loader

Once this plugin is installed, MelonLoader mods can be put in MLLoader/Mods and they will work just fine (tried just now and I can have all my mods + your durability one).

If MelonLoader is installed directly, them it won't allow BepInEx to start (I could not find an equivalent MelonLoader -> BepInEx alternative).

As far as I can tell, the only thing that may be an issue is that MelonLoader mods loads first, so mods depending on YotanModCore may not work correctly if made in MelonLoader. For example, if you are using my GameVersion detector during startup in a mod written in MelonLoader, it will likely not work.
Yep is for learning purposes if i can make them work why not post it. XD
AcheMantel69 Sep 22, 2024 @ 9:40am 
Originally posted by MRHacwer:
Originally posted by AcheMantel69:
This would be awesome, is there any conflicting codes?
It doesn’t seem very difficult. I just took a while because I was fixing an issue with Visual Studio and setting up a new GitHub for it. I even converted a mod!

Github Link[github.com]
So this mods are already been ported?
MRHacwer Sep 22, 2024 @ 9:42am 
Originally posted by AcheMantel69:
Originally posted by MRHacwer:
It doesn’t seem very difficult. I just took a while because I was fixing an issue with Visual Studio and setting up a new GitHub for it. I even converted a mod!

Github Link[github.com]
So this mods are already been ported?
Yep fully working.
AcheMantel69 Sep 22, 2024 @ 9:44am 
Originally posted by MRHacwer:
Originally posted by AcheMantel69:
So this mods are already been ported?
Yep fully working.
Thanks
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