9/21/25 Another Release | Repeatable Quests & Adjustments
a month ago
Atlyss Size Mod Development
Today marks another release of the WIP Growth Mod on my kofi page.
Included is the repeatable quest changes I've mentioned in previous journal posts, but I also included some adjustments.
This entire time I had the Arm growth settings off by default and I just realized it when I was testing it recently. The reason why arm growth exists is because it gives muscle growth some representation. So, by default I made it so arm growth is tied to the Strength stat. That would make sense would it not?
I initially had the setting off because personally, muscle growth doesn't do much for me. I had the setting off when I shared the mod on my ko-fi, and it has been off by default since. So, now it's on! Anyone who already downloaded it will have to update the setting for themselves if they want to see it.
If I wasn't playtesting all the growth settings I wouldn't have noticed! This playtesting was spurred on when I was informed that setting a multiplier to 0 is the equivalent to toggling a body part's scaling off. This meant I had a bunch of redundant settings and a whole lot of redundant code as well. I'm glad they pointed this out cause it really cleaned up some of the script.
This update includes the removal of the redundant settings, but the Player keeps their toggles. NPCs only grow based on quests, and in Vivian's case, from enchantments. The player's growth is based on their stats. (Exp, Level, Strength, Mind, Dexterity, & Vitality). I imagine people will want to be able to adjust what body part grows for different stats, so I left those toggles alone. I could potentially replace those toggles with multipliers, but I think it's fine the way it is now.
So what am I focusing on next?
Two things. The shrink debuff and an accurate collisions mod. Accurate collisions can work as its own standalone mod so that will be separate from the Growth Mod. I predict that both of these features will take a little longer to make compared to what I have been working on so far. The shrink debuff will require me to delve into the enemy code more and familiarize myself with the debuffs that are already in the game.
For accurate collisions with NPCs, I'm not even sure if the idea I have will even work. I won't know until I start trying. Hopefully, it goes well.
Unity does a lot of the heavy lifting for programmers when it comes to collisions and physics, so you don't have to write a whole ton of code related to that. A developer can get away with putting physics components on objects and just toggle the settings Unity provides.
I'm modding the game, and thus, I don't have the project file. I'll have to mess with these components through scripting alone, and I haven't done that before myself. We'll see how it goes.
Included is the repeatable quest changes I've mentioned in previous journal posts, but I also included some adjustments.
This entire time I had the Arm growth settings off by default and I just realized it when I was testing it recently. The reason why arm growth exists is because it gives muscle growth some representation. So, by default I made it so arm growth is tied to the Strength stat. That would make sense would it not?
I initially had the setting off because personally, muscle growth doesn't do much for me. I had the setting off when I shared the mod on my ko-fi, and it has been off by default since. So, now it's on! Anyone who already downloaded it will have to update the setting for themselves if they want to see it.
If I wasn't playtesting all the growth settings I wouldn't have noticed! This playtesting was spurred on when I was informed that setting a multiplier to 0 is the equivalent to toggling a body part's scaling off. This meant I had a bunch of redundant settings and a whole lot of redundant code as well. I'm glad they pointed this out cause it really cleaned up some of the script.
This update includes the removal of the redundant settings, but the Player keeps their toggles. NPCs only grow based on quests, and in Vivian's case, from enchantments. The player's growth is based on their stats. (Exp, Level, Strength, Mind, Dexterity, & Vitality). I imagine people will want to be able to adjust what body part grows for different stats, so I left those toggles alone. I could potentially replace those toggles with multipliers, but I think it's fine the way it is now.
So what am I focusing on next?
Two things. The shrink debuff and an accurate collisions mod. Accurate collisions can work as its own standalone mod so that will be separate from the Growth Mod. I predict that both of these features will take a little longer to make compared to what I have been working on so far. The shrink debuff will require me to delve into the enemy code more and familiarize myself with the debuffs that are already in the game.
For accurate collisions with NPCs, I'm not even sure if the idea I have will even work. I won't know until I start trying. Hopefully, it goes well.
Unity does a lot of the heavy lifting for programmers when it comes to collisions and physics, so you don't have to write a whole ton of code related to that. A developer can get away with putting physics components on objects and just toggle the settings Unity provides.
I'm modding the game, and thus, I don't have the project file. I'll have to mess with these components through scripting alone, and I haven't done that before myself. We'll see how it goes.
FA+

Rest assured, I do spend a little bit of time making progress on Diva and do multiplayer testing as often as I can. She has a bunch of unimplemented code buried in the current build in fact. I haven't talked about much in the journals since there isn't much to report. Once I'm more confident that my implementation is working you'll see Diva related news.