To4st - Game Mods (New Poll | Latest Game: Otherworld Ruins | Latest Demo: Drain Mansion)

i tried both and still doesnt work? and i have the most recent one too idk why Im having trouble with this one I also have fallen angel and the mage kanadas one and they work fine

You can see the mod files and the player as two separate things. The idea was to have a single “player” that would work with both mods and any other I might manage to release.
The player just needs to have the script files so that it knows what to send to devices.
The modded files is what allows the games to let the player know what it needs to do, or what scripts to play.

So to answer the question: you could just extract everything, but it won’t work as is. The scripts need to be placed next to the player. So that you have “scripts/{gamename}/{scriptname}.funscript” next to where the exe sits. I have a screenshot on this post showing a structure for succubus academia.

The modded files just need to replace your current game files. It should just work and start showing changes on the player as it receives data from the game.

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Fair enough, looking forward to it.

For Lilith in Nightmare, is it possible to swap the normal overworld monsters with succubus encounters?
For example, on the first map, where normal monsters can spawn, there will always be 1 cluster succubus on the midlle-left side. I would swap the random placed monsters with the succubi that can spawn in that respective area(and maybe increase the exp tenfold).

This might improve the ‘experience’ and the filler doesn’t have to run multiple minutes(besides chat-scenes)

Of course, since that’s just a suggestion, only if it’s possible and you are willing to invest the time for this.

I moved everything where it needed to be but the intiface cli is blank still when i load it up and the funscript player is still telling me to get another dotnet but I’m pretty sure I already have the right one, is there a reason its doing that?

I tried it again and all intiface said was something sd dout?

Are you able to share screenshots of what you’re seeing? When I launch the player, this is what I’m getting:
image

If your Handy is in bluetooth mode it should connect and update the status from scanning to connected.

You’re not launching intiface from your side, are you? If so you’d need to set EmbeddedButtplugServer to false in the appsettings.json file. And make sure the buttplugurl points to your intiface’s address.

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No not from my side I just tried setting it to false too and tried it that way but I cant even load up the funscript player cause I’m missing dotnet but got all of the versions other people were saying worked for them and still nothing

Have you tried this one?

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yeah I just tried it for the second time and its still not working

Its like it doesn’t even try to open, could something be blocking it?

Its also saying to use a new version of NW.js when I load the game is that problematic?

For those who cannot see the scripts at the dropdown menu, you should extract the funscripts inside “scripts/succubusacademia/linear.zip” to “customplayer/scripts/succubusacademia/”.

So, I have been playing around with the Fatalus English patch 4.0 from ULMF ([Complete - Partial] - [さーくるてくあ / Circle-tekua] りりすいんないとめあ! / Lilith in Nightmare! | ULMF)

And I noticed that in order for your mod to work, I have to overwrite the plugins.js provided by Fatalus. When that happens, random menu text turns back into japanese. Any way of maybe merging these two plugin.js files so I can use this mod with the full english patch?

This is great. Already looking forward to more modded games.

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If you look inside the plugins.js file, it just lists which files/plugins the game needs to load on startup.
The last line in my file is

{"name":"ButtplugImplementation","status":true,"description":"","parameters":{}}

Within the existing square brackets, you can take that line and place it at the bottom of the other plugins.js file. Just make sure you add a comma to the previous entry as they are comma-separated.

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Hi! May I ask how the software detects which game is running? How should I name the game-specific folder under \FunscriptPlayer v1.2\scripts\ ?

Asking so because I’m working on integration on another game. I found that it will work if I just leave all scripts in the script folder, but probably better to group them together for better organisation… There is a LOT.

https://discuss.eroscripts.com/t/game-integeration-tyranoscript-games/85478/8?u=falafel

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I think you should be able to name it anything. The player uses the folder to group the scripts together in memory.
When a game calls the software it uses a path like this

`http://127.0.0.1:5050/game/gallery?game=${GameName}&code=${galleryName}&speed=${gallerySpeed}`

The GameName is the name of the folder to let the software know which group of scripts to look at for galleryName.

Hope that makes sense. Let me know if you need help with anything.
I don’t have a Handy so I never really know how my changes affect the playback on it. If you have any feedback I would appreciate it.

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Thanks. If I understand correctly… The path name it will use is determined by the code used in the modded game file, is that correct?

So far it has been working pretty well on the Handy though there are significant delay which becomes very noticeable on high speed actions. (it’d feel like the actions are inverted)

That’s right. The idea is that the game announces itself to the app and it uses that to map it to a selection of scripts. This was just in case there are ever scripts across games that I modded that might end with the same names, as unlikely as that is. Plus it added some organization to the scripts folder, which is nice.

Regarding the delay, is there a specific script where you find it the most apparent? I might not have a Handy, but I do have a Keon. I can try to look into the delay using it. Can you estimate how much the delay is? Does it stay fixed or does it seem to increase as the script plays?

This is the script. It is for a loop animation.

When initially played it feels like the actions are “inverted”. So I say the delay would be aroun 200ms.

Here are the scripts and modded game files. You can get the game on DLSite or this topic

I will post these after a few more rounds of testing.

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