To4st - Game Mods (Latest Game: Dragon Princess Is Hungry | Latest Demo: Situation Succ Inn Elysium)

Thinking the same thing tbh, the game looks good so hopefully works whenever the translations come out, but kinda useless for me at least until then. Appreciate Toast regardless

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The game is available in English though?

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Where at?

@Bl0tak @NV-Succu-Chan
Yeah, under settings, the third menu item, you can select English

For other Unity games without English, you can use XUnity Auto Translator for MTL that uses Google translate.

Edit: Might be second menu item in trial version. Second for me was Gallery

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I have a Suggestion for Night of Revenge. I saw a post about it here and it was worked on but it seems like it got abandoned. Maybe u could try to revive it would be awesome :slight_smile:

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Hey to4st, I remember you mentioning that you had a request for dusk city integration a couple month ago, how is that going?

Hey i Downloaded everything and made the scripts work bit funscript won‘t Connect with my Handy Help ?

It seems that OSR2 and SR6 cannot use the EDI mod.

Recommending Aurelia, might be some of the best art and gameplay i’ve ever seen.

Is it possible to mod?

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I’ll add it to my list of things to look at. There’s alot, so it might be a while before I can get to it :sweat_smile:

It was done as a request so I only provided the mod/code. I believe they might still be working on the scripts. I’ll have to ask.

Is this for a mod using Funscript Player? Can you specify which mod? Make sure your Handy is in Bluetooth mode so that it can connect. Alternatively you can connect your Handy to Intiface and disable the embedded server in Funscript Player’s appsettings.json file.

The newer versions of Edi can connect to TCode devices. I’m using an SR6 to test my mods. What’s the issue you’re facing? To connect, you select the COM port from the OSR dropdown and click reconnect. It should show up in the devices list after that.

Adding it to my list of things to look at. But like I mentioned above, it’ll be a while before I can get to it.
Modding possibility will depend on the engine that they used.

Wait what? How tf did i miss that?! Cheers To4st!

Drain Mansion demo isn’t working for me, downloaded the mod files from here, edi from the link in readme, made the folder structures, downloaded the free version from itch.
I can connect just fine through edi using intiface, however even though the connection is made, no scripts gets played

Also tried using wifi, same problem

I am using the handy

The latest Edi version has an issue where it fails to start listening for connections.

Try using an older Edi.exe if you have one.
If you don’t, you can download my mod for Otherworld Ruins ~Sacrifice of the Indecent Darkness~ which included an older version of Edi.

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I tried using an older version and that did the trick, thank you very much!

Out of curiosity, how come it’s not included anymore or at least in this release?

Yet again, thanks a lot for all your work! Looking forward to a possible full release of the game.

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Solved!

Ill take the time to sift through the thread see if my error as been adressed but in case it’s not well the question will already have been posted. worst case ill edit my reply

I am trying to make the Battle fuck new term integration works and when i subsitue the plugins the game stop loading and shows this message


I am not tech savvy enough to read the plugins in the notepad and see what is the missing or erroneous link.

any help would be appreciated

Solved!

@to4st it seems that animations in Drain Mansion demo with speed 60 say they are playing with x0.6 speed
Is it coded correctly and 60 is actually x1.0 speed as they should be?
As the 60 script doesn’t seem equal to nonumber script

Also IMO all speeds other then 60, 75, 60/2 and 75/2 can’t happed outside interpolation and should be rounded to one of those. Or can they?
Ah, I see, the gallery doesn’t have all the variants the game plays

Edit: was replaying in Hard Mode, had to script the funscript speed to 2x of what was there. With hardmode’s double speed, difference between script and screen was quite a bit more noticeable.

The link page can be accessed without any problem. I have no special antivirus software installed and it works fine with Escape from the Masochistic Male Bullying Classroom and Stigma of Lust.
There doesn’t seem to be any possibility that it is blocked by a firewall or anything else that I can see. Any solutions?

I recorded the scripts while the animation speeds were harcoded to 1x speeds.
I took note of the different speeds and used a script to adjust the funscripts’ points to accomodate.

The scripts without a number are those that were recorded at 1x speed. ‘_60’ is 60% of the 1x speeds, meaning 0.6x. That’s the naming pattern I went with.

What hard mode are you referring to? Why would that affect the animation speeds?

It should theoretically still be in sync if you just take the 1x script and half every point’s position.

But I don’t think 2x speeds is something most, if any, device can handle. That would make some scripts have speeds close to 900 units/second.

Hard to say what the issue might be. You could enable the debug messages and send me the logs. It might give me more information.

To enable debug: Under BepInEx/config, look for the BepInEx.cfg file and inside look for the Logging.Console section. Set the console to enabled and change log levels to ALL, like below

[Logging.Console]

## Enables showing a console for log output.
# Setting type: Boolean
# Default value: false
Enabled = true

## If enabled, will prevent closing the console (either by deleting the close button or in other platform-specific way).
# Setting type: Boolean
# Default value: false
PreventClose = false

## If true, console is set to the Shift-JIS encoding, otherwise UTF-8 encoding.
# Setting type: Boolean
# Default value: false
ShiftJisEncoding = false

## Hints console manager on what handle to assign as StandardOut. Possible values:
## Auto - lets BepInEx decide how to redirect console output
## ConsoleOut - prefer redirecting to console output; if possible, closes original standard output
## StandardOut - prefer redirecting to standard output; if possible, closes console out
## 
# Setting type: ConsoleOutRedirectType
# Default value: Auto
# Acceptable values: Auto, ConsoleOut, StandardOut
StandardOutType = Auto

## Which log levels to show in the console output.
# Setting type: LogLevel
# Default value: Fatal, Error, Warning, Message, Info
# Acceptable values: None, Fatal, Error, Warning, Message, Info, Debug, All
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All

If you enter the door in the tutorial there is a scull you can pick that enables hard mode, the first animation there has speed 105 (rather then 60/75)

By the way, I’ve made a basic MultiFunPlayer plugin (for 1.32) that can acts like EDI/FunscriptPlayer, would you be interested in trying it? What would be the best game for me to test it with?

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