To4st - Game Mods (Latest Game: Xenotake | Latest Demo: Monster Girl Quest Paradox)

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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I had no idea lol. Ever since I played the tutorial when the game was still in development, I’ve always skipped it.

I tried something similar orignally, before I opted to write FunscriptPlayer. Back then, MFP wasn’t really ideal for playback on a Handy with its update rate intended for OSR devices. But I remember reading discussions about it in the thread. Did the Handy support improve since then?

I assume the game would need to be integrated for Edi? I would guess something with longer scripts/scenes might be ideal to test with. You could look at the Edi version for Melty Brave Kittens maybe?

The logs look like this: we’ve started edi and confirmed that it recognizes the device, but the game doesn’t seem to be making any move to recognize the edi.
The log looks like this

[Message: BepInEx] BepInEx 5.4.22.0 - SuccubusDungeonSideStory (2024/12/28 20:49:36)
[Info : BepInEx] Running under Unity v2021.3.16.4200023
[Info : BepInEx] CLR runtime version: 4.0.30319.42000
[Info : BepInEx] Supports SRE: True
[Info : BepInEx] System platform: Bits64, Windows
[Message: BepInEx] Preloader started
[Info : BepInEx] Loaded 1 patcher method from [BepInEx.Preloader 5.4.22.0]
[Info : BepInEx] 1 patcher plugin loaded
[Info : BepInEx] Patching [UnityEngine.CoreModule] with [BepInEx.Chainloader]
[Message: BepInEx] Preloader finished
[Message: BepInEx] Chainloader ready
[Message: BepInEx] Chainloader started
[Info : BepInEx] 1 plugin to load
[Info : BepInEx] Loading [FunscriptIntegrationPlugin 1.0.0]
[Info :FunscriptIntegrationPlugin] Plugin is loaded!
[Debug :FunscriptIntegrationPlugin] Filler at 0 x 1
[Message: BepInEx] Chainloader startup complete

The logs seem to show the startup of the game. Do you have any logs during the succubus battles?

This is an ASMR simulation game where you receive a handjob whilst getting whispered / licked at your ears. You can control her pacing in “free mode” or let her take control in “auto mode” (like a JOI).

It’s a really well-made Unity app and I suppose the only roadblock to enjoy it is understanding the language (though you don’t need to understand Japanese to get the triggers).

I suppose this could be a good candidate for integration. Her hand movement is the only thing we need to sync with.

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The game crashes for me when trying to start it with BepInEx. I suspect the developers are deliberately crashing the game if third-party dlls are detected.

Not sure if there’s a simple workaround. Couldn’t find anything online. Only thing I can think of is to reverse engineer the game to try and find the code that’s closing it. But the game was compiled to machine code and I only have a very basic understanding of what reverse engineering that would look like. The time commitment would be too large for me to take on.

I could also be completely wrong. If anyone else is more versed in this area, please enlighten me.

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I tried patching the game with AutoTranslator just now and had the same issue. The game crashes abruptly upon launch.

What a shame, if that’s the case the developers knows no fun…

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The gamefiles also dont look hte same as a typical unity game. I cant find the dll files

It’s a visual novel type of game, but it’s 3D animated. I don’t know how the animation of the game works, but I think this genre is just right, even if it doesn’t have English language, can it be scripted?

I don’t want to make any requests at the moment, so I will just comment here.
Here are some games that I would like to see modded (and scripted) and I will share them with you all.

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I think we gonna need a Scriptable Games thread for those
There’s a lot of great games that may worth scripting, so having them all in one place would be awesome

Hey! I think I have a full gallery video of the Ryuhime is Hungry , and I think this can start with a gallery scripted request

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Updated post with link for Succubus Dungeon. Let me know if there are any issues. I was only able to test the multi-axis scripts.

Made some changes to the post structure to streamline it a bit. I think this way it doesn’t feel like information overload as soon as you look at the top post :sweat_smile:

Made note of it. I’ll try to check it out when I can. Atleast to see if it’ll be possible. But it might be a while until I can get to scripting it if I’m successful.

This developer’s previous game, Introducing an Apprentice Incubus, was part of a previous poll. I actually liked the previous game’s scenes more than the newer one, even if they weren’t animated. Both are made in WolfRPG so I don’t think it’ll be easy, but I’ll add it to my list and check if it’s feasible.

I’ll check these out as well. I’ve played them before and if I recall correctly, the first one is kind of difficult to play due to the language, even with a translation.

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Would be sick to see this integrated