To4st - Game Mods (Latest Game: Succubus Stronghold Seduction | Latest Demo: Corrupt Descent)


I ended up getting the following and the game still does not play.

Strange. Can you try with this config file to see if the logs become more descriptive:
BepInEx.txt (6.4 KB)
Rename it to BepInEx.cfg and place it in the BepInEx/Config folder.

Could you also try moving and launching the game closer to the root of your E drive? Just to confirm the long path isn’t having an affect on it.

@to4st can i recommand Succubus Tamer 2 - White Cat Charlotte and the Hiyoko Wizard its the only cirkle tekua game thats translated and not yet modded

There’s also Succubus Tower 2. These games were before they started adding animations. I figured it would be hard to find a way to incorporate scripts when combat is mostly text descriptions with some image changes.

I’ll add it to my list of things to look at, but it might be a while before I even get to it.


This is what it prompted after I moved the game up closer to the root E drive and after i put the new BepInEx file. I did notice that the file drop to being a 6.4 KB file to 4 KB idk if that is suppose to happen.


Added the error log and log output just in case.

Ah fair i just thought you were a big fan of them .so how did you do it with monster girl quest

It seems BepInEx is the issue. It does seem to have problems on some machines, but I have no idea what the cause could be.

Other things you can try is to use a newer version of BepInEx.
https://builds.bepinex.dev/projects/bepinex_be
Download the file starting with BepInEx-Unity.IL2CPP-win-x64. These are released as the code is updated, so they may come with other issues. The included version in the mod is 697, for reference.

Also try reinstalling/updating .NET 6.

That’s all I can come up with at the moment.

They make some of my favourite games, but the limit is more my creativity. It was the same case for MGQ. Scripting to pre-rendered movement is easy, but having to come up with your own movement based on text was way more difficult for me than I expected.

MGQ is a bit simpler in that the scenes are self contained and play through from beginning to end once they start. I have it so that it calls a script on every dialogue change. For combat, I have a single reaction script that plays whenever an enemy does a pleasure attack. Other than that it’s just a filler script over the battle.

Modding the scenes in Succubus Tamer and Tower, I would take the same approach. It wouldn’t be difficult on a technical level. The tricky part is how to handle the combat. I could have it so each attack has its own script, but that would balloon quickly into a lot of work. But I also don’t want every attack to just be the same script. There’s probably some middle ground to be found there. Won’t be able to say until I dive into the mod.

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Sorry, I don’t know if anyone has asked this, but can the mod for the game Summer ~Life in the Countryside~ run on the Chinese version?"

Cool to hear some of how it works thanks for the response

Id like to help with the scripting of some of the games you have on this list

Ive been a long time enjoyer of this type of thing and want to get into learning how to mod and script, since you said the modding part of the easy part for you and you would like someone to help with scripting its something id like to contribute to

Could you recommend a good tool for begging to start scripting animations? Id like to start with Finishing your scripting for Syahatas_bad_day_v1_0_5

I know im new to this but id like to contribute and learn to work through this for the betterment of everyone as well as myself!

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I tried updating as well as a different version of Bep but no dice. I appreciate it the help anyways.

Are there any planned integrations for this month?

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Hi to4st,

What your doing is great work and I commend you and all parties involved!

How can we put fourth requests for demos to be fully completed for e.g Currupt Descent looks really fun and a full integration would be awesome; essentially any 3D based game.

And more importantly how can we support you for your hard work?

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While waiting on scripts for CoT I wanted to continue to look at implementing more demos, as well as to also go back to previous ones and upload recordings of the full game animations for anyone interested in taking up the scripting for those.

I’ve been struggling these past weeks getting a satisfactory mod going for Milky Quest 2. It’s written in WolfRPG which can be really difficult to read through.

It doesn’t have code that follows a simple syntax but all logic is instead scripted using the WolfRPG Editor which places “blocks” of predetermined functionality in an ordered list. To make matters worse is that all variables names and comments are in Japenese. So just understanding the existing logic and finding my way through is a challenge on its own.

I don’t want to sound too optimistic, as I’ve had re-record the demo animations three times already and basically redid the mod two times over, but if the current state of the mod is able to keep the scripts in sync I might have something to share in a week or so.

If this iteration doesn’t work, I’ll put the demo mod on hold for a while and tackle the next game demo.

Thanks, I appreciate it.

At the moment, my pattern is basically to release three or so demos and then have a poll to decide a full game mod. The previous winner was Castle of Temptation. 99DM volunteered to make the scripts and while I’m waiting on those I thought I could use the time to get a headstart on the next demos. And also to go back to previous mods to record animations from the full game as I mentioned earlier.

So the next poll will only likely be after another three demos.
Alternatively, if you want or know someone to get involved, I can provide the gameplay recordings for scripting. In Corrupt Descent’s case, it’s only the scripts that are really needed to complete the full game integration. I believe the mod works as-is with the full game. If it doesn’t, I’m sure it will only take a few small tweaks to make it compatible.

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More than happy to get involved, if you have the gameplay recordings I can contribute to the scripts for Corrupt Descent albeit in my spare time! Better than to than not; How can I get my hands on them?

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Give me the weekend and I can provide them. I’ll mark out the sections that the mod will call using chapters which should make it pretty straightforward.

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More than happy to help scripting as well, I’m interested in working on Drain Dungeon and Succubus Stronghold Seduction. Just lmk!

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I’ve recorded and marked out the different animations. The funscripts in the root folder only have chapters and 0-point markers to make it easier to navigate. If you want to redo my original scripts, I also included them in the Scripts folder.


I added the link to the main post along with an updated mod intended for the the full game. It doesn’t contain scripts for the non-demo enemies.

By request, I’ve added a config option to enable health regen. I haven’t checked to see if the mod works with the demo version, but I’m pretty sure it should. To anyone who wants health regen on the demo, just replace the dll in BepInEx/plugins with the one from the full game mod. After the next startup, the config file in BepInEx/config should reflect the new options. From there you can set health regen to enabled.

That would help me out a ton. And give everyone more games to choose from :smiley:
Do you have any preference between the two? They have quite a lot more enemies than Corrupt Descent. It will take me a bit to record all of it.

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No preferance! I’ve played and enjoy both, how about we start with Succubus Stronghold Seduction?

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