im using the Handy 2 - the mod worked a couple months ago with a slight timing issue, but now nothing
That’s really strange. I wonder if this is a bug that’s always been there.
I’m pretty sure you arranged it correctly. I went back to check and I’m pretty sure my Succubus Academia mod’s multiaxis files follow the same layout.
You can enable logs by placing a logs config file next to the exe:
log4net.config
<log4net>
<root>
<level value="ALL" />
<appender-ref ref="DebugAppender" />
<appender-ref ref="console" />
<appender-ref ref="file" />
</root>
<appender name="console" type="log4net.Appender.ConsoleAppender">
<layout type="log4net.Layout.PatternLayout">
<conversionPattern value="%date %level %logger - %message%newline" />
</layout>
</appender>
<appender name="file" type="log4net.Appender.RollingFileAppender">
<file value="FunscriptPlayer.log" />
<appendToFile value="true" />
<rollingStyle value="Size" />
<maxSizeRollBackups value="5" />
<maximumFileSize value="10MB" />
<staticLogFileName value="true" />
<layout type="log4net.Layout.PatternLayout">
<conversionPattern value="%date [%thread] %level %logger - %message%newline" />
</layout>
</appender>
<appender name="DebugAppender" type="log4net.Appender.DebugAppender" >
<layout type="log4net.Layout.PatternLayout">
<conversionPattern value="%date [%thread] %-5level %logger - %message%newline" />
</layout>
</appender>
</log4net>
I don’t remember how verbose the logging is, but hopefully it contains something useful.
What mod are you looking to creating multi axis scripts for? If it’s one of mine then maybe it would just be easier for me to update the mod to use Edi instead at this point.
Did you rename the exe by chance? Can you send screenshot of your game directory? With the path included if possible.
the mod for captive as ars and romelia dosen’t seem to work for me any idea why? (i use the en ver from F95ZONE)
yea i did - i had to rename the data file too to match
before rename:
after rename:
ive tried keeping all kanji in the path and tried keeping all roman charcaters in th epath but i get the same error
In the mod files there are two plugin files in ./www/js:
plugins - original.js
plugins - translation.js
Did you rename the translation one to plugins.js to replace the original from the game?
I meant to remove all kanji and only keep roman characters. Your previous error had me thinking you renamed the exe but not the data folder since they need to match.
I see there’s a preloader log below the exe, there’s probably a BepInEx error in there.
replaced it without renaming it
It seems like the download link for Manaka is invalid, can you help me?
I removed all kanji too - same issue
this is the error log:
for some reason bepinex cant find Harmony plugin
Quick test on my side seems to show you can’t rename the exe at all otherwise you’ll get the PreloadData error.
Rename your exe back to 淫魔回胴禄~SuccubusSlot~ v1.02 and the folder 淫魔回胴禄~SuccubusSlot~ v1.02_Data.
I’m still looking into the BepInEx error
Another game recommendation, the sequel to Summer Life in the Countryside: Winter Life in the Countryside Sign In
One of my favorite handy integrations
The mentions I found online about this error all seem to suggest corrupt game files.
Maybe try to redownload the game and do a clean install? Try running the game first without the mod and then apply the mod after seeing if it works.
Can’t promise anything, but the other two games had very similar architecture. It’s possible I could re-use the mod and it would work with minimal changes. I won’t be able to commit to scripts though. If it works I can record and upload the scenes if anyone wants to jump in and script it themselves.
I didn’t check but has someone scripted the gallery before like the other games? If so I might be able to re-use it for a mod.
That would be amazing! Unfortunately, I couldn’t find anything in progress on scripted galleries through the threads or by the last creators: @99DM and @Pigtarao
If I may make a request, anything by lavey_otokonoko would be wonderful
Thanks for your help earlier.
I would like to go back to the FunscriptPlayer issue first. After some testing, I found something important:
When the device firmware log level is set to a lower-verbosity level, such as “Info”, multi-axis script playback works normally.
However, when the firmware log level is set to a more verbose level, playback becomes unstable, or the device may not move at all.
So at least now the device can move correctly with FunscriptPlayer, and the multi-axis scripts themselves seem to be valid.
I also noticed that you later seemed to move more toward the EDI project. I had not paid much attention to EDI before, but recently I started trying it out as well.
Unfortunately, I seem to be running into a similar issue there.
I am using the same multi-axis script set as before, for example:
demo.funscript
demo.roll.funscript
demo.pitch.funscript
These scripts now work correctly in FunscriptPlayer and can drive my device with multiple axes.
I placed the same files into EDI’s Gallery folder. EDI recognizes them as a single gallery named “demo”, and /Edi/Definitions also shows “demo” correctly.
However, when I play “demo” in EDI, only the main up/down axis moves. The roll and pitch movements do not appear to be sent to the device.
Do you have any suggestions on what I should check?
For example:
- Does EDI support roll / pitch axis files for OSR/TCode devices?
- Are the expected axis names different in EDI?
- Is there any specific EdiConfig.json or device variant setting required for multi-axis output?
- Or is EDI currently only sending the main linear axis for this device type?
For reference, here is my current EDI configuration:
EdiConfig.json (1.4 KB)
Any guidance would be appreciated.
Thank you again for your help and for all the work you’ve put into these tools.
Do you mean the firmware on the arduino itself? It makes sense it would become unstable/stuttery since the logs would take up compute time when the time could be better spent updating the device’s position.
I originally wrote the OSR integration for Edi which was almost identical to what I had in my player. It’s changed over time, but it should definitely still send multiple axis correctly.
There’s another UserConfig file you can check in the folder opened by clicking the button highlighted in red:
Make sure the multi axis flag is true there as well:
"OSR": {
"COMPort": "COM3",
"UdpAddress": null,
"EnableMultiAxis": true,
Edi’s config resolution changed a bit in the last two releases so I’m not sure which config takes priority when it loads.
Hello,
About Hospital Seduction: there seems to be an event scene missing : during the third day (i think) you can accept a “candy” given to you by a redhair nurse..
Appreciate your work
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In my test, I was using the OSR firmware package TCode_ESP32_Release_v0.47b-esp32doit-devkit-v1.
That TCode firmware has a UI option for setting the log output level. Since I was doing development and debugging, I had set it to a very verbose log level.
With that setting, I saw the issue I mentioned earlier in FunscriptPlayer: multi-axis playback could become stuttery or unstable, and in some cases the application would stop responding or exit.
After lowering the firmware log level to a less verbose setting, such as Info, multi-axis script playback in FunscriptPlayer worked without issues.
I’m mainly trying to find a practical workflow for development. For example, using less dense multi-axis scripts together with a lower firmware log level may be one option.
I’m also considering whether EDI would be a better fit, since I have not seen the same behavior there under similar conditions so far. However, EDI feels a bit more complex, and at first I thought FunscriptPlayer might be easier for me to work with, especially as a starting point.
Hi all,
During a playtest of Succubus Temptation i noticed EDI stopped some of the actions due to undefined scripts or actions. I figured it might be because the action has been given a different name in the definitions, but its just a guess. I first noticed it during paizuri from one of the first enemies. Has anybody else noticed this and is there a fix?
https://x.com/PostNCalamity fun project could be worth watching





