Easy Device Integration for Games. EDI OSR Multi Axis Added + Intensity, Range [07/2024]

Thats a pity, but thanks anyway for the project.
On the Setaria Integration it works pretty good. Not dynamic content, but playing predefined content at a different speed on the gallery.

the limitation comes from the handy so that the upload script works

getting close, configuration system is almost ready

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Hi i wanted to ask if its possible to include the mnf games for the intergration or if its even possible with your tool. I tried several times to use the flash sync tool but to no avail. Im no coder by any means but if you want to see some mnf games to test out lmk. I have the entire catalog till the end of 2022. @dimnogro

I’ve poked around in the Config, but is there any way to set Stroke height limits for toys like the SR6 and OSR2? Intiface doesn’t support it natively.

sorry, not yet

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Could this be used to create toy integration with Castle of Temptation?

https://discuss.eroscripts.com/t/castle-of-temptation-by-poring-game-device-integration-request/100336

I have seen others trying to mod integration, I am assuming this tool would make it easier?

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O ye of little faith! :grin: Here’s my mod release thread: Castle of Temptation (by Poring) game device integration mod (ver. 20230623_1914)

However the eStim proposed feature should make EDI very interesting though :eyes:

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Which programming language do i have to use will it work with python or only C

hello edi is an application that runs stand alone. as an http server that is in charge of managing the funscripts and devices. if your game or your project is in python or C you can run edi in windows and make a simple http message from the game, to execute the funscripts.

in any case edi is programmed in c#

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This definitely has a lot of potential.
Unfortunately, as a novice programmer, it might take some time to get the hang of it.
As @Ratattack15 already mentioned, having some kind of guide would be very helpful.

I understand that providing exact instructions won’t be possible, since it will depend a lot on the game and engine, but maybe you could provide a rough step-by-step guide for how you used it for the “Mage Kanade’s Futanari Dungeon Quest” integration.
This would give us a good example to reference and hopefully help streamline the whole process.

Regardless, thank you for the amazing work!

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Incredible update! Thanks for your hard work!

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i hope i am not the only one that realized the homage to ME3


if it is even intended xD

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hey check the microCutter app in the post
1
I swear I was thinking of this image while making it lol

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This is pretty fantastic overall. Took me a little bit to figure out what I was doing, but once I got going it got easier.
Your basic tutorial is pretty great, I’ve started to learn BepInEx to get the mod working.
So far in my demo, I’ve managed to get BepInEx to recognise the plugin, and play a short test script, as well as stop it.
Now all I need to do is hook in to the game to make those calls. No clue where to go from there (I’m thinking of using HarmonyX, if anyone has any tips for hooking into Unity games that would be amazing!)
Hopefully I can come out with a completed mod soon.

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Of course, I checked right away :smile:
As far as I remember, there were over 400 parts haha

I’m thinking of finishing pure onyx this month and making a csv file of the gameCG scripts I made

Of course, I don’t know if I have time lol

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I was able to get this start working with gamemaker, your guide was helpful and makes most of integration straightforward. I think most of difficulty with game sync now is going to be figuring out how to make the EDI call from each specific game/engine. I think it would be helpful if people share their findings about this kind of stuff, like a walkthrough on how to setup a unity game integration for example.

For gamemaker, it actually seems easy, I just used undertalemodtool and opened the data.win with that. I use this line of code to start playing a script:

http_post_string(“http://localhost:5000/Edi/Play/Assetnamehere”, “”)

All you need to do is replace {assetnamehere} with game asset that tells edi what’s going on (whatever you replaced “NN” with on the .csv document for this specific animation). For me I was able to just put this into the code of each individual sex scene as it started. but if a game is coded differently by its dev you might need to do something different to send the right information reliably, however this line of code should work fine as is regardless

and this to stop playing a script:

http_post_string(“http://localhost:5000/Edi/Stop”, “”)

important to use to tell edi to stop playing the current script, you can just use it when a sex scene ends. I know these things vary greatly from game to game but hopefully this helps someone if they try to setup an integration for gamemaker games

Making an http post call is luckily a pretty basic thing in almost every language. In general it is not more than one line of code. I think the most difficult thing is where to put that line and how to modify the game in gamemaker is super easy with undertablemodtool. others are much more complicated and obscure.

Also if the sex scene does not loop, in the definition file you can put Loop = false and it will stop automatically
for example in mage kanade, the ejaculation scenes that are the last of each enemy are in loop=false , so there is no need to worry about sending the Stop command

Is it possible for this to work with the game house party?

Impossible to know what game you are talking about with that generic name lol
but yes, it probably works!