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bilogmirpor

Newbie
Feb 14, 2025
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can someone help me find this "Horny Loop MOD" i cant find on searchbar
*edit* finally found after tracking coders convo ;)
 
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kwanlier

Active Member
Oct 26, 2019
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If you want to try it with my bridge program, you can use and modify this controller. Just put Update method somewhere where it will be called every game tick. And you will know what to do with the rest of the methods.

Btw sometimes intiface disconnect the bridge, since it's not pinging it and not sending data for while. But restarting the bridge program will fix it. I might fix that in future.
Thank you...but...unfortunately...I do not have any "device" to test the functionality.
As of now, I'm trying to "bruteforce" the Unity.Inputsystem and Gamepad class through dnSpy so that I could, at least, make the controller vibrate...which is very headache...
 

__Aksil__

Newbie
Aug 4, 2022
25
2
11
Thank you...but...unfortunately...I do not have any "device" to test the functionality.
As of now, I'm trying to "bruteforce" the Unity.Inputsystem and Gamepad class through dnSpy so that I could, at least, make the controller vibrate...which is very headache...
I think that the intiface app can connect to even gamecontrollers, so that might help you. Also you could add in your mod some modifier for the vibration strength, so that anyone can change it, if you set it wrong.
 

kwanlier

Active Member
Oct 26, 2019
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I think that the intiface app can connect to even gamecontrollers, so that might help you. Also you could add in your mod some modifier for the vibration strength, so that anyone can change it, if you set it wrong.
I'm a (super) noob coder...so...how do I implement the code from this into KMod?
For the vibration strength, I think I will experiment on my own using the variable created for KMod.
 

__Aksil__

Newbie
Aug 4, 2022
25
2
11
I'm a (super) noob coder...so...how do I implement the code from this into KMod?
For the vibration strength, I think I will experiment on my own using the variable created for KMod.
Firstly, if you have any game controller/game manager script add to it static property of the controller and in awake method create instance and set it to that property and start the controller.
1748547698852.png

Then in any update method call controller's update method. I have it in Player.cs . But it must be in only one update method otherwise it will be called multiple times and it will mess with it. (In my case Mod is the game controller where i put it. Also this Player.cs is not unity monobehaviour and that's the reason why is that Update method static.)
1748547854075.png

Then you just call the rest of methods where ever you want. On every thrust you should call thrust method, so it will vibrate (in my case it will add .375 to current strength, but you can set it to your desires). And over time that strength will decrease thanks to the update method, which will subtract .4/s. It's being smoothed by the delta time. (That's done int the Update method)

If is everything working as it should, you should see in the bridge program current strength and the same number should be logged into unity's log.

Hope that this helps!

Btw 0 is no vibrations and 1 is max vibrations, so 1,5 is same as 10, cuz it's all just 1.
 

kwanlier

Active Member
Oct 26, 2019
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Firstly, if you have any game controller/game manager script add to it static property of the controller and in awake method create instance and set it to that property and start the controller.
View attachment 4888504

Then in any update method call controller's update method. I have it in Player.cs . But it must be in only one update method otherwise it will be called multiple times and it will mess with it. (In my case Mod is the game controller where i put it. Also this Player.cs is not unity monobehaviour and that's the reason why is that Update method static.)
View attachment 4888506

Then you just call the rest of methods where ever you want. On every thrust you should call thrust method, so it will vibrate (in my case it will add .375 to current strength, but you can set it to your desires). And over time that strength will decrease thanks to the update method, which will subtract .4/s. It's being smoothed by the delta time. (That's done int the Update method)

If is everything working as it should, you should see in the bridge program current strength and the same number should be logged into unity's log.

Hope that this helps!

Btw 0 is no vibrations and 1 is max vibrations, so 1,5 is same as 10, cuz it's all just 1.
I actually don't know what to say...but...I just copy the UDPsender and PlugController from the modified AQE_Boned.dll into my KMod, which is the modified Assembly_CSharp.dll, and, surprisingly it compile without any problem.

However, when I follow your instruction in your Github, the intiface central says "Server running, no client connected"

What did I do wrong?

Edit; Seems like there is extra problem...turns out the Thrust() part in the plug controller is causing this...
1748554477391.png
Which causes the KMod functionality relating to H scene to not work properly (One thrust should reduce certain value but it is not until the scene end , and the thrusting sound is not playing.
 
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__Aksil__

Newbie
Aug 4, 2022
25
2
11
I actually don't know what to say...but...I just copy the UDPsender and PlugController from the modified AQE_Boned.dll into my KMod, which is the modified Assembly_CSharp.dll, and, surprisingly it compile without any problem.

However, when I follow your instruction in your Github, the intiface central says "Server running, no client connected"

What did I do wrong?
hmmm. Maybe the port is not right, the bridge program might be trying to reach intiface on wrong port. Or maybe firewall might be preventing it.


Also try adding "Console.WriteLine("Connected");" under the connection. It might get disconnected faster than you could notice that it connected. It will be written out only if it really did connect.
1748554507389.png

Also check the intiface log, there might be also some signs. (You can see, that it connected, but since it did not ponged/send any data, it was disconnected)
1748554998694.png

And if the console window is flooded with numbers, it's indicating that it's reading values from the game.
1748554940104.png
 

kwanlier

Active Member
Oct 26, 2019
584
1,081
328
hmmm. Maybe the port is not right, the bridge program might be trying to reach intiface on wrong port. Or maybe firewall might be preventing it.


Also try adding "Console.WriteLine("Connected");" under the connection. It might get disconnected faster than you could notice that it connected. It will be written out only if it really did connect.
View attachment 4888974

Also check the intiface log, there might be also some signs. (You can see, that it connected, but since it did not ponged/send any data, it was disconnected)
View attachment 4888991

And if the console window is flooded with numbers, it's indicating that it's reading values from the game.
View attachment 4888988
Hmmm...as it is 5AM at my place now, I will check later...also, base on the output log, I will have to check what's happen during the thrusting animation.
 

__Aksil__

Newbie
Aug 4, 2022
25
2
11
I actually don't know what to say...but...I just copy the UDPsender and PlugController from the modified AQE_Boned.dll into my KMod, which is the modified Assembly_CSharp.dll, and, surprisingly it compile without any problem.

However, when I follow your instruction in your Github, the intiface central says "Server running, no client connected"

What did I do wrong?

Edit; Seems like there is extra problem...turns out the Thrust() part in the plug controller is causing this...
View attachment 4888968
Which causes the KMod functionality relating to H scene to not work properly (One thrust should reduce certain value but it is not until the scene end , and the thrusting sound is not playing.
So I fixed that issue with getting timed out, so once it connects it should stay connected.

That's very weird, for that method to cause that ex. It's just adding number to it's variable. Try removing all usage of the controller and just let it sit, to verify if it's really caused by it. It look's like you accidentaly deleted some init, cuz you are accessing null... It's really hard to tell.

The null accessing issue might be in mc_OneThrust, which is called by PistonSpeedControl and Sound_Piston, since OneThrust runs into exception, Sound_Piston won't continue and wont play the sound. Same thing with SpeedControl.

But I'm just guessing, might be something else...
Good luck!
 

kwanlier

Active Member
Oct 26, 2019
584
1,081
328
So I fixed that issue with getting timed out, so once it connects it should stay connected.

That's very weird, for that method to cause that ex. It's just adding number to it's variable. Try removing all usage of the controller and just let it sit, to verify if it's really caused by it. It look's like you accidentaly deleted some init, cuz you are accessing null... It's really hard to tell.

The null accessing issue might be in mc_OneThrust, which is called by PistonSpeedControl and Sound_Piston, since OneThrust runs into exception, Sound_Piston won't continue and wont play the sound. Same thing with SpeedControl.

But I'm just guessing, might be something else...
Good luck!
Alright, after hard day at work
I just find out that the port is incorrect, so I quickly changed it. However, there's still no sending and receiving data
1748613594564.png
This is what I got
 

__Aksil__

Newbie
Aug 4, 2022
25
2
11
Alright, after hard day at work
I just find out that the port is incorrect, so I quickly changed it. However, there's still no sending and receiving data
View attachment 4890666
This is what I got
Nice! what about thath issue in kmod? Have you fixed it? If is everything working as it should in KMOD, there should be values. Maybe try changing port for the bridge and dont forget it to change it in sender as well. Also trychecking firewall, but that should't be the issue.
 

kwanlier

Active Member
Oct 26, 2019
584
1,081
328
Nice! what about thath issue in kmod? Have you fixed it? If is everything working as it should in KMOD, there should be values. Maybe try changing port for the bridge and dont forget it to change it in sender as well. Also trychecking firewall, but that should't be the issue.
1. The issue in the KMod is gone as I change from "one thrust" to "one moan" instead as I set to initiate after the moaning sound is instantiate; I plan to check whether this work or not now if I get the controller to work.
1748617178114.png
2. For the port, I set it up like this (Same goes for the bridge as I recompile a new AQEbridge)
1748617269259.png
I put this at the end of the GameManager/Start(), however, seems like no data is being sent out, probably forget to "start" the plucontroller at the start of the game.

3. As of now, The bridge still getting Time outed from time to time.
 

__Aksil__

Newbie
Aug 4, 2022
25
2
11
1. The issue in the KMod is gone as I change from "one thrust" to "one moan" instead as I set to initiate after the moaning sound is instantiate; I plan to check whether this work or not now if I get the controller to work.
View attachment 4890783
2. For the port, I set it up like this (Same goes for the bridge as I recompile a new AQEbridge)
View attachment 4890792
I put this at the end of the GameManager/Start(), however, seems like no data is being sent out, probably forget to "start" the plucontroller at the start of the game.

3. As of now, The bridge still getting Time outed from time to time.
Hmmm, I might be little confused.
What is this.Thrust and this.UDPStart? Is this.Thrust where is the controller?
You shouldnt need the udpsender anywhere else than the controller.

Seems like you didnt started the controller. And you have to create only one controller and then use it.

You can also use controller.Strength+=someValue instead of controller.Thrust()
 

kwanlier

Active Member
Oct 26, 2019
584
1,081
328
Hmmm, I might be little confused.
What is this.Thrust and this.UDPStart? Is this.Thrust where is the controller?
You shouldnt need the udpsender anywhere else than the controller.
Things might be weird, so please bear with me.

What is this.Thrust and this.UDPStart? Is this.Thrust where is the controller?
The "This.thrust.thrust()" is where I call the "Thrust" inside the Plug controller.

Seems like you didnt started the controller. And you have to create only one controller and then use it.
How do I instantiate the Plug controller?
From what I understand is that; I must instantiate it inside the Gamemanager() -> preferably at the Gamemanager/Start()

You can also use controller.Strength+=someValue instead of controller.Thrust()
I think I will use this by replace the "Some value" with value from KMod.
 

kwanlier

Active Member
Oct 26, 2019
584
1,081
328
Alright, I manage to make this now
1748624355215.png
Now...what I have do...is to find a way to initiate the "thrust" in every moaning
 

kwanlier

Active Member
Oct 26, 2019
584
1,081
328
A little bit of good news, I managed to make this
1748633962562.png
by using the KMod's arousal value, however not only the controller does not vibrate at all, the time out problem is kinda bad as the time out literally happen after sending 5 values.
 

kwanlier

Active Member
Oct 26, 2019
584
1,081
328
Oh nice! What was the issue? I'm pretty sure that you will find a way to do it.
Well, I managed to did this so far
1748634152885.png
but I did not feel my controller vibrate at all, so I wonder what did I did wrong.
Also, the time out problem is, NGL, kinda serious.
 

__Aksil__

Newbie
Aug 4, 2022
25
2
11
Well, I managed to did this so far
View attachment 4892023
but I did not feel my controller vibrate at all, so I wonder what did I did wrong.
Also, the time out problem is, NGL, kinda serious.
The bridge program doesn't see your controller, in previous images it wrote out name of connected device. Now it's not writing anything, so that's the reason why you don't feel anything.

I'll look into the timeout issue, can you look into log why it really disconnected?
 

__Aksil__

Newbie
Aug 4, 2022
25
2
11
In intiface there is tab with devices, you can check there if is your controller really connected. If so, bridge should be able to find it on connecting.
 
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