Create your AI Cum Slut -70% for Mother's Day
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kwanlier

Active Member
Oct 26, 2019
547
1,054
Hello, I've seen few posts about this game and intiface (here and other forums). And since I couldn't find any mod or something for it. I've made it my self. Almost. I modified BonedMod and created bridge program for communication to intiface. Only change to BonedMod is that i gave it communication to that bridge and otherwise it's same as v6b. You can download bridge and modified BonedMod on . There is only source code for my bridge program and not for BonedMod, because it's not my work and I just decompiled it and modified.

Currently are supported only vibrators, but I am sure that anyone should be able to modify it for their demmands.


It should be working fine, but just in case backup your game.
Interesting...can you do this for the base game only?
 

__Aksil__

Formerly '_Aksil_'
Aug 4, 2022
6
0
Interesting...can you do this for the base game only?
maybe, but I haven't looked into its base code. Also I'm not sure of it's use case. Now it's being triggered by certain actions during h_scenes and in base game they are only when is eve knocked out/died. Maybe in gallery, but it would be mess, because there are 4 slots for her. So for that reason I integrated it into mod, that allows those scenes, when you are still able to play the game.

If you want to do something with it, just send float value 0-1 via udp to localhost:54321
 

kwanlier

Active Member
Oct 26, 2019
547
1,054
Now it's being triggered by certain actions during h_scenes and in base game they are only when is eve knocked out/died.
I think this phrase is more than enough.

The reason for the question is that BonedMod check whether the Assembly-CSharp.dll is original or not (Which is kind of make sense to not have mod over mod and has a conflict)

I want the Initiface to work on base game only for sole reason : KMOD

On the side note, when I read on how many device this library support and found that it support most of the product from these manufacturer. From there, I checked on how many device do that manufacturer make and lo and behold, A LOT, I mean A LOT; not just vibrator, but also plug, flesh light, or even weird stuff :ROFLMAO::ROFLMAO::ROFLMAO:
 
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__Aksil__

Formerly '_Aksil_'
Aug 4, 2022
6
0
I think this phrase is more than enough.

The reason for the question is that BonedMod check whether the Assembly-CSharp.dll is original or not (Which is kind of make sense to not have mod over mod and has a conflict)

I want the Initiface to work on base game only for sole reason : KMOD

On the side note, when I read on how many device this library support and found that it support most of the product from these manufacturer. From there, I checked on how many device do that manufacturer make and lo and behold, A LOT, I mean A LOT; not just vibrator, but also plug, flesh light, or even weird stuff :ROFLMAO::ROFLMAO::ROFLMAO:
yup, it supports like anything. I didn't know about BonedMod checking.

Honestly I think the best option is to implement it to every mod respectively (it was like 100 lines of code max). Every mod is different and based around something else, so it's even better for you, because you can trigger it, when YOU want it and not when the base game wants. If you want, I can send you my code that I added to Boned for you to inspiere and maybe even help out. By the way, I made it with plugs in mind so, that's the reason it only supports vibrator, cuz plug is vibrator.

If your KMOD is running on .NET 4.5+ you don't even need my program for the Intiface and you can ship it directly with KMOD.
 

__Aksil__

Formerly '_Aksil_'
Aug 4, 2022
6
0
KMod is just a an edited Assembly-CSharp.dll so I don't think it's a .NET
yeah, but it's still C# and C# is running on .NET . And all unity games run on C#, but maybe when compiling it target's some old LTS .NET, but I'm not sure about that.

Also if KMod is just an edited Assembly-cs, it would be pain for you to rebase it from my edited assembly with intiface integration, as you said earlier (to modify base game).
 

kwanlier

Active Member
Oct 26, 2019
547
1,054
yeah, but it's still C# and C# is running on .NET . And all unity games run on C#, but maybe when compiling it target's some old LTS .NET, but I'm not sure about that.

Also if KMod is just an edited Assembly-cs, it would be pain for you to rebase it from my edited assembly with intiface integration, as you said earlier (to modify base game).
Yeah...that would be pain...not to mention that even if I brute through, I have no vibrator to test it...
 
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