Runningaway
Member
- Apr 7, 2021
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you will have to extract and edit then reinsert the texture files using an asset bundle extractor. You will also have to make sure you choose the right assets file, as the textures preload from a "main" file then are used according to the other files(I have no clue about anything furthur, dont ask anything about this lol). Its a lot more complex than it sounds. I tried, gave up, too much workany change to remove her red shoes while she is being naked or get fked?
always fun to do abuse game mechanics and reach places you are not supposed to reach early. I always wall jump into the top most area of the map from the left side of the 1st boss room
Are you going to make pt 2 of the video? c:some 3d artwork with Ellen
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After some googling...all I can say is that...that's quite an interesting way to enjoy the gameHas anyone ever tried to get Intiface working with the game?
When will Ellen make a return?some 3d artwork with Ellen
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dawgYeah, the best way to experience marvel of vastness of space and human insignificance is while being rutted with alien dick.
Serious meaning of life shit. If Stanley Kubrick would have lived today I bet he would like to direct the adaptation of "Alien Quest Eve", not "2001...". And famous monolith/singularity trip would take place in Eve's cunt.
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Yup, its done!Has anyone ever tried to get Intiface working with the game?
Interesting...can you do this for the base game only?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 onYou must be registered to see the links. 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.
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.Interesting...can you do this for the base game only?
I think this phrase is more than enough.Now it's being triggered by certain actions during h_scenes and in base game they are only when is eve knocked out/died.
yup, it supports like anything. I didn't know about BonedMod checking.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![]()
KMod is just a an edited Assembly-CSharp.dll so I don't think it's a .NETIf 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.
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.KMod is just a an edited Assembly-CSharp.dll so I don't think it's a .NET
Yeah...that would be pain...not to mention that even if I brute through, I have no vibrator to test it...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).