MrFluffums

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Dec 23, 2024
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Huh, now I'm not sure. I tried firing up some of the old versions on swfchan but they're actually saying no now, even one with a really old looking UI.

Maybe I crossed a wire somewhere and am remembering how to get full access with cheated RWC asap, which was "video games, distract with tickle attack, slip hand under dress" and then "take off dress, racing game, make eat dust, take off panties, spread legs, take bunny hole for a ride"

But the hacked versions I can find let you have full access already. I'm missing something.
Ahhh I thought it would be something like "if you right click and advance a frame, it skips a check", which was hilariously common in flash games.
is there a hacked version? or a walkthough? please and thank you
If you use the laptop in Vanilla's room, it has access to more cheats than you'd ever need.

For walk-throughs, Foxy collected various guides in a post, which were very helpful when I got into BSC again: https://f95zone.to/threads/babysitting-cream-betamix-edition-v0-3-5-novilon.113170/post-16292437
 

Pleevy

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Nov 23, 2024
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Doesn't have to be in the kitchen though.
The Dining room doesn't have a lot of activities & that's where you'll usually eat food ... Isn't it ?
I definitely can see an accidental squirt of sauce or mayo on Sonics favourite chilli dog happening.
Iirc I think there was even a suggestion made of a rainy day event in the dining room, where Sonic & Cream are doing a jigsaw or something..especially with Cream bending over the table to reach the far side (Not at pc atm to check)
EDIT: Derp !! it was me that suggested it along with a way to 'get out & about' on rainy days to the Mall
But something else to think about though about 'hunger' if implemented as a stat changer. We're not always at home or Mall/fountain, so we may need to think about a way to have food at the other places like the beach/park
The beach is fairly easy - there bound to be a snack bar that usually sells burgers/hotdogs/sandwiches/drinks etc but the park ?? All I can think of is vending machines
I absolutely meant kitchen events/food events. Things that give opportunities and such.
1.0 will have at least a tiny bit more love for the dining room...and I can definitely see even more after 1.0, food and otherwise. *nod*
...okay I know I said I didn't want to share overengineered solutions, but I just can't resist, look at what you make me do!
So the code is mostly build like this:
You click Cream, you arrive in [Location]Sum (sum from Summon I take it). If there's a reason you shouldn't be able to do activities, like it's too dark for Cream to play outside for instance, you get booted back to [Location], otherwise you continue on into .Dress (because .Dress is always the very next label after [Location]Sum you automatically continue into it without having to jump or anything) where you can pick a menu option of the "Cream is dressed menu".
One could do the following:(Code)
And after that, you could add a "call HungerCheck('Backyard')" as the first line to BackyardSum for example. If Cream is too hungry, you get booted back to Backyard, otherwise everything continues as normal. You'd have to do the same for other locations, and you might want to have one HungerCheckWhileHome label and one HungerCheckWhileInCity label or something, but if you keep it generic enough you can also just make do with one scene for all locations.
Hey...I have to do it to someone...this whole thing is making a monster out of me...I'm gonna take someone down with me. My only gut check to this is we already have the energy checks for a lot of things, perhaps instead a global item could check the hunger and auto decrease energy if hungry? That would encourage keeping fed quite nicely, since you need energy to do a lot of events.
You can't drop this bit of knowledge and not explain how, man :(
Huh, now I'm not sure. I tried firing up some of the old versions on swfchan but they're actually saying no now, even one with a really old looking UI.
Maybe I crossed a wire somewhere and am remembering how to get full access with cheated RWC asap, which was "video games, distract with tickle attack, slip hand under dress" and then "take off dress, racing game, make eat dust, take off panties, spread legs, take bunny hole for a ride"
But the hacked versions I can find let you have full access already. I'm missing something.
If I were a betting man...I would bet its from a hacked version. Hax it is. Pretty sure the hacks mosty just set all stats to their max value, so when you went through those steps it triggers the flag/achievements/etc that allow for the various things that you have the stats for from the hack, but were not actively "hacked" from the start.
The only walkthrough I know of is this:
For walk-throughs, Foxy collected various guides in a post, which were very helpful when I got into BSC again: https://f95zone.to/threads/babysitting-cream-betamix-edition-v0-3-5-novilon.113170/post-16292437
Just note, that there have been many changes to the game...new stuff that this likely doesn't account for, changes to values and needed stats/available stat changes...of course, if you grab the original file from the original post, it is likely still valid.
 

Xaverion

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Aug 30, 2022
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Couple things: 1: If you do a rework...Please let me finish and get you the rest of the stuff I am working on...I can only see that as a really messy change mixing the two at the same time, and I am hoping to have that for you very soon.
I'm doing any rework yet.
...okay I know I said I didn't want to share overengineered solutions, but I just can't resist, look at what you make me do!

So the code is mostly build like this:

You click Cream, you arrive in [Location]Sum (sum from Summon I take it). If there's a reason you shouldn't be able to do activities, like it's too dark for Cream to play outside for instance, you get booted back to [Location], otherwise you continue on into .Dress (because .Dress is always the very next label after [Location]Sum you automatically continue into it without having to jump or anything) where you can pick a menu option of the "Cream is dressed menu".

And after that, you could add a "call HungerCheck('Backyard')" as the first line to BackyardSum for example. If Cream is too hungry, you get booted back to Backyard, otherwise everything continues as normal. You'd have to do the same for other locations, and you might want to have one HungerCheckWhileHome label and one HungerCheckWhileInCity label or something, but if you keep it generic enough you can also just make do with one scene for all locations.
It's not hard to make a hunger -5 check. It's just tedious to manually add the check on each location label.
 

FoxyTails

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Feb 9, 2020
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Just note, that there have been many changes to the game...new stuff that this likely doesn't account for, changes to values and needed stats/available stat changes...of course, if you grab the original file from the original post, it is likely still valid.
Yep my 1st day guide is valid for the 'original' novilons version only & not for the 'remake' fan based version

SOME of the steps are still valid but due to the new added timings in game & energy checks it's not possible to do all steps/achievements in one day now

The other guides 'should' still be valid. Afaik hidden items & special days haven't changed much (except rainy days) only now I believe there's a double chance of getting these days with the new added week extension.

I've been (slowly) revisiting my old notes/flowcharts (trying to remember how I organised them in the first place lol) & altering/adding new stats (hence my earlier post of missing hunger checks) hoping to come up with an updated guide - no promises though as there's still changes being made to the game
 

DarkLink

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Sep 8, 2017
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Regarding the hunger stats, I did have plans for some kind of consequences for hunger reaching -5. I was thinking either a straight up game over or a similar consequence to running out of energy while in the city (skipped current day and lose a lot of RWC and happiness). Not so sure anymore and I haven't gotten around to figuring out where to do the hunger check easily and created the dialogues/scenes for it tho. Making the hunger as a modifier to the RWC increase is an interesting idea. I'll look into it.
I think a straight up game over might be a bit much, but I do think there being a triggered scene at -5 hunger where cream is pouting and complains about being really hungry / you lose RWC (similar amount to a bad event outcome) would be a nice touch. As long as it's not too difficult/time consuming to implement of course.

I'm currently play testing the current version and it kinda feels too easy too easy to progress through the game and get Cream naked. I got her naked by the end of day 3 with 700+ RWC. So, there's probably gonna need some rebalancing at some point. Especially when there's already a week extension available. Not sure when/what to do to rebalance the game tho.
For me personally, the pace feels about right being able to get her naked by the end of day 3 if you know what you're doing and probably a bit later than that if it's someone's first playthrough. That's halfway through the main week, I don't think it particularly needs rebalancing around the new extra week extension being available. At the very least, it feels like that would be pretty low priority to consider after everything else.

Honestly, I think BSC needs a complete overhaul of the stats systems. Happiness is literally just used for in 2 places and can just be replaced with RWC. Lust in 6 places, touch in 14 places, jerking off in 3 places, peeping in 4 places, and finally expose in 8 places. I feel like RWC could have just been used in these places. There's way too many stats to keep track and they are way too underutilized to be worth the effort. Need to have a discussion on this.
I could see Happiness just being merged into RWC if it's only used in 2 places, since RWC is largely related to how happy you're making Cream anyway. In general though, I kind of enjoy seeing different stats go up rather than reducing everything to revolving around the same stat only. I'm also guessing it would be more trouble than it's worth to overhaul the current system, though looking for places to utilize the existing stats (either in existing or new events) could make them feel more meaningful.
 
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Pleevy

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I'm doing any rework yet.
Whew. Because I am regrettably going slower than I hoped....still making progress...but this nerve/pain issue has slowed me down much more than I expected. Been referred to a specialist...hopefully we can make some meaningful progress toward normalcy sooner rather than later.
It's not hard to make a hunger -5 check. It's just tedious to manually add the check on each location label.
I think a straight up game over might be a bit much, but I do think there being a triggered scene at -5 hunger where cream is pouting and complains about being really hungry / you lose RWC (similar amount to a bad event outcome) would be a nice touch. As long as it's not too difficult/time consuming to implement of course.
This sounds like a reasonable setup to me...I think the only struggle is making either a generic "Feedback" string that works for "every scene" if this should happen that could be universally pointed to, or going through every scene and writing a custom scene for what happens at hunger -5 for each and every scene. I know I personally have done energy based checks with that in mind, adding the scene for if you don't have the energy at the same time as writing the scene, but that only applies to the new stuff...not necessarily everything else that was in game before we touched it. Maybe the idea of hunger as a factor effecting energy usage might be a way to minimize doubling up this sort of thing while not completely overhauling it as a stat? Like at -1/-2, all energy losses/uses get +1 more used, up to +3 more used. So like summoning Cream, normally 1, could cost up to 4 if summoning her at hunger -5. Encouraging you to make sure she is fed to not overburn energy. Of course, this would be contingent on a global way to arbitrarily add to any energy use reference in the code, and it would make the text indicator less valid (If it says you need 5 energy to watch TV, but actually costs you 8, and the check for not enough energy only checks 5...you would have to accept the extra energy lost as functional but not determinative ((Is that even a word?)) unless you also went through and updated every menu/energy check to include the hunger check and then you end up with 4 entries based on the hunger level for each possibility...at least here though, each of those checks would only effect the energy used piece of code, not the rest of the scene...and amusingly...the TV/movie reference is actually flirting with one of the areas where a hunger check is in place...where cream's stomach growling interrupts...but again...that is specific to that scene...not a global check...) Sorry..I might be rambling now...mostly just bringing things up/doing thought processes to hopefully help brainstorm/find solutions/understand where we all are in what needs/wants/should be done.
For me personally, the pace feels about right being able to get her naked by the end of day 3 if you know what you're doing and probably a bit later than that if it's someone's first playthrough. That's halfway through the main week, I don't think it particularly needs rebalancing around the new extra week extension being available. At the very least, it feels like that would be pretty low priority to consider after everything else.
I honestly have not done a real/whole playthrough since I started tinkering here...I think I am going to do so after the next version update...then I might have feedback on pacing, until then...i defer to others.
I could see Happiness just being merged into RWC if it's only used in 2 places, since RWC is largely related to how happy you're making Cream anyway. In general though, I kind of enjoy seeing different stats go up rather than reducing everything to revolving around the same stat only. I'm also guessing it would be more trouble than it's worth to overhaul the current system, though looking for places to utilize the existing stats (either in existing or new events) could make them feel more meaningful.
Couple things here: First, one thing that might not be considered in this discussion to this point is the flag/achievements aspect. While they are there to give the player a little cookie every now and then...(Look ma, I did this!)...they also allow for us to check a series of checks, without checking them. For example, if it takes happiness 5 and RWC 100 to get achievement "High Five Cream" (Fictitious for the sake of explanation) Then in the future, a check for having the achievement high five checks that you at least HAD those states before that point. (Yes its not perfect since the stats can change to the downside) but it does allow for a degree of variable (if the code allows) where a set of factors could be pointed to a toggleable flag/achievement that could be checked for instead of having to constantly add extra lines of checks everywhere...again looking at "global checks." Also...pretty sure the concept is no differnt than what was written into the original...I.E. After you get Cream to take off her dress...if I am not mistaken, it doesn't matter what you do after that to moral or happiness or RWC...she will still ALWAYS take her dress off...but other places where there are check for those other stats still apply. (IE. you can get her naked everywhere, but she may do nothing else). So...keep that in mind as technically..it measn that those checks have gotten made "more times" without writing in those check's every time. This line of thinking works best with those things that cannot be taken back...(Peep/Touch/Exposure/etc - You cannot "untouch" cream...LOL) which means, putting those checks into the (early game mostly) things that trigger flags/achievements means you get more use of those checks without chekcing for them every time, throwing of the usage count and functional value of the current stat system.
Second: it is easy enough to add extra checks for other stats, even without re-writing things...many scenes have the if this...get wanted scene, if not go here to default scene...the key I think if making them make SENSE. Like...it doesnt make sense to check peeking to see if cream will touch your butt, even though it would be esy to code that to use the stats more. I know, in this currently being worked on update, I did add (one comes immediately to mind) a core stat check with a small deviation to the scene because of it...its deifnitely doable/might have value, it just wasn't the way they coded everything back in the day...it has to be thought about as you write the scene or someone has to go back through after and add them...which might be what we do....maybe keep the stats as they are for now, get to 1.0...and as part of the next patches AFTER, add more checks and little variables that way. It makes me wonder at the intent being more driven by plans for future content to be more robustly effected by them...Like having an exhibitionist route with big scene variables, or the darker BDSM/CNC optionsusing the morality stat, etc...

Sorry for all that rambling...Pain got me up and kept me from going back to sleep...so trying to make use of the time...but my brain may not be "all there."
 

MrFluffums

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Dec 23, 2024
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I'm doing any rework yet.

It's not hard to make a hunger -5 check. It's just tedious to manually add the check on each location label.
Yeah, my suggestion was mainly to show how you could do it in a oneliner, without having to add if statements on each location label (because you do the if statement in the called generic label).

If you don't want to add it to each location label, you could also do something like this, although I'm not sure if it's a good idea from a code mantainability standpoint:
Code:
init python:
    def label_callback(name, abnormal):
        if not "Location" in globals() or not "stats" in globals():
        # you haven't started the game yet, so no variables have been defaulted yet.
            return
        global Location,stats
        if name == Location + "Sum" and stats.val('hunger') < 0:
            renpy.jump("GenericHungerScene")
        return
    config.label_callback = label_callback
label GenericHungerScene:
    "Cream is hungry"
    jump expression Location
Basically config.label_callback is a function that's called before any label executes. With this function you can intercept the call to Cream when a player presses the button to summon her, check if she's hungry, and redirect the player to the generic hunger scene if she is. So you could drop this code anywhere and it works.

But this is a pretty hacky solution, and would not be very intuitive to find later on if someone wants to check what makes the hunger scene happen.

Pleevy, fingers crossed man! Pain fucking sucks, especially when you can't sleep, must be torture. Hopefully the specialist can help!
 
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Xaverion

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Yeah, my suggestion was mainly to show how you could do it in a oneliner, without having to add if statements on each location label (because you do the if statement in the called generic label).

If you don't want to add it to each location label, you could also do something like this, although I'm not sure if it's a good idea from a code mantainability standpoint:
Code:
init python:
    def label_callback(name, abnormal):
        if not "Location" in globals() or not "stats" in globals():
        # you haven't started the game yet, so no variables have been defaulted yet.
            return
        global Location,stats
        if name == Location + "Sum" and stats.val('hunger') < 0:
            renpy.jump("GenericHungerScene")
        return
    config.label_callback = label_callback
label GenericHungerScene:
    "Cream is hungry"
    jump expression Location
Basically config.label_callback is a function that's called before any label executes. With this function you can intercept the call to Cream when a player presses the button to summon her, check if she's hungry, and redirect the player to the generic hunger scene if she is. So you could drop this code anywhere and it works.

But this is a pretty hacky solution, and would not be very intuitive to find later on if someone wants to check what makes the hunger scene happen.

Pleevy, fingers crossed man! Pain fucking sucks, especially when you can't sleep, must be torture. Hopefully the specialist can help!
I did actually have a version of this code tested a few days ago. It was having trouble actually working because it was trying to run the code before stats is initialized so i just put it in the vars.rpy file after wall the stats, flags etc is intialized. But it also keeps crashing afterwards saying it can't find "stats" or it just returns to the main screen after jumping to the Cream is hungry label twice in a row or something. Probably have something to do with the return statement at the end. So maybe I'll have another look at it and combine it with your code.

Code:
init python:
        try:
            _old_label_callback = config.label_callback
        except AttributeError:
            _old_label_callback = None

        def hunger_label_callback(label, abnormal=False):
            if label != "hunger_critical" and stats.val("hunger") <= 0:
                    renpy.jump("hunger_critical")
            if _old_label_callback:
                return _old_label_callback(label, abnormal)

        config.label_callback = hunger_label_callback



label hunger_critical:
    x "Oh no! Your hunger has reached -5! You must take action!"
    $ stats.maximize('hunger')
    return
 

Pleevy

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How possible would it be to add an outfit system, similar to what Headsnacke is doing with his version?
I wouldn't hold my breath for anything like that. We seem to have another graphic oriented contributor effectively disappear, so the thought of having multiples for all outfits or overlay outfits for every image when we get to even having them is hard for me to imagine for this iteration of the game. I could be wrong, others might be able to say otherwise...but I would assume that's not likely to be part of this project.
 

MrFluffums

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I did actually have a version of this code tested a few days ago. It was having trouble actually working because it was trying to run the code before stats is initialized so i just put it in the vars.rpy file after wall the stats, flags etc is intialized. But it also keeps crashing afterwards saying it can't find "stats"
This happened to me as well, and took a while to figure out! I was like "damn Ren'Py, stop gaslighting me, I know stats is initialized, I can see it right there".

What the problem is is that this label_callback is also called on Ren'Py startup, so before any game is started.
Stats doesn't exist at that point since no defaulted variables exist - defaulted variables are only initialized when you start a new game.

That's the point of this check: if not "Location" in globals() or not "stats" in globals():, basically it checks whether the game has actually started and stats exist, if not label_callback shouldn't do anything either.

It just returns to the main screen after jumping to the Cream is hungry label twice in a row or something. Probably have something to do with the return statement at the end. So maybe I'll have another look at it and combine it with your code.
Yeah, I think that's indeed the problem. You return from a jump, so the return stack would decrease by one, except it's empty so it boots you to the main menu.

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I love talking about code on this thread by the way, because I would never have thought about storing a potential old callback so you can invoke it after you did your own thing.
That's a damn convenient design pattern.

One suggestion though, these four lines:
Code:
        try:
            _old_label_callback = config.label_callback
        except AttributeError:
            _old_label_callback = None
Can be replaced with one:
Code:
         _old_label_callback = getattr(config,"label_callback",None)
But that's more a matter of personal taste.
 

beepsupeepsu

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Sep 27, 2021
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I wouldn't hold my breath for anything like that. We seem to have another graphic oriented contributor effectively disappear, so the thought of having multiples for all outfits or overlay outfits for every image when we get to even having them is hard for me to imagine for this iteration of the game. I could be wrong, others might be able to say otherwise...but I would assume that's not likely to be part of this project.
That's a real shame, honestly, but understandable. A wardrobe system would've added a nice hint of flavor.
 

Pleevy

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Pleevy, fingers crossed man! Pain fucking sucks, especially when you can't sleep, must be torture. Hopefully the specialist can help!
So...firt appointment with the specialist is in June...:cry:...Definitely going to slow down my contributions...Still moving forward...just...slower...much slower...
That's a real shame, honestly, but understandable. A wardrobe system would've added a nice hint of flavor.
Well...I think we can have some more hints of flavor like events that take advantage of the "special panties" or another dress from one of the clothes stores, etc...but not as full fledged as interchangeable outfits overall. I think that is just too ambitions for THIS project, and wanting to get to a finished product.
 

MrFluffums

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As I can't draw, for my own game I normally just generate separate characters in the poses I want, badly photoshop them together, and then give that to Stable Diffusion as the starting point, but using sketches as a basis might make the whole process less tedious and more consistent.
As the sketch discussion got a bit lost in the "is AI ethical or not", I just wanted to show off something I made today as it demonstrates how powerful sketches can be for composition:

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So clearly it still needs another round of inpainting to get the details right, but it always fascinates me how the most shitty sketch as a starting point can already produce something quite nice.

As itsonlyme can actually draw instead of my shitty ms paint job (really Krita, but you get the point), if Novaca and itsonlyme are up for it I really think a coorporation can be very valuable. Especially if itsonlyme can somewhat imitate Aval0nx's style, it should be easier to get consisent images (easier not easy).

Although I'm unfamiliar with the site that novaca uses for their gens, and there may be reasons why it's just not practical to use inpainting + sketches,so take my opinion with a grain of salt (as always).
 

Pleevy

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As the sketch discussion got a bit lost in the "is AI ethical or not", I just wanted to show off something I made today as it demonstrates how powerful sketches can be for composition:
So clearly it still needs another round of inpainting to get the details right, but it always fascinates me how the most shitty sketch as a starting point can already produce something quite nice.
As itsonlyme can actually draw instead of my shitty ms paint job (really Krita, but you get the point), if Novaca and itsonlyme are up for it I really think a coorporation can be very valuable. Especially if itsonlyme can somewhat imitate Aval0nx's style, it should be easier to get consisent images (easier not easy).
Although I'm unfamiliar with the site that novaca uses for their gens, and there may be reasons why it's just not practical to use inpainting + sketches,so take my opinion with a grain of salt (as always).
That is actually kind of amazing. I need to work with some newer versions of the AI software/models...as I have some old sketches I wanted turned into things, but was not as successful as I wanted to be...might be old software, might be poor prompting...but looking at that example...wow. I am on board with whatever the rest of you all can/are willing to do...for now..i stick to BGand WM removals and passing data between the various parties.

Note: I am determined to finish the last two parts of the guests file by this weekend, pain be damned. Xaverion, have you had a chance to check into the coding that I wasn't able to get working? It will be necessary for this last set of content parts to work right as part of the next update.

Also...2 potential bugs, someone might want to double check them for me:
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MrFluffums

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That is actually kind of amazing. I need to work with some newer versions of the AI software/models...as I have some old sketches I wanted turned into things, but was not as successful as I wanted to be...might be old software, might be poor prompting...but looking at that example...wow. I am on board with whatever the rest of you all can/are willing to do...for now..i stick to BGand WM removals and passing data between the various parties.
I'm using , together with (but I see they're up to now), together with to more easily create cubs.

If Forge during startup says something like "Hint: your device supports --cuda-malloc for potential speed improvements." you can edit webui_user.bat using notepad and include --cuda-malloc like this:
set COMMANDLINE_ARGS=--cuda-malloc
What does it do? No idea! Only add it if Forge tells you that you can.

Good set of positive prompts you can add really to all cub images you generate: anthro,high quality,highest quality,masterpiece,beautiful eyes,detailed eyes, beautiful fur, detailed fur,beautiful face, detailed face

To use the age slider add <lora:StS_Age_Slider_Illustrious_v1:-5> to the prompt, where -5 can be anything between -5 (cub) to 5 (very old).

Good set of negative prompts that you can add to basically all your prompts: bad quality, blurry,bad anatomy,human, deformed,multiple limbs, fused limbs

If you want to have an easy to remove background "plain white background" works very well, if you want to have a character reference "Full-length portrait,Centered" works great.

For the Lola pic this was my positive prompt (negative prompt was just the standard one I mentioned above):
anthro,female,cheetah,young,1girl:2,solo:2,nude, stacking boxes,carboard boxes,anus,long tail,genitals,red hair,long hair,beautiful,detailed hair, masterpiece, high quality, high definition,(detailed fur:2),(soft fur:2), (realistic fur:2), <lora:StS_Age_Slider_Illustrious_v1:-5>,smiling, looking over shoulder

Then onwards to an impromptu inpainting 101 tutorial! (I'm sure there are better tutorials out there, but I hope this is a good summary of how I use AI)

Start with selecting the area of the image you want to change:
In the img2img > inpainting tab you can basically paint over the parts of the image you want to change, the rest of the image is left alone. If you want to change the entire image, you can use the img2img > img2img tab.

Masked content:
You have a few options here:
- original: SD takes the areas you selected, throws in noise, then tries to guess what the original was. If you select original masked content, the pixels that were already there are used as a basis, so it'll look somewhat like whatever there was originally.
- latent nothing: SD takes the areas you selected, removes all pixels from it, and basically fills in the area with completely new content.

Use original if you want to fix details, or if you already ms painted in some colorful shapes like my orange blob with red hair.
Use latent nothing if you want something radically different than whatever there was before. Be prepared to have to fix plenty of details in the newly generated parts.

Sampling method:
Basically how SD tries to remove noise from the image. I put it to Euler A most of the time if I want creativity, on DPM++2M SE if I don't want creativity. So for the Lola pic above, I use Euler A as it needs to change the orange blob significantly, and would use DPM++2M SE to fix details. How do they work differently? No idea!

Sampling steps:
Higher is better (up to a point), but takes longer. For Euler A I use 40, for DPM I use 60 when I'm brave.

Resize by:
If there's part of a larger image that has a mistake, you can cut out the part with the mistake with Krita, and enlarge that part 2-3 with this option (because it's easier for SD to produce high quality images if it has more pixels to work with). Then you can simply scale down the resulting image again in Krita when you're happy with it, and paste it in the original image.

Denoising strength:
How much random noise is added to the image before SD tries to guess what the original image was. 0 is the original image, 1 is a completely unrelated image. I use 0.8 if I need huge changes (the orange blob to Lola), and I use 0.3 if it's stuff like blurry edges that I want sharpened. And as I mentioned before, just roughly coloring in the areas you're inpainting with a color appropriate to whatever you want placed there already works wonders.

Soft inpainting:
If you selected an area that SD is "allowed" to change, the result gets better if SD is allowed to change slightly outside of the selected area as well. If you select soft inpainting, you have a preservation strength value there as well. Most of the time I set this to half of the general denoising strenght, so 0.4 if I make radical changes, and 0.2-0.3 if I'm fixing details. edit: I'm wrong in this part, see for a better tutorial. You should have a low preservation strength if you make radical changes, and a high one if you want to fix details.

Forge couple:
Basically a way to tell SD "Hey, I want to use this prompt for the left side of the screen, and another for the right side of the screen".
Wouldn't bother with this one at first, but you can always look up a tutorial if you need it.

Tons of other options:
Don't know how to use 'm, so I don't know how to explain them. I have no doubt you'd be able to generate better pictures if you know what these options do, but I don't have the patience to learn lol.

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Note: I am determined to finish the last two parts of the guests file by this weekend, pain be damned. Xaverion, have you had a chance to check into the coding that I wasn't able to get working? It will be necessary for this last set of content parts to work right as part of the next update.
Really sorry to hear about your pain Pleevy. Typed up the tutorial so you could potentially play with your sketches as a possible distraction, but maybe my information dump makes it worse lol. Take care of yourself my man <3
 
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Pleevy

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Nov 23, 2024
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Really sorry to hear about your pain Pleevy. Typed up the tutorial so you could potentially play with your sketches as a possible distraction, but maybe my information dump makes it worse lol. Take care of yourself my man <3
Nope...the information dump is much appreciated. I have some new things to download/try...just have to take the time and find positioning to do it. Arigato Gozaimasu!
 
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