CREATE YOUR AI CUM SLUT ON CANDY.AI TRY FOR FREE
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DKOC

Active Member
Feb 1, 2019
974
999
I dunno if any of you Like Cheat Engine, But I have a Cheat table that was build for Unreal Engine and this one allows you to either reverse engineer the game/ dump tags and adresses,. but it also has fun scripts pre loaded like noclip and what not. player speed. jump height, I like to use the noclip because since there is no checkpoint or saves yet. I can just fly to wherever in the game i want to. Had to pack it in a Rar file tho since f95 wont let me upload it because the extension is .ct which is unkown i guess to the website. When you first open the Cheat Table. Hook to BITS. Then select keep current code list. Check the box that says " Unreal Engine " After that, Check Get GEngine if its uncheck. finally select Example scripts. You'll be able to use Noclip now. View attachment 2899540
View attachment 2899539
Just curious, but would these sample scripts work with any UE4/5 porn game? ie Lustland Adventure, Breeders of the Nephelym, Call of Beyond, or Wicked Island?
 

stimtheone

Newbie
Dec 3, 2018
60
63
Oof, a buggy mess, but GRAND in its ambition. I had just two bugs softlock me into having to restart. One is that you can pick up the box while crawling and then.... you are stuck. Another is that there is this small cave (close to the skulls altar) which you might THINK you can go in crouched but just lands you in an area where you are stuck. I might go at it again from the top. Saving and loading should certainly be implemented.

Though I really, really wish there was a "peaceful" option. Oh, how I hate being hunted by things.

And I hope the futa thing becomes more fleshed-out. Right now a lot of cutscenes and sex scenes are screwed by it. Sure hot to see the girl pissing all over herself, but bit weird to see the hand clip inside that dick. Maybe there should be two versions of some particular scenes that depend on that aspect.
 
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mattrixatp

Active Member
Apr 29, 2017
585
555
To the people who can't fill the bowls here's a quote from the WC of a pub I want to - If the barrel is too short, better sit down. In other word - learn to aim better.
 

stimtheone

Newbie
Dec 3, 2018
60
63
I can't pee in the bowl, I've tried so many times, but I can't. Can someone help me
Same here. It might have some issue in this version. All I can say is that I tried with both dick and not... even got on top of the thing. Might be that bug mentioned of pee not interacting with objects.
 
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TiCEnETioNEy

Newbie
Jul 2, 2023
31
32
Same here. It might have some issue in this version. All I can say is that I tried with both dick and not... even got on top of the thing. Might be that bug mentioned of pee not interacting with objects.
Download BITS v2 release with fix
 
Last edited:
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SunnySanity

Member
Jul 17, 2017
243
818
Screenshot 2023-09-03 195629.png

Changelog

General:
- Fixed Pee collisions on low fps, now it should work good on any framerate
- Tomb "trap ceiling room" is not killing no more, until the save system arrives
- Fixed multiple bugs inside Clothing system, items should never disappear for no reason
- Re-worked Tara AI control (auto-walk to Interactable objects)
- Improved Objectives system
- Buttplugs are no longer disappears on Pee scenes
- Fixed issue, where Buttplug ass-morphs was not disabled on sex scenes (while the buttplug itself is hidden)
- Fixed Mummy BJ character offsets
- Fixed bug with Mummy, not reacting to the player after a sex scene
- Fixed Mummy attack range distance
- Enemie's balls physics are enabled inside sex scenes
- Raptor is respawning from cave, after sex scene (was broken on initial release)
- Tara's butt physics is always on (it was not turning back on, after some sex scenes)
- Fixed Smooth camera blend, on cutscene end
- Fixed a bug with potential softlock, while spamming Use key on Lootboxes (or any other interactables)
- Added Tattoo 3 Arm texture (texture was missed on the first release)
- Fixed secret totem BJ scene (dynamic textures were wrong)
- Improved swimming>walking transition
- Fixed potential softlocks, when picking up Box
- Blocked raptor cave hole, you can't fall inside it no more
- Fixed rare problem, when finishing the Pee-girls puzzle were not activating the doors
- Multiple small improvements to the cutscenes, collisions, hints and so on
- Fixed bunker assets (videos were not imported currently on the first version)

Puzzles:
- Added Puzzle Reset function to reset pieces positions ("R" - Reload)
- Fixed bug with Raptors comix, now all pages should be saved inside the book
- Fixed bug with Puzzles, where chip's (pieces) were flying towards the camera (actually, it was happening in places with high cliffs above the player - pieces were aligning to the cliffs, instead of a board mesh)
 

dedbef

New Member
Aug 17, 2023
2
5
Looks like i'm exactly 20 minutes late with this post, but anyways:

There's three ways of handling game development that work.

1. Release early and fix early, thus turning players into alpha testers. This sadly works (so long as you're not charging full price) because of the "early access" excuse.

2. "When it's ready". This obviously works (and you can charge full), because no matter how long it takes, you deliver something that works. So long as you time the hype train right (don't start it too early, or it runs outta steam before release), you can basically take as long as you like (or you have funds), because the result speaks for itself.

3. Episodic release. This is kinda like #2, because the players still expect stable releases, but if most of the gamedev is content creation, then you can finish one chapter, release that and then work on the next.

What the developer is trying with this project kinda is a mess of all three: He wants to release before basic features like savegames are ready, but also take forever to get it right, and on top of this release one episode at a time.

I cannot think of any sane user (and i realize there are plenty who are not), who prefers a devmodel like this. Please understand i'm in no way saying the dev is doing bad work. On the contrary, animopron is known to release highly polished work. And from a developer's POV, this game - or rather the EP - is "almost done": It's very performant, the UI and controls are intuitive, the content is polished... basically the only things left to do are a few leftover bugs and features.

Problem is from a player's POV, those bugs are gamebreakers and showstoppers - stuff that wouldn't even be in a beta. So again: I'm not questioning the developer's competence at... developing. From a developer POV, this is looking great. Instead i'm questioning the releasemodel, since this way or releasing a game seems to combine every possible way of annoying players.
 

Astrel

Member
Jan 27, 2018
474
1,452
Looks like i'm exactly 20 minutes late with this post, but anyways:

There's three ways of handling game development that work.

1. Release early and fix early, thus turning players into alpha testers. This sadly works (so long as you're not charging full price) because of the "early access" excuse.

2. "When it's ready". This obviously works (and you can charge full), because no matter how long it takes, you deliver something that works. So long as you time the hype train right (don't start it too early, or it runs outta steam before release), you can basically take as long as you like (or you have funds), because the result speaks for itself.

3. Episodic release. This is kinda like #2, because the players still expect stable releases, but if most of the gamedev is content creation, then you can finish one chapter, release that and then work on the next.

What the developer is trying with this project kinda is a mess of all three: He wants to release before basic features like savegames are ready, but also take forever to get it right, and on top of this release one episode at a time.

I cannot think of any sane user (and i realize there are plenty who are not), who prefers a devmodel like this. Please understand i'm in no way saying the dev is doing bad work. On the contrary, animopron is known to release highly polished work. And from a developer's POV, this game - or rather the EP - is "almost done": It's very performant, the UI and controls are intuitive, the content is polished... basically the only things left to do are a few leftover bugs and features.

Problem is from a player's POV, those bugs are gamebreakers and showstoppers - stuff that wouldn't even be in a beta. So again: I'm not questioning the developer's competence at... developing. From a developer POV, this is looking great. Instead i'm questioning the releasemodel, since this way or releasing a game seems to combine every possible way of annoying players.
That is the point in a early supporters release. He will eventually release it to the big public to atract more supporters so he wants the game to be playable
 
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Lenny92

New Member
Nov 1, 2022
1
0
View attachment 2901006

Changelog

General:
- Fixed Pee collisions on low fps, now it should work good on any framerate
- Tomb "trap ceiling room" is not killing no more, until the save system arrives
- Fixed multiple bugs inside Clothing system, items should never disappear for no reason
- Re-worked Tara AI control (auto-walk to Interactable objects)
- Improved Objectives system
- Buttplugs are no longer disappears on Pee scenes
- Fixed issue, where Buttplug ass-morphs was not disabled on sex scenes (while the buttplug itself is hidden)
- Fixed Mummy BJ character offsets
- Fixed bug with Mummy, not reacting to the player after a sex scene
- Fixed Mummy attack range distance
- Enemie's balls physics are enabled inside sex scenes
- Raptor is respawning from cave, after sex scene (was broken on initial release)
- Tara's butt physics is always on (it was not turning back on, after some sex scenes)
- Fixed Smooth camera blend, on cutscene end
- Fixed a bug with potential softlock, while spamming Use key on Lootboxes (or any other interactables)
- Added Tattoo 3 Arm texture (texture was missed on the first release)
- Fixed secret totem BJ scene (dynamic textures were wrong)
- Improved swimming>walking transition
- Fixed potential softlocks, when picking up Box
- Blocked raptor cave hole, you can't fall inside it no more
- Fixed rare problem, when finishing the Pee-girls puzzle were not activating the doors
- Multiple small improvements to the cutscenes, collisions, hints and so on
- Fixed bunker assets (videos were not imported currently on the first version)

Puzzles:
- Added Puzzle Reset function to reset pieces positions ("R" - Reload)
- Fixed bug with Raptors comix, now all pages should be saved inside the book
- Fixed bug with Puzzles, where chip's (pieces) were flying towards the camera (actually, it was happening in places with high cliffs above the player - pieces were aligning to the cliffs, instead of a board mesh)
Where do i put the new file? I have no idea at all.
 

DanteDemonHunter

New Member
Mar 24, 2019
3
0
LowLevelFatalError [File:Unknown] [Line: 4075]
Retry was NOT sucessful.


0x00007ffa8a92cf19 KERNELBASE.dll!UnknownFunction []
0x00007ff7290419c6 BITS-Win64-Shipping.exe!UnknownFunction []
0x00007ff7290023cd BITS-Win64-Shipping.exe!UnknownFunction []
0x00007ff72a5f0b98 BITS-Win64-Shipping.exe!UnknownFunction []
0x00007ff72a5f270b BITS-Win64-Shipping.exe!UnknownFunction []
0x00007ff728f07201 BITS-Win64-Shipping.exe!UnknownFunction []
0x00007ff728f08fdc BITS-Win64-Shipping.exe!UnknownFunction []
0x00007ff72905318b BITS-Win64-Shipping.exe!UnknownFunction []
0x00007ff72904d581 BITS-Win64-Shipping.exe!UnknownFunction []
0x00007ffa8c527614 KERNEL32.DLL!UnknownFunction []
0x00007ffa8cec26a1 ntdll.dll!UnknownFunction []

Crash in runnable thread TaskGraphThreadBP 28

so, how do i deal with this? coz i don't thinks i've seen this before here
 
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