Create and Fuck your AI Cum Slut –70% OFF
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3.80 star(s) 19 Votes

Arioth

Newbie
Feb 15, 2021
17
17
21
If you want to enable the debug mode and/or mod the game yourself then here is what I have figured out based on what Somedude222_4 and Josh_ua posted earlier in this thread.

You will need to be able to unpack the file: <game root>\resources\app.asar

I did so using 7-Zip with the addition of this plugin for 7-Zip:

Having installed that plugin, open the app.asar file with 7-Zip. Then you will be able to right-click the files inside the archive and use the 7-Zip context menu to "Edit" them. I would suggest changing the default editor in 7-Zip to Notepad++ (or your favorite text editor) to make this easier.

You will need to edit the file: app.asar\data\scenario\scene1.ks

I won't post the code used by Somedude222_4, but you can download Somedude222_4's mod (linked on the main page of this thread) and get the code yourself. You can search the already modded file for "RNG_MOD" and you should find all the parts you need. There is the line to add a button to the debug menu. There are four new functions after the debug menu buttons called *RNG_MOD_TOGGLE, *RNG_MOD_ENABLE, *RNG_MOD_DISABLE, and *RNG_MOD_TOGGLE_END. There is one line in the *Card_X_change function to jump to the *card_RNG_MOD_select function. Then there is the *card_RNG_MOD_select function shortly after that.

I'll post some code I altered plus the code from Josh_ua (the Fallen-30 button and +200m button) since he already posted it for use earlier in this thread himself.

I rearranged the buttons on the debug screen to my preference. Find these three lines, which were contiguous as of version 1.1.0 of the game. They are around line 1230 of the file.

[glink color="black" storage="scene1.ks" size="20" text="FULL&nbsp;Items" x="187" y="464" width="100" height="24" _clickable_img="" target="*debug_last_1" ]
[glink color="black" storage="scene1.ks" size="20" text="-500m" x="188" y="388" width="100" height="24" _clickable_img="" target="*debug_last_1000" ]
[glink color="black" storage="scene1.ks" size="20" target="*Fallen_+30" text="Fallen+30" x="423" y="391" width="" height="" _clickable_img="" ]

Then replace them with the lines below. I have the button for the RNGMOD added, but I didn't include the rest of the code needed as I have not asked for Somedude222_4's permission.

[glink color="black" storage="scene1.ks" size="20" target="*dist_left_+200m" text="+200m" x="403" y="308" width="100" height="24" _clickable_img="" ]
[glink color="black" storage="scene1.ks" size="20" target="*dist_lett_+500m" text="+500m" x="633" y="308" width="100" height="24" _clickable_img="" ]
[glink color="black" storage="scene1.ks" size="20" target="*debug_last_1000" text="-500m" x="188" y="308" width="100" height="24" _clickable_img="" ]
[glink color="black" storage="scene1.ks" size="20" target="*fallen_=0" text="Fallen=0" x="188" y="391" width="" height="" _clickable_img="" ]
[glink color="black" storage="scene1.ks" size="20" target="*fallen_+30" text="Fallen+30" x="403" y="391" width="" height="" _clickable_img="" ]
[glink color="black" storage="scene1.ks" size="20" target="*Fallen_-30" text="Fallen-30" x="633" y="391" width="" height="" _clickable_img="" ]
[glink color="black" storage="scene1.ks" size="20" target="*cards_to_1" text="Set&nbsp;Cards&nbsp;1" x="403" y="464" width="" height="" _clickable_img="" ]
[glink color="black" storage="scene1.ks" size="20" target="*cards_to_10" text="Set&nbsp;Cards&nbsp;10" x="633" y="464" width="" height="" _clickable_img="" ]
[glink color="black" storage="scene1.ks" size="20" target="*RNG_MOD_TOGGLE" text="RNG MOD" x="187" y="464" width="" height="" _clickable_img="" ]
[glink color="black" storage="scene1.ks" size="20" target="*debug_last_1" text="FULL&nbsp;Items" x="403" y="549" width="100" height="24" _clickable_img="" ]

Then add these functions directly below the section were you added the above lines for the buttons. It honestly probably doesn't matter where this code gets added. This Tyrano Builder language doesn't seem to care what order code appears in.

The below functions allow you to add 200m to the distance left, add 500m to the distance left, subtract 500m from the distance left, set all cards to 1, set all cards to 10, set fallen level to 0, or subtract 30% from fallen level.

*dist_left_+200m
[tb_eval exp="f.calc+=200" name="calc" cmd="+=" op="t" val="200" val_2="undefined" ]
[tb_start_tyrano_code]
[if exp="f.lang == 0"]
+200m[p]
[elsif exp="f.lang == 1"]
200m was addded to the remaining distance.[p]
[else]
[endif]
[_tb_end_tyrano_code]

[tb_ptext_hide time="0" ]
[tb_image_hide time="0" ]
[call storage="scene1.ks" target="*card_charge" ]
[jump storage="scene1.ks" target="*last_calc" ]

*dist_left_+500m
[tb_eval exp="f.calc+=500" name="calc" cmd="+=" op="t" val="500" val_2="undefined" ]
[tb_start_tyrano_code]
[if exp="f.lang == 0"]
+500m[p]
[elsif exp="f.lang == 1"]
500m was addded to the remaining distance.[p]
[else]
[endif]
[_tb_end_tyrano_code]

[tb_ptext_hide time="0" ]
[tb_image_hide time="0" ]
[call storage="scene1.ks" target="*card_charge" ]
[jump storage="scene1.ks" target="*last_calc" ]

*cards_to_1
[tb_ptext_hide time="0" ]
[tb_eval exp="f.card1=1" name="card1" cmd="=" op="r" ]
[tb_eval exp="f.card2=1" name="card2" cmd="=" op="r" ]
[tb_eval exp="f.card3=1" name="card3" cmd="=" op="r" ]
[tb_eval exp="f.card4=1" name="card4" cmd="=" op="r" ]
[tb_eval exp="f.card5=1" name="card5" cmd="=" op="r" ]
[call storage="scene1.ks" target="*card_charge" ]
[jump storage="scene1.ks" target="*last_calc" ]

*cards_to_10
[tb_ptext_hide time="0" ]
[tb_eval exp="f.card1=10" name="card1" cmd="=" op="r" ]
[tb_eval exp="f.card2=10" name="card2" cmd="=" op="r" ]
[tb_eval exp="f.card3=10" name="card3" cmd="=" op="r" ]
[tb_eval exp="f.card4=10" name="card4" cmd="=" op="r" ]
[tb_eval exp="f.card5=10" name="card5" cmd="=" op="r" ]
[call storage="scene1.ks" target="*card_charge" ]
[jump storage="scene1.ks" target="*last_calc" ]

*fallen_=0
[tb_eval exp="f.fallen=0" name="fallen" cmd="=" op="t" val="0" val_2="undefined" ]
[tb_start_tyrano_code]
[if exp="f.lang == 0"]
Fallen = 0.[p]
[elsif exp="f.lang == 1"]
Fallen = 0.[p]
[else]
[endif]
[_tb_end_tyrano_code]

[tb_ptext_hide time="0" ]
[tb_image_hide time="0" ]
[call storage="scene1.ks" target="*card_charge" ]
[jump storage="scene1.ks" target="*last_calc" ]

*fallen_-30
[if exp="f.fallen > 30"]
[tb_eval exp="f.fallen-=30" name="fallen" cmd="-=" op="t" val="30" val_2="undefined" ]
[else]
[tb_eval exp="f.fallen=0" name="fallen" cmd="-=" op="t" val="30" val_2="undefined" ]
[endif]
[tb_start_tyrano_code]
[if exp="f.lang == 0"]
Fallen -30.[p]
[elsif exp="f.lang == 1"]
Fallen -30.[p]
[else]
[endif]
[_tb_end_tyrano_code]

[tb_ptext_hide time="0" ]
[tb_image_hide time="0" ]
[call storage="scene1.ks" target="*card_charge" ]
[jump storage="scene1.ks" target="*last_calc" ]

You also need to enable the debug menu by commenting out this line (had a typo before, fixed now):

[jump storage="scene1.ks" target="*skip_debug_menus" ]

You comment it out with a ";" like so:

; [jump storage="scene1.ks" target="*skip_debug_menus" ]

When you are done with your changes, save the file in your text editor, and then close the text editor. 7-Zip likely won't detect that the file as been edited until you close the text editor. Then 7-Zip should ask you if you want to update the version of the file located in the archive.

Don't forget to apply the fix sinph posted about above while you are doing all of this as well.
 
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lmaoinvasion

New Member
Sep 28, 2020
6
3
91
ive been trying off and on again to get this running properly but this wierd "bloom" like filter is just allover the game covering all the good stuff and from what i can see from screenshoots it definatly is not supposed to look like that anyone have any ideas what can be casuing the gake to do this "brightness increase" on my version of the game?
 

D00IVI

New Member
Feb 21, 2019
7
0
31
Yes, scanned it with 3 programs. All clean.
Well my scans also doesnt detect anything until I start the exe then it give out 2 warning of trojan n dangerous object, but seeing nobody here got their pc exploded I hope it's just nothing
 

Arioth

Newbie
Feb 15, 2021
17
17
21
ive been trying off and on again to get this running properly but this wierd "bloom" like filter is just allover the game covering all the good stuff and from what i can see from screenshoots it definatly is not supposed to look like that anyone have any ideas what can be casuing the gake to do this "brightness increase" on my version of the game?
Not sure if you are experiencing the same issue I had or not. The game was loading in really high brightness so that everything was washed out (the whole game window). I am playing on Win 10 x64. I had to use Windows compatibility settings to fix the issue. Setting the game to run in compatibility mode for Windows 7 fixed it.

If that isn't your issue and you mean you have actual censorship of some kind in the game, I didn't experience that (well other then the normal pixilation on the genitals). I downloaded the version linked on the first page of this thread. I used the WORKUPLOAD link.
 

Arioth

Newbie
Feb 15, 2021
17
17
21
hmmm, but previously someone made a patch without having to redraw it
here https://f95zone.to/threads/cage-of-...koro-erufu-tea-plantation.131466/post-9774692
The version of 1.1.0 I downloaded from the WORKUPLOAD link on the first page of this thread did not have the cloudy parts shown in the link you provided. I guess there must have been multiple levels of censorship in some versions. The version I played did still have pixilation over the genitalia. I checked the art assets and the pixilation is part of the image files, so that is what I referring to.
 
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ClimaticFace

Newbie
Aug 28, 2022
58
31
95
The version of 1.1.0 I downloaded from the WORKUPLOAD link on the first page of this thread did not have the cloudy parts shown in the link you provided. I guess there must have been multiple levels of censorship in some versions. The version I played did still have pixilation over the genitalia. I checked the art assets and the pixilation is part of the image files, so that is what I referring to.
ohhh, ok, Sorry xd
 

SpicyLemon

Member
Jul 28, 2022
120
41
128
Can the girl be in her underwear during the playthrough? It seems to be an option in the gallery but idk about the playthrough
 

Arioth

Newbie
Feb 15, 2021
17
17
21
Can the girl be in her underwear during the playthrough? It seems to be an option in the gallery but idk about the playthrough
It might be possible. You can use the debug menu to change her into nothing but underwear, so there may be a way to have the same thing happen through normal gameplay.
 
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Iexist

Engaged Member
Jul 20, 2018
2,390
4,229
451
Well... this was an ok tentacle game... Too short though, and too RNG heavy for me to fully enjoy it. I'm not a huge fan of having my ability to win or lose be heavily at the mercy of RNG.

That said, I was still able to get the good and pure end in about one hour with only a couple of saves loaded. Might replay it at some point while completely respecting the RNG... but I dunno. I'm not particularly fond of the interface or how it plays. Or the text speed for that matter... The art is also only on the level of average, at least for my personal tastes, so that doesn't motivate me much either.

Alas...

This barely scratched my need for tentacle content... but to be fair, few games do. For all that peeps say that Hentai has a lot of tentacles... there's actually very little quality tentacle content when it comes to games...
 

MofMusic

New Member
Jan 9, 2022
9
1
13
is there any way to read it's sav files? or even edit it? i fucking hate how the the game crashes and i restart so i want to edit the values, but turns out this game uses .SAV files which i don't know how to read or write in it. anyone? and i just saw someone talking about a debug menu so how do i get that?
 

Arioth

Newbie
Feb 15, 2021
17
17
21
is there any way to read it's sav files? or even edit it? i fucking hate how the the game crashes and i restart so i want to edit the values, but turns out this game uses .SAV files which i don't know how to read or write in it. anyone? and i just saw someone talking about a debug menu so how do i get that?
Not sure about the save files, but go back a page for instruction on how to use the debug menu.

https://f95zone.to/threads/cage-of-...oro-erufu-tea-plantation.131466/post-12119071
 

Arioth

Newbie
Feb 15, 2021
17
17
21
is there any way to read it's sav files? or even edit it? i fucking hate how the the game crashes and i restart so i want to edit the values, but turns out this game uses .SAV files which i don't know how to read or write in it. anyone? and i just saw someone talking about a debug menu so how do i get that?
I was bored so I took a look at the .sav files. They are URL encoded. You can open them in Notepad++ and use the "URL Decode" option under the "Plugins" > "MIME Tools" menu to convert them to a more human readable format.

That worked fine for the smaller ElfinWiz_sf.sav file, but gave me an error for the larger ElfinWiz_tyrano_data.sav file. I can get it to decode smaller sections of the file, but it throws an error when I select all and try to decode.

Anyway, that should give you a starting point if you really want to figure out how to edit the files. I would assume that if you figure out the parts you want to edit then you can use Notepad++ to encode the file again.

Edit:

I tried a couple of decoding websites and had better luck decoding the whole string in the larger file. I don't think it will do much good though as there is a lot of info saved there. It almost seems like it is a log of everything that happened in the playthrough as well as a big long hash of something. Looks like it would be hard to parse to find anything meaningful to change.
 
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3.80 star(s) 19 Votes