nbvcxw123456azerty

New Member
Feb 27, 2021
10
0
Fine, went hunting and found a few prototypes/unlisted mods that slipped through the cracks, adding them to the mod pack.
There are singular, isolated assets floating in the modding channel of the discord, but they're not worth reuploading in their raw form.
thank's but your mega's link seems to be dead :0
 

Gadriel

Well-Known Member
Dec 15, 2017
1,059
1,135
nonono you may misunderstand my point. I know where the savefiles are. Everything of mine is in that HDD: My OS, my games, and most important my 6 years' collection of these...ALL GONE. This catastrophe almost kill me...
And you misunderstood mine... The linked post has a (nearly) complete save file.
 

Gadriel

Well-Known Member
Dec 15, 2017
1,059
1,135
Thanks a lot. Most of them seems pretty self-explanatory but what does Shack Downgrade, CoD Perk Machine and Wonderweapon do?
The CoD Perk Machine and Wonderweapon exchange the medicine machine and the F.E.R. wonderweapon with sprites based on CoD zombies... I think, I haven't tested them and don't know CoD well enough to ID them from their preview screenshots. I guessed this because they're from the same guy who made the Raygun Revolver, which I DO recognize.
The Shack Downgrade is the overhaul Eyeholes was talking about, it causes extra enemies that are regular enemies dipped in paint to spawn, each with their own ability.
Extra Basic Zombies will have their heads blown off when headshot, at which point they'll charge and try and explode on you. Neat, but annoying.
Extra Dogs will auto-grab you if you turn your back on them after they howl. Frustrating, but not a deal breaker.
Extra Elite Zombies will automatically heal randomly after being shot. I think they're supposed to be an area-damage thing, shoot them in the specific body part or get punished by healing, but I couldn't get it to work, so they just take stupid amounts of ammo to take down.
The latter is why I call it a downgrade, as they are a massive, throbbing pain in your ass as you basically have to kite them the whole wave, then spend and additional two-four minutes just killing them after the wave's over.
They quickly make waves impossible, and just are not fun to try and fight. Good on the dev for getting Shack up to a similar difficulty level to Cave, if not more...
 

jolg

Member
Jul 7, 2020
330
55
For some reason my screen is black when i start the game, can still see health and other things but not the character or the room, i even have bugs where pressing ESC two times results in them menu getting stuck on screen (same with a window of information getting stuck). What do i do?
 

Furabia

Well-Known Member
Donor
Jun 23, 2019
1,035
1,415
Bummer... I'm saddened to find out that the teased updates won't be coming anymore, this is a very unique game and we just don't get many like it around here. I understand that perveloper has their circumstances and I'll respect that.

After all it is a completed game that provides a full experience so I'm ok with that.
 
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ozymandias12

New Member
Jun 30, 2021
12
8
Since there's no gallery mode, I spent a couple hours of trial and error to discover a very rudimentary way of looping the rape animations.

When you're grabbed, there's an address that identifies which animation is currently playing. It begins at 1 and increments each time the animation changes, usually ending between 5-7 depending on how long the enemy's rape sequence is.

If you can find the address in Cheat Engine, you can edit the value to play the animation you want, and you can freeze the value to loop that particular animation indefinitely.

The main problem is that the address changes every time a new enemy grabs you and also every time you reboot the game. So if you want to see a new enemy's animations, you have to go through the entire scanning process all over again to identify the new address, which is tedious.

Here's how to cut down the work substantially:
1. Open Captivity and Cheat Engine as normal
2. In the scan function of Cheat Engine, change the Value Type to "Array of byte"
3. Scan for "48 63 46 08"
4. CE will display a list of addresses. Look for the one that ends in DBA. It should usually be first in the list.
5. Right click the address -> "Disassemble this memory region"
6. Right click the address in the Memory Viewer window -> "Find out what addresses this instruction accesses". A new window should pop up, "Accessed addresses"
7. In the game, get grabbed by an enemy. At this point your framerate will plummet, you'll have to put up with it for a few seconds.
8. Wait for the next "stage" in the rape sequence, corresponding to a new animation. Pause the game
9. In the Accessed addresses window, there should now be around a dozen addresses. One will look very different from the rest. It should have a value of 2 (corresponding to animation 2) or 3. This is the address you want. Save it to your table, close the Accessed addresses window to get rid of the lag, and edit the values as desired.

By repeating steps 6 to 9, you only have to spend 10-20 seconds to find the right address for each new enemy as opposed to the 2+ minute process of scanning.

Even so, this is clearly a very rough process and the main reason I'm posting here is to request that someone who's better at CE than I am please find some way to automate this process if possible. If it could simply be saved to a table and changed in one click like the other cheats for Money, Hearts etc. that'd be a huge time saver.
 
Last edited:

Teaorcoffee

New Member
Nov 11, 2018
6
3
Since there's no gallery mode, I spent a couple hours of trial and error to discover a very rudimentary way of looping the rape animations.

When you're grabbed, there's an address that identifies which animation is currently playing. It begins at 1 and increments each time the animation changes, usually ending between 5-7 depending on how long the enemy's rape sequence is.

If you can find the address in Cheat Engine, you can edit the value to play the animation you want, and you can freeze the value to loop that particular animation indefinitely.

The main problem is that the address changes every time a new enemy grabs you and also every time you reboot the game. So if you want to see a new enemy's animations, you have to go through the entire scanning process all over again to identify the new address, which is tedious.

Here's how to cut down the work substantially:
1. Open Captivity and Cheat Engine as normal
2. In the scan function of Cheat Engine, change the Value Type to "Array of byte"
3. Scan for "48 63 46 08"
4. CE will display a list of addresses. Look for the one that ends in DBA. It should usually be first in the list.
5. Right click the address -> "Disassemble this memory region"
6. Right click the address in the Memory Viewer window -> "Find out what addresses this instruction accesses". A new window should pop up, "Accessed addresses"
7. In the game, get grabbed by an enemy. At this point your framerate will plummet, you'll have to put up with it for a few seconds.
8. Wait for the next "stage" in the rape sequence, corresponding to a new animation. Pause the game
9. In the Accessed addresses window, there should now be around a dozen addresses. One will look very different from the rest. It should have a value of 2 (corresponding to animation 2) or 3. This is the address you want. Save it to your table, close the Accessed addresses window to get rid of the lag, and edit the values as desired.

By repeating steps 6 to 9, you only have to spend 10-20 seconds to find the right address for each new enemy as opposed to the 2+ minute process of scanning.

Even so, this is clearly a very rough process and the main reason I'm posting here is to request that someone who's better at CE than I am please find some way to automate this process if possible. If it could simply be saved to a table and changed in one click like the other cheats for Money, Hearts etc. that'd be a huge time saver.
Excellent work! Not too convenient though. Hope some pro can make a steady table or just a functional gallery XD
 
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stonegate8

Member
Apr 20, 2020
164
311
He is still working on it, but after four months, it seems little progress has been made. I understand that he is not a dedicated game developer - he's a student and has many other priorities. After four months with very little actionable information on upcoming content, I've begun to despair. I worry that the game will be abandoned within the coming months. Its a shame, too. Good H games are rare these days and when a gem finally appears amidst the steaming piles of Ren'py and RPGM drivel, the developer cannot dedicate much time at all to work on it.
Well, I called it correctly in March. Not that I'm particularly happy about being right :(
 
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95Sty

Newbie
Aug 15, 2018
60
43
...as for know he managed to create new mobs from old ones, and give them special properties along with special debuffs. He barely made an overhaul for The Shack, but with it, he turned into one of the most engaging maps to play in.
You're trying to bring us in on mods that aren't even released publicly yet - or at the very least isn't in the mod releases channel. I can understand wanting more people, but offering one thing then having people show up only to go "oh well its not ready yet so" is a little disappointing.

Don't get me wrong, I'll look forward to it. But since it's been awhile since the last mod release, well.
 

Gadriel

Well-Known Member
Dec 15, 2017
1,059
1,135
You're trying to bring us in on mods that aren't even released publicly yet - or at the very least isn't in the mod releases channel. I can understand wanting more people, but offering one thing then having people show up only to go "oh well its not ready yet so" is a little disappointing.

Don't get me wrong, I'll look forward to it. But since it's been awhile since the last mod release, well.
They're not lying about that one being available, just overselling its merits.
It's the 'clothing overhaul' mod, but be warned. When they say 'Most Engaging Map' they mean 'Balls-to-the-wall hardest,' even over Cave.
 

Eyeholes

New Member
Apr 9, 2019
5
9
You're trying to bring us in on mods that aren't even released publicly yet - or at the very least isn't in the mod releases channel. I can understand wanting more people, but offering one thing then having people show up only to go "oh well its not ready yet so" is a little disappointing.

Don't get me wrong, I'll look forward to it. But since it's been awhile since the last mod release, well.
Im not lying tho, the mod is avaible and it has everything that I described.
For starters, about these new mobs, as I said, theyhave special properties, and are called "Aberrants" if I remember properly.
The Aberrants are variants of the enemies already present in shack with their values modified, for example, the Aberrant Dog, after howling, he'll turn purple and will stun you on proximity to then mount you no matter if he tackled you from the front.
The Aberrant glapper gains supper armor at long range and it will explode after dying. If you get bathed in it juices you'll libido will raise and you'll lose some clothe pieces.
Then the Aberrant normal Zombies can go on attacking, even after losing their head, etc.

And while I do understand that you may not see it as very engaging, in my opinion, the extra difficulty it adds makes it the only level where it doesn't matter what wave you are in or how strong you are, cause if you don't pay attention you'll get punished hardly.

Cheers!
 

Gadriel

Well-Known Member
Dec 15, 2017
1,059
1,135
Alright, bitch, let's fucking bet!
Im not lying tho, the mod is avaible and it has everything that I described.
And, what did I say?
They're not lying about that one being available, just overselling its merits.
"Not lying, just overselling," huh? Available, has the features you described, just not as you advertised.
...For example, the Aberrant Dog, after howling, he'll turn purple and will stun you on proximity to then mount you no matter if he tackled you from the front.
You sure about that?
Capture.PNG
Are you really sure?
The Aberrant glapper gains supper armor at long range and it will explode after dying. If you get bathed in it juices you'll libido will raise and you'll lose some clothe pieces.
Then the Aberrant normal Zombies can go on attacking, even after losing their head, etc.
I will admit, I was unable to figure out how Special Grabbers work in my previous test of the mod, and you are correct in that their ability does not work at point-blank range.
HOWEVER. They do NOT explode after dying.
Special normal zombies will charge after their heads are shot off, and will explode on contact with the player, dealing no damage but removing clothing, which actually matters with the new clothing mechanics. You are heavily confusing the two.
And while I do understand that you may not see it as very engaging, in my opinion, the extra difficulty it adds makes it the only level where it doesn't matter what wave you are in or how strong you are, cause if you don't pay attention you'll get punished hardly.
After learning how to beat the Special Grabbers, I now rank Modded Shack above F.E.R. but below the Alien Ship. A good difficulty level, indeed. However, the only level that constantly challenges?
Play Cave. Like, at all. Set loose the Puppet in F.E.R. and see how many waves you can go with her showing up everywhere, wonderweapon or not.
I do, in fact, pay attention, and I will state clearly that the mod is a direct upgrade from the base game. I'm merely inexperienced and slightly biased against it because I swear by the Dev Build and lack the ability to disassemble either the mod or latest build to merge the two.
 

Eyeholes

New Member
Apr 9, 2019
5
9
Alr
Alright, bitch, let's fucking bet!

And, what did I say?

"Not lying, just overselling," huh? Available, has the features you described, just not as you advertised.

You sure about that?
View attachment 1357541
Are you really sure?

I will admit, I was unable to figure out how Special Grabbers work in my previous test of the mod, and you are correct in that their ability does not work at point-blank range.
HOWEVER. They do NOT explode after dying.
Special normal zombies will charge after their heads are shot off, and will explode on contact with the player, dealing no damage but removing clothing, which actually matters with the new clothing mechanics. You are heavily confusing the two.

After learning how to beat the Special Grabbers, I now rank Modded Shack above F.E.R. but below the Alien Ship. A good difficulty level, indeed. However, the only level that constantly challenges?
Play Cave. Like, at all. Set loose the Puppet in F.E.R. and see how many waves you can go with her showing up everywhere, wonderweapon or not.
I do, in fact, pay attention, and I will state clearly that the mod is a direct upgrade from the base game. I'm merely inexperienced and slightly biased against it because I swear by the Dev Build and lack the ability to disassemble either the mod or latest build to merge the two.
Aight, fair, I mixed the normal zombies explotion with the grapplers skill, yet I'm right about the dogs. If you don't believe me just kill all the zombies and wait on the tree branch, the Aberrant dog will howl and only After howling he'll get the stunning ability.


Other than the fact that I mixed myself I'm entirely right about everything else, I just wanted to clear some things up, I'm not sure why you turned this into a discussion to see who's right and who isn't. Not the kind of guy to discuss in the thread of a porn game, ya know?
 
Mar 21, 2020
167
76
can anyone who is awesome out there give a link of captivity with all the mods on there out because i can't get the mods to work :(
 
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