- Feb 28, 2022
- 309
- 69
Dear Artix0 , you mean 'yes'?Quick question:
Can the succubus be fully naked, I mean remove the boots?
No, I just think it's a good question and would also like to know the answerDear Artix0 , you mean 'yes'?
I just want to know before I decide to waste my cashes on steam or not. I truly favor the naked 'evil smile'.No, I just think it's a good question and would also like to know the answer
Good news, she can be naked.I just want to know before I decide to waste my cashes on steam or not. I truly favor the naked 'evil smile'.
How to restore this scene ?Seems like this defeat scene was cut off from the build release of the game, probably to avoid Valve from removing their game over bestiality.
View attachment 3092805
EDIT: Managed to restore the scene.
It requires changing the game's code in multiple places to enable it for both defeat/surrender and the gallery.How to restore this scene ?
eEventSceneType.IsEnabled // Remove the check that disables the scene
SceneTable.Initialize // Set hasYokeScene to false after loading the scene data
GameManager.Awake // Add "Disabled_Defeated_" to the conditions
UIPopup_Gallery.Awake // Add "Disabled_Defeated_" to the conditions
UIElement_GallerySlot.Refresh // Remove "Disabled_" from the sprite's name
BattleFramework.ParseEventSceneName // Check the scene enum type for the disabled one and then prefix its name with "Disabled_"
I'm just returning the favor for your changes that you posted and shared here. steam already has my soul so it doesn't really cost me that much. also if someone thinks that I would put a virus in some files I'm giving to a person that is actually decompiling and looking at then i really don't care what they think they're an idiot anyway. thank you for your kind words.Yeah, those are the ones, THANK YOU. I could always buy the game in a sale and dump the mods, but I REALLY don't want to give a company like Valve any more money, nor allow them to data farm me with adult purchases (I've worked in the gaming industry in the past as a programmer).
A shame that a single known troll antivirus falsely flags it (out of 65) and the site straight up tell normies that you're sharing virus. Report:You must be registered to see the links
I do appreciate you going out of your way to contribute to online strangers, even if the site and possible future normies trash talk you.
As for the mods themselves, Game Options is pretty much a must and being able to provide a compatible version with my changes is very useful; Game Options will override the SetBellyScale function in order to provide its belly inflation size feature, my code modifies the same function in order to disable the inflation slider in the gallery, as inflation is now scene-based.
Balance Overhaul is sort of a mixed bag by just readingYou must be registered to see the links
Escalating Difficulty (Ascension) is just harder modes, which will be quite tough if you keep landing on slime battles in the sewer.
Since you gave me enough reason to at least try these two mods for a couple of runs, I'll probably fine-tune my inflation algorithm.
Currently the inflation is applied all at once at cum events, but it actually looks a lot better if you gradually apply it during the time the cum particles emitter is active (about 3 seconds).
The following expression does something like that:
It does require one extra attribute in the GameActor class for each cum event (in, ass, mouth) and the code is significantly more complex as we need to keep track of each event inflation value, cum timers and the previous global inflation value.Java:(1f - this._cumTime_In / 3f) * this._belly_inflationIn;
Game Options mod has two options: one to cap your fps to a specific value and another to set/disable vsync's interval rate.Yes the GPU load and screen tearing in this game is terrible, it's not all Unity's fault also the developers as Unity does have tools to add vsync and other means of performance tweaks, but it's too difficult it seem. Same goes with Unreal Engine
Game Options mod is not my mod.I didn't read the entirety of this thread, not even this page (41) so I didn't see your mod until I did.
However a game developed like this which require a mod to cater for basic settings?
I appreciate that you took the time to create such a mod!
I'll look into that later.
That's also not correct, hacumefetitopikt.com was the one who posted the latest version of the mod here: https://f95zone.to/threads/last-evil-v3-0-1-flametorch.47693/post-12258377Ah, regardless it was you who (re)posted it last.
Just wanna say thank you, managed to use your Assembly dll to port the code into my own, previously modified file. I know some basic stuff, but wouldn't have been able to enable to the scene on my own. Copying the sections of your code worked, thoughIt requires changing the game's code in multiple places to enable it for both defeat/surrender and the gallery.
I've provided a modification to the game's code that enables this scene here: https://f95zone.to/threads/last-evil-v3-0-1-flametorch.47693/post-12255407
If, for some reason, you don't like my inflation and decal changes, these are the functions that need to be modified:
Java:eEventSceneType.IsEnabled // Remove the check that disables the scene SceneTable.Initialize // Set hasYokeScene to false after loading the scene data GameManager.Awake // Add "Disabled_Defeated_" to the conditions UIPopup_Gallery.Awake // Add "Disabled_Defeated_" to the conditions UIElement_GallerySlot.Refresh // Remove "Disabled_" from the sprite's name BattleFramework.ParseEventSceneName // Check the scene enum type for the disabled one and then prefix its name with "Disabled_"
No problem, I generally don't do "thank you" begging, but it's just frustating how dead this thread is (I was talking to myself for a couple of weeks here) and I still managed to land myself a twat.Just wanna say thank you, managed to use your Assembly dll to port the code into my own, previously modified file. I know some basic stuff, but wouldn't have been able to enable to the scene on my own. Copying the sections of your code worked, though
While I can add toggleable options for you to customize my changes, I would rather keep it simple so it modifies as few methods as possible and keep it portable with other mods (and make it easy to backport my changes).Harmony Docs said:You cannot add fields to classes and you cannot extend enums (they get compiled into ints).
I have read all the posts in the last 10 pages, followed the mod download guide that was on steam and have succesfully run the mod manager and checked all the files are properly installed in the folder. I have also installed the mods that was uploaded to the german site as well as some other mods from another post here and i have tried both manually and automatically installing them with the UMM or dragging them into the mod folder. However, the mod manager icon still doesnt appear on the main menu when i launch the game.That installer only works with the game installed from Steam.
You need to unpack "files/0.24.0.0" and run UnityModManager.exe from "files/0.24.0.0/UMM".
Cheat Engine is pointless for most Unity Games, where most of the game's code is stored in IL (intermediate language).
IL instructions get JIT (just-in-time) compiled at runtime to machine code, which is what Cheat Engine works with and which is a lot harder to reverse engineer than IL, more so when it comes to optimized machine code.
For Unity, it only makes sense to reverse engineer and modify machine code if you are modifying Unity's C++ engine code or the IL code is encrypted and decrypted during JIT compiling.
NOTE: You may also need to edit doorstop_config.ini to point targetAssembly to the real location, in case UnityModManager.exe didn't do so.
For one, the "Mods" folder should contain the unpacked mods without their workshop ids, e.g. "Mods/GameOptionsMod".
this.exp.val = Mathf.Clamp(value, 0, SingletonBase<ExpTable>.Instance.GetRequireExpByLv(SingletonBase<ExpTable>.Instance.GetMaxLevel()));
this.exp.val = Mathf.Clamp(value, SingletonBase<ExpTable>.Instance.GetRequireExpByLv(SingletonBase<ExpTable>.Instance.GetMaxLevel()), SingletonBase<ExpTable>.Instance.GetRequireExpByLv(SingletonBase<ExpTable>.Instance.GetMaxLevel()));