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Mod Unity Monster Black Market - Tits Mod V2b

PootisPenser76

Active Member
May 25, 2022
533
395
I can't tell you much, but the tits mod let's you change between thigh size by using the voice type toggle and in vanilla, age/cup size determines thigh size. And only between the two. As far as golems go, the only way to know for certain is to use a cosmetic potion on one. If that doesn't work, you probably can't.
No we can't change the colour, same for mermaids. Maybe in a future update you could enable this for us Krongorka ?
 

Silver_UwU

New Member
Oct 25, 2020
1
0
Thanks for the version with Bepinex preinstalled. I've been trying to install Bepinex on my own for about an hour now (I'm idiot).
 

Krongorka

Active Member
Sep 22, 2017
847
2,724
Hey folks, Merry Christmas. Sorry for absence of news. Busy time, a lot of stuff happened IRL.

So, news about V3. Short version: no chance to release it at the end of 2024, sad but true.

Long version: so at the time I released V2 I started to experiment with adding more accessories to base girl/woman skeletons but quickly ran into issues with game's stability and performance. Texture size keep getting bigger and bigger. Let's say, base texture atlas is 2048x2048, and I'd need to increase it further to 4096x2048 or even bigger. Base game renders textures three times: main, opaque and transparent (outlines). So you can imagine VRAM usage was pretty high.

CPU performance was never that great to begin with. With more stuff added it was also degrading pretty fast.

And there was another issue with Tits mod's textures: mip-mapping wasn't working.

So, at that point I stopped to work on this mod, it was a hard wall of issues. Mod development pretty much stopped for 2022-2024.

At september-october of 2024 I finally found a way to fix mip-mapping issue. And then I also start to analyse game's data/art specs and also found the source of most performance issues. I don't know how to put it good enough, but MBM's character's skeleton data is overbuilt for its purpose. I salute devs for choosing .skel format over .json, but with how it's built it still drags performance down a lot. CPU have a hard time with calculating all vetices and vertex transforms.

So there's a way to reduce these by a lot, but then it affects animations. That's how devs used it to animate stuff - bones and weights. MBM's characters doesn't move much so there's not much need in using complex meshes.
And then there's a default texture packing which use old "rectangle" option. Using "polygon" packing instead allows to pack same or more stuff in smaller texture atlas. 2048x1024 can pack into 1024x1024 or even 1024x512 if I'm able to push things further... that's there development takes more time.

At first I only planned to update girl/woman skeletons with more hairs and add big bellies/fetus size change for them, but then optimization stuff came into play and now I'm aiming to optimize every art asset in this game. New standards/workflow are set, this was an issue for some time which was resolved at the end november-december 2024. So now I'm only limited by my free time/IRL things. I simply can't work on this full-time, but it's a passion project which I'm willing to finish in 2025.

Partial mod release?
- Unsure, data handling in new version will be different - to install this mod I'd probably require user to delete their whole MBM's game data folder and replace it with mine. Otherwise there's no way to guarantee mod to work. Translation file data compatibility can be discussed, but there's needed tweaks made in translation files too, so using custom translation will need some adjustments too.

MBM performance wasn't an issue to begin with!
- But it was. That's also the reason why DLC's assets comes with reduced quality. By the way, there's also a default vsync cap put in in the game by default, which you can disable in the video driver, but CPU stutters are there still with base game data. So I'm making sure there's less of them. My framerate/vsync cap are at 75, which is my monitor's max refresh rate.

It's been too long and why should I care?
- Well. Like I said, it's a passion project which I do in my free time. It will be finished and shared eventually.

Can character's outlines be switched back on/restored?
- Disabling/removing them is what made more efficient texture packing possible and reduced total memory usage at least by 1GB. They also caused more issues for the base game and for mod development too. In my opinion they are not needed. Function-wise - selection of characters are paired with "character card" at the right side of the screen. Art-wise is subjective. Some will miss them, some will not.

How much performance uplift to expect?
- Depends on your hardware. I'm sharing my performance metrics just so you can see for yourself how to behave on my current hardware with current mod progress and on base V2.

MBMtitsPerformanceWIP.png


- Girl on the right side use same sprites as the left one.
TitsV3SenaLenaComparison.png


Some experiments with animation state mixing using new optimized meshes:


View attachment MBM-NielFloraAmiliaUnit1TitsV3-1.mp4
View attachment SlavesTitsV3WIP-1.mp4
 

AROc137

Newbie
Jan 22, 2023
16
1
Hey folks, Merry Christmas. Sorry for absence of news. Busy time, a lot of stuff happened IRL.

So, news about V3. Short version: no chance to release it at the end of 2024, sad but true.

Long version: so at the time I released V2 I started to experiment with adding more accessories to base girl/woman skeletons but quickly ran into issues with game's stability and performance. Texture size keep getting bigger and bigger. Let's say, base texture atlas is 2048x2048, and I'd need to increase it further to 4096x2048 or even bigger. Base game renders textures three times: main, opaque and transparent (outlines). So you can imagine VRAM usage was pretty high.

CPU performance was never that great to begin with. With more stuff added it was also degrading pretty fast.

And there was another issue with Tits mod's textures: mip-mapping wasn't working.

So, at that point I stopped to work on this mod, it was a hard wall of issues. Mod development pretty much stopped for 2022-2024.

At september-october of 2024 I finally found a way to fix mip-mapping issue. And then I also start to analyse game's data/art specs and also found the source of most performance issues. I don't know how to put it good enough, but MBM's character's skeleton data is overbuilt for its purpose. I salute devs for choosing .skel format over .json, but with how it's built it still drags performance down a lot. CPU have a hard time with calculating all vetices and vertex transforms.

So there's a way to reduce these by a lot, but then it affects animations. That's how devs used it to animate stuff - bones and weights. MBM's characters doesn't move much so there's not much need in using complex meshes.
And then there's a default texture packing which use old "rectangle" option. Using "polygon" packing instead allows to pack same or more stuff in smaller texture atlas. 2048x1024 can pack into 1024x1024 or even 1024x512 if I'm able to push things further... that's there development takes more time.

At first I only planned to update girl/woman skeletons with more hairs and add big bellies/fetus size change for them, but then optimization stuff came into play and now I'm aiming to optimize every art asset in this game. New standards/workflow are set, this was an issue for some time which was resolved at the end november-december 2024. So now I'm only limited by my free time/IRL things. I simply can't work on this full-time, but it's a passion project which I'm willing to finish in 2025.

Partial mod release?
- Unsure, data handling in new version will be different - to install this mod I'd probably require user to delete their whole MBM's game data folder and replace it with mine. Otherwise there's no way to guarantee mod to work. Translation file data compatibility can be discussed, but there's needed tweaks made in translation files too, so using custom translation will need some adjustments too.

MBM performance wasn't an issue to begin with!
- But it was. That's also the reason why DLC's assets comes with reduced quality. By the way, there's also a default vsync cap put in in the game by default, which you can disable in the video driver, but CPU stutters are there still with base game data. So I'm making sure there's less of them. My framerate/vsync cap are at 75, which is my monitor's max refresh rate.

It's been too long and why should I care?
- Well. Like I said, it's a passion project which I do in my free time. It will be finished and shared eventually.

Can character's outlines be switched back on/restored?
- Disabling/removing them is what made more efficient texture packing possible and reduced total memory usage at least by 1GB. They also caused more issues for the base game and for mod development too. In my opinion they are not needed. Function-wise - selection of characters are paired with "character card" at the right side of the screen. Art-wise is subjective. Some will miss them, some will not.

How much performance uplift to expect?
- Depends on your hardware. I'm sharing my performance metrics just so you can see for yourself how to behave on my current hardware with current mod progress and on base V2.

View attachment 4371142


- Girl on the right side use same sprites as the left one.
View attachment 4371147


Some experiments with animation state mixing using new optimized meshes:


View attachment 4371154
View attachment 4371153
I thought you wouldn't come back :c, Merry Christmas everyone!
 
Nov 23, 2023
74
22
Hey folks, Merry Christmas. Sorry for absence of news. Busy time, a lot of stuff happened IRL.

So, news about V3. Short version: no chance to release it at the end of 2024, sad but true.

Long version: so at the time I released V2 I started to experiment with adding more accessories to base girl/woman skeletons but quickly ran into issues with game's stability and performance. Texture size keep getting bigger and bigger. Let's say, base texture atlas is 2048x2048, and I'd need to increase it further to 4096x2048 or even bigger. Base game renders textures three times: main, opaque and transparent (outlines). So you can imagine VRAM usage was pretty high.

CPU performance was never that great to begin with. With more stuff added it was also degrading pretty fast.

And there was another issue with Tits mod's textures: mip-mapping wasn't working.

So, at that point I stopped to work on this mod, it was a hard wall of issues. Mod development pretty much stopped for 2022-2024.

At september-october of 2024 I finally found a way to fix mip-mapping issue. And then I also start to analyse game's data/art specs and also found the source of most performance issues. I don't know how to put it good enough, but MBM's character's skeleton data is overbuilt for its purpose. I salute devs for choosing .skel format over .json, but with how it's built it still drags performance down a lot. CPU have a hard time with calculating all vetices and vertex transforms.

So there's a way to reduce these by a lot, but then it affects animations. That's how devs used it to animate stuff - bones and weights. MBM's characters doesn't move much so there's not much need in using complex meshes.
And then there's a default texture packing which use old "rectangle" option. Using "polygon" packing instead allows to pack same or more stuff in smaller texture atlas. 2048x1024 can pack into 1024x1024 or even 1024x512 if I'm able to push things further... that's there development takes more time.

At first I only planned to update girl/woman skeletons with more hairs and add big bellies/fetus size change for them, but then optimization stuff came into play and now I'm aiming to optimize every art asset in this game. New standards/workflow are set, this was an issue for some time which was resolved at the end november-december 2024. So now I'm only limited by my free time/IRL things. I simply can't work on this full-time, but it's a passion project which I'm willing to finish in 2025.

Partial mod release?
- Unsure, data handling in new version will be different - to install this mod I'd probably require user to delete their whole MBM's game data folder and replace it with mine. Otherwise there's no way to guarantee mod to work. Translation file data compatibility can be discussed, but there's needed tweaks made in translation files too, so using custom translation will need some adjustments too.

MBM performance wasn't an issue to begin with!
- But it was. That's also the reason why DLC's assets comes with reduced quality. By the way, there's also a default vsync cap put in in the game by default, which you can disable in the video driver, but CPU stutters are there still with base game data. So I'm making sure there's less of them. My framerate/vsync cap are at 75, which is my monitor's max refresh rate.

It's been too long and why should I care?
- Well. Like I said, it's a passion project which I do in my free time. It will be finished and shared eventually.

Can character's outlines be switched back on/restored?
- Disabling/removing them is what made more efficient texture packing possible and reduced total memory usage at least by 1GB. They also caused more issues for the base game and for mod development too. In my opinion they are not needed. Function-wise - selection of characters are paired with "character card" at the right side of the screen. Art-wise is subjective. Some will miss them, some will not.

How much performance uplift to expect?
- Depends on your hardware. I'm sharing my performance metrics just so you can see for yourself how to behave on my current hardware with current mod progress and on base V2.

View attachment 4371142


- Girl on the right side use same sprites as the left one.
View attachment 4371147


Some experiments with animation state mixing using new optimized meshes:


View attachment 4371154
View attachment 4371153
I missed you alot, im glad you're back :)
Btw when u finish the optimization stuff, can you share that version of the mod? So my pc don't overheat
 

Krongorka

Active Member
Sep 22, 2017
847
2,724
Superior_keyaru
Yeah, that's a plan to release it when it's done. Won't help with overheating issue though :)


And I think I want to share more about mixing animation part, since I discovered it lately and played around with it. Apparently this game can take several animation states (at least 2 is possible, not tested with 3 or more) and mix it at the same time.

Remember how characters blink very slowly at some point? That happens in a separate "idle_1" state, but it can take any other bone movement too, so it doesn't have to be reserved only for blinking. Animation length doesn't seem to be limited too - no issues in my tests so far. I'll probably won't push it to crazy lengths either.

So here's 2 separate Amilia states which mix together in-game. Her skeleton also about 1/10 times mesh complexity as shown here (~300 polygons instead of original 3000... yeah, Spine actually use triangles/polygons for 2D stuff):

AmiliaIdle0.gif AmiliaIdle1.gif

^ so you can see final "mixed" animation in the video I posted earlier.

- Why does it matter and can't I use one state?
Remember, animation length can be different in these two states. "idle_0" can be 100 frames, while secondary "idle_1" with additional movements are ~400 frames. And same bones can be moved in various directions with dynamic mixing... pretty cool for animating stuff. Can look weird at times, but so far it's been good as showcase material. I've not touched sex scenes with these states yet, that might end up a bit wild or messy at the end... we'll see.

Also this helps to hide some "artifacts" caused by mesh reduction. Yeah, there are some but I'm working on reducing these and added mini-animations like this also makes character moves more using fraction of original requirements.

*Flora's wink in "Idle_1" is a good exploit of switching around facial sprites which is typically impossible to do by default with available sprites:
FloraIdle1Wink.gif
 
Last edited:

taireopiqt

Newbie
Aug 18, 2022
63
118
Hey, do you need anything done in the sound department ? Is it even possible to change or add things?

I've enjoyed the mods in this game quite a lot, and if possible would like to contribute. I can provide editing, mixing/mastering and designing on a professional level.

Some ideas. I realize that they may not be possible. It remains to be seen if these ideas make gameplay sense and are worth anyones time.
  • Monsters action sounds of huffing, puffing and orgasms. They just have presence sounds when you select them right now. I have a lot of animal material that could be twisted for this use. The horse room could perhaps use a nice articulation.

  • an impregnation signal sound, or one that is played when a condition is met, or a skill is acquired.
    Signal sound that could be anything from a sizzling set of coins dropping, an angelic choir, right up to a small explosion of liquid to name just a few examples. A sound for rendering payment or perhaps a short jingle. A sound for buying a monster/slave.

  • cute tentacle egg drops. PlopPlopPlop *splat*.

  • additional vocalizations. I can ask some folks in the adult game community for contributions. A precise list of requirements would need to be nailed down first. Can't promise anything in this sector aside from using my own voice for huffs and puffs. Vocalizations could be for brothel patrons, corrupted slave idle states(silly little laughs for example), deaths, resurrections, overexerted slaves breathing heavily

  • dropping characters in a location. Falling on hay, wood, a bed, etc.

  • shower sounds
We could also use music from public domain and CC-licensed sources. I can usually create loops, edit them down to a certain length or create short jingles from them.

I'll be around. Don't hesitate to ask for anything in any format, and I'll try to get it done. Anything that requires external resources will be a little slower to do.
 

Krongorka

Active Member
Sep 22, 2017
847
2,724
Hey, do you need anything done in the sound department ? Is it even possible to change or add things?

I've enjoyed the mods in this game quite a lot, and if possible would like to contribute. I can provide editing, mixing/mastering and designing on a professional level.

Some ideas. I realize that they may not be possible. It remains to be seen if these ideas make gameplay sense and are worth anyones time.
  • Monsters action sounds of huffing, puffing and orgasms. They just have presence sounds when you select them right now. I have a lot of animal material that could be twisted for this use. The horse room could perhaps use a nice articulation.

  • an impregnation signal sound, or one that is played when a condition is met, or a skill is acquired.
    Signal sound that could be anything from a sizzling set of coins dropping, an angelic choir, right up to a small explosion of liquid to name just a few examples. A sound for rendering payment or perhaps a short jingle. A sound for buying a monster/slave.

  • cute tentacle egg drops. PlopPlopPlop *splat*.

  • additional vocalizations. I can ask some folks in the adult game community for contributions. A precise list of requirements would need to be nailed down first. Can't promise anything in this sector aside from using my own voice for huffs and puffs. Vocalizations could be for brothel patrons, corrupted slave idle states(silly little laughs for example), deaths, resurrections, overexerted slaves breathing heavily

  • dropping characters in a location. Falling on hay, wood, a bed, etc.

  • shower sounds
We could also use music from public domain and CC-licensed sources. I can usually create loops, edit them down to a certain length or create short jingles from them.

I'll be around. Don't hesitate to ask for anything in any format, and I'll try to get it done. Anything that requires external resources will be a little slower to do.
Manipulating existing "sound pool" is possible, while adding new stuff is probably not. Conditional sound may be possible in some areas, like on animation timeline during sex scenes, while shower sounds is probably out of the question with currently available tools. My task is adjusting art part of the game and I don't have much experience in Unity Audio editing/adding new custom data bundles.

But yeah, would be cool to expand in audio department. Just need to do my part first.

Actually, if there's a way to fully "reverse" MBM's project to modify it seriously that would really help with implementing such ideas.
 
Nov 23, 2023
74
22
Hey, do you need anything done in the sound department ? Is it even possible to change or add things?

I've enjoyed the mods in this game quite a lot, and if possible would like to contribute. I can provide editing, mixing/mastering and designing on a professional level.

Some ideas. I realize that they may not be possible. It remains to be seen if these ideas make gameplay sense and are worth anyones time.
  • Monsters action sounds of huffing, puffing and orgasms. They just have presence sounds when you select them right now. I have a lot of animal material that could be twisted for this use. The horse room could perhaps use a nice articulation.

  • an impregnation signal sound, or one that is played when a condition is met, or a skill is acquired.
    Signal sound that could be anything from a sizzling set of coins dropping, an angelic choir, right up to a small explosion of liquid to name just a few examples. A sound for rendering payment or perhaps a short jingle. A sound for buying a monster/slave.

  • cute tentacle egg drops. PlopPlopPlop *splat*.

  • additional vocalizations. I can ask some folks in the adult game community for contributions. A precise list of requirements would need to be nailed down first. Can't promise anything in this sector aside from using my own voice for huffs and puffs. Vocalizations could be for brothel patrons, corrupted slave idle states(silly little laughs for example), deaths, resurrections, overexerted slaves breathing heavily

  • dropping characters in a location. Falling on hay, wood, a bed, etc.

  • shower sounds
We could also use music from public domain and CC-licensed sources. I can usually create loops, edit them down to a certain length or create short jingles from them.

I'll be around. Don't hesitate to ask for anything in any format, and I'll try to get it done. Anything that requires external resources will be a little slower to do.
I like that idea