Mod Unity Monster Black Market - Tits Mod V2b

PootisPenser76

Active Member
May 25, 2022
561
408
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
865
2,794
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
2
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!
 
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Reactions: PootisPenser76
Nov 23, 2023
79
28
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
 
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Krongorka

Active Member
Sep 22, 2017
865
2,794
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
122
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
865
2,794
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.
 
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Reactions: WizardsTariff
Nov 23, 2023
79
28
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
 

PootisPenser76

Active Member
May 25, 2022
561
408
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 the cute tentacle sounds idea a lot. I think a sound mod with your suggestions would greatly benefit the game
 

PootisPenser76

Active Member
May 25, 2022
561
408
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.
Any possibility to add colour customization to body scales and body hair on golems, dracolichs and others that you can't change the colour of?
 

Mana Renard

Newbie
Aug 5, 2020
28
28
According to the historical data of the production team
There are small-sized characters corresponding to the pigs in the ground area corresponding to the horses
The prototype version of the vVIP room also has some functions
NPC-Rune- also has unopened characteristic correction functions
Are there any related abandoned projects in the program that can still be used?
 

Krongorka

Active Member
Sep 22, 2017
865
2,794
Any possibility to add colour customization to body scales and body hair on golems, dracolichs and others that you can't change the colour of?
That's about Complex Breeding color scheme handling. So, the way I understand it for now, colors for breed race hybrids are all comes with "COLOR ID" property. Basically, that means these colors are hardcoded. I can change them in CB's .dll file, but it won't give you a freedom to change them and you also mess up that "ID" numbering. So it causes issues to the logic. Hopefully that explains some of CB limitations.

Superior_keyaru
Android version wasn't announced at any point of development. Heck, we'd be lucky to get Steam page for this game, or ProjectR either... but I doubt it.

Mana Renard
Good question. There are some unused stuff, like extra customization slots for girls and monsters which I managed to reactivate and plan to use them when game's core assets are all optimized. I know there's some internal leftovers for "Big Bath room" apparently, but scripting for them are all messed up.

I asked folks about giving me a copy of pre-release MBM data for script comparison, like something above v0.7 which I have thanks to one user, but unfortunately that's the latest version I have. So far no luck with 0.8-0.12. If anyone still have these - pretty please, PM me.
 

FluffyRaKu

Newbie
Jan 2, 2023
70
100
That's about Complex Breeding color scheme handling. So, the way I understand it for now, colors for breed race hybrids are all comes with "COLOR ID" property. Basically, that means these colors are hardcoded. I can change them in CB's .dll file, but it won't give you a freedom to change them and you also mess up that "ID" numbering. So it causes issues to the logic. Hopefully that explains some of CB limitations.
Are the colours handled in a somewhat similar way to Project R's in that they have multiple colour channels for different parts like hair, skin, scales etc? Because if so, could you use one of those channels, such as the eye colour, to determine race, which then frees up the other channels to actually vary?
 
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Krongorka

Active Member
Sep 22, 2017
865
2,794
Are the colours handled in a somewhat similar way to Project R's in that they have multiple colour channels for different parts like hair, skin, scales etc? Because if so, could you use one of those channels, such as the eye colour, to determine race, which then frees up the other channels to actually vary?
Probably a valid point, but I guess you may have more knowledge than me in that regard :) Maybe you can check CB's .dll with dnspyEX for some editing?
Well, for now I can at least guarantee base races to spawn in CB (initial spawn and not hybrids) with lots of color variations.
Other than that, there's still lots of work to do with base assets.
 
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Mana Renard

Newbie
Aug 5, 2020
28
28
Krongorka, do you know about an android version of this game? My friend who doesnt own a pc wants to play it
As far as I know, currently Android devices can only use the wine kernel emulator to play.
I use winlator and there are some compatibility issues
Because the translation layer loss is very serious, the configuration requirements are very high. I personally recommend devices with at least Snapdragon 855 or above.
And because it is not adapted for touch screen play, the gaming experience is very poor without an external mouse and keyboard.
This is a screenshot of the device running on Snapdragon 855 Screenshot_2024-12-27-15-11-03-672_com.winlator.jpg Screenshot_2024-12-27-15-27-55-979_com.winlator.jpg
 

Mana Renard

Newbie
Aug 5, 2020
28
28
Can you share version 0.7? I am also interested in the UI and abandoned settings of the trial version.

In the official version 1.0, the production team mistakenly packaged some other content into the release version, resulting in an additional capacity of 866mb.
I don't know if there is any content that can be recycled. This is the file link of version 1.0
 

Krongorka

Active Member
Sep 22, 2017
865
2,794
Can you share version 0.7? I am also interested in the UI and abandoned settings of the trial version.

In the official version 1.0, the production team mistakenly packaged some other content into the release version, resulting in an additional capacity of 866mb.
I don't know if there is any content that can be recycled. This is the file link of version 1.0
Thanks for 1.0 but I believe it already came with downgrade quality textures, codebase is on Unity il2CPP which is not useful for the current Unity Mono builds. I'll double-check texture quality just to make sure, but I doubt it.

Check , you'll find 0.1.1 and 0.7 versions there.

Credits to notforresale who shared these I really can't stress enough how important 0.7 version is to have on hand, since any other source for these versions are gone from the net, cut mechanics are still there and Tits V3 will have original uncompressed texture data taken exactly from 0.7. *Assets in 0.7 were ready up to brothel rooms - only gloryholes/horses present; No Sena/Lena yet, no objects for NPCs yet there.
 

PootisPenser76

Active Member
May 25, 2022
561
408
Screenshot 2024-12-28 171231.png Guys is there a way I can change/edit the number of my pixies? It keeps going higher everytime and my game is super slow already :( even when not using them