Mod Unity Monster Black Market - Tits Mod V2b

FluffyRaKu

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Jan 2, 2023
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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.
Poking through CB's colouring systems, it looks like they are stored as simple variables that are called, rather than as part of a function. Unfortunately, it looks like the whole colour system for the races would practically have to be rebuilt to accommodate having randomised colours.

That being said, it doesn't look too difficult overall to potentially reverse engineer parts of it as the code base for the mod is relatively compact. When I get some time, I might try fiddling a bit more with it to see if I can get things to randomise a bit.
 
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Krongorka

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Sep 22, 2017
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With all these changes you are basically making the sequel of the game. MBM 2
Nothing like that until there's a way to "reverse" the title back to unity project and we can mod and add things as we like without limitations of original.
ProjectR is technically "MBM 2" as it was called like that internally.
 
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Nov 23, 2023
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Nothing like that until there's a way to "reverse" the title back to unity project and we can mod and add things as we like without limitations of original.
ProjectR is technically "MBM 2" as it was called like that internally.
Not as fun tho, projectR feels different from mbm not the same vibe, just my opinion
 

PootisPenser76

Active Member
May 25, 2022
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Nothing like that until there's a way to "reverse" the title back to unity project and we can mod and add things as we like without limitations of original.
ProjectR is technically "MBM 2" as it was called like that internally.
with your mod tits and CB mod it really feels like a new game or a dlc it is amazingly fun to play!
 
Nov 23, 2023
79
28
Nothing like that until there's a way to "reverse" the title back to unity project and we can mod and add things as we like without limitations of original.
ProjectR is technically "MBM 2" as it was called like that internally.
Any news about the update? Its been a while since the last time u said something about it
 

Krongorka

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Sep 22, 2017
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Any news about the update? Its been a while since the last time u said something about it
Well, there are some good news and some bad news about mod's development. Bad news: as I said before, I can't work on it full-time. And there are some unexpected bugs occurring here and there which might be unfixable for the time being.

That being said, good news: although there's still lots of work I see more stuff which can be fixed. CPU workload improved quite a bit. In Lena's example:

Lena2Comparison.png

The problem in MBM's case is every character was built like that. Which means every movable object in the game typically use about 8-10 times of CPU resources what it should. NPCs and their "idle" skeletons must be perfectly stable visually and most optimized ones, because they are always there on your playfield "eating up" your system's resources.

There are also more bugs found:
- "Bukkake/Semen on body" sprites didn't render because their activation commands in script data wasn't set up properly. Should be fixed by now.

Other findings: whole DLC area for brainwashed NPCs was originally intended to be an empty room at first and NPCs "brought" their items there. Niel - books/table/chair; Flora - flowers/mirror; Amilia - sofa/table/wine; Sena-Lena - bed; Barbara - SM device. I don't intend to bring this one back in particular, because it will take away packing capability of NPC's sprite atlas. But I'll show it in Barbara's example:

BarbaraDefaultNoMask2.png

Eye mask was supposed to be removable, but it doesn't have a code for it. You can also see her without eye mask in her portrait image section as well. I have a solution how to make it to appear and disappear based on some conditions.

So that's about it for now.
 

PootisPenser76

Active Member
May 25, 2022
561
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Well, there are some good news and some bad news about mod's development. Bad news: as I said before, I can't work on it full-time. And there are some unexpected bugs occurring here and there which might be unfixable for the time being.

That being said, good news: although there's still lots of work I see more stuff which can be fixed. CPU workload improved quite a bit. In Lena's example:

View attachment 4490130

The problem in MBM's case is every character was built like that. Which means every movable object in the game typically use about 8-10 times of CPU resources what it should. NPCs and their "idle" skeletons must be perfectly stable visually and most optimized ones, because they are always there on your playfield "eating up" your system's resources.

There are also more bugs found:
- "Bukkake/Semen on body" sprites didn't render because their activation commands in script data wasn't set up properly. Should be fixed by now.

Other findings: whole DLC area for brainwashed NPCs was originally intended to be an empty room at first and NPCs "brought" their items there. Niel - books/table/chair; Flora - flowers/mirror; Amilia - sofa/table/wine; Sena-Lena - bed; Barbara - SM device. I don't intend to bring this one back in particular, because it will take away packing capability of NPC's sprite atlas. But I'll show it in Barbara's example:

View attachment 4490164

Eye mask was supposed to be removable, but it doesn't have a code for it. You can also see her without eye mask in her portrait image section as well. I have a solution how to make it to appear and disappear based on some conditions.

So that's about it for now.
this is amazing, as I am currently struggling with performance issues, is there any chance you could upload an updated version of your mod compatible with old saves? :coffee::giggle:
 

Ilbrya

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Mar 22, 2022
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...

That being said, good news: although there's still lots of work I see more stuff which can be fixed. CPU workload improved quite a bit. In Lena's example:

View attachment 4490130

The problem in MBM's case is every character was built like that. Which means every movable object in the game typically use about 8-10 times of CPU resources what it should. NPCs and their "idle" skeletons must be perfectly stable visually and most optimized ones, because they are always there on your playfield "eating up" your system's resources.

...
if possible, the optimisations you're doing should be spun off into its own mod once done if not rename tits mod to something else — we're well beyond the scope of just big tits at this point xD
 

Krongorka

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Sep 22, 2017
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this is amazing, as I am currently struggling with performance issues, is there any chance you could upload an updated version of your mod compatible with old saves? :coffee::giggle:
I was thinking about it, but there's a problem with building up a separate "test build". Basically, most I could've provide is NPCs pack from main area. DLCs brainwashed NPCs area are in different pack and not completely done. There's also different data layout already in place so it will most likely conflict hard with current V2 data layout.
Fair warning, save compatibility with V2 saves will be out of question for actual V3 release. There's just too many things which can go wrong with old save data/use it on your own risk.

if possible, the optimisations you're doing should be spun off into its own mod once done if not rename tits mod to something else — we're well beyond the scope of just big tits at this point xD
It's not entirely connected to the topic, but do you know of the audio-hardware company named "Schiit"? Look up at their marketing slogans just for laughs.
What I mean by that is there's no real need to change mod name, since it's just an expansion built on previous progress. Scope changed but naming will stay. It's easier for users to find it this way.
 
Oct 2, 2022
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I wonder if a clean button would be possible for the NPC room. I think the mess is hot, but it cleans every time you swap estates. Maybe it's hard coded to auto-clean, but it feels like a waste since all of the more generic girls can stay messy.
 
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Krongorka

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Sep 22, 2017
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I wonder if a clean button would be possible for the NPC room. I think the mess is hot, but it cleans every time you swap estates. Maybe it's hard coded to auto-clean, but it feels like a waste since all of the more generic girls can stay messy.
Oh man. I thank you for the report.

Here's a code in question which resets NPCs cum sprites:

ResetNPCState.png

I believe it's done specifically as an optimization attempt made by developers and it did save some CPU time/load with default game's assets. I really don't see a point in keeping this portion of the code now.

So it's fixed. As for how to clean NPCs now? You'll need to apply a "washer" item effect which you can make via Niel's cauldron.


View attachment MBMNPCDLCresetgoneCRF18.mp4
 
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Krongorka

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Sep 22, 2017
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Follow-up to previous post. Apparently that "Reset Cum Sprites" code can be actually useful, but it's a rabbit hole and I'm not sure if it's even worth it with the work I already did for NPCs in DLC area.

So here's what I think happens when you "obtain" brainwashed NPCs in Private mansion area: these characters always render off-screen. I thought there was an off-load process involved to reduce load, but that code made me think otherwise.

That code doesn't really matter for optimized NPCs skeletons because they are ~8-10x lighter already. So I can keep cum sprites on NPCs and remove whole code method.

But what if I expand on that code's functionality and adjust skeleton's structure for these brainwashed NPCs?

Well, here's a tech demo of what happens internally when you switch between states:

MBM-DLCnpcT1.png

^*THIS IS A DEMO TO SHOWCASE HOW IT PARTIALLY UNLOADS CHARACTERS OFF-SCREEN!*^

Original code "turns off" just cum sprites but I modified it with a second condition to switch NPC's assets off when you leave Private mansion area and turn it back on when you return to this area.

While it would've been a big optimization trick with original skeletons, ~3000-5000 vertices/triangles for each NPC (x6 for all of them), new skeletons are made with just ~200-300 v/t each. So this code in mind still can turn on and off about 2000 v/t when you switch between states. That's about same performance budget as for 8-10 slaves rendered on screen.

So I basically have to choose if I want to keep this in mind and adjust all 6 NPCs in that area to the same spec for Idle/Sex/Birth scenes, or to keep things simple and these NPCs will render at all times (like in default game, from the moment you brainwash them) but it means less calls to scripting data+overall load is constant but a bit higher.
 

Krongorka

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Sep 22, 2017
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That's actually interesting. It's cool to see what the developers did for optimizations, and what modders dig up when coding or optimizations.
I mean, it depends. I think it's actually faster to push triangle/vertex count down a bit more and keep them loaded in memory at all times.
As for original mesh complexity and its meaning, I have some thoughts on how they might have planned to show more complex facial expressions (?) using this kind of mesh to animate it:

FaceUO.png

But in reality it doesn't need to be this complex (since it was never realized, it just switches between 3 facial sprites) , and I also use basic triangle meshes which is the lowest you can go to render stuff in spine. That's where T/V count difference coming from. So there's little point to "offload" one triangle.

And just let that sink in: one default static "facial expression" mesh use same amount of calculations as a whole skeleton, when it's optimized (!)

NielDLCoC.png

NielDLCo.gif
 
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Oct 2, 2022
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Having just thought of this I am obligated to ask, but looking at that code screenshot you sent, couldn't you set it so that it sets the values to max? As far as I can tell from a glance, it sets the values to 0 upon transition, but if they were changed to 3 instead, wouldn't that work? Or would it be too strenuous like you mentioned earlier?
(Keep in mind I have negative knowledge in coding)
 

Krongorka

Active Member
Sep 22, 2017
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Having just thought of this I am obligated to ask, but looking at that code screenshot you sent, couldn't you set it so that it sets the values to max? As far as I can tell from a glance, it sets the values to 0 upon transition, but if they were changed to 3 instead, wouldn't that work? Or would it be too strenuous like you mentioned earlier?
(Keep in mind I have negative knowledge in coding)
I'll explain how it works. There's a setting in skeleton which you use to tell the game which sprites to use in following order:
- Slot_name - Sprite_name_{value}

SemenSpineValues.png

Scripting data in resource bundle checks for these and sets "slot switch" command, which are also set in Assembly code:
SemenInsideType, SemenOutsideType and SemenBukakkeType (Last one is actually bugged, so I changed it to OutsideType).

When this 3 parts are set in correct way game can switch sprites in runtime. Default code always set it to "0", which basically turns off cum sprite because they switch on when SemenInside (creampie action) or SemenOutside (cumshot) are larger than 0.

So if I'll set that to 3, girls will be rendered with "full" cum sprites always when you switch between screens, even if MC had no sex with them. I removed a line in the code which calls for this method, so it's still there and unchanged but it's unused now.
 
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