It'd be funny if there was a 1/1000 chance that a girl will spawn with the rapidly growing/resenting to small tits like the one in the test image you posted.
That would require actual additional animation sequence. Unfortunately, I still don't know if there's a way to do it without rewriting some critical parts of the code.
However, there's lots of places in scripting data where you can dictate "Chance" in % (0-100% works, not sure about higher values).
If you want to see how new tits sizes are implemented:
1. Create additional meshes in Spine:
*Yeah, lots of meshes duplicates - default mesh for tits will double-quadruple your skeleton size most likely. In my case lighter tits mesh multiplied results in +2kb of .skel size.
Always keep in mind you'll need to edit ALL skeletons for Woman and Girl. Make up some Scale X/Y and Position X/Y formula so it's easier to set up in multiple skeletons. In some scenes you'll need to keep in mind arm/milking machine/tentacle positions.
Setting clothes can be a nightmare. But I already simplified clothing in my project. Easier to set up, less mesh calculations.
Since tits sizes (except for flat-chest for Woman and Small breast sprite for Girl) is mesh-manipulation based, you'll only need a new .skel binary file generated in Spine. Use UABEA tool to import it into AssetBundles (true for 2.0.16.0 version)
2. Now comes the code edit. Assembly code, edited with dnspyEX :
MBMScripts - ReferenceCharacterLook.cs - GetString(). I prefer to make edits via IL editing. Just so code will look the same after the edits. Method/Class editing doesn't compile correctly in MBM's/ProjectR's case. Either it will compile once with scrambled code, either it just won't compile.
IL editing is not that hard... if you know what you're doing
This part of code is critical, but that's far from over.
MBMScripts - Character - ChangeTitsRightInAll()/ also ChangeTitsLeftInAll()
This is critical for Customization menu in gallery and Cosmetic Potion. "Right" and "Left" code variants are for arrows which you use to select size. Change each instance where it's "4" by default (0 is flat, 4 is huge tits size).
Here you can also find a default customization restrictions for Woman (can't have flat size) and Girl (doesn't have Small size sprite).
If both edits are done correctly, Assembly code editing is completed for this task.
3. Script editing (Multi-part) :
You need to add lines in Localization file/s (need to edit all of them if you ship the mod for all supported languages). Keep in mind these lines are part of code which you edited in Assembly file, see "#SlaveTitText0". After that add any text you'd like to see in game.
You'll need to decompress data.unity3d file in Data folder and get access to resources.assets in it. Find scripting files:
- ConfigData
- HumanData (Standard females), DwarfData (Used for Girls in Gallery actually). You'll find all other races and NPC data there too. Probably will need to edit all of them too.
In ConfigData find lines related to milk values:
"m_MaxMilkArray" and "m_MilkProductionRateArray" are critical for actual gameplay. I'd recommend to keep lowest value at 200 for flat size, because otherwise you'll get a soft-lock in intro sequence (game waits for milk tank to fill, default value for it is 200).
In my current concept since there's a lot of tits sizes, it gets you small (+50) additional milk. 2000 is just a bonus if you manage to get "final Type R - Extra" size.
ProductionRateArray is probably a speed of milking... probably... I didn't test this function since initial Tits V1 (!). So higher values probably makes milking procedure faster - useful for large milk values, especially in ComplexBreeding.
Almost there, just need to edit racial data, HumanData (Standard Woman) for example:
"m_TitsTypeChanceList" and "m_TitsTypeList" are both critical. Type in 16 values out of 17 and game will crash. Chance line can be set up in 0.01, 0.1 and 1 values which translates to 1%, 10% and 100%. Like I said, there's some evidence in unused scripting data that 0.001 value (0.1%) doesn't work well. So just stick to 1-100% format, or 10-100% which will work for sure.
So, after everything is set correctly there will be 18 tits types in the game.
Bad news: old save data will be half-broken. You can play further, but save data carries persistence data for character's data (slaves/unique slaves, NPCs).
Amilia have tits size 5 and you already brainwashed her? She'll have Tits Size 5... out of 18. Visually she stays the same, since her sprite data is fixed, but her kids won't get a top tits size. *That part of the code also need editing in Assembly, but that's extra tweaks for gameplay*
So just do yourself a favor and start new game after this kind of edits.
Mod support. Especially with additional Tits Sizes... as
GJQCSJ mentioned there are issues with brothel breast size preference. There was only Extra size which is the only all-new size. But with more additional sizes CBwithTits won't work as well as is. Need to edit all these sizes into mod dictionary, so ComplexBreeding mod gameplay can start.
If you messed up at any part of the process following outcomes are possible:
- Game crash at startup
- Game starts but crash after one or several user inputs
- Game softlocks at the start of New Game (grey/black intro screen) - CB related, there's no edited "dictionary" so it won't start
- No crash, but there's no modded content either
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