Krongorka
Well-Known Member
- Sep 22, 2017
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There's a lot of stuff in MBM which, as developer tends to say in PMs "is hardcoded". I'd love to restore some old build 0.7 functionality in release version (like hunger and food mechanic), but you'll need to analyze both 0.7 build and release build and know how to implement it. Just using BepInEx won't cut it, you'll need a deep dive into editing the Assembly-Csharp.dll too.Is it possible that version 3 of this mod will open up the possibility of adding new animations or new special women to the game?
By the way, excellent work!
I've been following this mod for a long time, as I'm a big fan of the game and I'd like to add new content, but I don't know how to do it.
Do you have any tutorials or special links to learn how to mod this game? I'm a developer and I tried a bit with BepInEx and dn-spy, but I didn't get anywhere.
As for adding Special Slaves... if you read my previous post you can see that there's little "Special" about any of them. In fact, I can tell that dev tried to merge Special slaves at least for Gloryhole rooms for Woman type (Claire, Karen, Sylvia). Basically what I'm doing right now, but they must have run out of time to set it up right. Once I'm done with Gloryhole room (oral, vaginal, anal poses) I'll share some kind of a scene breakdown, because there's tons of shared assets and when you'll see 30 separate skeletons with according assets - 30x 1200x1200 sprite sheets can be merged into a single one 1024x1024 sprite sheet with all scene, you'll know that merging idea is crucial to the project. It's weird how this mod is about 'de-bloating' game's assets now, yeah.
Once all skeletons are merged, there would be no need in adding "Special girls", since whole asset pool for assets will be available. We can add graphics data to a single scene/pose skeleton at that point, but we'd need an artist to draw more sprites. Which is the thing that never took off for MBM community modding, sadly.
New poses is a very tricky matter. Especially with merged skeletons, because you'd still need a way to control and switch them via control file + logic from Assembly. Asset control in MBM comes not from one place, but it's combination of skeleton data, global spine control scripting data, Assembly data and sometimes also streaming assets data. Everything is connected and can break. As far as I can tell game is indeed hardcoded to take two states for poses which will switch between "normal" and "depraved"/"exhausted" states which is handled by two separate skeleton types. I honestly can't tell much more about it because I feel like there might be a breakthrough later, but I won't count on it for the time being.
I don't have any tutorials either, I'm afraid. I just analyzed how game works for quite some time. I do plan to share my Spine source files (which I edited) because at some point I'll exhaust ideas for this mod. 072 project version of the game (2.1.0.2) is more opened in terms of data handling, so users actually have access to character skeletons and sprite sheets, but you'd need a professional tier license for a Spine software to make meaningful edits. So yeah... it's a tough entry for modding this game, if you want to touch graphics.
If you want to change logic in gameplay, I'd recommend to analyze ComplexBreeding mod dll file with dnSpyEx. Mod is closed-source, unfortunately. But the fact that dev managed to squeeze so much from a BepInEx plugin makes me think it's possible to implement more game-changing stuff this way.