Memacile

Newbie
Sep 22, 2022
61
105
Edit: tested {female.FetusCount} and it doesn't do anything.
It should just be "FetusCount" I think without the "female" because it is a similar property to "SemenInsideType". If "FetusCount" also doesn't work then maybe it is because of the "SeqDataBinding.Instance.RegisterFlag". I should be able to add that code to "FetusCount" property with BepInEx and maybe it will work then. (I probably also need to add the "SeqDataBinding.Instance.DirtyFlag" code because this seems to trigger the event that the value has changed and all event-listeners should update).
Do we want to try this? I could prepare it and give you the BepInEx plugin when I am ready. Or you could give me the necessary files with "cumflation:cumflation_{FetusCount}" and then I will try it out on my side.
 
Last edited:

Krongorka

Active Member
Sep 22, 2017
839
2,701
Yeah, I guess I understand the part about "SeqDataBinding". That might work. You can send me BepInEx plugin and I'll check if it works.
If you want to test it on your end, you can use Tits V2a files.

(Check post with tweaked V2a link below).
 
Last edited:

Memacile

Newbie
Sep 22, 2022
61
105
Yeah, I guess I understand the part about "SeqDataBinding". That might work. You can send me BepInEx plugin and I'll check if it works.
If you want to test it on your end, you can use Tits V2a files, but you'll need to manually patch data.unity3d archive with a spine data script text file.
I'll attach it to the post when it's ready.
Nice. I can do the tests and give you the BepInEx code by tomorrow, because I do have some other responsibilities today.

As I think more about this, it does feel like this is the right track. When you say SpineData works by referencing 'SemenInsideType' just like that "cumflation:cumflation_{SemenInsideType}" without any reference to the class or object it belongs to, that gives me the impression this 'SemenInsideType' variable is the Flag from SeqDataBinding.Instance.RegisterFlag. Well, I guess it might also simply know to check on the female object by default...
well let's wait and see what the test says.
 
  • Like
Reactions: Krongorka

Krongorka

Active Member
Sep 22, 2017
839
2,701
Nice. I can do the tests and give you the BepInEx code by tomorrow, because I do have some other responsibilities today.

As I think more about this, it does feel like this is the right track. When you say SpineData works by referencing 'SemenInsideType' just like that "cumflation:cumflation_{SemenInsideType}" without any reference to the class or object it belongs to, that gives me the impression this 'SemenInsideType' variable is the Flag from SeqDataBinding.Instance.RegisterFlag. Well, I guess it might also simply know to check on the female object by default...
well let's wait and see what the test says.
Alright, sounds good. I rebuilt Tits V2a for you as a ready-to-install package ( ) with edited SpineData already included. Now it comes with "cumflation:cumflation_{FetusCount}" lines patched in.
Install it as usual, it should work just fine.

Now, few words about how to test it:
It affect only two poses, idle Stand and Rest pose (not Exhaustion).

MBM-FCtest1.png

Now, I realize you can't really test it from gallery, because it doesn't have a control over Fetus count outside of Birth scenes which seems to use different logic. So it's better to test it in game. You can use normal version of Tits V2a as a visual reference for belly size, but I believe size difference should be obvious enough.
 

Gizz

Newbie
Jul 31, 2018
58
14
I installed the Cheat Mod but is not even showing in the bepinex console, it is because it doesnt have a cfg file?
 

dusty stu

Well-Known Member
Jan 24, 2018
1,717
1,540
Cool, they finally fixed BepInEx so it can properly run BepInExConfigManager again (called by F5 key).
IDK what happened to the original modpack topic that it drifted into read-only Rejected Game Requests forum.
So I'll post the mods here for now even if it'll be more difficult to find them this way.

The latest version of MapKeyboardExtended in the modpack allows (un)age/undress/recolor/partially modify (tails/ears/tits/tattoo) everyone under multi-selection at once. The additions are unconfigurable and mapped to keys 1-9 on numeric pad in NumLock mode temporarily. So, hevensdragon, mass undressing can be done with Numeric Pad 2 key :cool:.
I also removed uncensor as it's not needed for now.
You don't have permission to view the spoiler content. Log in or register now.
Monster Black Market - Mod Pack
(v12; BepInEx 670 for v2.0.16 of the game; Mono build)

You don't have permission to view the spoiler content. Log in or register now.
You don't have permission to view the spoiler content. Log in or register now.
Edit: Updated for v2.0 of the game. Compared to the previous version, BepInEx doesn't need to download anything now.
The game should be installed in a folder with a short path that does not contain non-English characters for BepInEx to work correctly.
Moved tits unlocker to a separate mod disabled by default.
Added BiE6 ports of ComplexBreeding, CBwithTits, CBforDummies and CheatMenu (originally called MBMModMenu).
Where are the config files for the mods located in the file system?
Ok you have to run it once and then its in /.../bepinex/config/
 

Krongorka

Active Member
Sep 22, 2017
839
2,701
Seems to work amazing, thank you very much!
Glad to hear it works. Mind you, V3 and further releases will still come with inflation active, just because we'll be trying to crack that "fetus count" code functionality and it needs to stay baked in spine.
 

Krongorka

Active Member
Sep 22, 2017
839
2,701
No, I don't think they meant it's a meh feature. It just would be better if the state went away by itself after some short time. It looks rather nice initially.
By the way you should probably check Unit.NewShowPartList() for what variables generate what part text.
By "meh" I meant that it generally looks like a workaround, which it is.
As for Unit.cs, it's one of places in Assembly where dnspy spits out code like this:

UnitCSinDnspy.png
 

Surgy

Member
Modder
Apr 23, 2018
363
1,522
Gizz: they are disabled by default in the modpack. Enable them in config manager (called by F5 key) first.

As for Unit.cs, it's one of places in Assembly where dnspy spits out code like this:
You can use for decompiling that, it produces better code for switch statements and nullable types. :)
 

Gizz

Newbie
Jul 31, 2018
58
14
The game freezes everytime i do the 20 upgrades with Barbara when it says install the torture chamber
 

maiikuroo

Member
Jan 27, 2022
100
22
So I downloaded and played with the mod pack Surgy updated. I am having a problem with the milk usage. I can't seem to use the milk on the children but I can sell it. The game has complex breeding mod on along with the CBwithTits (installed as instructed), disabled the CBMforDummies. I also disabled the other mods like healthpixyplus, randomnames (since that also gives a problem on CBM, it doesn't give a name at all just what their species is), NoTItsLimit and Cheatmenu. I'm not too sure if this is intentional or not but yeah.
 

Memacile

Newbie
Sep 22, 2022
61
105
Alright, sounds good. I rebuilt Tits V2a for you as a ready-to-install package (Mega Link) with edited SpineData already included. Now it comes with "cumflation:cumflation_{FetusCount}" lines patched in.
Install it as usual, it should work just fine.

Now, few words about how to test it:
It affect only two poses, idle Stand and Rest pose (not Exhaustion).

View attachment 2716445

Now, I realize you can't really test it from gallery, because it doesn't have a control over Fetus count outside of Birth scenes which seems to use different logic. So it's better to test it in game. You can use normal version of Tits V2a as a visual reference for belly size, but I believe size difference should be obvious enough.
Okay, I tried it and had no luck. I attached the .zip file containing the BepInEx plugin alone or use the that also has all the BepInEx stuff too.

As a side note I was also using ComplexBreeding when testing this so I had slaves with 5 fetuses. Not sure if this is relevant but maybe that caused issues. I just did not have a advanced save without CB. Just in case I will try without ComplexBreeding later.

Also there was no convenient SetFetusList method to activate the "DirtyFlag" from. Instead I used the CumShotInsideCount setter method... which I would expect is good enough to call DirtyFlag(..., "FetusCount") from.... at least if I wait for a second cumshot after the one that made the slave pregnant.

I think what I want to do next is remove the RegisterFlag(...) and DirtyFlag(...) from some property (maybe CumshotInsideCount) and then see if the corresponding value is updated on the UI. The expected result would be that the value stops updating on the UI. If that happens then we are on the right track and there might be just another missing piece to make it work.
If the UI still updates even after RegisterFlag(...) and DirtyFlag(...) are removed, then we need to rethink.

Edit: The experiment with the RegisterFlag and DirtyFlag behaves as expected. So this is the right track.
Additionally, I found there is a ReferenceCustomize class which I think might be the missing piece... or one of the missing pieces. This class seems to be responsible to store a bunch of unit data like SemenInsideType, Depravity, Chain, Clothes, IsSelectedState, isAdult, etc.... so maybe I can extend it with a FetusCount.
 
Last edited:

Memacile

Newbie
Sep 22, 2022
61
105
Krongorka : I found something that is maybe interesting.
The fetus icons for 1,2 or 3 fetuses seem to be controlled in ReferenceCharacterStatePlate. Not sure if you can do anything with these bools or if you absolutely need an int?

MappingOfFetusIcon2.png

Aside from that, I am currently struggling with a private enum. I think I might need to extend it to properly add FetusCount. I am not sure if that is really doable. I can smuggle an integer in the enum variable, but when I do that the game crashes randomly. I wonder if the problem is that the smuggled enum has an appropriate value but not appropriate name/Tostring().


Lastly I was thinking: Do you need integers 1,2,3 for the image/spine mapping or can you map the bigger bellies to any integers?
I am wondering if we can just re-use an existing variable. Say SemenInsideType and simply map the values as such:

SemenInsideType ValueMapping to Semen on model pictureMapping to belly size
0No Semen image/spineNot pregnant image/spine
1Small amount Semen image/spineNot pregnant image/spine
2More Semen image/spineNot pregnant image/spine
3Max Semen image/spineNot pregnant image/spine
4No Semen image/spineNormal Pregnancy belly image/spine
5Small amount Semen image/spineNormal Pregnancy belly image/spine
6More Semen image/spineNormal Pregnancy belly image/spine
7Max Semen image/spineNormal Pregnancy belly image/spine
8No Semen image/spineBigger Twin Pregnancy belly image/spine
... etc. ...... etc. ...... etc. ...
 

Krongorka

Active Member
Sep 22, 2017
839
2,701
Krongorka : I found something that is maybe interesting.
The fetus icons for 1,2 or 3 fetuses seem to be controlled in ReferenceCharacterStatePlate. Not sure if you can do anything with these bools or if you absolutely need an int?

View attachment 2718799

Aside from that, I am currently struggling with a private enum. I think I might need to extend it to properly add FetusCount. I am not sure if that is really doable. I can smuggle an integer in the enum variable, but when I do that the game crashes randomly. I wonder if the problem is that the smuggled enum has an appropriate value but not appropriate name/Tostring().


Lastly I was thinking: Do you need integers 1,2,3 for the image/spine mapping or can you map the bigger bellies to any integers?
I am wondering if we can just re-use an existing variable. Say SemenInsideType and simply map the values as such:

SemenInsideType ValueMapping to Semen on model pictureMapping to belly size
0No Semen image/spineNot pregnant image/spine
1Small amount Semen image/spineNot pregnant image/spine
2More Semen image/spineNot pregnant image/spine
3Max Semen image/spineNot pregnant image/spine
4No Semen image/spineNormal Pregnancy belly image/spine
5Small amount Semen image/spineNormal Pregnancy belly image/spine
6More Semen image/spineNormal Pregnancy belly image/spine
7Max Semen image/spineNormal Pregnancy belly image/spine
8No Semen image/spineBigger Twin Pregnancy belly image/spine
... etc. ...... etc. ...... etc. ...
Hmm, I know for a fact there's a code for "state plate" under the slave character which controls fetus count. But it behaves somewhat strange:
- unitydata3d have a spine file "sexicon" with state plate animation like "cum inside" with pregnancy success and failure state. And the moment it's successful another animation happens which when sets fetus count:

SexIcon.png

I thought: "Great, that's what we want". But, it only use this spine for animation change. After that, it changes to standalone sprites from another sprite sheet file. You know, in a similar way how game handles slave background images and items.

As far as I know, these are controlled from StatePlate.cs and StatePlate2.cs. Although I think StatePlate2.cs is a current one, because it does have lines about Tentacle eggs and other one doesn't.

StatePlate2cs.png

Edit: "Lastly I was thinking: Do you need integers 1,2,3 for the image/spine mapping or can you map the bigger bellies to any integers?"

I guess I can? As long as game logic makes sense of it, like I'm currently handling Bra type depending on eye ball type:

New Bra is set to use eyeball type "8", while others are just placeholders with pre-existing "rag".

BraTest2.png
 
Last edited:
4.50 star(s) 120 Votes