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:
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.
I guess my statement was too bold. To clarify: what I found was that ComplexBreeding mod is specifically setting "Fetus3" to make sure 4 and 5 fetus pregnancies show the correct image. But a lot more goes into displaying the fetus image.
Let's keep this in mind in case there is no better way. For now I still have hope that the direct "FetusCount" path can work. I am still messing around with some classes, but nothing concrete enough to report.
And it seems fine and stable. I didn't need to do the questionable enum manipulation I tried before. It was as Surgy said in the Unit.cs class. In the method "NewShowPartList" a UI string (e.g. "cumflation:cumflation_{FetusCount}" just requires the replacing of the string "{FetusCount}" with the appropriate variable value.
I attached the dll for you Krongorka. If you need the BepInEx stuff again. Take the one from the Mega upload from before. Only change is in the dll file which has to be replaced in the plugin folder.
Let me know if it also works on your side or if there are any problems.
it depend on your luck, i suggest u save and disassemble them again. it maybe the cat, honest i don't remember so try on 2 kind bunny and cat until u have it. please concentrate what kind girl have that.
And it seems fine and stable. I didn't need to do the questionable enum manipulation I tried before. It was as Surgy said in the Unit.cs class. In the method "NewShowPartList" a UI string (e.g. "cumflation:cumflation_{FetusCount}" just requires the replacing of the string "{FetusCount}" with the appropriate variable value.
I attached the dll for you Krongorka. If you need the BepInEx stuff again. Take the one from the Mega upload from before. Only change is in the dll file which has to be replaced in the plugin folder.
Let me know if it also works on your side or if there are any problems.
I'll check it on my end and will update this post.
Edit: Yep, seems like it works with my save states.
Now I wonder, though. Can I patch Assembly-Csharp via dnspy, so mod stays independent of BepInEx plugins. Anyway, it works and that's good enough for me, thanks again.
Also, what do you think of differentiating Minotaur/Salamander/Tentacle size pregnancies? Do you think we need to increase belly size for 4/5 fetuses which I heard are available in Complex Breeding (is that correct at all?).
I'll check it on my end and will update this post.
Edit: Yep, seems like it works with my save states.
Now I wonder, though. Can I patch Assembly-Csharp via dnspy, so mod stays independent of BepInEx plugins. Anyway, it works and that's good enough for me, thanks again.
For dnspy or ILspy patching: All I did is add an extra case to the switch case block here:
(This is a screenshot form ILspy. It definetly does a better job than dnspy in this case)
Also, what do you think of differentiating Minotaur/Salamander/Tentacle size pregnancies? Do you think we need to increase belly size for 4/5 fetuses which I heard are available in Complex Breeding (is that correct at all?).
Yes, yes and yes. I like that idea. The way it is currently implemented it would already return the values 4 and 5 for ComplexBreeding quad- and quin-tuple pregnancies.
Then the question is: should minatour, salamander and tentacle have their own special belly inflation?
For Minatour and Salamander one idea might be to just double their belly size based on FetusCount. So 1 big monster fetus would be belly size 2 (same as 2 normal fetuses) and twin monster fetuses would be belly size 4.
But it should also be possible to use unique numbers. Minatour having belly sizes 6,7 or something. At least I am pretty sure, it is possible to figure out the fetus race without much hassle.
Also on a side note I could also add a config switch that maps "{FetusCount}" string back to "female.SemenInsideType" so that people who like cumflation could switch back.
For dnspy or ILspy patching: All I did is add an extra case to the switch case block here:
View attachment 2720877
(This is a screenshot form ILspy. It definetly does a better job than dnspy in this case)
Yes, yes and yes. I like that idea. The way it is currently implemented it would already return the values 4 and 5 for ComplexBreeding quad- and quin-tuple pregnancies.
Then the question is: should minatour, salamander and tentacle have their own special belly inflation?
For Minatour and Salamander one idea might be to just double their belly size based on FetusCount. So 1 big monster fetus would be belly size 2 (same as 2 normal fetuses) and twin monster fetuses would be belly size 4.
But it should also be possible to use unique numbers. Minatour having belly sizes 6,7 or something. At least I am pretty sure, it is possible to figure out the fetus race without much hassle.
Also on a side note I could also add a config switch that maps "{FetusCount}" string back to "female.SemenInsideType" so that people who like cumflation could switch back.
Huh, no idea if ILspy can actually patch the code, but output code it presents is much better indeed.
- For Minatour and Salamander one idea might be to just double their belly size based on FetusCount. So 1 big monster fetus would be belly size 2 (same as 2 normal fetuses) and twin monster fetuses would be belly size 4. -
I think that's actually a good idea. Just to keep belly size reasonable (it's the same mesh after all, just using different scale values). Just tell me which numerical value do you think is needed to be mapped in Spine. Should I set max slot number as "5" (1 to 5).
As example:
- Also on a side note I could also add a config switch that maps "{FetusCount}" string back to "female.SemenInsideType" so that people who like cumflation could switch back. -
People already mentioned it time and time again - it looks cool, but they want it to "fade away" after some time or be able to get rid of bellies at all. But most of them wanted to see different belly size based on Fetus Count and that's practically solved.
Huh, no idea if ILspy can actually patch the code, but output code it presents is much better indeed.
- For Minatour and Salamander one idea might be to just double their belly size based on FetusCount. So 1 big monster fetus would be belly size 2 (same as 2 normal fetuses) and twin monster fetuses would be belly size 4. -
I think that's actually a good idea. Just to keep belly size reasonable (it's the same mesh after all, just using different scale values). Just tell me which numerical value do you think is needed to be mapped in Spine. Should I set max slot number as "5" (1 to 5).
- Also on a side note I could also add a config switch that maps "{FetusCount}" string back to "female.SemenInsideType" so that people who like cumflation could switch back. -
People already mentioned it time and time again - it looks cool, but they want it to "fade away" after some time or be able to get rid of bellies at all. But most of them wanted to see different belly size based on Fetus Count and that's practically solved.
Yeah having pregnant belly maps from 1 to 5 should cover ComplexBreeding and I can increase the FetusCount number for big monsters.
Then I guess for tentacles ... I know in CB you always get as many tentacle eggs as the max womb size. So setting {FetusCount} to max womb size for tentacles would make sense. Not sure if it also works like this in the base game but that could be a nice idea.
Though, I am not going to implement it right now. I've had enough looking at code for the moment.
Yeah having pregnant belly maps from 1 to 5 should cover ComplexBreeding and I can increase the FetusCount number for big monsters.
Then I guess for tentacles ... I know in CB you always get as many tentacle eggs as the max womb size. So setting {FetusCount} to max womb size for tentacles would make sense. Not sure if it also works like this in the base game but that could be a nice idea.
Though, I am not going to implement it right now. I've had enough looking at code for the moment.
Eh, Size 5 belly is not that different from size 3, actually It's more about "granular control" over belly size difference. Like, you know, tits size 5 is size 4 scaled 1.2, when the original intention was to increase it visually... x1.4 times Just to keep visuals more or less consistent. But hey, I might just return to this idea and make size 6 for lulz and maybe tie it to special "cow" type with sylvia's clothes/horns.
Now, here's a question. Current situation with mod development can go in following route:
- I'll make more poses with Inflation belly and Fetus Count or leave stand-idle like current implementation does, but remove "dynamic clothes deforming" during pregnancy completely, because it's a pain to control in spine for all conditions.
Now, can I distribute Tits mod (let's assume, V3 will be the first) with BepInEx V5 (BepInEx_x64_5.4.21.0 works for me) pre-installed with PregnantExpansion.dll in this case? Simply because I'd still like it to be as much "plug-and-play" mod as possible.
Will users be able to simply add CBwithTits, CBM, ModTools dll's in this preinstalled BepInEx plugins folder? Again, I wanted to make that optional, but seems like we don't have much choice if we want to bring Fetus Count instead of Cumflation as a "universal" mod feature.
TL DR of this post will be: I'm ready to ship Tits V3 with pre-installed BepInEx x64 5.4.21.0 and PregnantExpansion.dll just to introduce new visuals. But I want to be sure if it will work for everyone.
So far no luck with dnspy patching Assembly-Csharp Unit.cs with new lines and ILspy seems to be a tool for code studying, if I understand it correctly.
it depend on your luck, i suggest u save and disassemble them again. it maybe the cat, honest i don't remember so try on 2 kind bunny and cat until u have it. please concentrate what kind girl have that.
Well, that's what I was talking about mentioning the need of BepInEx being already pre-installed with next iteration of Tits mod.
MemacileIf you don't mind, I'd like to prepare a test public run of Tits V2bwith BepInEx x64 5.4.21.0 and your PregnantExpansion patch included.
I'll probably also mention this here: for previous test release I didn't edit SemenInsideType for arms position during pregnancy for a FetusCount as well of partial dynamic cloth implementation. I fixed it and it works with new FetusCount command now like intended. So that updated version is basically ready. Just give me a word and I'll upload this package.
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 .
I also removed uncensor as it's not needed for 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).
for example i did:
game download and uncompressed (done), tits mod installed (done and see work, the thighs feature), put BepInEx(mono version) run the game, close it and see the folders are generated (done) pull the modpack on the game and..... i dont see any feature is added. i tried a clean install only with menumod and dont work
Surgy sorry for tag you again, i only forget write my explanation