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.
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.
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 (
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) 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).
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.
Minotauro meu velho amigo. Achei que nunca mais te veria.
[/CITAR]
Esse é o problema, não sei fazer isso com genética, você pode me explicar exatamente como faz?
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).
Some visuals will be bugged, because it's deeply integrated. But see for yourself, maybe that will work perfectly for you (patch is attached to this post).
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.
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:
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.
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).
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
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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.
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?
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:
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?
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:
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.
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".
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.