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Mod Unity [Secret Flasher Manaka] Custom Missions 1.1.9 & Version 2 Beta

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Crisp2002

Newbie
Jun 30, 2025
77
338
72
Crisp2002 Since you're immersed in NPC stuff right now, it's probably a good time to ask:
How hard would it be to expose information about existing NPCs to v2 missions? Not spawn or manipulate them, but maybe just get a list of the positions and states of the NPCs already on the map?

For context, I'd like to make the "NPCs pick up and mess with your dropped items" mod, and I think the whole thing could just be a v2 mission if only there was a way to know where NPCs are. For example, if I could call a GetNPCs() function that returned a list of NPC objects with x/y/z and state data of each NPC, I could iterate through that, compare to _state.DroppedItems, see if any NPCs are very close to any of the dropped items, and then move the item away and trigger any other logic based on that. That would be enough for the basic mod, and then it could be spruced up later if you get NPC manipulation working (stopping them, triggering animations on them, etc).
Getting the current state shouldn't be a problem. They all have an ID, so you can identify them. But NPCs get regularly destroyed, either when they reach their target exit or you leave the stage. So they don't really move to a different stage and don't preserve their state when you switch stages. Though it would be interesting to have NPCs carry your stuff to a different stage and you have to search for it.

There's also a police uniform version of an NPC (though only female, I think). But someone had the idea to, instead of going game over when you are seen, increase the police presence in that area and have them patrol. And if you are caught by the police (that might even case you) you get the game over.
To do that in my mod, I would need more functions to change the base functionality. But even as a standalone mod I fear that it would cause problems with other mods that change NPC behavior. :(
If we don't agree on some conventions at least. Like, I could probably change the ID of a custom NPC to something like 100000+x. And so an ID over 100000 could be an indicator to leave the NPC alone. Or maybe make it a million, the possible IDs should go up to over 2 billion. You probably wouldn't reach such a high ID in a normal game session.
 
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Idontknow511

Newbie
Oct 18, 2021
53
19
18
That's vanilla. You need to Enable Sex in the options menu, reach max rank to purchace the skill, and find a man who won't ignore you. Also the second picture is literally everything, 2 positions, the ability to make the guy invisible, and you can spin.
Shame really. I wished there were more animations to choose from and some futa sex options. maybe it could be modded into the game?
 
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Maorate

New Member
Oct 4, 2025
4
1
3
_state.Cosplay doesn't remove the numbered indexes once an item is removed. This is with an outfit on:
Code:
[Info   :Custom Missions v2] Items worn: 8
[Info   :Custom Missions v2] m_cosplay_school_hoodie_ribbon
[Info   :Custom Missions v2] m_cosplay_school_hoodie_necktie
[Info   :Custom Missions v2] m_cosplay_school_hoodie_hoodie
[Info   :Custom Missions v2] m_cosplay_school_hoodie_bag
[Info   :Custom Missions v2] m_cosplay_school_hoodie_shirt
[Info   :Custom Missions v2] m_cosplay_school_hoodie_skirt
[Info   :Custom Missions v2] m_cosplay_school_hoodie_socks
[Info   :Custom Missions v2] m_cosplay_school_hoodie_shoes
And after I remove everything:
Code:
[Info   :Custom Missions v2] Items worn: 8
[Info   :Custom Missions v2] m_cosplay_school_hoodie_shoes
[Info   :Custom Missions v2] m_cosplay_school_hoodie_shoes
[Info   :Custom Missions v2] m_cosplay_school_hoodie_shoes
[Info   :Custom Missions v2] m_cosplay_school_hoodie_shoes
[Info   :Custom Missions v2] m_cosplay_school_hoodie_shoes
[Info   :Custom Missions v2] m_cosplay_school_hoodie_shoes
[Info   :Custom Missions v2] m_cosplay_school_hoodie_shoes
[Info   :Custom Missions v2] m_cosplay_school_hoodie_shoes
If you dump the variables you'll see this:
Code:
[Info   :Custom Missions v2]     0 = "m_cosplay_school_hoodie_shoes"
[Info   :Custom Missions v2]     1 = "m_cosplay_school_hoodie_shoes"
[Info   :Custom Missions v2]     2 = "m_cosplay_school_hoodie_shoes"
[Info   :Custom Missions v2]     3 = "m_cosplay_school_hoodie_shoes"
[Info   :Custom Missions v2]     4 = "m_cosplay_school_hoodie_shoes"
[Info   :Custom Missions v2]     5 = "m_cosplay_school_hoodie_shoes"
[Info   :Custom Missions v2]     6 = "m_cosplay_school_hoodie_shoes"
[Info   :Custom Missions v2]     7 = "m_cosplay_school_hoodie_shoes"
It's not until you restart the game that the numbered indexes get reset.
However, the actual thing that stores whether or not an item is equipped is _state.Cosplay[cosplay here]. You have to check whether the cosplay item is true or not to see if it's actually equipped. FYI if you copy/paste this you have to fix the tab indentation.
Code:
   listenPrint:
        if flag
            flag = false
            SetAction("None")
            Log("\n")
            i = 0
            Log("Items worn: " + _state.Cosplay.Count())
            while i < _state.Cosplay.Count()
                cosplayItem = _state.Cosplay[i]
                #Keep going until we hit a duplicate entry
                if cosplayItem != _state.Cosplay[i+1]
                    #Check if the item is actually worn
                    if _state.Cosplay[cosplayItem] == true
                        Log(cosplayItem)
                    i = i + 1
                #Quit once we have duplicate entries
                else
                    i = _state.Cosplay.Count()      
                    if _state.Cosplay[cosplayItem] == true
                        Log(cosplayItem)
Thanks. This feature isn't documented, a bit of a gotcha, haha.
 
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EXTSZombiemaster

New Member
Mar 1, 2018
10
7
22
Combined previous 3 mods, rewritten most of the logic and ui.
*Items not in the same stage wouldn't be shifted.
**Different kind of items have their own shifting timer.
***After reading some details of the Messager API now I feel like an idiot.
****I hope there can be a thread.Sleep(seconds) API or something to save CPU time.
View attachment 5416434 View attachment 5416435
I think I'm dumb, how do I actually use this mod?
 

biwajimadono

Member
Jul 27, 2021
124
143
53
I think I'm dumb, how do I actually use this mod?
This explanation is easy to understand.
The mod configuration is specified in the messenger: - the locations and distances to move from the coat, key, or Viberemocon are specified - the minimum and maximum time within which each item will be moved to a random location in the current location are specified.

Example:
If you are in the Residence location and the config specifies Residence(5m/90m) and IntervaleMin(25s) and IntervaleMax(120s), then if you move 5m away from a dropped item, a timer will start with a random time between 25 and 120 seconds, after which the item will be moved to a random location.

If you're looking for a challenging challenge, set each location to 1m, minimum and maximum time to 10s, and pray to the god of randomness that you'll even manage to get to the dropped item before it disappears. And if you also have NPCBehaviorMod with teleportation enabled, then you will hardly be able to complete the run within a few hours.
My explanation:
Move the "※" mark with "NEXT" and "PREV."
1. Set the distance at which the item stops counting (per stage).

2. Set the time the item counts before moving (all stages).

Example: If you set the mall to 10m and all stages to 10-15 seconds,
"Mr. Key" will start counting if you are more than 10m away.
(Conversely, if you get within 10m, it will stop counting and not move during that time.)
Once "Mr. Key" finishes counting within 10-15 seconds, it will move to another location.

Advice
If MANAKA's speed is below 80%, we recommend the easy setting.
We recommend not selecting the "Search" drone mission.
You won't find it even in residential areas.
It is recommended to select "Pick Up" mode, in which the item will appear on the compass.
 
Last edited:

StephenLana13

Newbie
Nov 16, 2018
98
106
206
Shame really. I wished there were more animations to choose from and some futa sex options. maybe it could be modded into the game?
https://f95zone.to/threads/secret-flasher-manaka-npc-mod-behavior-1-1-4.270271/ this mod lets any NPC Chace you and have sex with you as an alternative to being sent home with no pay. This includes women so all female NPCs become futa solving one of your wishes. It only uses the standing position when caught but there's a config file created in a folder in the base folder that you can edit to allow cowgirl but there's no texture under the skirts.
 
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Jun 24, 2018
97
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160
I made a new custom mission that is 90% Aftermath by cherry_sigma but rather than being triggered for messing up and getting caught you can now call it yourself from your phone for some bonus RP. its not a replacement for aftermath but an alternative and like cherry_sigma's its public domain (like all my other missions too). any bugs are probably mine unless they happen in aftermath too.

DIAL A KIDNAPPER

Feeling too comfortable with your daily routine? Need to spice things up AND earn some extra credits? Dial-a-Kidnapper is here! We'll add a little… unexpected adventure to your evening. Think of us as your friendly neighborhood chaos coordinators, and your new source for bonus income!

We handle the surprise relocation, the... ahem... wardrobe adjustments, the blindfold and the toys. You just focus on getting home safely. Successfully completing a Dial-a-Kidnapper challenge earns you RP depending on which of our wonderful services you pick.

Dial-a-Kidnapper: Adventure, Excitement, and Rewards!

* Your escapades may be recorded for quality assurance and training purposes. All toys must be provided by the customer.



The rp gain is probably very exploitable so dont do that unless you want to its your game im not your parent.
 
Last edited:

AveryGuilt

New Member
Aug 4, 2021
1
0
10
so i got a shit ton of mods and one of them breaks something and made a lot of missions despawn from the game i get this error when I'm in the apartment. does anyone know what might have caused this? I'm semi illiterate in reading these.
 

hebi57

New Member
Sep 2, 2020
3
2
13
Hello, I have correctly installed the mods and many missions, I just wanted to know what the key is to remove the panties and bra, because I haven't found it.
 
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hebi57

New Member
Sep 2, 2020
3
2
13
you can just..... undress in-game? If you lack flasher levels then do that first.
No, I'm not talking about that. I'm at the highest level; I know how to take off my coat and clothes inside the house, but how do you put your underwear and bra on the ground when you're outside?
 
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StephenLana13

Newbie
Nov 16, 2018
98
106
206
No, I'm not talking about that. I'm at the highest level; I know how to take off my coat and clothes inside the house, but how do you put your underwear and bra on the ground when you're outside?
The custom mission to remove your underwear doesn't seem to have a hotkey. If you're not wearing your coat and you use the clothing menu to remove your bra or panties outside it plays an animation and leaves an item on the ground that you can use to requip (also with an animation). Basically the same way you drop handcuff keys and the vibrator remote.
 
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hebi57

New Member
Sep 2, 2020
3
2
13
The custom mission to remove your underwear doesn't seem to have a hotkey. If you're not wearing your coat and you use the clothing menu to remove your bra or panties outside it plays an animation and leaves an item on the ground that you can use to requip (also with an animation). Basically the same way you drop handcuff keys and the vibrator remote.
Yes, that must be it, because I haven't tried it that way. I'll try it in my next gaming session. Thanks, I thought the mod incorporated a keyboard shortcut.
 

baigeijun

Newbie
Oct 27, 2025
34
12
8
I made some changes to the mod:

1) Added a small scene when the mod is turned on.
2) The mod also starts near the bed at home, but only begins to function when you leave the bed.
3) If you don't want to wait for a long time for a mission, you can just press Shift, and something might happen (with some options, a small timeout for pressing Shift is activated).
4) Fixed an error that caused the modification to break when the location changed.
5) Some missions interfere with each other, so a small cheat action was added to complete the current mission (works only with the simplest initial missions). If you can't complete a level one mission, use 'Spread-Leg Blowjob'.

And here's a bit more detail about the mod:
At random intervals, light tasks appear with very little time to complete them. If you don't complete them, you get a penalty task, and if you don't complete that, you get a penalty.
Currently, there are 7 light tasks, 6 penalty tasks, and 2 penalties.
A light task - perform a light action within a short time.
A penalty task - follow specific instructions for a random period of time.
A penalty - complicates the game for a certain period of time or until the end of the run.

My plans include adding more random events, but this is difficult due to the linear nature of the mod. Even for a few random missions, some workarounds are needed (infinite GoTOs in each point of the code).
I aim for the following mission sequence (light, penalty task-light, penalty task-difficult, almost impossible task). However, my special drinks have run out and my imagination isn't very abundant. If you're interested in this idea, feel free to offer your ideas, and I'll try to add them.

In the mod customMissions, at least three important things are missing, which would allow for missions of almost any difficulty:
1) Timer for completing the task (in the checkpoint duration and onExpiration).
2) The ability to choose the next point or skip the current point based on certain conditions.
3) Random stack selection from the list of missions.

It would be possible to add the ability to specify an array in 'description', 'duration' of the mission, so that one of the values is randomly selected and displayed to the user.
I won't mention the possibility of adding variables and functions, dreaming is harmless.

There's also a small error with the condition, some condition records don't work at all:
![cond1,cond2] - works
[!cond1,!cond2] - works
(!cond1,!cond2) - doesn't work at all
!(cond1,cond2) - works

It's also possible that a small set of templates for zones with some main locations and objects on the maps will help someone in creating their own missions. (SMF-snippets)
Does this custom task require both files to be placed in the folder?
 

Maorate

New Member
Oct 4, 2025
4
1
3
About v2, I think I've discovered a new feature: if the second condition of the && operator is a function call, it will definitely execute regardless of the first condition... Debugging this really took me quite a lot of time. not sure if || operator has the same feature.
 

Maorate

New Member
Oct 4, 2025
4
1
3
About v2, I think I've discovered a new feature: if the second condition of the && operator is a function call, it will definitely execute regardless of the first condition... Debugging this really took me quite a lot of time. not sure if || operator has the same feature.
Okay, it's not because of the function call—it's because I didn't add parentheses around the conditions... When using the || and && operators, you need to enclose each participating conditional expression in parentheses for the short-circuit evaluation to work. Just another little pitfall, haha!
 
5.00 star(s) 1 Vote