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

5.00 star(s) 1 Vote

Petertomson

New Member
Nov 11, 2025
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I need a little help. In the ninja mission mod I get to the apartments but have no idea where to go. Can someone help me?
I check the json file, it seemed you need go to find handcuff key at mail section, then use elevator to reach 10f.
When you using elevator, you need to cuff youself with elevator handrail.
Hope this will help you.

By the way, you can download "sublime text" to check and edit json file.
 

cherry_sigma

Newbie
Dec 29, 2022
74
163
43
Refined mods and custom missions
These are more important than save data.
Please don't be afraid of bugs and give them to us.
You can easily back up your save data.
Only mod creators can extend the life of MANAKA.
If mission and mod creators stop production, MANAKA's lifespan will come to an end.
I do think everyone can be modder though. If don't like it or have better idea or found something unsolved, and most importantly, have time, then make it better, make part of it yours.

The really important thing is the community, is always the people.
 

cherry_sigma

Newbie
Dec 29, 2022
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Making .code files requires how to code, but I have to admit that I have no idea how some of you are making those .dll files that alter the game in a way the custom mission mod can't (even the v2)
That requires a bit knowledge of how Unity Engine and Dotnet works and a bit of coding in C#, also the BepInEx And HarmonyX libraries.

And if you want to learn something for someone else's dll mod, dnspy it.
 

zizheng2019

New Member
Oct 23, 2025
12
33
13
Hi everyone,

I've created a converter for Custom Missions, from V1 to V2.

Yes, I know I posted one a few days ago. I thought it would work, but... let's just say I was lazy and put too much faith in AI. After more testing, I realized it was a complete mess.

This is the refactored version. I've handwritten all the code myself this time, and after multiple rounds of testing, it's much more stable. It should be free of any serious bugs... hopefully...

How to Use: Just unzip the file and read the readme.txt inside the folder.

====================================================================================================

Update:

I've released a new version that optimizes the code generation logic for travelCondition. In the process, I also managed to fix another bug that might have been present in the last build.

This update should be the final version. I've tested it with several large, complex missions, and it's running very stably.
 
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cutemiracle

Newbie
Jul 5, 2025
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48
I do think everyone can be modder though. If don't like it or have better idea or found something unsolved, and most importantly, have time, then make it better, make part of it yours.
Can I use your mods and make minor changes to them? For example, fixing some bugs or adding some features.
I'm a programmer myself, but lately I haven't had much desire or time to create anything large-scale myself.
However, I still enjoy combining interesting solutions and finding bugs in them.

The current pre-build of the mod lacks full documentation, and any changes to the code require a restart of the game.

[FOR CRISP2002] (I don't know how to make a normal link to the participant)
You mentioned somewhere that mod v2 combines all files into one before compiling.

If so, perhaps it wouldn't be difficult for you to add an additional "require" or "import" statement to the code, as well as an additional folder in the mod's root directory where you can store the generated .code files for reuse in other users' mods.
You are gradually creating your own scripting language, and it will be useful to separate out the small parts that are used everywhere.
 

Crisp2002

Newbie
Jun 30, 2025
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[FOR CRISP2002] (I don't know how to make a normal link to the participant)
You mentioned somewhere that mod v2 combines all files into one before compiling.

If so, perhaps it wouldn't be difficult for you to add an additional "require" or "import" statement to the code, as well as an additional folder in the mod's root directory where you can store the generated .code files for reuse in other users' mods.
You are gradually creating your own scripting language, and it will be useful to separate out the small parts that are used everywhere.
I thought about that, but decided against adding that.
It would require some kind of hierarchy because of the dependencies. But currently there is no first code file that serves as the entry point and I don't want there to be one. As it is now you can put multiple v1-like missions into one package and you don't have to consider the order or write a file that initializes them all. You can still use a separate code file for shared functions.

A large library that is used by several mods could also cause issues when there are different versions of the library that aren't compatible and different mods need different versions. So making each project self-sufficient is safer.
I could make it so that subfolders are also searched for code files, so you can put library files there. But I've also used a subfolder for backup when I change things and experiment. And when it finds those as well, that would be bad. So I would have to change the file extension each time instead. :/
 
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raptorr64

Newbie
Jul 9, 2017
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That requires a bit knowledge of how Unity Engine and Dotnet works and a bit of coding in C#, also the BepInEx And HarmonyX libraries.
Thank you ! But yeah, I'm afraid I don't have the kind of time to learn all this... Too bad, I wanted to make a mod where an NPC seeing the vibrator remote on the ground grabs it and stalks Manaka while toying with her
 

MAXcraftVN

New Member
Aug 18, 2020
2
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View attachment 5282144

Thanks for the update, subtitles look much nicer than having dialogue in the mission panel and the blackscreen helps a lot with smoothing out transitions when teleporting and adjusting cosplays. Save data is also huge as I was toying with the idea of making story missions that unlock as you rank up and complete other missions. If you're taking feature requests, would it be possible to add a function to edit the ecstasy value?

Also, I don't think the actions to put on the bra/underwear are working. The animations don't play and Manaka gets stuck. Taking them off works fine though.
im kinda late about this, but may i ask which one is this mod please?
 
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Petertomson

New Member
Nov 11, 2025
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“MAXcraftVN,帖子:18628572,成员:2743957” said:
我有点晚了,但请问这个模组是哪一个?
[/引用]
自定义任务模组 v2,你可以在历史帖子中找到它
 

smartest

New Member
Nov 10, 2025
7
7
64
I guess you need some extra font files of Noto Sans KR. See the v2 mod post.
Although I installed the Noto_Sans_KR.ttf font, the text on the smartphone still appears garbled, as shown in the attached photo
manaka_1.PNG

This is the text.code file translated into Korean.
manaka_text.code.PNG
 

Petertomson

New Member
Nov 11, 2025
13
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29
Is there anyway to add some Sensual moans sound to manaka?
I'm certain that there were faint moans mixed in with the sound of her urination.
If there be more sound like that will be awesome!
Could any sweet programmer explain whether this can be achieved?
:unsure::unsure::unsure::unsure::unsure:
 
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Ethreality

New Member
Apr 6, 2019
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himura1007

Newbie
Jul 8, 2020
19
22
113
Looking for a way to make the cock piston machine invisible (while keeping only the fleshlight) and changing the color/transparency of the fleshlight.
 

cherry_sigma

Newbie
Dec 29, 2022
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Although I installed the Noto_Sans_KR.ttf font, the text on the smartphone still appears garbled, as shown in the attached photo
It isn't about the font in system, but placed at certain directory or not. Check out the document comes with v2 mod for this. They should be in the BepInEx/plugins/ and the corresponding directory.
 
5.00 star(s) 1 Vote