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

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zizheng2019

New Member
Oct 23, 2025
10
22
3
I'm not entirely sure if that is the problem, but you have to set the area a few centimeters into the ground. Like -0.01 or -0.02.
The important point for the collision detection is on the ground and it might be that, because of the physics, the player slips slightly under the ground.

Will be fixed in the next version.

I also read your comment about SetAction, but I have yet to look into it. Partially that is expected and I didn't really pay it much attention. I'm only using the game function that was obvious and if some things didn't work then so be it. But I'll try to make it better.
Thank you so much for your reply, and I apologize for only just noticing it now. For the past couple of days, I've been completely focused on developing my converter tool. Even though not many people might need it, since I started, I really want to see it through to completion.

The issue with the cuboid area does seem to be my fault. I've never actually written a V1 JSON mission; I just became really interested after seeing your V2 mod and dove straight into studying it. Because of this, I lack a lot of experience in certain areas, which led me to mistakenly believe the cuboid areas were unstable.

I think I understand the issue with SetAction. It's not a big deal, really. I'll just make sure to only call it where it's known to work, haha...

Regarding the issue where areas don't truly hide—I'm so happy to hear you'll be fixing it in the next version! It's been troubling me for a long time. While making my converter, I had to set the Alpha value of the area or zone to achieve a hiding effect. But even then, when the player first loads into the apartment, the circles still show up (even with the color set). I even tried refreshing it every frame, but that didn't seem to work. What I mean is, in a complex V1 mission I was testing, the original author had placed many hidden areas in the apartment as helpers. So, as soon as I loaded the game, my room was filled with a dense cluster of glowing circles... But for authors writing scripts directly in V2, this probably isn't a concern, since V2 doesn't seem to need so many hidden helpers.

I really wish I had seen your reply sooner. Handling travelCondition during the converter's development caused me a huge amount of trouble. I should have just asked you for advice. However, I've now done some reverse-analysis by testing V1 missions, and it seems the converter can finally handle that field in the JSON correctly.

And finally.... Regarding the _state list in V2, where can I find information on this? Maybe it's in the thread, and I just missed it? I'm sorry, my English isn't very good... It doesn't seem to be in the documentation, but I see many people who seem to know the details. Yes, I'm looking for this information—I urgently need it.
 
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zizheng2019

New Member
Oct 23, 2025
10
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Also, I have one small "wish" or feature request, if I may:
I was wondering if you might consider adding a helper function in the future that could get the length (character count) of a string? I think this would be incredibly helpful for creating subtitles. With this length value, perhaps we could use a small algorithm to determine the most appropriate display duration for each line of text.
This is just a small idea, of course! Please only consider it if you think it's valuable and you have the time. Thank you so much!
 
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Suzutsuki117

New Member
Oct 23, 2025
13
58
13
Thank you so much for your reply, and I apologize for only just noticing it now. For the past couple of days, I've been completely focused on developing my converter tool. Even though not many people might need it, since I started, I really want to see it through to completion.

The issue with the cuboid area does seem to be my fault. I've never actually written a V1 JSON mission; I just became really interested after seeing your V2 mod and dove straight into studying it. Because of this, I lack a lot of experience in certain areas, which led me to mistakenly believe the cuboid areas were unstable.

I think I understand the issue with SetAction. It's not a big deal, really. I'll just make sure to only call it where it's known to work, haha...

Regarding the issue where areas don't truly hide—I'm so happy to hear you'll be fixing it in the next version! It's been troubling me for a long time. While making my converter, I had to set the Alpha value of the area or zone to achieve a hiding effect. But even then, when the player first loads into the apartment, the circles still show up (even with the color set). I even tried refreshing it every frame, but that didn't seem to work. What I mean is, in a complex V1 mission I was testing, the original author had placed many hidden areas in the apartment as helpers. So, as soon as I loaded the game, my room was filled with a dense cluster of glowing circles... But for authors writing scripts directly in V2, this probably isn't a concern, since V2 doesn't seem to need so many hidden helpers.

I really wish I had seen your reply sooner. Handling travelCondition during the converter's development caused me a huge amount of trouble. I should have just asked you for advice. However, I've now done some reverse-analysis by testing V1 missions, and it seems the converter can finally handle that field in the JSON correctly.

And finally.... Regarding the _state list in V2, where can I find information on this? Maybe it's in the thread, and I just missed it? I'm sorry, my English isn't very good... It doesn't seem to be in the documentation, but I see many people who seem to know the details. Yes, I'm looking for this information—I urgently need it.
Executing DumpVariables(5) displays the contents of _state.
 

Nameless Ancient

New Member
Oct 10, 2025
1
0
1
Please allow me to summarize those custom missions(CM in short) made by numerous talented members.
But before we start there's something you should know:
There's two version of CM, they require one of the following mod: V1(#1) and V2(#354), both made by Crisp2002, let's thank him again by making all these possible.
In short, "**.json" is v1, "**.code" is v2.
Read the guidelines before you have any questions.
DO NOT install them all at once, may cause lags, and other unforeseeable errors.
Clearly i cant have tested every single one of them, there maybe bugs that cause struggle, try read subsequent threads patiently before you ask any questions, or just simply skip to the next one.

All credits belong to the authors list below
"floor""author""mission name""Requirements""starting point"
#2 - drchainchair2 - v1 -
#3 - cutemiracle - v1 -
#4 - cactuar - v1 -
#5 - BannedOcto - v1 -
#10 - hacumefetitopikt.com - Manaka's Bathroom Streak. - v1 - the lamp near the toilets at the park
#11, #342 - Himiko054 - Manaka Greatest Adventure V5.1 - v1 -
#12 - BannedOcto - Lost Bet - v1 - outside your door
#26 - InvasionOfZeroes - RP+XP cheat mission. - v1 -
#33 - hacumefetitopikt.com - Manaka's Forgotten Wallet - v1 - downtown in the food area at the blue sign restaurant
#40 - hacumefetitopikt.com - Sideway Gambit - v1 - downtown head towards the food area
#46 - Soitat - ApartmentFun - v1 - beginning Area for the Apartment

#63 - hacumefetitopikt.com - Locked Out - v1 - outside the house located behind the vending machine to the left of Manaka's actual apartment

#70 - hacumefetitopikt.com - Park Stroll - v1 - in the park next to the toilets
#91 - Hilnar - Extreme Item Search - v1 -

#94 - doffin - Yakuza's Punishment - v1 - Downtown, near the kaisen-sakaba(海鮮酒場)

#120 - BGmkr - pet daytime dares - v1 -

#147 - Tghyt - SlaveToFate1 - v1 - outside your house

#154, #163 - cutemiracle - randomEventMistress_Lite - v1 - bed in the house


#174 - cfgvuh - schoolbet - v1 -

#175 - eroeroiz - Stealth Ninja Action - v1 - home, near the sofa

#180 - BGmkr - Conbini Climax - v1 - home at the small circle
#218 - Hilnar - CustomWarps - v1 - apartment front near the intersection
#234 - artemis31 - Performing task from my Master - v1 - apartment front near the intersection

#251 - jack7791101 - v1 - a pickup truck in the residential area

#257 - BGmkr - 挑战任务 - v1 - 家中的灯

#261 - 仙人掌 - 仰慕者 - v1 - 户外之家

#268 - artemis31 - 避孕套购物勒索 - v1 - 屋外

#274 - Muhdog - 深夜商店购物 - v1 - 你家角落,电脑后面

#275 - 仙人掌 - 在规定时间内从公寓外到达购物中心 - v2 -

#288 - 仙人掌 - 勒索 - v2 - 在她家右边外面

#323 - bergi - BratMissions - v1 - 你家左边

#332 - EvGem - 从一个商场入口走到另一个入口 - v2 - 购物中心,自动扶梯左侧

#381 - Figgobyom - 楼层展示 - v1 - 在公寓前

#386 - RazMon365 - 与未知者签订契约 - v1 - 位于住宅区你家门前的角落

#390 - StephenLana13 - 新增一组通往边界外区域的传送点 - v1 -

#393 - Suzutsuki117 - ShiftingCoat - v2 -

#398 - Suzutsuki117 - 多阶段物品搜索 - v2 -

#424 - Sam OuOB - 驱魔少女 - v1 - 在购物中心和车站前

#433 - himura1007 - 手铐姿势 - v2 -

第440话 铃月117 真中知事 - v2 -

#455 - Suzutsuki117 - AssaultConsequence - v2 -

#469#476 - zizheng2019 - 失去控制的代价 - v2 - 在家前门左侧的圆圈里


#478 - cherry_sigma - MoreShifting - v2 -

#479 - cherry_sigma - AssaultConsequencesPlus - v2 -

#480 - raptorr64 - FetchQuest - v2 -

#482 - cherry_sigma - MultiStageItemSearch-v1.2 - v2 -

#489 - cherry_sigma - Aftermath - v2 - AssaultConsequence 的改进版本

#502 - cherry_sigma - ItemShifter - v2 - ShiftingCoat 的改进版本

#508 - cherry_sigma - 越界包装 - v2 -

#520 - 琵琶岛 - HM_Warp - v2 -

#534 - cherry_sigma - IncuffableManaka - v2 -

#536 - 松饼狂 - Kenji 任务 - v2 -

#550 - Suzutsuki117 - 惩罚振动器 - v2 -

#566 - cherry_sigma - NpcGotUsedToIt - v2 -

#572 - cherry_sigma - NothingLeftOutside - v2 -

#574 - cutemiracle - PenaltyVibratorHard - v2 -


#2626 - zzz4200 - 降低摇头丸价值 - v1 -
[/引用]
THX(y)
 

himura1007

Newbie
Jul 8, 2020
16
17
62
Is anyone able to figure out a way to customize face expressions? Manaka can stick out her tongue when doing the ahegao double peace pose and the blowjob face pose, but you have to do the pose to make her do it. It would be nice to make the tongue stick out as one of the expressions that you can choose for the tension level, or trigger the tongue with a hotkey. Maybe combining the ahegao/blowjob pose with any other pose?
 

Muhdog

New Member
Jan 28, 2018
10
22
13
Fetch Quest adapted to version 2, finally becoming what I wanted from the start

If someone here liked the errand you run from your friendly neighborhood blackmailer, I'd recommend going in blind, but here's the changelog for those who want to see it
You don't have permission to view the spoiler content. Log in or register now.
(Copy the "fetch" folder in "CustomMissions2" to install)
Nice one, the subtitles really improve this one, great setting.
 

phosll

New Member
Sep 26, 2025
1
0
1
When the SFM_custom_mission_v2.dll is enabled, the screen will drop frames for a very short time every few seconds in game, dose anyone know what caused it ?
 

cherry_sigma

Newbie
Dec 29, 2022
72
137
43
When the SFM_custom_mission_v2.dll is enabled, the screen will drop frames for a very short time every few seconds in game, dose anyone know what caused it ?
The Optimization. The script engine executes all scripts on each cycle of Unity scheduler, and some on each frame. Current implementation of the script language has nothing like common-expression-elimination or constant-folding or inlining, while every variable lookup happens to be a full C# Dictionary lookup on local or from global, and what makes things slower is that all of these happens on unoptimized dotnet vm and dotnet objects. Improvements might be achieve fast though. It depends on when this language become stable.
 

Idontknow511

Newbie
Oct 18, 2021
49
14
18
Handcuffed Poses !!

With the help of Doppio1234 above, I made a series of short scripts that allow Manaka to perform poses while handcuffed, which are normally impossible to do.

I am new at scripting so I could not figure out a way to make these more compact, hence you'll find that there are 104 JSON files (I made an individual script for 13 poses of my choice, each with a variation for the 8 available stages).

If you want to make a script for an additional pose not included in the zip, simply replace the Action (pose) and Stage (area/zone) values. The script is simple to understand, so it's easy to figure out what needs to be replaced and where.

To install, put the JSON files inside your CustomMissions folder. You can make these poses at any time and any place, I set the action radius for every stage at 1,000 meters.

How to use:

- Make sure the Fixed First Person Camera and Fixed Third Person Camera skills are both Disabled.
- Perform a pose (e.g. Spread-Leg Walk)
- Press the First Person Camera hotkey (R by default)
- Manaka is now on Spread-Leg Walk mode while handcuffed. Neat!
- Press the First Person Camera hotkey again to switch back to Third Person Camera. You will remain handcuffed with your pose.

View attachment 5392267 View attachment 5392269

In other words, Manaka will NOT be able to perform a pose AFTER being handcuffed (this is by the game's design), but she can perform the pose BEFORE being handcuffed with the help of this script.

To use another pose, either a normal one or a handcuffed pose, or perform another action, you'll need to uncuff yourself first with the Interact button. For your benefit, the script gives her a Keyed handcuff so that you can release her on the first try. For some poses (like Spread-Leg Walk) you'll need to press the Dash button once first to get in a position where you can uncuff yourself.

Why is the trigger the First Person Camera button?

The resulting pose requires a condition to be met, for which there are many options that the script allows but the most convenient I could find was the FPC state, as it's an action that you can normally perform in-game even if you're handcuffed, so you could press its hotkey at any time. TLDR just make a pose and press First Person Camera twice to switch to the handcuffed variation of that pose.

If you like this script, feel free to incorporate it in your future missions (e.g. "Spread-Leg Walk to the Park Toilet while handcuffed", "do an I-Balance Leg pose on the Downtown bridge while handcuffed", or some other kinky shit). Enjoy!
Question. where do i install this? inside the Plugins folder?
 

Crisp2002

Newbie
Jun 30, 2025
75
322
72
Version 2 Build Beta 1 (0.4.0)

- added camera app controls like zoom, target, rotate
- snapshots can be deleted in game. (the actual files will only be deleted at the next program start, because it has to check if they are in use by any mission)
- app titles (like the name of a messenger chat) scale down to prevent overflow

New Features:
- new snapshot object to take a snapshot by script
- new gallery object to select snapshots
- can add snapshots to a messenger chat
- can customize the icon for a messenger chat
- functions to change the player appearance (like what you do at the closet)
- function to change futanari status
- new string functions

Other Changes:
- changed the name of the "Screenshots" folder (in BepInEx\plugins\SFM_custom_mission_v2) to "Snapshots", because they aren't really images of the screen when you can take them from every position. Move your old images to the new folder if you need them.

I haven't done much in the later half of the last month and the camera and chat functions were pretty work intensive for a niche feature.
The "SetPlayerData" function to change the players appearance uses the games internal names, because it is much easier/shorter to program for me that way. I've added a list of all the value names to the documentation. For the other things like actions/items and skills as well (didn't do the cosplay names yet though). I just copied the complete lists from the game, so there are some values in there that shouldn't be uses and you have to test it yourself to find out which is which. Better make a backup before you experiment with "SetPlayerData", so you can change it back quickly.
I've also made slight performance improvements to the _state variable. Because it contained the long list of missions it got pretty slow. Although it is shared by all scripts, building it anew each frame took like 5ms on my PC. I've changed it to only update the missions when they change and brought that down to under 2ms. Have to look into what is best practice for dictionaries in C# or maybe I'll have to create a specialized class that doesn't use a dictionary internally but can be accessed like now.
For the new messenger features I've also included an example.

I'll also add the version 2 to the first post and elevate it to beta status, because there are quite a lot of projects for it already.

Next on my list is:
- improving the mission settings menu to allow localized names and customizable settings for your missions
- add a config so you can change the smartphone colors and titles

I'll also still have to look into NPC stuff.
I've tried removing the collider and doors in your home, because someone said that there is a bath behind it, which did work. So I can probably also add things in. All that might help in creating new levels in the future, but making routes for NPCs and such is the biggest concern right now and without NPCs creating new levels is useless.

PS: I'm still using the 1.1.1 version of the game. If there are any problems that occur because of the newer 1.1.3 version let me know.
 

baigeijun

Newbie
Oct 27, 2025
31
12
3
Version 2 Build Beta 1 (0.4.0)

- added camera app controls like zoom, target, rotate
- snapshots can be deleted in game. (the actual files will only be deleted at the next program start, because it has to check if they are in use by any mission)
- app titles (like the name of a messenger chat) scale down to prevent overflow

New Features:
- new snapshot object to take a snapshot by script
- new gallery object to select snapshots
- can add snapshots to a messenger chat
- can customize the icon for a messenger chat
- functions to change the player appearance (like what you do at the closet)
- function to change futanari status
- new string functions

Other Changes:
- changed the name of the "Screenshots" folder (in BepInEx\plugins\SFM_custom_mission_v2) to "Snapshots", because they aren't really images of the screen when you can take them from every position. Move your old images to the new folder if you need them.

I haven't done much in the later half of the last month and the camera and chat functions were pretty work intensive for a niche feature.
The "SetPlayerData" function to change the players appearance uses the games internal names, because it is much easier/shorter to program for me that way. I've added a list of all the value names to the documentation. For the other things like actions/items and skills as well (didn't do the cosplay names yet though). I just copied the complete lists from the game, so there are some values in there that shouldn't be uses and you have to test it yourself to find out which is which. Better make a backup before you experiment with "SetPlayerData", so you can change it back quickly.
I've also made slight performance improvements to the _state variable. Because it contained the long list of missions it got pretty slow. Although it is shared by all scripts, building it anew each frame took like 5ms on my PC. I've changed it to only update the missions when they change and brought that down to under 2ms. Have to look into what is best practice for dictionaries in C# or maybe I'll have to create a specialized class that doesn't use a dictionary internally but can be accessed like now.
For the new messenger features I've also included an example.

I'll also add the version 2 to the first post and elevate it to beta status, because there are quite a lot of projects for it already.

Next on my list is:
- improving the mission settings menu to allow localized names and customizable settings for your missions
- add a config so you can change the smartphone colors and titles

I'll also still have to look into NPC stuff.
I've tried removing the collider and doors in your home, because someone said that there is a bath behind it, which did work. So I can probably also add things in. All that might help in creating new levels in the future, but making routes for NPCs and such is the biggest concern right now and without NPCs creating new levels is useless.

PS: I'm still using the 1.1.1 version of the game. If there are any problems that occur because of the newer 1.1.3 version let me know.
My God, you are simply amazing!
 
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Alucard80

New Member
Jul 13, 2025
1
3
9
Maybe I’m wrong, but I think there is some kind of performance problem with this last version. Every time I open-close the tab menu (the one with the phone), the performance gets worse and eventually the system collapses, it’s easy to see it with Windows task manager or MSI afterburner. The only way to reset the performance is travel to another area or reload the save game. I have tested it with 1.1.1 and 1.1.3 Manaka, without any other plugins or mission, just Manaka, BeingEx and CustomMissions v2.0.4, with the missions folder empty. I don’t know, maybe is some rare incompatibility with my system but I haven't experienced this problem with the previous version.

Ps. Sorry if my english isn’t perfect, is not my first language.
 

chriskris

Member
Jul 18, 2017
143
52
204
For some reason it doesn't even work when I put the files in the sub folders in BepInEx.
Someone could upload their BepInEx folder where the latest mods is already putted in the right folders???

Thanks
 

cactuar

Member
Modder
Mar 31, 2018
186
2,947
467
Maybe I’m wrong, but I think there is some kind of performance problem with this last version. Every time I open-close the tab menu (the one with the phone), the performance gets worse and eventually the system collapses, it’s easy to see it with Windows task manager or MSI afterburner. The only way to reset the performance is travel to another area or reload the save game. I have tested it with 1.1.1 and 1.1.3 Manaka, without any other plugins or mission, just Manaka, BeingEx and CustomMissions v2.0.4, with the missions folder empty. I don’t know, maybe is some rare incompatibility with my system but I haven't experienced this problem with the previous version.

Ps. Sorry if my english isn’t perfect, is not my first language.
I have noticed this too and can confirm that spamming tab will eventually crash the game. I thought it was an oversight in my mission and kept looking for objects that weren't being deleted properly.

Also crisp, is there any way to tell if the player has a specific chat open? My goal here is to display text on the screen of Manaka's reaction to reading something. I've been using buttons and delays which works well for ongoing chats where it's assumed the player is in the chat menu, but no so much random messages where the player could open the chat at any time.
 

Idontknow511

Newbie
Oct 18, 2021
49
14
18
For some reason it doesn't even work when I put the files in the sub folders in BepInEx.
Someone could upload their BepInEx folder where the latest mods is already putted in the right folders???

Thanks
are you talking about custom missions or plugins?

Plugins go into: C:\Users\A\Downloads\Secret_Flasher_Manaka_v1.1.3\SecretFlasherManaka v1.1.3\BepInE\plugins

Custom missions folder goes into the folder with the Game .EXE so: C:\Users\A\Downloads\Secret_Flasher_Manaka_v1.1.3\SecretFlasherManaka v1.1.3\CustomMissions (or CustomMissions2 if its a V2 mod)
 

JJHDYYDS

New Member
Sep 14, 2025
2
0
1
I have v1.01 and she doesn't stand back up when I hold the ring menu when crouching and cuffed. Is there anything else I need to do?
I had previously installed a mod to make more actions available from crouching (https://f95zone.to/threads/secret-flasher-manaka-v1-1-3-sheablesoft.256682/post-18179356), but even after removing that file I still can't get her to stand up.
I found a way to stand up without having to remove another module. The method is to first hold down the shortcut key of the "handcuffs" without releasing it, and then click the squat button.
 

alealeale111

New Member
Nov 16, 2025
3
0
1
I have a question, when I run this code:
Code:
test = CreateThread("test")

test:
    thread = _this
    thread.Goto("s1")
    s1:
        Log("hello world")
I get an "Object reference not set to an instance of an object" error at line 5. Why?
I feel like I'm missing something obvious, any help would be appreciated.
 

Doppio1234

New Member
Jun 21, 2025
9
11
12
I have a question, when I run this code:
Code:
test = CreateThread("test")

test:
    thread = _this
    thread.Goto("s1")
    s1:
        Log("hello world")
I get an "Object reference not set to an instance of an object" error at line 5. Why?
I feel like I'm missing something obvious, any help would be appreciated.
Have you Checked indentation?

Mind the format, indention is strictly one tab character. If you're using vscode check out the bottom-right indention indicator is set to tab.
 
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