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

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tgyg_yog

New Member
Oct 28, 2025
11
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54
Hello my friend, I sincerely ask for your guidance on how to implement the dialog-box style shown in the image—I'm too slow to figure it out myself.
Hello,my English is not very good, so I am using AI to explain this.

First of all, create a new text object and store it in the subtitles variable.
Below is an example:

subtitles = CreateText()
subtitles.SetSize(30)
subtitles.SetAnchor(0.5,0.25)
subtitles.SetFace(dilate=0.2)
subtitles.SetOutline(color=black,width=0.3)
subtitles.SetFrontLayer(true)

Then, you can use it in the following steps like this:

subtitles.Add(text="I'm manaka.", delay=0, fadein=0, duration=5, fadeout=0.1)

The variable name subtitles is customizable.
I hope this information is useful to you.
 
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tgyg_yog

New Member
Oct 28, 2025
11
8
54
1. I think it only works if it's the last added checkpoint (not with last=true). The game does the pathfinding itself and it is also a little stupid. You could try directing the NPC with multiple waypoints.
I tried it, but it was only moderately successful. When I tried to do a 180° rotation it didn't reach the end and kept walking on the spot. And when I tried it with a wider turning circle it made a long ass detour. So it seems NPCs don't like to directly walk from one side of an alley to another.
2. I've fixed it and I hope that is actually the cause of the problem you had. I didn't try your mission and wrote my own little test case, but that is at least one bug less.
I did cache the waypoints, but only checked inside the GetAllWaypoints function (that is also used when you assign a waypoint by index) if the stage changed. But if you go to another stage and back, the stage is the same as the last time, but the waypoints are still destroyed.
3. You have to use position and rotation with lower case letters.
But there was also another problem that prevented NPCs from respawning when they got despawned by the game.
4. Seems like I was a bit too zealous when I was cleaning up my code and deleted a line I shouldn't have.

I'll upload the fixed version when I'm finished with my other small additions I've been working on.
Translated by AI
Thank you for creating such a great mod,I really enjoy it.
I found that sometimes when adding a walking NPC, they just walk in place. Even adding new NPCs doesn't fix the issue.
I'm also seeing red error messages appearing in the console when this happens.
Additionally, I'd like to ask if I can specify the actions that NPCs perform, or let them sex with the player without enabling Skill_Sex ?
 
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tgyg_yog

New Member
Oct 28, 2025
11
8
54
Mistake

I tried creating a short mission using Custom Mission V2. This is one proposal. I treated the space in the lower-left corner of the screen, with all game UI elements visible, as a text box, and made it so that by executing an interaction, the subtitles can be advanced to the next page at any timing you choose. This may help reduce situations where players cannot keep up with reading subtitles as time passes.

Mission Overview:
At the starting point, there is a small circle in the corner of the room next to the bed. This time, as “part0,” the mission takes the form of reminiscing about Manaka’s past. For that reason, some forced, story-driven events occur as part of the presentation. Please forgive any seemingly unfair game overs. You may find the experience less stressful if you make use of cheat skills. A branching point is prepared near the end, which is triggered by a specific action. Please consider this as a kind of hard mode.

Notes:
There are scenes where specific commands are required, but the key bindings are based on the default settings (e.g., press R = View Switch).
Both English and Japanese versions are available. Please choose one to download. The English translation was done by AI, so please forgive any mistranslations.
I have confirmed that it works in my own environment, but as this is a beginner’s project, please forgive any lack of debugging.


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Hello
I recently played your custom missions. The attention to detail in the story and the branching choices are brilliantly designed, and I really enjoyed the experience. I’m looking forward to the next missions! Thank you so much! (Translated by AI)
 
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useruser9527

Newbie
Dec 2, 2025
15
26
64
Hi folks,
I made another small plugin, this time one that slowly increases the ecstasy gauge while Manaka is flashing or naked.
It goes up faster when she's being watched and/or in (day)light.

There's also a settings toggle that lets you decide if she can reach orgasm from exposure or not.
You can install it by unzipping the folder in the custom missions v2 folder like you would with missions.
I want to know if this settings toggle can really work?And it seems that your mod is incompatible with the plugin OrgasmExtender, which could cause OrgasmExtender to fail. Perhaps they are both interfering with the climax
 

tomtiao

New Member
Nov 18, 2025
2
4
38
Have you solved this problem? I have the same thing, and I haven't seen anyone else report it.
Crisp2002 is actually aware of the performance concerns and mentioned in thread #864 that they're working on improvements, which is great to hear.

I did some digging on my own system using Windows Performance Analyzer and noticed the stuttering seems to stem from heavy inter-thread communication between the mod's thread and the game's main thread. It's worth noting this is just what I observed on my setup, so your mileage may vary.

Since Windows generally handles threading differently than Linux, I've been playing with the mod on Linux with fps capped at 60. The stutter is still present but much less noticeable for me personally.

If switching to Linux feels like too much hassle, I'd recommend waiting for the next version of the mod where these performance tweaks should be included. That's probably your best bet for a smoother experience without extra setup.
 

Throwwuwway

New Member
Dec 22, 2025
4
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3
I want to know if this settings toggle can really work?And it seems that your mod is incompatible with the plugin OrgasmExtender, which could cause OrgasmExtender to fail. Perhaps they are both interfering with the climax
Do you perhaps have the old version of OrgasmExtender? I tested with both and it should work, including the settings.
 
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BGmkr

Newbie
Nov 22, 2020
23
53
23
The last objective in residential has a location box that's a little too picky, and I usually have to do it twice...

The one that says "away from the vending machine" still works near the vending machine. If it were implemented the way it's worded, then you would NEED to have standing NPCs spawn in order to complete it, which doesn't always happen...

There is content that was started to be implemented in the convenience store, but was never finished...

In the version at least that the mod was created, there was a very generous area on the trisections paint.

Due to the limitations of the mod (at the time? its been a while) making it only work away from the vending machines was impossible so I left it up to the player to do it right. In the daytime stationary NPCs spawn almost every single attempt. regardless, it is possible to cum on moving NPCs as well.

I don't think any unfinished content was bundled with that upload? I did make a similar challenge set in the convenience store that you can find on here. The extra files were to get around some limitations of the original mod but they work together with the main objective. They dont have descriptions because they only do things behind the scenes.
 
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yoloahah95

Newbie
Mar 9, 2022
37
45
159
Crisp2002
I've looked in your really complete documentation how to change player camera in first person, but it doesn't seem to be possible right now ? We can only get the current value with _state.CameraTarget (or Camera ?) ?

I am working on a mod that forces animation under some circumstances, but when in FPerson, for example the "Dogeza" action in first person makes Manaka spin on herself during animation on Y-axis I think ? (Axis left-right while in FirstPerson)

So I wanted to lock Y-Axis of the camera during the loop of "SetAction", by getting CameraTarget["ry"], then do a simple :
"""
SetCameraTarget(_state.CurrentTarget)
"""

Would it be possible ?
 
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Jun 24, 2018
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having the same issue where the story doesn't progress after purchasing my items, any idea what's wrong? this is the only enabled mission, i dont have any undress features
View attachment 5594606
I can see its at the part where you should be getting surprised by Ren again. even if you dont have the vibes unlocked it should be making manaka orgasm and then as soon as you turn the vibes off or remove them it should have continued. did manaka say something like "I need to stop it before I get caught"?.
Try opening main.code in a text editor and search for the line that says
condition = CreateCondition("(VibrationOff, !AdultToy_TitRotor, !AdultToy_Vibrator)")(or just go to line 489) and replace it with
condition = CreateCondition("(VibrationOff, !AdultToy_TitRotor, !AdultToy_Vibrator, !OwnsAdultToy_Vibrator, !OwnsAdultToy_TitRotor)")let me know if it still gets stuck.
I'd like to know whether it's possible to add a trigger interval for time stop, such as one minute, or if it can be manually adjusted.
not only is it possible its very easy. grab the updated one from the bottom here. to configure it open your phone select the gear icon and then select the time stop option. you can disable it with the tick or press the gear to configure how long the time stop goes for. the slider goes from 1 second to 100.
1. I think it only works if it's the last added checkpoint (not with last=true). The game does the pathfinding itself and it is also a little stupid. You could try directing the NPC with multiple waypoints.
I tried it, but it was only moderately successful. When I tried to do a 180° rotation it didn't reach the end and kept walking on the spot. And when I tried it with a wider turning circle it made a long ass detour. So it seems NPCs don't like to directly walk from one side of an alley to another.
2. I've fixed it and I hope that is actually the cause of the problem you had. I didn't try your mission and wrote my own little test case, but that is at least one bug less.
I did cache the waypoints, but only checked inside the GetAllWaypoints function (that is also used when you assign a waypoint by index) if the stage changed. But if you go to another stage and back, the stage is the same as the last time, but the waypoints are still destroyed.
3. You have to use position and rotation with lower case letters.
But there was also another problem that prevented NPCs from respawning when they got despawned by the game.
4. Seems like I was a bit too zealous when I was cleaning up my code and deleted a line I shouldn't have.

I'll upload the fixed version when I'm finished with my other small additions I've been working on.
1. rotation as the last waypoint makes sense. since its a game limitation maybe i just check if the npc rotated far enough and if not warp them at the proper angle.
2. ill wait patiently for the fix but dont rush i have plenty of other things im poking at in the while time.
3. :FacePalm: well only one out of four being me being stupid ass isnt too bad.
4. i was mucking around with deleting and readding waypoints to make it work but now ill just wait until the next version. using stopped() is so much easier.

also adding npcs has really upped the list of things i want to do with this game so thank you again for going through all the trouble to make it work. i have so many ideas but such little time to try them all out. which is also why i can wait until the fixes come too :)

Edit: While working on another mission ive discovered using Max causes the game to crash as if i have an infinite loop. Even a simple Log(Max(0,1)) will do it. easy to work around at least.
 
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MakaMaka128

New Member
Aug 2, 2020
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Imaging: if all of those
v4.1 of my custom missions pack!
Fixed a typo ("While naked, climx on a crosswalk" instead of climax)
Added 1 new mission (Park, "While naked, handcuff yourself to a message board")

Check the original v4 post for the rest of the missions~
into the
Hi everyone,

I've posted on the main thread all my new mods (including CustomMissions v2 so I post here too) : https://f95zone.to/threads/secret-flasher-manaka-v1-1-3-sheablesoft.256682/post-19099333

There are DLLs, and CustomMissions,

Any feedback is welcomed,

I also post files here (go in the main thread for description)
It will be amazing!:eek:. to bad I not understand how V2 works....:cry:
 
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mistersodacan

Newbie
Jul 29, 2017
59
104
79
I don't think any unfinished content was bundled with that upload? I did make a similar challenge set in the convenience store that you can find on here. The extra files were to get around some limitations of the original mod but they work together with the main objective. They dont have descriptions because they only do things behind the scenes.
I already figured this out and addressed it in another post. I should have linked you in it, I apologize :HideThePain:

Forewarning: I, uh...did not have a fun time with the convenience store mission. At least it isn't a blackmail story :BootyTime:
 

MakaMaka128

New Member
Aug 2, 2020
14
7
38
Crisp2002
I've looked in your really complete documentation how to change player camera in first person, but it doesn't seem to be possible right now ? We can only get the current value with _state.CameraTarget (or Camera ?) ?

I am working on a mod that forces animation under some circumstances, but when in FPerson, for example the "Dogeza" action in first person makes Manaka spin on herself during animation on Y-axis I think ? (Axis left-right while in FirstPerson)

So I wanted to lock Y-Axis of the camera during the loop of "SetAction", by getting CameraTarget["ry"], then do a simple :
"""
SetCameraTarget(_state.CurrentTarget)
"""

Would it be possible ?
I think it’s a great idea to have missions that span from start to finish, with the option to disable 'easy' missions as the game progresses. (if too hard it doesnt matter than) This would allow players to experience a hardcore challenge from the very beginning to the end. I also find these missions to be really interesting.
v4.1 of my custom missions pack!
Fixed a typo ("While naked, climx on a crosswalk" instead of climax)
Added 1 new mission (Park, "While naked, handcuff yourself to a message board")

Check the original v4 post for the rest of the missions~
 
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SekiYuri

Newbie
Apr 14, 2023
22
56
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I think it’s a great idea to have missions that span from start to finish, with the option to disable 'easy' missions as the game progresses. (if too hard it doesnt matter than) This would allow players to experience a hardcore challenge from the very beginning to the end. I also find these missions to be really interesting.
I'm not sure if I can make them like that (disabling as you progress) with the v1 version of the mod. It might be possible, but there's also a chance it would completely break the missions, plus having to add that addition to every mission file that I've made (which... is a lot) would take forever, if it even does work.
But if you want to psuedo-emulate the idea of disabling missions as you progress, could also just move/delete the mission files once you've progressed passed them~
 

MakaMaka128

New Member
Aug 2, 2020
14
7
38
I'm not sure if I can make them like that (disabling as you progress) with the v1 version of the mod. It might be possible, but there's also a chance it would completely break the missions, plus having to add that addition to every mission file that I've made (which... is a lot) would take forever, if it even does work.
But if you want to psuedo-emulate the idea of disabling missions as you progress, could also just move/delete the mission files once you've progressed passed them~
Disabling it is not 100% necessary. The Hardcore mode made by yoloahah95 currently makes the game playable only from the later stages. I really like both of your mission sets SFM_SekiMissions v4. and Hardcore Mode v2—and I think it would be great if they could be played together. (But I cant... 1 in V1, 1 in V2). Unfortunately, I can’t do that right now since one is in V1 and the other is in V2. I only know how V1 works and haven’t had the chance to look into V2 yet, so I don’t know how to translate your incredible mission set to V2. I’m just hoping someone amazing in the community can make this happen someday . (Or maybe I will… but likely not—V2 is much more complex than V1.)
 

Crisp2002

Newbie
Jun 30, 2025
91
418
123
Crisp2002
I've looked in your really complete documentation how to change player camera in first person, but it doesn't seem to be possible right now ? We can only get the current value with _state.CameraTarget (or Camera ?) ?

I am working on a mod that forces animation under some circumstances, but when in FPerson, for example the "Dogeza" action in first person makes Manaka spin on herself during animation on Y-axis I think ? (Axis left-right while in FirstPerson)

So I wanted to lock Y-Axis of the camera during the loop of "SetAction", by getting CameraTarget["ry"], then do a simple :
"""
SetCameraTarget(_state.CurrentTarget)
"""

Would it be possible ?
I'm not sure it is what you need, but I'll add a function to manipulate the camera. You can change pitch and yaw and lock the camera so the player can't rotate it by himself. I've also added the pitch and yaw values to _state.Camera.
In first person there is no "yaw" though. Probably because the direction is tied to the player model. You could set the players rotation with SetPlayerPosition. But that functions expects a quaternion so you have to do some maths.

Edit: While working on another mission ive discovered using Max causes the game to crash as if i have an infinite loop. Even a simple Log(Max(0,1)) will do it. easy to work around at least.
Fixed. I made the function to accept a variable number of parameters but didn't increase the index in the loop which caused an infinite loop. I probably changed the for-loop into a while-loop and forgot to add that in and also didn't test it, because it seemed so trivial :rolleyes:.
 

tkpj8pn2

New Member
Jun 11, 2025
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83
Crisp2002: Does using npc.Size(newsize) not work yet for setting sizes or am I using it wrong? Whenever I try to use it to change an NPC's size it doesn't change anything and just returns the size the NPC was spawned with instead of the new size.

I've been playing around with some stupid mission ideas revolving around extreme NPC sizes, but the crashing, pathing, and animation-speed limitations right now are really getting in the way, so I'm going to put them on hold until the NPC part of custom missions is more mature.
 

Crisp2002

Newbie
Jun 30, 2025
91
418
123
Crisp2002: Does using npc.Size(newsize) not work yet for setting sizes or am I using it wrong? Whenever I try to use it to change an NPC's size it doesn't change anything and just returns the size the NPC was spawned with instead of the new size.

I've been playing around with some stupid mission ideas revolving around extreme NPC sizes, but the crashing, pathing, and animation-speed limitations right now are really getting in the way, so I'm going to put them on hold until the NPC part of custom missions is more mature.
Oh, yes, that's a bug.
 

tslove142857

New Member
Nov 26, 2025
6
2
29
Kenji missions (Alpha version)

Another Story for v2 mod

What is this mod

This game is great — I honestly love it — but it’s missing something, right? That little flavor, that bit of spice that makes things more interesting.

The original game has amazing an amazing gameplay, with mechanics and drone missions, but no story, no characters — and that’s where this mod comes in.

The goal of this project is to add new missions, characters, and story elements that will interact with Manaka throughout the different stages of the game. I want to give players more reasons to care about what’s happening — not just what’s being shown.

Expect more dialogues, some events, and missions that will expand upon the content already present in the game.

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Tips for this version
  • This mod is planned to be used with a fresh save, but you begin at any point in the game
  • I left the Debugger "on", but you don't need to interact with it
  • If you get off the car before the mission ends, you'll get stuck. That's when you may want to use the debugger to reset progress
  • Messages and progress should be saved when you save the game at your PC

Credits

v2 Mod from Crisp2002
Metadata post from cherry_sigma
Prefect Manaka as inspiration from Suzutsuki117
I can't get to Chapter 2 and it keeps looping at delivering the can to Mr. Tanaka
 
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