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

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Kiyota

New Member
Dec 23, 2023
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Custom Misson Late Night Store Run

Ok first things first, this took a lot longer than i thought it would XD.

I would like to thank Crisp2002 for their amazing mod, i never had coded before, but after playing so many amazing missions from people here i knew what i had to do.

Also a big thanks for zzz4200 for making their edging mod that made this mission possible in the first place, you'll need their mod in order to play this mission.

Now for the mission, this is a story-driven mission. It all starts when your SO asks you to go to the store for them one faithful night knowing your exhibitionism fetish, they have more in store for you tonight.

The main focus off this mission is Edging, AKA resisting the urge to orgasm.

Gameplay-wise i really liked how the edging mechanic was integrated, i recommend playing without Skills, except for Fixed 1st person and Hard mode, this mission is possible most of the time.

Feel free to post comments, sugestions, or bugs.

Edit: Starting point is in the corner of your house, behind the computer.

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After I changed clothes according to the task, I walked to the next task point and finished the conversation, then walked out of the house. The prompt says: 'He told me to wear the cosplay he bought me.' I don’t know what I’m missing; as soon as I go out, it gives me this prompt. https://f95zone.to/threads/secret-flasher-manaka-v1-1-1-sheablesoft.256682/post-17645765 ...
 

tkpj8pn2

New Member
Jun 11, 2025
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After I changed clothes according to the task, I walked to the next task point and finished the conversation, then walked out of the house. The prompt says: 'He told me to wear the cosplay he bought me.' I don’t know what I’m missing; as soon as I go out, it gives me this prompt. https://f95zone.to/threads/secret-flasher-manaka-v1-1-1-sheablesoft.256682/post-17645765 ...
Are you using the mod that fixes compass directions for dropped items on other maps (bgmkr.manaka.compass.dll)? If so, try disabling it and see if the mission works. The mission has a hidden condition that your coat remains at specific coordinates in your home, and as soon as you leave your home the compass fix mod will "move" your coat to different coordinates so it shows up on the right direction on the compass, but that breaks the mission condition.
 

Crisp2002

Newbie
Jun 30, 2025
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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.
Hm. The game destroys the whole menu when you close it. So I also have to recreate it every time you open it. But maybe the camera does not get destroyed and they accumulate. That would be my first guess. I'll take a look.
 

Crisp2002

Newbie
Jun 30, 2025
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Hm. The game destroys the whole menu when you close it. So I also have to recreate it every time you open it. But maybe the camera does not get destroyed and they accumulate. That would be my first guess. I'll take a look.
Version 2 Build Beta 1.1 (0.4.1)

Seems like that was the problem and I fixed it.
I also added a function to check if a chat is currently visible ( chat.Opened() ) as requested.
And you can now also add your own images from your project to a chat. Don't know why I didn't think about this earlier, but the idea hit me just after I uploaded the previous version. I updated the example to show how.

On another note: I've tried my luck with the NPCs. I can now spawn them, let them walk and stop. But one thing that will probably be a nightmare is getting a specific NPC. The class to create an NPC chooses its parameters randomly and there is no in-between step to select things like gender or appearance. I could probably temporarily change the game settings that you can also change yourself. (Gender ratio, Old people ratio). But there are also multiple models for NPCs with different cloth selections. (That could also be why the sex system does only work with some NPCs. The animations could be specifically for the skeleton of only one of those.)
So I either create and trash NPCs until I get the right one. Or I have to create it entirely by myself. Which is hard to know how to without being able to read the original game code. I tend towards the first because I can change the clothes (more or less), so it only comes down to a 50/50 chance, I guess.
 

tkpj8pn2

New Member
Jun 11, 2025
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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).
 
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chriskris

Member
Jul 18, 2017
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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)
Gonna try it out again. Thanks for the advice
 

cactuar

Member
Modder
Mar 31, 2018
186
2,947
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Version 2 Build Beta 1.1 (0.4.1)

Seems like that was the problem and I fixed it.
I also added a function to check if a chat is currently visible ( chat.Opened() ) as requested.
And you can now also add your own images from your project to a chat. Don't know why I didn't think about this earlier, but the idea hit me just after I uploaded the previous version. I updated the example to show how.

On another note: I've tried my luck with the NPCs. I can now spawn them, let them walk and stop. But one thing that will probably be a nightmare is getting a specific NPC. The class to create an NPC chooses its parameters randomly and there is no in-between step to select things like gender or appearance. I could probably temporarily change the game settings that you can also change yourself. (Gender ratio, Old people ratio). But there are also multiple models for NPCs with different cloth selections. (That could also be why the sex system does only work with some NPCs. The animations could be specifically for the skeleton of only one of those.)
So I either create and trash NPCs until I get the right one. Or I have to create it entirely by myself. Which is hard to know how to without being able to read the original game code. I tend towards the first because I can change the clothes (more or less), so it only comes down to a 50/50 chance, I guess.
I think there's a new bug in this version where changing zones will break chats. In the included messenger example, if you start inside the apartment and go outside to take a photo when the "show gallery" button appears, the chat will bug out when you open it back up. I reverted back to the older version and this bug didn't happen.
1763774387581.png
 
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eltiachan

Member
Sep 2, 2023
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Ok, I did it, except for the "disallow Manaka getting home without having all equipments collected" part.

And it is indeed scary, being literally fucked up and constrained and sent to random places. -- So I changed the mod's name to Aftermath. (But names can be changed as anybody want, it only affect saving states specifically to the mod.

Maybe lossing some of the RP but not the whole would be better. Or may be "disallow getting home" would be a choice for motivation.

Update: v1.3.2

- Configs can only be changed at home now.
- The penalty mode for those who still want RP penalty but don't want to lose all RP. Penalty is cumulative, it will be severe after about 3 to 4 times. Only returning home can reset it.
- Toys can be configured to equipped one at a time or all at once.
- Removed starting point of Convenience Store and Fashion Shop
- Fully configurable target stages for teleportation.
- Added 3 mode to the clothes striping, now can be configured to strip one clothe at a time and what to strip (ALL clothes or just those Casual clothes).

Update: v1.3.3

- Fixed a conner case that teleports items to stage origin. Now in such stages items simply drop at same position as Manaka.

Ps, Line 201 describes where the key should be dropped:
Code:
                    randomPos = CreateList(stage=_state.Position.stage, x=_state.Position.x, y=_state.Position.y, z=_state.Position.z)
Can be edited to move slighty:
Code:
                    randomPos = CreateList(stage=_state.Position.stage, x=_state.Position.x+0.05, y=_state.Position.y, z=_state.Position.z)
to prevent complete overlap of item interaction areas.

But I haven't tested what amount should be reasonable, so I will leave it here.

If anyone find out or have some new idea, posting new version of this script is welcome. This script is always in Public Domain.

All items are dropped in same stage before teleportation if any, but the compass will be incorrect in stages like stores.
Very nice mod! Together with NPC behavior mod, it makes SFM a lot more engaging to play.

I believe I found a bug in this mod. Here are my setup: SFM v1.1.3, NPC behaviour mod v1.1.4, Assault v1.3.3.

Steps to reproduce:

1. setup Assault mod with teleport to home to false, teleport to a map of your choice, stripe everything, handcuff on.

2. Enter any map, equip normal handcuff, get caught and sexed.

3. Manaka will then be teleported to a random map of your choice. You will notice that both normal handcuff and keyed handcuff are on.

SecretFlasherManaka_2025_11_21_22_52_41_617.png

4. Collect all items using Manaka's laptop and unlock yourself. The normal handcuff stays on and there appears to be no way to put it on nor unlock it.

SecretFlasherManaka_2025_11_21_22_53_49_912.png

Maybe reset the cuff status before teleporting would fix this bug?
 
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biwajimadono

Member
Jul 27, 2021
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Very nice mod! Together with NPC behavior mod, it makes SFM a lot more engaging to play.

I believe I found a bug in this mod. Here are my setup: SFM v1.1.3, NPC behaviour mod v1.1.4, Assault v1.3.3.

Steps to reproduce:

1. setup Assault mod with teleport to home to false, teleport to a map of your choice, stripe everything, handcuff on.

2. Enter any map, equip normal handcuff, get caught and sexed.

3. Manaka will then be teleported to a random map of your choice. You will notice that both normal handcuff and keyed handcuff are on.
unhandcuff
Someone great has already created a mod to solve this problem.
 

Maorate

New Member
Oct 4, 2025
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Code:
thread = CreateThread("main")
main:
    actionListener = CreateListenerLocal("listenAction")
    printListener = CreateListenerLocal("listenPrint")


flag = false
listenAction:
    if _state.Action == "Tebura"
        flag = true


listenPrint:
    if flag
        flag = false
        SetAction("None")
        Log("\n")
        i = 0
        while i < _state.Cosplay.Count()
            Log(_state.Cosplay[i])
            i = i + 1
When I tested with the above code, if I have Manaka put on some clothes and then take off a few, I get some abnormal duplicate logs:

[Info :Custom Missions v2] m_cosplay_school_gal_blazer
[Info :Custom Missions v2] m_cosplay_school_gal_shirt_winter
[Info :Custom Missions v2] m_cosplay_school_gal_shoes
[Info :Custom Missions v2] m_cosplay_school_gal_shoes

However, after I restart the game, the duplicate parts disappear. Could this be a bug?
 

JJHDYYDS

New Member
Sep 14, 2025
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1
Plugin_IncuffableManaka - v1.0.1

Version 1.0.1

Now can stand up when crouching and handcuffed by holding the ring menu.

Version 1.0.0

Still cuffable...

But this mod actually just allowed Manaka to do any pose when handcuffed.
Through some poses without hand animation seems weird, like saying "May Force be with you" and masturbate with FORCE.

This mod also allow to crouch down when handcuffed, but getting up by the same crouch button isn't supported.
Players can dash through, if they can. ("Walker" Skill: Huh?)

Ps: Source code included, but might be not so helpful for those unfamiliar with BepInEx modding.

View attachment 5423189 View attachment 5423194 View attachment 5423195 View attachment 5423197

Ps: Source code included, but might be not so helpful for those unfamiliar with BepInEx modding.
Pss: I didn't removed that text "Unable to act" so that everyone knows Manaka is handcuffed. (This is not about I am lazy or haven't found out the corresponding code, really.)

The real challange to mod this game is IL2CPP and the problem to figure out most caller-callee relationships, especially for a student. This might not but a big problem to some real indie game developers or modders, and v2 mod is quite precious to learn from. Thank you Crisp, without your efforts modding this game so systematically won't be possible. Wishing you success with your next version of the mod.

Pss: The real challenge is not being a good writer and can only do some coding.
When I was I using this mod,found that when handcuffs were fastened to an object and I made any movement, I was no longer restricted by the handcuffs and could move freely. Could this be modified so that when handcuffed to an object, no actions can be made, but when fastened behind the body, actions can be made? I don't understand these codes very well and have no idea how to make the modification.
 
5.00 star(s) 1 Vote