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

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SekiYuri

Newbie
Apr 14, 2023
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v2 of my custom missions pack!
Duplicates that mistersodacan mentioned as well as other generic missions have been moved to an optional folder, so you can install those if you don't already have them from another pack.

If anyone could let me know of duplicates within the new v2 missions and other packs, I would appreciate it!

Updated list of missions:
ALL MAPS (Generic Missions):
-(Optional) Masturbate near an NPC while flashing and NOT seen
-(Optional, Reported Duplicate) Masturbate near an NPC while naked and NOT seen
-(Optional) Masturbate while flashing and being watched
-(Optional) Masturbate while naked and being watched
-(New in v2, Optional) Wiggle your butt while naked and being watched

RESIDENCE, PARK, DOWNTOWN, SHOPPING MALL:
-(New in v2) While flashing or naked, handcuff yourself to a vending machine

PARK:
-(Optional, Reported Duplicate) While naked, masturbate inside of the fountain
-(New in v2) Use a dildo while sitting naked on one of the benches surrounding the fountain

CONVENIENCE STORE:
-("New" in v2) While flashing or naked, attach and use a dildo on the customer side of the checkout counter (This was intended to be a v1 mission but it seems I forgot to add it)

DOWNTOWN:
-(New in v2) While your coat is in the washing machine, go get a drink from a vending machine
-(New in v2) While your coat is in the washing machine, handcuff yourself to a wall or object inside of the laundromat
-(New in v2) While your coat is in the washing machine, either use a dildo attached to a wall/object or while sitting inside of the laundromat

APARTMENT:
-While naked, handcuff yourself to the wall inside of the elevator
-(New in v2) While flashing or naked, handcuff yourself to the glass front door

SHOPPING MALL:
-While naked, masturbate in front of an escalator
-While naked, masturbate while in the circular plaza on the 1st or 2nd floor
-Leave your coat in the corner by the entrance, then crawl (crouch) to the elevator on the first floor without invisibility or body paint (A zone is shown where you need to drop your coat, to the left of the main entrance, v2: Split Night time and Day time, Night time gives 1000 RP and Day time gives 2500 RP - and I have tested that both are possible)
-(New in v2) Use a dildo while sitting naked on a bench
-(New in v2, Optional, Similar to clothing store version) While naked, stand on or near one of the mannequin platforms and do Armpit Squat pose

CLOTHING STORE:
-(Optional, Reported Duplicate) While naked, stand on or near the mannequin platform at the back and do I-split pose
Quick Edit: v2.1 - I messed up the zones on one of the v2 missions, fixed now.
Edit: v2.2 - Fixed a different zone issue that I thought I already fixed previously.
 
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Throwwuwway

New Member
Dec 22, 2025
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Here's a little plugin inspired by the Lilith's Fun by Maorate. It extends Manaka's orgasms to make orgasming both riskier and a bit more realistic since the length varies.
I suspect it pairs well with the edging plugin by zzz4200 but haven't tried yet.

There's a settings menu to decrease/increase the maximum amount of orgasms.

One issue is that the ecstasy bar goes crazy if Manaka orgasms during sex with an NPC through the NPCbehaviour mod.
Once I figure out a fix I'll update the plugin.
 

tkpj8pn2

New Member
Jun 11, 2025
11
27
12
NPCs Pickup Items

A simple v2 "mission" that lets NPCs pickup your dropped items as they walk by. It just adds that mechanic, and doesn't include any tasks or story.

This version is pretty basic. Since the custom missions mod doesn't allow for controlling game-spawned NPCs (yet?), I can't update their pathing/waypoints (to make them walk directly to a dropped item from farther away) or change their animations (to have them visibly pick up an item). Basically an item just disappears when an NPC naturally gets close enough to it and "wants" to steal it. They'll walk around with it for a while and eventually drop it when they despawn, get bored, or are forced to drop it by you "pickpocketing" (staying close to) them. I added a bunch of configuration options to play with the new settings feature of the custom missions mod.

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If the Custom Mission Mod adds any new features that would be useful to this, I'll try to update and improve it. In the mean time, suggestions welcome!
 
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mistersodacan

Newbie
Jul 29, 2017
49
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The naked crawl mission was meant to be difficult (1000 RP reward, after all), and I have completed it to make sure it was possible, but that was at night. I'll do a day test later when I also add some more missions for v2.
It's rough, and if I was going to do all of them, I would do that first because it's so dependent on luck, but it's doable. I still haven't done it, but I've gotten close. I did it first try at night.

I did the testing before I installed the mod itself due to the duplicates. I was afraid they might cause a crash or something.

The "NOT seen" missions were to also add more missions where you "MUST" be watched.
I'm just saying you don't need to make that distinction in both of them.

"Do thing," and "Do thing while watched" are still clear. That's the way the base game makes that kind of distinction. If you want the other mission to require not being seen, that's your call. I think the ability to do them both at the same time would feel more polished, that's all.

Also, could you reiterate what you mean by "The ones with titles in the conbini aren't implemented and don't work."?
Conbini = convenience store

Screenshot_3830.png

Pet Daytime Dares has unimplemented content. Those objectives don't work, so you don't have to worry about conflicts with them.
 

AkameVanish

Newbie
Jul 21, 2022
29
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NPCs Pickup Items

A simple v2 "mission" that lets NPCs pickup your dropped items as they walk by. It just adds that mechanic, and doesn't include any tasks or story.

This version is pretty basic. Since the custom missions mod doesn't allow for controlling game-spawned NPCs (yet?), I can't update their pathing/waypoints (to make them walk directly to a dropped item from farther away) or change their animations (to have them visibly pick up an item). Basically an item just disappears when an NPC naturally gets close enough to it and "wants" to steal it. They'll walk around with it for a while and eventually drop it when they despawn, get bored, or are forced to drop it by you "pickpocketing" (staying close to) them. I added a bunch of configuration options to play with the new settings feature of the custom missions mod.

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If the Custom Mission Mod adds any new features that would be useful to this, I'll try to update and improve it. In the mean time, suggestions welcome!
To resolve the problem with the NPCs going out of the map you could create invisible areas on the ground close to these exits that detects when an NPC comes close to it so you could deal with them anyway you want (forcibly dropping the item or making them move in the other direction for example).
I didnt mess with the NPC setting so i dont know if thats possible.


Great mod btw. I didnt think of that but if i had i wouldve tried implementing it after finishing my current one. You should create missions related to it. It has great potential.
 
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mistersodacan

Newbie
Jul 29, 2017
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If NPCs are set to drop items when they despawn, and they walk out of the map before despawning, their item will also be dropped outside of the map and can't be accessed normally by the player unless another NPC enters the map from that point and picks the item back up. Collecting those items from the PC at home still works. If anyone has suggestions on how to best fix this, I'm all ears.
There's a few ways I think you might be able to go about this.
1. Set boundaries where all NPCs will always drop items, before they go out of bounds.
2. Detect whether an NPC has a destination out of bounds, and make them unable to pick things up if they do. They have places to be, after all.
3. Detect whether an NPC has a destination out of bounds, and make them drop items at more defined places that you can specify.

As an extension of the last option, you could make NPCs drop items at trash cans if they pass by one. That would add an interesting mechanical layer that ties into gameplay naturally.

Great idea for a mod, and a natural addition.


Here's a little plugin inspired by the Lilith's Fun by Maorate. It extends Manaka's orgasms to make orgasming both riskier and a bit more realistic since the length varies.
I suspect it pairs well with the edging plugin by zzz4200 but haven't tried yet.

There's a settings menu to decrease/increase the maximum amount of orgasms.

One issue is that the ecstasy bar goes crazy if Manaka orgasms during sex with an NPC through the NPCbehaviour mod.
Once I figure out a fix I'll update the plugin.
I've been waiting for a mod like this for a while. Feels a little jank if it's just repeating the animation again, but I'm thankful either way.

I'm hoping for extended orgasms to eventually be a custom skill/rule you can opt into for an RP multiplier. Like, five spurts instead of three. One step closer.
 

tkpj8pn2

New Member
Jun 11, 2025
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you could create invisible areas on the ground close to these exits that detects when an NPC comes close to it
1. Set boundaries where all NPCs will always drop items, before they go out of bounds.
Yeah, this is pretty much my only thought at the moment too. I'd like to avoid figuring out and manually setting up areas for every exit of every map if I can, but if that's the only option then that's what I'll end up doing. It'll probably end up being a set of areas covering the invalid point of exits where NPCs despawn, paired with a preferred nearby drop point. If the NPC despawns in the known invalid area, its drops will show up at the preferred drop point instead. The map exits have all kinds of weird shapes and depths so I don't think forced drop zones in the valid areas will work as well.

2. Detect whether an NPC has a destination out of bounds, and make them unable to pick things up if they do. They have places to be, after all.
3. Detect whether an NPC has a destination out of bounds, and make them drop items at more defined places that you can specify.
I wish I could! The only info I get about the NPCs is their ID, position, physical characteristics (model/headset/glasses/etc), and whether they can see the player. No clue where they're going.

Ideally I'd love some simple way to detect if the NPC is despawning because they're walking out of the map, and then just use the rotation data in their position to see where they were facing and drop their item a few meters behind them so it's inside the map. But that data's not available as far as I can tell.
 

Lasius

New Member
Dec 25, 2025
3
3
3
Hi there fellow thread lurkers!

Some of you may be familiar with the SecretFlasherVoicepack mod made by hexecho.
Well I took the liberty and snatched the sound files from it, rearranged them a bit and made some (hopefully decent) moaning system to Manaka.
Of course if you're following this thread, you know I couldn't make this script without the awesome work of Crisp2002
So thank you Crisp2002 for the great contribution, expanding this great game!
And thanks to all fellow contributors, for the cool missions and amazing custom stuff you made! (y)

Copy the Moaning folder in the CustomMission2 folder as usual.
Tested it under game version 1.1.3 using SFM_custom_mission_v2_0.4.2
Tell me if you find any bugs/error messages, if you have some better or different moaning sounds I could probably implement them, or any other suggestion is greatly appreciated!

Also, you can customize some settings on the phone in game, play around with them, the settings save under BepInEx/plugins/SFM_custom_mission_v2/Save/Moaning but only if the game saves too (manually at the laptop or returning home with points I think).
If you want the default values back you can open the Moaning.code file (they are at the top), or better just delete the save file and they should revert.

Have fun moaning!

[Edit1] Thanks eltiachan for the tip, I downloaded the sound files from and made a Moaning2 script. I like it better than the first version! Hope it works for everybody, didn't test it too much so if you get some errors let me know.

[Edit2] I was a bit tired and forgot to mention that V2 modifies the animation length to match the orgasm sounds.
Now I adjusted some stuff in 2.1 so you can configure this behavior from the phone in the orgasm setting.
Also made some modifications to work with Aftermath and NPC Behaviour Mod.
Since there is a new version of custom missions I tested everything in SFM_custom_mission_v2_0.5.0, but I didn't use any new functions from it so it should work with older ones too.
Maybe some of the parameters won't get updated, for good measure you could delete the files from BepInEx/plugins/SFM_custom_mission_v2/Save/Moaning2 and check if it makes a difference.
This time I uploaded only the code file for 2.1 so you will need the sound files from before.
As always, if you get any errors or have some questions let me know.
Very useful mod,I also made some modifications myself.I shortened the ogg files to five or six seconds,to fit the climax duration.
 
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BakaKuroNeko

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Jun 24, 2024
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[dropClothes] Dropping Casual Clothes On The Ground - Custom Mission v2_0.5.0

You can now drop any casual clothing just like the coat!

EDIT: It is on version 1.1


I made a huge update to the mod and its basically a new one now. So I completely discarded the old code. I am very proud of how it turned to be. Less bugs, less limitations, more practical and exactly what you expect when dropping clothes.

This mod doesnt work together with "drop bra and panties". Disable that one.

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I was very lucky that the Custom Mission v2 updated to v2_0.5.0 because it added a Coat.Dropped variable and this removes a bug i had with the mission, that allowed the player to wear the Coat during it.
If you want to add any type of clothing to drop you can do so easily. You just have to add the name and string ID on the beginning of my code, but ill do that shortly.
Also, it was easier to make this version than i thought. The code is very clean and i believe its easy enough for someone to modify.
Well...I don't post here often but I have to say, I really like what you did. I tried to add a few items (bra, panty, socks and shoes, even a bag...) in the "Item list" and "Name mapping" and it worked only bummer is the lack of proper animation but not your fault right? Well done!!!

I'll try again to drop my lame question... Is there a way to get rid of the sweaty effect on the skin when she's naked?
 
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Lasius

New Member
Dec 25, 2025
3
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3
There's a few ways I think you might be able to go about this.
1. Set boundaries where all NPCs will always drop items, before they go out of bounds.
2. Detect whether an NPC has a destination out of bounds, and make them unable to pick things up if they do. They have places to be, after all.
3. Detect whether an NPC has a destination out of bounds, and make them drop items at more defined places that you can specify.

As an extension of the last option, you could make NPCs drop items at trash cans if they pass by one. That would add an interesting mechanical layer that ties into gameplay naturally.

Great idea for a mod, and a natural addition.




I've been waiting for a mod like this for a while. Feels a little jank if it's just repeating the animation again, but I'm thankful either way.

I'm hoping for extended orgasms to eventually be a custom skill/rule you can opt into for an RP multiplier. Like, five spurts instead of three. One step closer.
While attempting to add climax sound effects, the moaning2 mod from |||Byo||| also incidentally extended the duration of the climax animation to 10 or 14 seconds.However, this feature seems to be missing in the current version 2.1 by change the code file (or perhaps it's a bug?).
 

AkameVanish

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Jul 21, 2022
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Yeah, this is pretty much my only thought at the moment too. I'd like to avoid figuring out and manually setting up areas for every exit of every map if I can, but if that's the only option then that's what I'll end up doing. It'll probably end up being a set of areas covering the invalid point of exits where NPCs despawn, paired with a preferred nearby drop point. If the NPC despawns in the known invalid area, its drops will show up at the preferred drop point instead. The map exits have all kinds of weird shapes and depths so I don't think forced drop zones in the valid areas will work as well.


I wish I could! The only info I get about the NPCs is their ID, position, physical characteristics (model/headset/glasses/etc), and whether they can see the player. No clue where they're going.

Ideally I'd love some simple way to detect if the NPC is despawning because they're walking out of the map, and then just use the rotation data in their position to see where they were facing and drop their item a few meters behind them so it's inside the map. But that data's not available as far as I can tell.
Good luck for you! I know its going to be hard. But i believe this is more of a tedious work than complex stuff.

Different from you I believe adding all the items by myself for my dropClothes mod will be a ton of complex work haha.
 
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AkameVanish

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Jul 21, 2022
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Well...I don't post here often but I have to say, I really like what you did. I tried to add a few items (bra, panty, socks and shoes, even a bag...) in the "Item list" and "Name mapping" and it worked only bummer is the lack of proper animation but not your fault right? Well done!!!

I'll try again to drop my lame question... Is there a way to get rid of the sweaty effect on the skin when she's naked?
First of all, thank you for the complement.
(As I said myself on the mod post, im proud of this work cause i know i did the best way i could have done it.)
Second of all. Yes, there are no better animations to do this.
Third, i will in the future add every other cosplay/costume item available to the mod, but theres some catches:
I was waiting for a time to rant about that and ill do that now

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EDIT: about your lame question. I dont know, mb
 
Jun 24, 2018
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Yeah, this is pretty much my only thought at the moment too. I'd like to avoid figuring out and manually setting up areas for every exit of every map if I can, but if that's the only option then that's what I'll end up doing. It'll probably end up being a set of areas covering the invalid point of exits where NPCs despawn, paired with a preferred nearby drop point. If the NPC despawns in the known invalid area, its drops will show up at the preferred drop point instead. The map exits have all kinds of weird shapes and depths so I don't think forced drop zones in the valid areas will work as well.


I wish I could! The only info I get about the NPCs is their ID, position, physical characteristics (model/headset/glasses/etc), and whether they can see the player. No clue where they're going.

Ideally I'd love some simple way to detect if the NPC is despawning because they're walking out of the map, and then just use the rotation data in their position to see where they were facing and drop their item a few meters behind them so it's inside the map. But that data's not available as far as I can tell.
A random idea i just had was to change meta.last_pos to be a list of the last 5 positions they were in when the logic was run. so the first time logic runs it would be a list with just the npc pos and the next time it would be both the last pos and the current pos and when theres more than 5 you delete the oldest one. then when an npc despawns you put the item at the oldest position in the list which is where the npc was 2 - 2.5 seconds ago. it means itll happen for every npc that despawns not just the ones at the edge of the map but at least what they drop will always be on the map somewhere accessible
 

useruser9527

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Dec 2, 2025
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[dropClothes] Dropping Casual Clothes On The Ground - Custom Mission v2_0.5.0

You can now drop any casual clothing just like the coat!

EDIT: It is on version 1.1


I made a huge update to the mod and its basically a new one now. So I completely discarded the old code. I am very proud of how it turned to be. Less bugs, less limitations, more practical and exactly what you expect when dropping clothes.

This mod doesnt work together with "drop bra and panties". Disable that one.

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I was very lucky that the Custom Mission v2 updated to v2_0.5.0 because it added a Coat.Dropped variable and this removes a bug i had with the mission, that allowed the player to wear the Coat during it.
If you want to add any type of clothing to drop you can do so easily. You just have to add the name and string ID on the beginning of my code, but ill do that shortly at some point till next month. Read this post (ranting) about why its going to take long.
Also, it was easier to make this version than i thought. The code is very clean and i believe its easy enough for someone to modify.
I tested both your mod and the drop bra and panty mod at the same time, and I found a very simple way to make these two mods compatible. Just delete the micro-bikini-bra and micro-bikini_pants items in the drop bra and panty mod, and the two mods can operate independently of each other.
The reason why I did this is because the first time I used two mods at the same time, I put on micro-bikini_pents out of thin air. Naturally, I deleted micro-bikini_pents for testing, but later found that the drop bra and panty mods were completely ineffective. So I deleted micro-bikini-bra again, and then I was pleasantly surprised to find that the two mods were completely compatible!
I am completely unable to understand the logic behind it, but the result is perfect. Snipaste_2025-12-27_15-14-07.jpg
 
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Aug 14, 2025
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NPCs Pickup Items

A simple v2 "mission" that lets NPCs pickup your dropped items as they walk by. It just adds that mechanic, and doesn't include any tasks or story.

This version is pretty basic. Since the custom missions mod doesn't allow for controlling game-spawned NPCs (yet?), I can't update their pathing/waypoints (to make them walk directly to a dropped item from farther away) or change their animations (to have them visibly pick up an item). Basically an item just disappears when an NPC naturally gets close enough to it and "wants" to steal it. They'll walk around with it for a while and eventually drop it when they despawn, get bored, or are forced to drop it by you "pickpocketing" (staying close to) them. I added a bunch of configuration options to play with the new settings feature of the custom missions mod.

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If the Custom Mission Mod adds any new features that would be useful to this, I'll try to update and improve it. In the mean time, suggestions welcome!
what about using zone function for npc to drop item if they leave the zone ? isn't like custom mission v2 had zone function right?
and I would like to see if the npc can grab the outfit from drop casual mod
 
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Jun 24, 2018
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Ive been working on porting my old forgotten wallet mission using the new npcs now that you dont have to just imagine ren is there, but ive been hitting a lot of problems that are probably my fault because i have no idea what im doing. i would like it if someone who knew what they were doing could have a look. Also this is how far ive worked out how to do things with npcs so if you want some working code you can see what I have done for the bits that work.

Ive put TODO wherever ive had a problem but the full list is:
  1. i cant get npcs to rotate when they reach a waypoint (line 153)
  2. sometimes AddWaypoint(waypoint index) works, and sometimes it crashes with non stop il2cpp errors as soon as the npc tries to walk to it (line 172) because its not consistent for me its hard to know whats causing it
  3. created npcs cant respawn in a different stage. thats probably intentional but i wanted to check (line 247)
  4. npc walk animations break if you call .Stopped(true) and then .Stopped(false) (line 423)

The mission is playable but its not what i would call finished especially the second part in residence (the teleporting is not something i want in the final version).

Having npcs be accessible and controllable is a huge boost and i have so many ideas of things to try but until i know what im doing it will take me a while but i am very happy to see them in the mod.
 

tkpj8pn2

New Member
Jun 11, 2025
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change meta.last_pos to be a list of the last 5 positions they were in when the logic was run. [...] then when an npc despawns you put the item at the oldest position in the list which is where the npc was 2 - 2.5 seconds ago. it means itll happen for every npc that despawns not just the ones at the edge of the map but at least what they drop will always be on the map somewhere accessible
Yeah that would work, but like you said it would also make the currently working drops start dropping in weird places. And it feels pretty wasteful to bloat up the bookkeeping so much with all the extra position objects. I think I'm just going to bite the bullet and manually setup zones for every exit to redirect drops back into the map.
I would like to see if the npc can grab the outfit from drop casual mod
I haven't tried it but I'm pretty sure it can't. The Drop Casual Clothes mission isn't creating normal dropped items that show up in the DroppedItems list for all missions, it's just emulating them with mission-local interact areas. Missions can't really talk to each other as far as I can tell.
But yeah if there was some way to make it work technically and AkameVanish was up for it, I'd love to get the two missions working together. I just can't think of a way for us to do that.
 

AkameVanish

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Jul 21, 2022
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I haven't tried it but I'm pretty sure it can't. The Drop Casual Clothes mission isn't creating normal dropped items that show up in the DroppedItems list for all missions, it's just emulating them with mission-local interact areas. Missions can't really talk to each other as far as I can tell.
But yeah if there was some way to make it work technically and AkameVanish was up for it, I'd love to get the two missions working together. I just can't think of a way for us to do that.
I will check your code and see if thats possible. I would bet it is but also that its very hard. To be clear i dont think its possible to make 2 different mods talk but creating a third mod that combines the two I'd say we can. Will share updates
 

AkameVanish

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Jul 21, 2022
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I tested both your mod and the drop bra and panty mod at the same time, and I found a very simple way to make these two mods compatible. Just delete the micro-bikini-bra and micro-bikini_pants items in the drop bra and panty mod, and the two mods can operate independently of each other.
The reason why I did this is because the first time I used two mods at the same time, I put on micro-bikini_pents out of thin air. Naturally, I deleted micro-bikini_pents for testing, but later found that the drop bra and panty mods were completely ineffective. So I deleted micro-bikini-bra again, and then I was pleasantly surprised to find that the two mods were completely compatible!
I am completely unable to understand the logic behind it, but the result is perfect. View attachment 5567695
This is... weird. My mod doesn't touch any bras and panties. deleting one from the list shouldn't make them work. I can look into it to see whats up. But I don't plan to make both mods compatible
 
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