Mod Unity [Secret Flasher Manaka] Custom Missions 1.1.9

nrgnv

Newbie
Feb 23, 2023
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137
It is possible but requires a lot of time to catalogue all clothes. I believe all clothes that "blocking" Manaka's body are recorded to be removed at once. If you prefer to have clothes removed one by one, try editing this part:

Code:
# line 83
stripCosplay:
    stripClothesList = getStripClothesList()
    i = _state.Cosplay.Count()
    while i > 0
        i = i - 1
        clothing = _state.Cosplay[i]
        if stripClothesList[clothing]
            UnequipCosplay(clothing)
            Log("assaultConsequences: strip " + clothing)
into:

Code:
# line 83
stripCosplay:
    stripClothesList = getStripClothesList()
    i = _state.Cosplay.Count()
    if i > 0
        i = i - 1
        clothing = _state.Cosplay[i]
        if stripClothesList[clothing]
            UnequipCosplay(clothing)
            Log("assaultConsequences: strip " + clothing)
And if you want it to be randomized

Code:
stripCosplay:
        if _state.Cosplay.Count() > 0
            i = RandomInt(0,_state.Cosplay.Count()-1)
            clothing = _state.Cosplay[i]
            UnequipCosplay(clothing)
            Log("assaultConsequences: strip " + clothing)
        else
            Log("assaultConsequences: can't strip, ran out of clothes")
 

cherry_sigma

Newbie
Dec 29, 2022
23
30
23
Combined previous 3 mods, rewritten most of the logic and ui.
*Items not in the same stage wouldn't be shifted.
**Different kind of items have their own shifting timer.
***After reading some details of the Messager API now I feel like an idiot.
****I hope there can be a thread.Sleep(seconds) API or something to save CPU time.
aaa.png bbb.png
 

cherry_sigma

Newbie
Dec 29, 2022
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biwajimadono

Newbie
Jul 27, 2021
85
74
28
Adding code is hard.
It worked at first, but there were too many issues.
It doesn't work when written on items like socks or bags.
It doesn't work when wearing miscellaneous items to run faster.
It doesn't seem to work when written under "#casualclothes".
And of course, it doesn't work when written under "#bra,panties".
I tried a lot of different things, but I'm exhausted.
~
I converted the screenshot to text.
Here are two other item lists with the text replaced.
This might be useful when creating other custom missions.
Use the second txt by removing the "true"XXX" from each line.
 
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Jun 30, 2020
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For the teleport point problem:

I figured out that the vanilla game have no random teleport point inside both store which I am relying on. (Since they don't have drone mission too)

This reminds me to add a set of options adjusting which stages are include into the teleport list, or manually set the start point like Suzutsuki did.
(I'll work on it now)
(Btw what is the written form of id "Suzutsuki"? Like 涼月 or 鈴月? Just curious.)
Thanks for fixing the teleport bug. I found 2 more bugs, they are probably either a base game thing or a NPC behavior mod bug but ill mention them anyway.
1 I had one time when i got handcuffed and vibed and when trying to get the keys i realized it spawned the remote and keys in the same place with the remote on top so I couldn't interact with the remote (hands bound) and I couldn't get the key (under the remote) I dont know if there is a way to make sure the remote and key don't spawn on each other, but if possible that would be nice.
2 when I was trying to cram my way into the area with both the key and the vibe to see if there was an angle that would let me grab the key from under the remote and I got caught again, but the NPC walked away after starting to have sex and it left me stuck in the animation.

Thanks again for making this, I always liked the idea of the NPC behavior mod, but it felt too easy. Having a bunch of options is really fun.
 
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cherry_sigma

Newbie
Dec 29, 2022
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30
23
I ported the Out of Bound Wrap mod into v2, and added a config ui.
a.png
b.png

Warping points can be registered manually in the source code. Really appreciate the guy who first created this, collecting the positions. Hope this porting helps someone who willing to work out more teleport points.
 
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cherry_sigma

Newbie
Dec 29, 2022
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Handcuffed Poses !!
Just tested and realized that Manako can actually do Anything even cuffed.
a.png
This makes some ideas possible, like scripting her to do a sequence of actions under certain circumstances. Like when peeing in crouch mode, do dog pee instead, regardless being cuffed or not. And so many possible interactions, like being able to sit down cuffed.
The problem is not what can do, but what to do reasonably.
Another problem is the ActionNames in code is not the Action. See the attached ActionsType.txt, and I don't know what action is actually what pose in game. I need help on this. For example I don't know what Action is the crawling, but it should be possible even cuffed.

Ps: Superwoman Manaka, balancing with supreme core strength.
 
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cherry_sigma

Newbie
Dec 29, 2022
23
30
23
Just tested and realized that Manako can actually do Anything even after cuffed.

View attachment 5418062
This makes some ideas possible, like scripting her to do a sequence of actions under certain circumstances. Like when peeing in crouch mode, do dog pee instead, regardless being cuffed or not. And so many possible interactions, like being able to sit down cuffed.
The problem is not what can do, but what to do reasonably.
Another problem is the ActionNames in code is not the Action. See the attached ActionsType.txt, and I don't know what action is actually what pose in game. I need help on this. For example I don't know what Action is the crawling, but it should be possible even cuffed.

Ps: Superwoman Manaka, balancing with supreme core strength.
Yes, after. Through player instructions will be intercepted by the game system, the game system didn't disallow these actions. So the basic idea becomes scripting Manaka to do some poses by herself. This makes sense since many poses in the game can be logically connected to one another. It will also been better depicting a vivid hentai girl if she acts by her instincts.
 

cherry_sigma

Newbie
Dec 29, 2022
23
30
23
Thanks for fixing the teleport bug. I found 2 more bugs, they are probably either a base game thing or a NPC behavior mod bug but ill mention them anyway.
1 I had one time when i got handcuffed and vibed and when trying to get the keys i realized it spawned the remote and keys in the same place with the remote on top so I couldn't interact with the remote (hands bound) and I couldn't get the key (under the remote) I dont know if there is a way to make sure the remote and key don't spawn on each other, but if possible that would be nice.
2 when I was trying to cram my way into the area with both the key and the vibe to see if there was an angle that would let me grab the key from under the remote and I got caught again, but the NPC walked away after starting to have sex and it left me stuck in the animation.

Thanks again for making this, I always liked the idea of the NPC behavior mod, but it felt too easy. Having a bunch of options is really fun.
1: Possible if I script to record each item's pos but that may impact cpu usage. And since the vanilla game have the same problem when key and remote can be overlapped, emmm, I might still find some niche way out but hard to say.

2: It is a problem of the NPC behavior mod and I don't know how to fix this. Maybe due to NPC restoring their original action too earlier? Just guess.
This problem haven't annoyed me that much so I haven't pay any effort to figure it out, but I think the behavior of regaining control after a certain amount of time might be scriptable.
 

cherry_sigma

Newbie
Dec 29, 2022
23
30
23
1: Possible if I script to record each item's pos but that may impact cpu usage. And since the vanilla game have the same problem when key and remote can be overlapped, emmm, I might still find some niche way out but hard to say.

2: It is a problem of the NPC behavior mod and I don't know how to fix this. Maybe due to NPC restoring their original action too earlier? Just guess.
This problem haven't annoyed me that much so I haven't pay any effort to figure it out, but I think the behavior of regaining control after a certain amount of time might be scriptable.
Ps: for the problem 1 I came up an idea, that I can make the key item circle slightly bigger that the remote one, thus overlapping won't be an obstacle.
Thought I have some idea on problem 2, they are not working out possibly, but I will try experiment if I have long-enough spare time.
 

biwajimadono

Newbie
Jul 27, 2021
85
74
28
Ok, I did it, except for the "disallow Manaka getting home without having all equipments collected" part.

Update: v1.3.2
I've just played this mod.
It was exactly what I'd hoped for.
Thank you to the people who created the base mod.
And you.
People with talent are incredible.
They can make their dreams come true as if they were flapping their wings.
They're like a bird flying high above my head, when I'm tired and have given up.
 
Last edited:

nrgnv

Newbie
Feb 23, 2023
26
38
137
Another problem is the ActionNames in code is not the Action. See the attached ActionsType.txt, and I don't know what action is actually what pose in game. I need help on this. For example I don't know what Action is the crawling, but it should be possible even cuffed.
Crouching is under common conditions
1762595547086.png
I want to look into _state if somehow we could inject action from there (despite the docs says don't). But crouching handcuff is possible, eroeroiz's Stealth Ninja Action does that in v1 but the way they do it is by having Manaka crouching first then put handcuff on her

Edit: Haven't find anything to force Manaka to crouch. But here is the _states content and their example values if anyone interested
 
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cherry_sigma

Newbie
Dec 29, 2022
23
30
23
I've just played this mod.
It was exactly what I'd hoped for.
Thank you to the people who created the base mod.
And you.
People with talent are incredible.
They can make their dreams come true as if they were flapping their wings.
They're like a bird flying high above my head, when I'm tired and have given up.
For scripting, it is just some programmer's instincts and a bit of basic experiences. Everyone can have it done eventually.
But the developer of this BepInEx mod is really incredible.

a.png

Ps: A reminder for those who want to use positional arguments rather than named arguments in script functions, the variable for access arguments is " _args " and is a List. Don't know why this is not documented.
 
Last edited:
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biwajimadono

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Jul 27, 2021
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For scripting, it is just some programmer's instincts and a bit of basic experiences. Everyone can have it done eventually.
But the developer of this BepInEx mod is really incredible.
I had played through both "Ninja MANAKA" and "Athlete MANAKA" to the fullest.
That's when your mod appeared.
"I want to hide," "I want to run away," and now, "I want to be stripped."
The game became one where I had to consider the balance between these three things.
I want to reduce the number of 30 pieces of clothing as much as possible, but if I reduce it too much, I won't be able to beat the NPCs.
I really enjoy this conflict.

After finishing all the custom missions, I moved away from the original "hiding" game.
I mostly played "NPC Mod Behavior" because I found it more exhilarating.
But now I feel like the "original MANAKA" and "NPC Mod Behavior" have finally merged.
It's an emotional reunion.
It's a combination.

MANAKA III, created by you.
Game creators are amazing.
 

biwajimadono

Newbie
Jul 27, 2021
85
74
28

cherry_sigma

Newbie
Dec 29, 2022
23
30
23
Crouching is under common conditions
View attachment 5418309
I want to look into _state if somehow we could inject action from there (despite the docs says don't). But crouching handcuff is possible, eroeroiz's Stealth Ninja Action does that in v1 but the way they do it is by having Manaka crouching first then put handcuff on her

Edit: Haven't find anything to force Manaka to crouch. But here is the _states content and their example values if anyone interested
Inspected the dumped file from BepInEx.

The code to compute whether hands are spared, is located in class:
Code:
ExposureUnnoticed2.Object3D.Player.Scripts.PlayerFacade
where the signature:

Code:
public unsafe bool CanUseHand(bool isSendMessage, bool isSkipHandcuff = false, bool isSkipBasket = false, bool isSkipPlayingAction = false, bool isSkipCrouch = false)
BepInEx cannot dump the function body since IL2CPP is involved, making it hard to trace down whom have used this function.

Once related functions are found, a mod to truly enable some of the actions could be made, since we don't want the cuffs to be just decorations.

I'll just forget this detour by now and catalogue aspects of the actions first, like which action can have swift transition to another and what action is walking-allowed, what action is peeing-related and so on.
 
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