Crisp2002

Newbie
Jun 30, 2025
49
168
Is it possible we could get a "hide objective ui unless progressing" option?

Ultimately I want to add missions in the style of the vanilla missions with a single "checkpoint" that can be completed as part of free play, but I don't want them cluttering the ui all the time.

The extension of that idea would be to add a "checkpoint completed: earn rp per second" function like how the vanilla missions work once completed, and/or even adding custom missions to the stage mission list ui, but I think those would be harder to implement and I don't want to ask too much :p
I don't know if I can add the missions to the list of official missions. But even if, there will be several problems. One is that the custom missions aren't limited to only one stage. Even the first checkpoint can be spread over multiple stages.

You could, more or less, do what you wanted with the functions already provided:
- make your first checkpoint with the condition and a duration of 0 and hidepanel
- second checkpoint with the same condition, the normal duration and without hiding the panel
- as "onviolatecondition" for the second checkpoint loop back to the first checkpoint with "setCheckpoint"
- third checkpoint is like the first again
- fourth is like the second, but with a short duration like 1sec and low RP reward. You probably want to hide the progress bar
- the fourth checkpoint should loop onto itself with "nextcheckpoint" and the "onviolatecondition" should set the checkpoint back to the third
- if you use a SubCondition you can create a template where you only need to change the condition once, plus the time and RP rewards

That way, when you stop fulfilling the condition you get back to the invisible checkpoint. Only problem is, that you have to do the longer part at the start in on go, because it will reset either way when you go back to the very first checkpoint.
 

cutemiracle

New Member
Jul 5, 2025
14
28
I don't know if I can add the missions to the list of official missions. But even if, there will be several problems. One is that the custom missions aren't limited to only one stage. Even the first checkpoint can be spread over multiple stages.

You could, more or less, do what you wanted with the functions already provided:
- make your first checkpoint with the condition and a duration of 0 and hidepanel
- second checkpoint with the same condition, the normal duration and without hiding the panel
- as "onviolatecondition" for the second checkpoint loop back to the first checkpoint with "setCheckpoint"
- third checkpoint is like the first again
- fourth is like the second, but with a short duration like 1sec and low RP reward. You probably want to hide the progress bar
- the fourth checkpoint should loop onto itself with "nextcheckpoint" and the "onviolatecondition" should set the checkpoint back to the third
- if you use a SubCondition you can create a template where you only need to change the condition once, plus the time and RP rewards

That way, when you stop fulfilling the condition you get back to the invisible checkpoint. Only problem is, that you have to do the longer part at the start in on go, because it will reset either way when you go back to the very first checkpoint.
From my observations "hidepanel" works only with the first checkpoint (with duration 0 and more), other checkpoints ignore this property, no matter with what: with an empty description, with duration 0 or more. But if you refer to the first checkpoint in them, whose duration is not equal to 0, then the panel will hide again.
Maybe you can add a "showWhenActive" property, and then you won't need to implement multiple checkpoints.

Also change the "rp" property type to float, because you can't specify a reward with a decimal point, which results in the idea of giving out a small amount of "rp" being implemented with only 1 rp being given out every few seconds.


I think that would be hard to fit in with the current system. Because I imagined the custom missions as a more complex way to challenge yourself like the official missions, the automation is only an attachment. And I didn't really want to force the player in a game over by taking away agency. It was more like: You do it or you don't.
And when I started, I didn't know what I could do. I only thought that if I can get the position and some states, I could check them to create simple but longer missions. And worst case I would have to create all UI elements myself.
It's going way better than that, considering that I don't have the code and can see only classes and methods. Sometimes it takes hours of trial and error though, before I find the correct function.

It might be easier to add some flag for checkpoints so that they are considered static and always executed, regardless of the others, as well as a flag that the checkpoint is completed. This will add the ability to implement full-fledged missions that are indistinguishable from the original, and will also give more opportunities for composing missions.
If you remember the recent mission with keys, where it requires more than 10 files to work, this can reduce the number of files needed for one mission.
You can also just change the structure of the file with the user mission a little. Now one file is one mission, but you can replace 1 json object with an array and you will be able to fit several missions in one file.

My custom mission 4

MISSION: The Final Key
You've done a really great job with this mod and it allows you to do a lot.
There are very few things left that can be done, at the moment I can only think of 3 things:
- displaying text on the screen like what happens when changing locations or just displaying text on the screen (will allow you to add a small plot to missions)
- choosing the next mission by condition (will allow you to create interactive missions)
- add a condition for changing the location.
If you add to the above, you can give a short description of the task, or the ability to place objects, change the time of day (there is a bug in the game in which dildos placed on the map disappear completely when changing the location. It's possible that when the game changes locations, a new scene is created, and items like the cloak and controllers move at the same time.)
 
Last edited:
Jul 8, 2024
123
107
I can't even start the mission. What are the conditions for the mission?
Since I am a stupid drowsy zombie, I've uploaded broken version, sorry :( Kids, don't do final tests at 5AM, 4 hours before going to work!
I'll remove the file now (found about it being broken this morning - but... ugh... had to go to work) and will reupload proper one tad later.
Thank you for a reminder.
 
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Raycaster24

Newbie
May 9, 2024
34
53
A little weird but that is understandable
For this website as a whole? Not weird at all. But for this game forum in particular, I suppose. Tbf with the game letting you pee anywhere, I don't think it's that much of a stretch lol.
 
Last edited:

cutemiracle

New Member
Jul 5, 2025
14
28
Added some extra missions in addition to the main ones in the game

Several additional missions.

These missions are one step like the main ones, some don't show progress until all conditions are met, and some work at specific points.
There are currently 10 missions that complement the main missions of the game and 1 guide that briefly displays the mission conditions in the game (available near the microwave at home).
Below are the missions listed in the format: mission conditions, reward, mission locations and where the mission is available
1) Use a dildo while flashing and watched [45rp, all_stages] - any place on the map
2) Use a dildo while naked and watched [90rp, all_stages] - any place on the map
3) While flashing maintain ecstasy over 90% without cumming near someone continuously [40rp, all_stages] - any place on the map
4) While naked maintain ecstasy over 90% without cumming near someone continuously [90rp, all_stages] - any place on the map
5) While handcuff to the object near someone have a ograsm [150rp, all_stages] - any place on the map
6) While naked and blindfolded handcuff yourself in a public place [150rp, Convenience, Residence, Park, StationFront, FashionShop] - many different points on almost all maps
7) While blindfolded step into the light [30rp, all_stages] - any place on the map
8) While flashing urinating like a dog near someone [70rp, all_stages] - any place on the map
9) While naked and blindfolded crawl to the center of the road [100rp, Residence, Downtown] - any edge on the roads
10) Show off your naked cumming body while urinating and masturbate [120rp, all_stages]
 
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drchainchair2

Member
Mar 28, 2020
389
1,035
In the meantime I added some of the things people suggested:
1.0.7
- added setPiston command to scripts
- added setStage command to scripts (can also change the daytime)
- added setAction command to scripts
- added conditions for passive skills
- added InOpenToilet condition
- added numerical condition "Rank" (from 0 to 7)

When teleporting to the shopping mall I've been falling through the ground. Maybe because I did so directly from Residence. So if you do that you probably have to set the player position as well.
Changing the action can get wonky. Like when you are at the vending machine, you can move again when setting action to "None", but she still does the crouching and picking up while sliding over the floor.
I changed the handcuff unlock command to remove all handcuffs, not only the last equipped. Maybe that will fix that bug, but I can't confirm.

Edit: Okay I created a thread in the Mods section. https://f95zone.to/threads/secret-flasher-manaka-custom-missions-1-0-7.263276/
That could also be used as a repository for custom missions.
There seems to be a bug with using the handcuffs on an object command.

{"type":"lockHandcuffs","handcuffstype":"TimerHandcuff","attachtoobject":true,"duration":60},

The player character will not get in the correct position, nor will the handcuffs be put on. You just get stuck. It worked in the previous version (1.0.6).
 

Crisp2002

Newbie
Jun 30, 2025
49
168
From my observations "hidepanel" works only with the first checkpoint (with duration 0 and more), other checkpoints ignore this property, no matter with what.
Yeah, that's a bug then. I forgot a bracket.
Also change the "rp" property type to float, because you can't specify a reward with a decimal point, which results in the idea of giving out a small amount of "rp" being implemented with only 1 rp being given out every few seconds.
I thought I did that, but seems like not. I'll change it.
But I'm working on a Rp/sec property and I'll do the "hide panel if condition false" next, so you don't have to jump through all that hoops.

Branching missions and concurrent condition checks is a bit too much to fit in with the existing stuff. I'd rather start anew with a more flexible structure. I can use some of my old code and of course the knowledge I have acquired. So it should go faster, after I've convinced myself, that I found a good system.

There seems to be a bug with using the handcuffs on an object command.

{"type":"lockHandcuffs","handcuffstype":"TimerHandcuff","attachtoobject":true,"duration":60},

The player character will not get in the correct position, nor will the handcuffs be put on. You just get stuck. It worked in the previous version (1.0.6).
Hm, I can't reproduce it with a simple mission. Might only happen in conjunction with other things.
 

drchainchair2

Member
Mar 28, 2020
389
1,035
Hm, I can't reproduce it with a simple mission. Might only happen in conjunction with other things.
Here's something I was testing. The bug occurs in TestParkFountainPunishment.json. Also in others ( ), but this is a straightforward single checkpoint test.

handcuff bug.png
 
Last edited:

Crisp2002

Newbie
Jun 30, 2025
49
168
Here's something I was testing. The bug occurs in TestParkFountainPunishment.json.
Okay, I've identified the problem. It's not because of the handcuffs. It's the piston. There are five modes from 0 to 4, 4 is random. But there are only speeds up to 3 (high). I had to set the speed as well or the piston wouldn't move, so I set it to the same value. Which works for "Off" to "High", but obviously not "Random".
It will be fixed in the next version. In the meantime, don't set the piston to random.
 

Schmel143

New Member
Dec 24, 2023
7
2
custom mission

- First you want to instal Bepinex

- Download plugins here: plugins 1.0.7
- Download custom mission you want to play (JSON file)

- Go to game folder > BeplnEx > plaugins > paste SFM_custom_mission
- Come back to your game folder > paste CustomMissions
- paste custom mission you want to play in CustomMissions folder

View attachment 5068644 View attachment 5068646
For some reason I can't install Bepinex, I extracted the Bepinex zip file to the game folder and ran the game as instructed but the command prompt is not installing anything. I'm using the latest game version 1.1.1
 

Aktanith

New Member
Aug 28, 2022
9
13
For some reason I can't install Bepinex, I extracted the Bepinex zip file to the game folder and ran the game as instructed but the command prompt is not installing anything. I'm using the latest game version 1.1.1
Are you on linux? you have to do a dll override if you are running the game through wine: WINEDLLOVERRIDES="winhttp.dll=n,b" wine SecretFlasherManake.exe (or WINEDLLOVERRIDES="winhttp.dll=n,b" %command% on steam/proton)
 

Drengr44

Newbie
Jun 27, 2025
15
7
My custom mission 4

MISSION: The Final Key

Story teller


She walked openly into the store, bathed in the bright, normal light that suggested no secrets lay hidden. The nine keys were clutched tightly in her hand, then slowly, one by one, they fell, like a countdown to destiny. Inside the small, square changing room, fragrant with the faint scent of fabric softener, her naked body slowly emerged. The rapid, intense vibration from the device pressed against her skin jolted every nerve, electrifying her. In that moment of extreme pressure, the "click" of the handcuffs signaled she had reached a point of no return. The curtain slid open, and the hushed murmurs of other customers drifted in, a chilling signal of her grim reality. With every step she took, she fought a surging tide of shame. In the very core of her fear, only the unwavering determination to find that one key propelled her forward. Discovery wouldn't just expose her secret; it would shatter everything she had painstakingly built. This was the true end of the game.

Starting Conditions

-Item Requirement: Vibrator, Tit Rotor, Kuri Rotor, Key Handcuffs.

-Cosplay Requirement: You need to be wearing cosplay Knit Sweater

-Starting Location: Entrance to the clothing store.

Challenge

Normal Mode:
Gameplay:
Play strictly according to the story's narrative
Lives: You have only 1 life or more (it's hard and need many luck)
Skills: Do not use any skills
Appearance: No body paint
Visibility: No invisibility

Hard Mode:
Gameplay:
Play according to the story's narrative, similar to Normal mode, Set Vibrator Hight or Random.
Character: use futanari
Equipment: use a piston machine
Appearance: use an eye mask all time

(Use plugins 1.0.7)

:: This mission requires the concurrent use of multiple files ::
:: Please create a separate folder to store files for this task so it doesn't interfere with other missions when you finish play::

You can cosplay like the image
View attachment 5067737
Other missions
Mission 1: Go to a Male Classmate's House
Mission 2: Working hours of the guards (Update V. 1.0.7)
Mission 3: Rabbit Hole

Let me know if you like the story and gameplay I made.

Good luck !!
Can't complete the mission fsr, once in the changing room, nothing happens and I can't take off handcuffs neither do anything basically?
 
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NoThingggg

New Member
Jan 19, 2022
11
39
Can't complete the mission fsr, once in the changing room, nothing happens and I can't take off handcuffs neither do anything basically?
Bug Fix: Key Disappearing Upon Waypoint Change
Thank you for reporting the bug! I've updated the custom mission.

The issue where a key would disappear upon moving to another waypoint, thus preventing key unlocks, has been addressed. I have implemented a fix in the code.

Thank you for playing and helping us improve!
 
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deadprincess

New Member
Jun 29, 2023
14
23
The exhibitionist urge skill says "missions will not be completed until returning home" but as far as I can tell, missions done under this mode aren't counted as complete at all? Just curious if there's something I'm missing or if the description is wrong and it truly is just a free mode with no rewards. (Which would make complete sense :p)
 

MegaZone

New Member
Apr 29, 2019
5
2
Well... I beat the game.
Now what :)
Playing the waiting game, waiting for updates...
This game has been here for a while and before there was no way to interact with npcs outside of getting caught or ignoring them through cheats. Now you can have some "negotiate interaction" options with male only NPCs.

I hope in the next updates more options become available or the "negotiation" mechanic gets more depth than a simple press a pose and F to nut as well as be able to interact with female NPCs. (And give them the F pill)
 

Warnizon

Member
Mar 2, 2022
121
234
Playing the waiting game, waiting for updates...
This game has been here for a while and before there was no way to interact with npcs outside of getting caught or ignoring them through cheats. Now you can have some "negotiate interaction" options with male only NPCs.

I hope in the next updates more options become available or the "negotiation" mechanic gets more depth than a simple press a pose and F to nut as well as be able to interact with female NPCs. (And give them the F pill)
I think the creator said somewhere he will be adding more scenes, and i hope so a little re-make or the movements, it's really... like, doens't looks like the male NPC is actually penetrating MC, atleast for me.
 
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