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Others Abandoned Secret Horse Files 3 [v0.38] [Levy]

4.30 star(s) 12 Votes

fellup

Newbie
Feb 6, 2018
33
194
209
what do you even do to mod this game, I've looked into the files and found where you keep the models in pieces but thats about it in terms of changing anything if thats even used for modding
(it sounds like you know some parts of this already, but I'll explain from the top for anyone else reading)

The game is an electron app (like discord and many other desktops apps nowadays), meaning it's a bundled version of Chromium. Get 7-zip if you don't have it, and the to allow it to manage asar files.

These general instructions work for many electron apps:
  1. Open the ./sf_vXX.exe executable with 7z to see a folder with an app-64.7z inside it; extract the contents of that 7z to a new folder ./extracted_SHF/
  2. Open the ./extracted_SHF/resources/ folder in the extracted files, and you'll see an app.asar; extract the contents of that to extracted_SHF/resources/app/ so that an index.html file is in the app folder, then delete the app.asar file.
  3. You can now run ./extracted_SHF/SHF.exe to run the game, and it will load the game files from the app folder instead of asar. Everything you'll want to edit from this point on is in the ./extracted_SHF/resources/app/ folder.

From there, you can also make some changes to main.js enabling chromium dev tools to make it easier to debug (I forget what to change exactly in there, but that's a common thing so google it if you have problems and can't wait for me to post my copy).

Most of the game's asset formats are pretty straightforward. cbd's are json and store size info/tool rules/lots of shit, and the game logic is all in main.dart.js, but that's where you'll start pulling your hair out and wishing you could trade your firstborn for a sourcemap. That's also where I start kicking myself because the me from a year ago barely commented any explanations for some of the changes I made, because I initially went in just wanting to change one or two things. Like I see I changed l.x1=r+q*(p-k)}k=b==null?l.bb:b to l.x1=(r+q*(p-k))/3}k=b==null?l.bb:b but fuck if I remember why or what that line does anymore lol. You can reverse engineer the obfuscated code if you're familiar with javascript and understand the flow of data (and/or doing trial and error shit by inserting console.log lines to then use devtools and see how certain variables look while the game is running), but it's obviously a pain in he ass.
 
Last edited:

ARU1048

Member
Apr 30, 2022
216
215
132
(it sounds like you know some parts of this already, but I'll explain from the top for anyone else reading)

The game is an electron app (like discord and many other desktops apps nowadays), meaning it's a bundled version of Chromium. Get 7-zip if you don't have it, and the to allow it to manage asar files.

These general instructions work for many electron apps:
  1. Open the ./sf_vXX.exe executable with 7z to see a folder with an app-64.7z inside it; extract the contents of that 7z to a new folder ./extracted_SHF/
  2. Open the ./extracted_SHF/resources/ folder in the extracted files, and you'll see an app.asar; extract the contents of that to extracted_SHF/resources/app/ so that an index.html file is in the app folder, then delete the app.asar file.
  3. You can now run ./extracted_SHF/SHF.exe to run the game, and it will load the game files from the app folder instead of asar. Everything you'll want to edit from this point on is in the ./extracted_SHF/resources/app/ folder.

From there, you can also make some changes to main.js enabling chromium dev tools to make it easier to debug (I forget what to change exactly in there, but that's a common thing so google it if you have problems and can't wait for me to post my copy).

Most of the game's asset formats are pretty straightforward. cbd's are json and store size info/tool rules/lots of shit, and the game logic is all in main.dart.js, but that's where you'll start pulling your hair out and wishing you could trade your firstborn for a sourcemap. That's also where I start kicking myself because the me from a year ago barely commented any explanations for some of the changes I made, because I initially went in just wanting to change one or two things. Like I see I changed l.x1=r+q*(p-k)}k=b==null?l.bb:b to l.x1=(r+q*(p-k))/3}k=b==null?l.bb:b but fuck if I remember why or what that line does anymore lol. You can reverse engineer the obfuscated code if you're familiar with javascript and understand the flow of data (and/or doing trial and error shit by inserting console.log lines to then use devtools and see how certain variables look while the game is running), but it's obviously a pain in he ass.

Considering that the update will probably come out after GTA VI, modding the game may be the only way to see progress. I would love to help, but I don't know anything about programming, art, or voice acting. If there is another way to support, I'll be attentive to it.
 
Feb 24, 2019
229
220
111
(it sounds like you know some parts of this already, but I'll explain from the top for anyone else reading)

The game is an electron app (like discord and many other desktops apps nowadays), meaning it's a bundled version of Chromium. Get 7-zip if you don't have it, and the to allow it to manage asar files.

These general instructions work for many electron apps:
  1. Open the ./sf_vXX.exe executable with 7z to see a folder with an app-64.7z inside it; extract the contents of that 7z to a new folder ./extracted_SHF/
  2. Open the ./extracted_SHF/resources/ folder in the extracted files, and you'll see an app.asar; extract the contents of that to extracted_SHF/resources/app/ so that an index.html file is in the app folder, then delete the app.asar file.
  3. You can now run ./extracted_SHF/SHF.exe to run the game, and it will load the game files from the app folder instead of asar. Everything you'll want to edit from this point on is in the ./extracted_SHF/resources/app/ folder.

From there, you can also make some changes to main.js enabling chromium dev tools to make it easier to debug (I forget what to change exactly in there, but that's a common thing so google it if you have problems and can't wait for me to post my copy).

Most of the game's asset formats are pretty straightforward. cbd's are json and store size info/tool rules/lots of shit, and the game logic is all in main.dart.js, but that's where you'll start pulling your hair out and wishing you could trade your firstborn for a sourcemap. That's also where I start kicking myself because the me from a year ago barely commented any explanations for some of the changes I made, because I initially went in just wanting to change one or two things. Like I see I changed l.x1=r+q*(p-k)}k=b==null?l.bb:b to l.x1=(r+q*(p-k))/3}k=b==null?l.bb:b but fuck if I remember why or what that line does anymore lol. You can reverse engineer the obfuscated code if you're familiar with javascript and understand the flow of data (and/or doing trial and error shit by inserting console.log lines to then use devtools and see how certain variables look while the game is running), but it's obviously a pain in he ass.
Woot woot thanks for the help
 
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fellup

Newbie
Feb 6, 2018
33
194
209
I don't know anything about programming, art, or voice acting. If there is another way to support, I'll be attentive to it.
seduce levy and get them to release the source

or support them, genuinely. the dev versions they're holding onto right now are way more exciting, for both vanilla and modding prospects. Even if they can't give a concrete deadline for any of it (relatable), I wish they'd post a roadmap with where on that road we can expect the next sandbox release. Like is it the next thing, or the thing after the next thing or what.


Woot woot thanks for the help
np. it's probably worth mentioning that they used the "defold" game engine to write the core engine (not helpful info, because obfuscated) and I think "Spine 2D" for the animation framework (not obfuscated); the json storing the rig info is tedious but workable to edit manually for small things (which is what I did) but if you want to actually mod in new content or make major adjustments I imagine getting it into the spine software would help a lot. (see attached gif from one of their old patreon posts; search their kemono for "spine")
 
Feb 24, 2019
229
220
111
seduce levy and get them to release the source

or support them, genuinely. the dev versions they're holding onto right now are way more exciting, for both vanilla and modding prospects. Even if they can't give a concrete deadline for any of it (relatable), I wish they'd post a roadmap with where on that road we can expect the next sandbox release. Like is it the next thing, or the thing after the next thing or what.




np. it's probably worth mentioning that they used the "defold" game engine to write the core engine (not helpful info, because obfuscated) and I think "Spine 2D" for the animation framework (not obfuscated); the json storing the rig info is tedious but workable to edit manually for small things (which is what I did) but if you want to actually mod in new content or make major adjustments I imagine getting it into the spine software would help a lot. (see attached gif from one of their old patreon posts; search their kemono for "spine")
imagine a sand box drag and drop or asset switch just to add your own characters or puppet spine animations ug I can dream
 
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fellup

Newbie
Feb 6, 2018
33
194
209
Been doing this when I find the time, and I thought it'd be nice to make certain aspects of my mod optional. (not everyone will share my preferences for the sfx I added, or some texture changes, for example)

That led to me having a couple ideas for how I could make the files more approachable for modding:

  • I extracted (and restored original rotation) the images embedded in the spritesheets, and generated a new atlas file that references those individual images for sprites, instead of spritesheet coordinates. (end result: if you want to edit the nipples to be pink or something, you don't have to edit the entire spritesheet; if you want to upscale a sprite to be higher resolution, it's way easier; can mix-and-max "texture mod packs")
    • This is done for the spine folder sprites (all body/toy sprites), see attached for extracted vanilla assets.
    • I still need to do it for the UI spritesheets in the other folders, but they use a different format (json instead of atlas) and I'm working on the animation-rig-related stuff.
  • What's NOT done is a "mod loader" script that merges "mod" json files into the game's json objects before they get loaded by the game, so that I/others can just make a small json file with desired changes for an "oversized genitals" mod or something, and use it with other mods without having to meticulously edit the existing massive jsons.
    • This won't help you create new animations, but it has the potential to maybe help with adding new characters. No promises, as I still don't have a complete handle on what that'd even look like.

No promises on time, but I think I'll be able to work on it more this weekend and get something out probably early next week at latest. Probably. (focusing on what I said above, and then doing the relatively fast and easy transfer of my changes to individual mod(s) to release right after)
 

tester72

Member
Nov 8, 2019
345
394
162
Been doing this when I find the time, and I thought it'd be nice to make certain aspects of my mod optional. (not everyone will share my preferences for the sfx I added, or some texture changes, for example)

That led to me having a couple ideas for how I could make the files more approachable for modding:

  • I extracted (and restored original rotation) the images embedded in the spritesheets, and generated a new atlas file that references those individual images for sprites, instead of spritesheet coordinates. (end result: if you want to edit the nipples to be pink or something, you don't have to edit the entire spritesheet; if you want to upscale a sprite to be higher resolution, it's way easier; can mix-and-max "texture mod packs")
    • This is done for the spine folder sprites (all body/toy sprites), see attached for extracted vanilla assets.
    • I still need to do it for the UI spritesheets in the other folders, but they use a different format (json instead of atlas) and I'm working on the animation-rig-related stuff.
  • What's NOT done is a "mod loader" script that merges "mod" json files into the game's json objects before they get loaded by the game, so that I/others can just make a small json file with desired changes for an "oversized genitals" mod or something, and use it with other mods without having to meticulously edit the existing massive jsons.
    • This won't help you create new animations, but it has the potential to maybe help with adding new characters. No promises, as I still don't have a complete handle on what that'd even look like.

No promises on time, but I think I'll be able to work on it more this weekend and get something out probably early next week at latest. Probably. (focusing on what I said above, and then doing the relatively fast and easy transfer of my changes to individual mod(s) to release right after)
 

PoniDoni

New Member
May 30, 2020
9
20
70
Been doing this when I find the time, and I thought it'd be nice to make certain aspects of my mod optional. (not everyone will share my preferences for the sfx I added, or some texture changes, for example)

That led to me having a couple ideas for how I could make the files more approachable for modding:

  • I extracted (and restored original rotation) the images embedded in the spritesheets, and generated a new atlas file that references those individual images for sprites, instead of spritesheet coordinates. (end result: if you want to edit the nipples to be pink or something, you don't have to edit the entire spritesheet; if you want to upscale a sprite to be higher resolution, it's way easier; can mix-and-max "texture mod packs")
    • This is done for the spine folder sprites (all body/toy sprites), see attached for extracted vanilla assets.
    • I still need to do it for the UI spritesheets in the other folders, but they use a different format (json instead of atlas) and I'm working on the animation-rig-related stuff.
  • What's NOT done is a "mod loader" script that merges "mod" json files into the game's json objects before they get loaded by the game, so that I/others can just make a small json file with desired changes for an "oversized genitals" mod or something, and use it with other mods without having to meticulously edit the existing massive jsons.
    • This won't help you create new animations, but it has the potential to maybe help with adding new characters. No promises, as I still don't have a complete handle on what that'd even look like.

No promises on time, but I think I'll be able to work on it more this weekend and get something out probably early next week at latest. Probably. (focusing on what I said above, and then doing the relatively fast and easy transfer of my changes to individual mod(s) to release right after)
Just want to state my support for this mod. I'm sad to say my hope of having a new playable version of this game from Levy is waning. Maybe we'll get one some day but mod support will at least help keep interest in the game alive.
 
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kaona

Newbie
Apr 10, 2018
80
31
101
this is not the game, though thats a fun text based one. the kobold game i was refferencing doesnt exist yet, and is likely not going to until long after this game gets updated finally, if PussPuss is even still willing to work with Levy after this long a wait.
 

Deiviurge

New Member
Jul 15, 2025
3
0
1
ok so there's supposed to be just an .exe but it won't run, I got v33 to test and that version ran except it was tiny and nothing I do makes it big enough to play.
 

souldray

Active Member
Jun 5, 2020
735
408
217
ok so there's supposed to be just an .exe but it won't run, I got v33 to test and that version ran except it was tiny and nothing I do makes it big enough to play.
Duno if you still need it, there....
 

Haranador

New Member
Sep 30, 2017
9
19
66
It's honestly amazing how much support this still receives, despite the dev repeatedly demonstrating their incapability of basic project management and ghosting patrons for months at a time.
 
4.30 star(s) 12 Votes