Thats not from the story mode. It was made with the Wild Life sandbox. Havent seen this before but the user seems to have put in a lot of effort into that video. Im quite impressed.So I found this video.
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Is this a scene that is in the game, or did someone manually create this?
Asking, cause I don't see a vore tag on the game.
Question; do you have any plans on extending TribalB2 (chubby guy who uses Max skeleton) model's clothing options? Or Space-guy versio of him?Thats not from the story mode. It was made with the Wild Life sandbox. Havent seen this before but the user seems to have put in a lot of effort into that video. Im quite impressed.
How to you get these textures and models?So I've been working on and off for months on modern world party type of map that would have in the end proper UI dialogue with branching paths and custom art. Map itself is like 90-95% of done and characters have mostly been placed (need to see if I need to cull dozen or few dozens to maintain performance while making remaining of experience more interactive, aiming to around 40 fps performance with lumen on 3000 serie cards lol). I've now started doing curated camera angles and systems for all the sex scenes (would be 15-25 individual scenes depending on the scope, 7 done already but these are very quick to adjust), and after that doing the quest logic, which I've already raw layout done with art 70-80% done, so would be mostly about copy pasting a lot of work and writing reasonable dialogue. I've also 2 collectible systems in works to unlock extra scenes/rewards.
I'm now wondering what's the ideal sex scene length people would assume from such a map (which we can't save or load currently)? As of now I've 2.5-4 minute sex scenes. Is that ideal length or should they be longer? Just from game design standpoint I wouldn't want to force into 10 min cutscene you can't interrupt for example (but playing end state and exiting scene might be something I could do).
Currently there's no way to cancel/skip/return/pause animation stages (if it would be easy to implement I might look into it) since I want mostly hands free experience... Few examples attached.
you can import any 3D model into the sandbox as an FBX file. you can also use any texture pathHow to you get these textures and models?
try to choose OPENXR profile in UEVR settings (under Inject button)Anyone knows why UEVR starts SteamVR instead of showing Wildlife? I have tested other games like FallenDoll non VR and works like a charm.
Its blockout models and materials. Basically simple approximations of the final models for game designers to place and sketch the world while final art assets are being established.wth is wrong with my graphics lmao, i have everything set to max settings. Everything else looks fine other than trees and bushes.
I made all the ''models'' myself in the editor using basic shapes, only default wild life assets like characters and vegetation, etc aren't mine. For textures I used some free libraries and AI to produce textures.How to you get these textures and models?
My GPU goes BRRRR in this level and the textures are not even fully loaded in for the characters and environment lolwth is wrong with my graphics lmao, i have everything set to max settings. Everything else looks fine other than trees and bushes.
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These releases are portable - meaning there is no installation required and there should not be any installer whatsoever. You simply unzip the zipped contents to your desired hard drive location and start "WildLifeC.exe" to play.Newbie to this game but have skimmed a lot of the thread recently.
I hate to seem REAL stupid, but the game installer wants to install .NET Framework 3.5.
I've spent the last hour + trying to get it to install on my Windows 10 machine but no luck.
1) From the prompt in the game installer (after installing UE Prerequisites successfully) it looks like it starts to download .NET 3.5 but stalls out after a small fraction of the progress bar.
2) Downloaded the .NET 3.5 full redistributable package. Fails to install.
3) Using the "Turn on Windows 10 Features" and selecting the checkbox for .NET Framework 3.5 it starts to download but stalls out after a slightly larger fraction of the progress bar, then fails and says the changes could not be completed.
Is this even needed to play the game? If so I guess I'm out of luck unless somebody has a working method to get .NET 3.5 onto a Windows 10 machine.
Any suggestions welcome. Thank you.
I clicked on WildLifeC.exe and it obviously detected that I needed to install the UE Prerequisits, which installed successfully, then detected that I needed to install .Net Framework 3.5, which has failed on the 3 methods I have tried.These releases are portable - meaning there is no installation required and there should not be any installer whatsoever. You simply unzip the zipped contents to your desired hard drive location and start "WildLifeC.exe" to play.
In any case said:The Windows 10 major version is probably from 2021 or 2022, as that is my rendering machine for DAZ Studio (3D art program) and I am very cautious about breaking something that works. It spends most of its time not connected to the Internet unless I'm doing something that requires it (such as my attempts to install .NET 3.5).
Windows 10 come with .NET Framework 4.x (NOT 3.5). They are separate frameworks.
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Now that looks useful, although as per the "Turn Windows 10 Features On or Off" .NET 3.5 is not checked, and clicking the checkbox and trying to enable it that way already failed.HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\NET Framework Setup\NDP\v4\Full[/B]. That should list some folders at the left hand side, containing version numbers. You can also double click on the last entry on the right hand side, called "Version". The bottom value "Value Data" will show the current installed version number.
There is one more method I have found but not tried yet, but I would have to download Windows 10 OS install files and create installation media so that I could try via command line.
Hmm well SteamVR does not start anymore which is good, but it's stuck on Loading in the Oculus space when trying to inject.try to choose OPENXR profile in UEVR settings (under Inject button)
also don't forget to rename OpenXR folder in game files to something else
I can share my UEVR profile, you can test it.