thaeros

New Member
Mar 5, 2019
6
3
I tried pressing both buttons and neither opened any menu. They just did what they normally do. I also tried just getting a different copy of the game but it still has all of the stuff from my first copy of the game. I'm fine starting from the start again since the game is pretty short so if you know another way to fix this. Or just how to delete all of the stuff for the game so I can start over I will be a happy.
it's possible that the mod is diseable there must be a conflict with another mod! when you had launched the game then close it and go in bepinex folder and look at "logoutput" it with show you what mod and been activated! but be cautious don't modifie anything in it and if you want to enable

ones the config ativate ( with F5 in game) ONLY do the modifications with the ingame window!
 

flannan

Engaged Member
Dec 15, 2022
2,640
2,676
thank can i ask if it's possible with the tentacle rooms to "pass" the drained atribut ( been drained essences or drained vitality) to other slaves and how to do if possible? ( for exemple draining essence lets say from a goblin girl and passing it to a golem girl)!
Tentacles can use the vitality reserve obtained from draining to perform a number of upgrades.
But they can only add 1 level of Eternal essence, with "Taint" upgrade. The rest of the upgrades are changes to non-essence traits, such as breast size and womb size.

And i have more one more question it's what " races" of complex breeding is added and how to get them? for exemple i had goblin girl, hobgoblin girls and redcap goblin girls from it seem ONLY humans (or goblins female races), i think i had werewolf girls from wolf girls + werewolf, i had if i remember orc girl ( but don't know from what race) and golem girls from artificier job but what other "male+ female" type there is?

thank in advance!
Please check out my guide to complex breeding, in my signature. There is a link to full list of species inside, as well as explanations about how the whole mod works.
 
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thaeros

New Member
Mar 5, 2019
6
3
Tentacles can use the vitality reserve obtained from draining to perform a number of upgrades.
But they can only add 1 level of Eternal essence, with "Taint" upgrade. The rest of the upgrades are changes to non-essence traits, such as breast size and womb size.


Please check out my guide to complex breeding, in my signature. There is a link to full list of species inside, as well as explanations about how the whole mod works.
thank you i will look now!
 

thaeros

New Member
Mar 5, 2019
6
3
Tentacles can use the vitality reserve obtained from draining to perform a number of upgrades.
But they can only add 1 level of Eternal essence, with "Taint" upgrade. The rest of the upgrades are changes to non-essence traits, such as breast size and womb size.


Please check out my guide to complex breeding, in my signature. There is a link to full list of species inside, as well as explanations about how the whole mod works.
i need to thank you again, thank to your guide i understood MANY things and even one very simple thing i had not seen ( not tried) it's putting you cursor on the race name to see MANY things, i still have to try the tentacle room things ( i started a new game with my new "knowledge" ( thanks to your guide!

i will say it even if that will make little diferences but

i invite anyone to look at the great guide FLANNAN had done, he had done a great job please look at his job and give him thanks if that helped you he had done a huge work! link at the end of his messages!
 

Asdfzu

Newbie
Sep 3, 2021
31
20
Thank you Qahlz and flannan for correcting me about what I thought the rules were ^.^
I'm glad that even despite my barely helpful reply everyone else came together and found your game so quickly Gemni3vil :) My mind made me picture worse than it is with the description you wrote. Buuuut anyway, I hope you get to enjoy and have a lovely time with your game again
 
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ElysiumEnd

Formerly 'mediumlink'
Aug 30, 2022
5
27
Hey all, I'm starting production on a new Fantasy Overhaul mod for this game. I know projectR is underway, and this game is a tiny bit dated (only 2 years), but I personally quite like the more complex breeding in this game and want to expand on its content. The project is currently in the conceptual and early development stage, though some assets have already been created (using photobashing, AI, and photoshop sketching/adjustments).
  • More overall Content - I plan to extend everything to add unlocking new monsters and girl races for endgame or similar to CB (might make the prices really steep to make them hard to get early, or add more origin dna to unlock big monsters).
  • New Monster Types - Initially introduce approximately 6 additional monster varieties, beginning with a single implementation to assess development timeframes. Current concepts include futa succubi (will be marked as male), hobgoblins, ogres, ghouls, and mind flayers.
  • Additional Female Races - Incorporate approximately 8 new female races. Compatibility with the original Complex Breeding system is uncertain due to the absence of the OG creator. Conceptualized races include dryads, goblin girls, onis, slime girls, vampires/damphyrs, arachne, harpies, lamias, aliens, cyborgs, cyclopes, kitsune, ghost girls, cat girls, and mermaids (some may not make the cut).
  • Enhanced Breeding Mechanics - Depending on complexity, I'd like to implement new monster and female race breeding combinations. Some variants may be exclusively obtainable through specific breeding combinations, while others might be unlocked via late-game Amilia upgrades or hybrid combinations. While not as extensive as the original Complex Breeding system, this will introduce some new combination possibilities between monster and female types, potentially including race-exclusive features.
  • Expanded Customization Options - Introduce new head and leg variations (such as serpent tails and race-specific head shapes). If complications with texture atlas limitations arise, complete asset redesigns may be necessary for certain races, similar to the approach taken with Claire, Bella, and Nero (essentially creating whole new scenes for each room just for them). That might however take a toll on low-end machines.
  • New Rooms - Perhaps adding 1 or 2 new rooms to the underground or ground floors. That's a big maybe though.
  • As a bonus, I might try adding new hairstyles and bonus accessories, similar to Krongorka's tits mod. Hopefully compatibility doesn't become a concern. But it will largely depend on bugs arising between the modpack and new female races, especially if new scenes/animations need to be made for them.
I have a bit of experience in using live2d/spine2d rigging (luckily I already own spine2d pro which this game uses). Furthermore, I need to still rip apart the assets here and create animations/rigs to implement into the game's asset bundles. I also have a rudimentary understanding of the game's code, unity, and bepinex/harmony patching, but will need to spend more time experimenting to really know how much I can accomplish within a reasonable timeframe. If all goes well, it'll likely start small, with 1 new monster and 1 new female race at first.

I realize this is a massive undertaking, so any advice or help will be appreciated so that there isn't any burnout. If anyone is willing to assist with coding/rigging/playtesting/suggestions, please reach out via replies here, posting on my profile, or PMs! :)

FantasyOverhaul.jpg
 
Last edited:

Mana Renard

Newbie
Aug 5, 2020
47
44
  • New Rooms - Perhaps adding 1 or 2 new rooms to the underground or ground floors. That's a big maybe though.
If possible, porting some art materials from projectR may reduce the workload.
Also, can you consider porting the limited slaves' clothing and hairstyles to ordinary slaves to enrich the visuals?
For the new room, there are also two small suggestions.
There was a MOD that allowed monsters and slaves to be placed in each other's lounges at will and could trigger breeding behavior normally. Perhaps a similar idea can also be used as a ground building to make a large room that can accommodate multiple slaves and multiple customers to randomly play several services that come with the game.

Another MOD is to move the NPC brainwashing room to the main play area and allow tourists to play there, but tourists will ejaculate immediately, so the experience is a bit strange.
If you can try to optimize it to allow tourists to play normally or make it into an independent room for a new adaptation experience, it should be very good.
 
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Krongorka

Active Member
Sep 22, 2017
945
2,924
If possible, porting some art materials from projectR may reduce the workload.
Also, can you consider porting the limited slaves' clothing and hairstyles to ordinary slaves to enrich the visuals?
I can share some personal thoughts about porting clothes from Unique slaves to Regular ones. It all comes down to sprite atlas resolution. I'm currently target 2048x1024 for girls at maximum. That includes plans for porting all possible hair combinations. Clothes are harder to control in scenes and various states: tits size, pregnancy/fetus count, clipping with other body parts. And it also takes more atlas size naturally.
In my opinion we should concentrate on hair styles, horns, tails... maybe different designs arms and legs too, but implementing these might be questionable.

There's another reason why I don't like more clothes: Spine slot activation for clothes by default code goes with two conditions:
1. Room slaves currently located - remember maid clothes in WIP rooms? That's how it activates.
2. Workaround depending on selected body parts. I'm using pubic hair type to switch between various rag cloth sprites in V2P. It's just a workaround, though.

I think that is more productive to make girls to look different in naked form. Hairs do the trick quite well. Clothes? Not so much.

ElysiumEnd compatibility with TitsV2P won't be an issue for assets if we'll use same Spine projects. I guess at this point I can start to share these. I'm still pushing triangle and vertices count as much as it won't break animations for girl/woman skeletons. Mod merge under the name "overhaul" (Phantasy Overhaul) will be good, I don't mind it.
 
Last edited:

Mana Renard

Newbie
Aug 5, 2020
47
44
ElysiumEnd compatibility with TitsV2P won't be an issue for assets if we'll use same Spine projects. I guess at this point I can start to share these. I'm still pushing triangle and vertices count as much as it won't break animations for girl/woman skeletons. Mod merge under the name "overhaul" (Phantasy Overhaul) will be good, I don't mind it.
Thank you for your hard work. This sounds like a very large and arduous project.
Regarding the high probability of crashing of Snapdragon 855 in virtual machine state, I found a very strange situation under win arm.
The previous crash may have something to do with the archive I made (although I don’t know why)
Under win arm, no matter the original version or the version with v2p patch installed, once the test archive is loaded and the background and room are displayed and the character starts to load, it will crash immediately.
No matter how many times I retry, it will crash.
But what’s even more strange is that you can enter the game by creating a new archive and then load that archive to play normally (I don’t understand why, but he can play normally, no matter the original version or v2p version)
Then, after creating a new archive and then reading the archive under win arm, the frame rate of the two versions is almost the same (but it shouldn’t be like this)
Maybe I should find an opportunity to play from scratch on these platforms alone and make exclusive archives for testing
 
Last edited:
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ElysiumEnd

Formerly 'mediumlink'
Aug 30, 2022
5
27
I can share some personal thoughts about porting clothes from Unique slaves to Regular ones. It all comes down to sprite atlas resolution. I'm currently target 2048x1024 for girls at maximum. That includes plans for porting all possible hair combinations. Clothes are harder to control in scenes and various states: tits size, pregnancy/fetus count, clipping with other body parts. And it also takes more atlas size naturally.
In my opinion we should concentrate on hair styles, horns, tails... maybe different designs arms and legs too, but implementing these might be questionable.

There's another reason why I don't like more clothes: Spine slot activation for clothes by default code goes with two conditions:
1. Room slaves currently located - remember maid clothes in WIP rooms? That's how it activates.
2. Workaround depending on selected body parts. I'm using pubic hair type to switch between various rag cloth sprites in V2P. It's just a workaround, though.

I think that is more productive to make girls to look different in naked form. Hairs do the trick quite well. Clothes? Not so much.

ElysiumEnd compatibility with TitsV2P won't be an issue for assets if we'll use same Spine projects. I guess at this point I can start to share these. I'm still pushing triangle and vertices count as much as it won't break animations for girl/woman skeletons. Mod merge under the name "overhaul" (Phantasy Overhaul) will be good, I don't mind it.
I agree with many of the design philosophies listed here. I am definitely more interested in making the facial/body features more pronounced (e.g. new tails, ears, horns, teeth, etc. for girls) than clothes.

Once issue I do fear running into is for some animations, namely large monster animations such as salamander_woman_1 or minotaur_woman_1, the atlas seems to be capped out at 2048 x 2048, with it being entirely filled up almost. If I were to expand upon the base girl atlas for new races, some of these atlases may need to be expanded further past 2048, which I'm not 100% sure how well spine supports since I've never really gone past that before. Perhaps further compression or reducing resolution, but I'm not sure about that. I do see some atlases such as "sactx-0-4096x4096-Crunch-StandingImage-78529d7f" under atlas_assets_all, which go as far as 4096x4096, but those aren't animated textures. Another obvious concern would be performance on lower-end machines, which you've sought to address already it seems.

Phantasy Overhaul sounds like a great name! Will be down to collaborate.

ScreenshotSala.jpg

If possible, porting some art materials from projectR may reduce the workload.
Also, can you consider porting the limited slaves' clothing and hairstyles to ordinary slaves to enrich the visuals?
For the new room, there are also two small suggestions.
There was a MOD that allowed monsters and slaves to be placed in each other's lounges at will and could trigger breeding behavior normally. Perhaps a similar idea can also be used as a ground building to make a large room that can accommodate multiple slaves and multiple customers to randomly play several services that come with the game.

Another MOD is to move the NPC brainwashing room to the main play area and allow tourists to play there, but tourists will ejaculate immediately, so the experience is a bit strange.
If you can try to optimize it to allow tourists to play normally or make it into an independent room for a new adaptation experience, it should be very good.
These are some great ideas. Rooms will likely be a secondary priority, though, and will be need to be for the very end, since each room needs to have custom animations for each character type. And if new races are added, it will be a pain to have to go back in and modify the same room animations to include them. Easier to do it all in one final swoop if the project goes that far.
 
Last edited:

Krongorka

Active Member
Sep 22, 2017
945
2,924
I agree with many of the design philosophies listed here. I am definitely more interested in making the facial/body features more pronounced (e.g. new tails, ears, horns, teeth, etc. for girls) than clothes.

Once issue I do fear running into is for some animations, namely large monster animations such as salamander_woman_1 or minotaur_woman_1, the atlas seems to be capped out at 2048 x 2048, with it being entirely filled up almost. If I were to expand upon the base girl atlas for new races, some of these atlases may need to be expanded further past 2048, which I'm not 100% sure how well spine supports since I've never really gone past that before. Perhaps further compression or reducing resolution, but I'm not sure about that. I do see some atlases such as "sactx-0-4096x4096-Crunch-StandingImage-78529d7f" under atlas_assets_all, which go as far as 4096x4096, but those aren't animated textures. Another obvious concern would be performance on lower-end machines, which you've sought to address already it seems.

View attachment 4665396
Yeah, Salamander and Minotaur sprite sheet size will be a pain to manage precisely because of the size of monsters.
There's several tricks we can still do about it:
- Polygon packing instead of default rectangles. It's how I do sprite packing for current V2P.
- Cutting parts which can't be visible to the player with current animation set. Probably an unpopular opinion, but we can cut some sprites with editing the mesh and then use with Polygon packing. The best part about it: actual sprite source is not need to be edited before you load it into Spine. It will only appear cut down on a packed sprite sheet.
- Use of sprite rotation in packing. Original game assets don't use it either.
- There are lots of unused/duplicate sprite parts which should be reorganized and basically what I'm doing with each skeleton in the game.
- Shadows can be scaled down by the factor of 2 and still look rather smooth in the game. Helps with packing a lot.
- Some identical sprites can be mirrored with -1/+1 coordinates manipulation. Spine/Unity doesn't care, since it's just 'another math operation' in the process but it also helps with packing.

In short, we can be creative with how we pack stuff on the sprite sheet.

SenaLenaComparison.png

HorsePacking.png

"Horse idle" is a notorious example because it contains full asset set and mesh complexity of basic "woman" slave as well.

Also, don't worry about max resolution that much because I'm pretty sure at this point with V2P processing overhead we can get away with 4096x2048 for big monster scenes and that's PLENTY of space if assets handling isn't half-assed :p
 
Last edited:

Odd Eyes

Member
Jul 21, 2020
186
32
Hey all, I'm starting production on a new Fantasy Overhaul mod for this game. I know projectR is underway, and this game is a tiny bit dated (only 2 years), but I personally quite like the more complex breeding in this game and want to expand on its content. The project is currently in the conceptual and early development stage, though some assets have already been created (using photobashing, AI, and photoshop sketching/adjustments).
  • More overall Content - I plan to extend everything to add unlocking new monsters and girl races for endgame or similar to CB (might make the prices really steep to make them hard to get early, or add more origin dna to unlock big monsters).
  • New Monster Types - Initially introduce approximately 6 additional monster varieties, beginning with a single implementation to assess development timeframes. Current concepts include futa succubi (will be marked as male), hobgoblins, ogres, ghouls, and mind flayers.
  • Additional Female Races - Incorporate approximately 8 new female races. Compatibility with the original Complex Breeding system is uncertain due to the absence of the OG creator. Conceptualized races include dryads, goblin girls, onis, slime girls, vampires/damphyrs, arachne, harpies, lamias, aliens, cyborgs, cyclopes, kitsune, ghost girls, cat girls, and mermaids (some may not make the cut).
  • Enhanced Breeding Mechanics - Depending on complexity, I'd like to implement new monster and female race breeding combinations. Some variants may be exclusively obtainable through specific breeding combinations, while others might be unlocked via late-game Amilia upgrades or hybrid combinations. While not as extensive as the original Complex Breeding system, this will introduce some new combination possibilities between monster and female types, potentially including race-exclusive features.
  • Expanded Customization Options - Introduce new head and leg variations (such as serpent tails and race-specific head shapes). If complications with texture atlas limitations arise, complete asset redesigns may be necessary for certain races, similar to the approach taken with Claire, Bella, and Nero (essentially creating whole new scenes for each room just for them). That might however take a toll on low-end machines.
  • New Rooms - Perhaps adding 1 or 2 new rooms to the underground or ground floors. That's a big maybe though.
  • As a bonus, I might try adding new hairstyles and bonus accessories, similar to Krongorka's tits mod. Hopefully compatibility doesn't become a concern. But it will largely depend on bugs arising between the modpack and new female races, especially if new scenes/animations need to be made for them.
I have a bit of experience in using live2d/spine2d rigging (luckily I already own spine2d pro which this game uses). Furthermore, I need to still rip apart the assets here and create animations/rigs to implement into the game's asset bundles. I also have a rudimentary understanding of the game's code, unity, and bepinex/harmony patching, but will need to spend more time experimenting to really know how much I can accomplish within a reasonable timeframe. If all goes well, it'll likely start small, with 1 new monster and 1 new female race at first.

I realize this is a massive undertaking, so any advice or help will be appreciated so that there isn't any burnout. If anyone is willing to assist with coding/rigging/playtesting/suggestions, please reach out via replies here, posting on my profile, or PMs! :)

View attachment 4663415
looking forward to it!
 
4.50 star(s) 126 Votes