Mainly fix bugs reported by users.
Minor updates on the Custom Event Loader and Editor. Please check the github repo for the release files.
Creating a story and put it in a game sounds fun, but if you try it in the first time you may find it confusing and do not know how to start or what you should do in a certain situation.
Here I try to list out the problems you may face and some advices.
ADV End Step is the final step of an event. You need to connect to this step if you want the event to end properly.
There is no waiting type setting for this step as it is supposed to end the event.
Branching Step is to redirect the player to different steps based on the value of a custom variable. It could make the event to have more variations.
The default waiting type of this step type is "Branching". You cannot change the waiting type for this step type.
Unlike other step type, you cannot use the drag and drop method to define the next step ID. You have to fill in a form to provide a list of next step IDs and the conditions.
Show Choices Step is to display a list of option to the player for him to pick. The selected result is stored in a custom variable and can be used in other steps such as branching.
The default waiting type of this step type is "User Option Select". You cannot change the waiting type for this step type.
Evaluate Step is to let use the parameters or variables in the game to do some computations and stored it in a result variable. It could be helpful if your event involves some logical calculations or branching.
The default waiting type of this step type is "Auto".
Fading Step is to make the camera fade to a color or get it back to display the scene.
It is an important step as you do not want the player to see how you set up a scene. Using a fade out step to set up the scene and fade in to show it to the player when everything is ready.
The default waiting type for a Fade Out Step is "Fade Out". For Fade In Step it is "Auto".
Time Sleep Step is to force the game to wait for a certain number of seconds. During the time the game does not accept any user input.
The default waiting type for this step type is "Time Wait". You cannot change the waiting type for this step.
Texture Step is to add texture to or remove texture from the body of a female character. Note that the texture her is not talking about clothing item but semen, whip mark etc.
A Texture Step can only be either adding texture or removing texture. If you want to do both at the same time, you need 2 Texture Steps.
The default waiting type of this step type is "Auto".
World Object Step is to add or remove objects in the scene. It is a useful step if you want to make your scene a bit different from having the same kind of background again and again.
A World Object Step can only be either Add or Remove. If you want to add objects and remove objects at the same time, you need 2 World Object Steps to do it.
The default waiting type of this step type is "Auto".
Sound Effect Step is to play or stop any sound effect in the game.
The default waiting type of this step type is "Auto".
BGM Step is to set the background music played in the event.
The default waiting type of this step type is "Auto".
Camera step is to tell the game where the view point is and what view angle should it takes.
The default waiting type is "Auto", but it could change to "Camera Pan" depends on settings.
Background Step is to change the background of the scene.
The default waiting type for this step type is "Auto".
Group Action Step is for assigning motion to a group. If you want to set sex motion in a bed scene, you need this step to do the job.
The default waiting type of this step type is "Auto".
Group Management Step is to add or remove group used in the event. It is an important step if you want to set animation involving 2+ characters.
The default waiting type of this step type is "Auto".
Talk Step is to display dialogue in the message box. Voice file can be included if the speaker is a female. This step type is one of the most frequently used when creating an event.
The default waiting type of Talk Step is "User Click", meaning the system will wait for the user to click on the screen to proceed to the next step. It is possible to change it to "Auto" depends on the usage.
Character step is probably one of the step that the creator used most. It is for setting the character position, animation and other things. You will need to use this step type a lot to make the maid looks lively.
The default waiting type of a character step is "Auto".
Chara Init step is the entry step of every event. This step is added to the working grid automatically and cannot be removed.
In this step, the mod will instruct the game to create the characters it needs. The creator also can define the number of males or npcs required for this event.
Since at the start of this event the game is in fade out status, the waiting type of this step has to be "Auto" as the game cannot handle mouse click in fade out.
Definition file is a file that contains the information for the Loader to create the list of events in the event scene. You must fill in this part to make your event works.
A "step" is the main thing you have to deal with when you are creating an event. An event is formed by a series of steps.
The Custom Event Editor is a standalone program to create event files that could be loaded in COM3D2 with the Custom Event Loader mod. You do not need COM3D2 to run the editor but you will need COM3D2 to capture the data for your events.
The editor looks like the following when you open the program.
To install the Custom Event Loader mod, place the downloaded dll file in the "Bepinex\plugin" folder as usual. After that, you need to create a folder to store all the custom event files.
For the demo files, please scroll to the bottom of this post for the links.
When I try to make the WildParty mod, I do not know there is already a way to create .ks file and let the game to load it. So I reinvent the wheel and injecting scenario in my own method.
A standalone program to create custom event files for Custom Event Loader used.
Please note that this tool is NOT for creating .ks file.
The result zip file created must be loaded by the Custom Event Loader mod.
This mod is aimed to load custom events that created by players.
Please note that unlike WildParty, there is no event attached in this mod. You will need the Custom Event Editor to create them or get the event zip files shared by others.
Currently working on the Custom Event Editor & Custom Event Loader. They are separated from the WildParty mod as I want the event loader keep working even when I make some huge changes in the WildParty mod.
In the part 2 of the yotogi scene in this scenario, the player will find that they cannot change the position freely like all the previous scenarios. I understand players may confused about this and so here is a chart to illustrate the positions available to change for each position.
Please download the correct version of zip file according to your game version.
Name in Japanese: | 淫習村の夏祭り |
Type: | NTR |
Number of Characters: | Maids: 1 |
Men: Around 16, plus the Master NPC: 3 | |
DLC required: | X1, GP-01, GP-02. |
For the details of yotogi skills required for each personality, please refer the end of this post.