Mod Unity Pleasure Party Plus [asdfgghjkg]

5.00 star(s) 1 Vote

asdfgghjkg

Newbie
Oct 18, 2018
74
109
- tweak male characters a bit further like add pose list (stand, sit, layback, etc) and enable outfit selection (beach, tuxedo, casual, or even fully undress)
Outfit selection is in the latest build and is way more customizable than I had originally planned.

I tried playing the female animations on a male character and vice versa, but it didn't work. I'm not sure if it's a scope issue or if they just have different rigs. Either way, I'll figure that out as I try to get custom animations imported.
 
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asdfgghjkg

Newbie
Oct 18, 2018
74
109
New release is out. Includes the ability to clone/destroy characters mid level and several minor fixes to the mod menu UI.

I also now have working the ability to import custom animations. What I haven't been able to successfully do is extract the rig and make a custom animation that works in game. I don't have experience with the art/asset side of game dev, so I'll need some help on this one. But once that's worked out, there's light at the end of the tunnel for importing third party positions.

Also of note, there's some unused code in the game to support 3 person positions. It looks like the original dev was experimenting with that before the game released. Once I get custom 2 person positions working, getting 3 person ones working might be pretty quick.
 

acffordyce973

New Member
Feb 23, 2019
2
2
Thanks for this mod. Last thing I wanted was a grind in a game like this and the mod made it possible to remove it.
 

asdfgghjkg

Newbie
Oct 18, 2018
74
109
Good news: thanks to a suggestion from user Saki_Sliz, I was able to work out the rig issues I was having and was able to create, bundle, and import my own animations!

Not as good news: I have zero skills or experience at animation and this is the best I could come up with:

Animation.gif

I put out a call for help to get a couple of less terrible animations running as a proof of concept. In the meantime, I'll figure out how to create new "positions" so new animations can work within the existing game flow.

Assuming I can get all that worked out, the plan is to make a framework for importing multiple bundles so people can create and distribute their own bundles with custom positions. That release will be version 1.0 and I'll make a how-to guide for bundle creation.
 

asdfgghjkg

Newbie
Oct 18, 2018
74
109
I have a working foundation for the position import framework:

1651113569322.png

Animations are imported from an asset bundle and the game specific configuration is in its own file. The intensity slider works just like it does with default positions, changing animations and speed as appropriate.

There's still a good bit more I have to do before it's release ready. Right now it's hardcoded for 1 male and 1 female, not every position detail is wired in, and there's no usable UI. I'll be expanding the mod menu to allow for picking the new positions because I don't see a feasible way to work it in cleanly with the game's UI.

Also, I've made a way to import just "idle animations" that aren't associated with a position. They're added to the tail end of the mod menu animation dropdown. That feature is already good to go. Guys should be allowed to sit too.

When it's ready, I plan on releasing a 0.9.0 version as a beta test of sorts for the position importing framework. There's a lot of moving parts in the code for this, so I'm sure there will be plenty of bugs and kinks to iron out. I think I'll release my crappy animations as a separate bundle, but in general I'm taking a "build it and they will come" approach to this. Hopefully there's people that care enough to create some animation bundles so all this isn't just wasted effort.

Oh, and I have a bug fix for the clone button so the original person doesn't teleport back to the level's starting location.
 

Provo26

Newbie
Mar 6, 2020
22
8
huge amount of respect for single-handedly carrying this game, dude. really awesome :cool: but how long would it take to get the 0.9.0 update?
 

asdfgghjkg

Newbie
Oct 18, 2018
74
109
Version 0.9.0 is out! Hands down the biggest update to the mod yet. There's a lot to talk about:

Importing custom animations and positions is now supported! It's a little buggy, but usable. I've included a single bundle that includes one new position and two new idle animations.
Fair warning, I am not an animator I don't consider the animations to be good. Think of the included bundle as a proof of concept. The idle animations will show up at the bottom of the mod menu idle animation dropdown. Girls get a dab animation and guys are finally allowed to sit down (which oddly enough is one of the reasons I started on this mod to begin with). The new position is a 1 male standing, 1 female kneeling handjob position with 6 animations (slow, fast, and exhausted each for male and female).

Known issues with the animations:
The girl's fingers are straight in the animation.
I included keyframes for the finger bones when I made the animation, but they're not working in game for some reason. Will investigate.

When a girl switches from one of the new kneeling animations to any other animation, they will be partially/fully below ground.
Workaround: Select the new "dab" animation from the idle animation dropdown, then select any other animation. There's something about how animations handle position that I haven't worked out yet.

Guy's genitals are missing/present during sitting or handjob animations.
Workaround: Select an animation from the idle animation dropdown with the correct "state" before beginning the animation you want (normal standing idle position for without, any sex animation for with). This is somehow baked into the animations in a way that my animations don't take into account, so it just keeps the genital state from whatever the previous animation was.

The framework itself is wide open and ready for any bundles animators want to make. I will write up a how-to guide.

Under the hood, the framework supports an arbitrary number of characters in custom positions, but due to screen space the UI limit is 13. I think that's plenty. One limitation: There needs to be at least one girl in every position. This is because how the game works under the hood. I might be able to work out a way around that limitation, but only if there's demand for it. It's not something I'm particularly interested in and it doesn't make a lot of sense in gameplay context.

Not everything position related is accessible yet to custom positions. I don't have a way to tell the game what "type" a custom position is, so there's no position bonuses. That will be my next feature focus.

There's a few minor additions too: a mod menu button for showing/hiding the menu so everything is accessible through mouse alone, a cloning bugfix so characters no longer teleport when cloned, and some minor UI fixes.
 
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asdfgghjkg

Newbie
Oct 18, 2018
74
109
Please post any bugs you find (other than the known issues) in this thread. I'll keep an eye out for things to update/fix.
 

asdfgghjkg

Newbie
Oct 18, 2018
74
109
huge amount of respect for single-handedly carrying this game, dude. really awesome :cool: but how long would it take to get the 0.9.0 update?
Right now lol

And thanks, I appreciate it. I hope there's people interested in stepping up and making some animations for it.
 

Provo26

Newbie
Mar 6, 2020
22
8
ah the waiting is finally over thank you so much, dude :D
i found that julie's feet become weird as i clone her in everyday outfit. so i need to change her outfit to masquerade first in order to get normal feet (note that this is happened even before the 0.9.0 is out). the other thing i want to mention is i can't make hand connection with the clones. i only able to connect the hand with the original character's shoulder.

update: ignore the issues i have mentioned before (if you already read my post). it was just me putting everything directly into plugins folder without creating the PPP folder first lol :LOL:
 
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LePorn

Newbie
Sep 19, 2017
71
60
Would be cool if I can do anything to adjust mod UI. I can't see half of mod menu (guy section) tho.
 

asdfgghjkg

Newbie
Oct 18, 2018
74
109
Thanks for looking up
1360x768 or below

View attachment 1796526
Cool, thanks for the screenshot. For some reason the game always resets to 1920x1080 for me after I change it, so I haven't been able to test other resolutions.

Right now I'm setting up the UI for the menu by telling the different pieces to "move 400 pixels that way" which breaks on different resolutions. I'll try to add some math in so it'll work with every resolution. The UI stuff is a bit of a pain to work with, so I'm not gonna give an ETA.
 
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5.00 star(s) 1 Vote