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michaelpstanich
I work in various mediums and will be releasing content ranging from safe for work to R18+ content including Art, Video Game Mods, Video Games and Dev builds, Technical Articles, Game/Tech related videos, AI Work, and whatever else I fancy and Subscribers request!
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michaelpstanich
This is a post-to-be-pinned to act as a links post, so you can find stuffs easier!

(Everything is linked in the Discord, so that's the first place to check! ^-^)
Discord - The Broken Chatbox - https://discord.gg/h3vB7S4FEw

Official Website (not always up-to-date >.<) - https://www.michaelpstanich.com/
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michaelpstanich
Public post

Project Sugar Cake v0.2.1 DEV Released! (BETA) [Palworld Mod]

Yep, I botched the release a little bit. This is what I get for trying to finish up a release while super tired, but hey, only a day later and I have some exciting new stuffs to show anyways! This’ll be a quick one with no write up.

Last patch had a few bugs I didn’t catch and I also forgot to add the new Sexual Heat system into the save file (I was the big dumb Q.Q) so this update fixes those as well as adding some requested features for the SDK. There is a big new feature hidden here though (which is why it gets its own post ^.-), I added the ability for modules using SCake’s SDK to add arbitrary stats that can then save and load with SCake’s systems as well as integrate into the mod directly! I call these “ArbVariables” or Arbitrary Value Variables where modders can register an Name variable with an associated value which can then be seen and modified by any other mod by the name variable! For this first implementation I just added the ArbString which is enough for modders to do whatever they need to do, but in the future I’d like to add a float and int versions as well with more configuration options like automatic decay/buildup/caps/so on. This is not just a “sex” framework, but also a Stats Framework, and here’s the first major step in that!

SCake Version 0.2.1 DEV (Beta)

Added : API Function "SCake_TrackReturnAll" which returns all characters currently tracked by SCake (useful for initiating modules that need to apply/check status)
Added : API Function "SCake_CheckStat_SexHeat" which returns a character's Sexual Heat stat and if they currently have enough to be aroused
Added : API Function "SCake_Stat_AddSexHeat" which adds the specified amount to the character's Sexual Heat stat and returns their new value along with if they have enough to be aroused
Added : API Function "SCake_Stat_ArbChangeString" which adds/changes the arbitrary string to the designated character (useful for modules to start tracking their own systems)
Added : API Function "SCake_CheckStat_ArbString" which returns the arbitrary string associated with the given name for the designated character
Added : ArbString element to the Pal Tracking system, this allows modules to input arbitrary strings with a name for their own use cases, these can be set to persist in the save file as well so they can exist between sessions (modders will need to be extremely careful when using persist, only use it when absolutely neccesary)
Added : When Sexual Heat rises or lowers it will now set Sexual Heat to continue naturally in that direction (in other words, if Sexual Heat decreases it will continue to naturally decay until zero, then start going back up, alternatively if it goes up it will continue to increase, I planned this for last update but I forgot to implement it)
Added : API Function for starting animations now check for null and empty arrays, failing faster with proper error code returns (Also a slight optimization)

Changed : If an SCake stat value is zero or null it won't be included in SCake's pal save file anymore, saving space/processing time

Fixed : Stage Order not registering correctly when defined in the animation's .json, messing up animation playback
Fixed : An issue with the .json parser not parsing integers correctly has been fixed (Not aware of all this affected outside Stage Order)
Fixed : A potential soft lock issue if very specific params were passed in an animation .json import
Fixed : Sexual Heat not being included in the save file, thus lacking persistence (I forgot to add it, sorry!)

What’s Next?
Same as yesterday… though thinking about it over the day I really do want to start getting more animations going as well as maybe start on the Lusting system? We have the stats for it now so I can probably start getting that going and a lot of people are really interesting in potential breeding mechanics, so I may try to do that before worrying about furniture support.

Current Road Map
1 ) Investigate Breeding and Lusting mechanics
2 ) Work on making some animations
3 ) Introduce a built-in SCake Notif-system for animations to trigger certain effects (like changing arousal meshes or changing eyes/mouth)
4 ) Research sockets system for dynamic attachments and furniture support\

On Hold ) Work on multiplayer support
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michaelpstanich
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 Project Sugar Cake v0.2 DEV Released! (BETA) [Palworld Mod]


“I can finally move to smaller updates” I said with such confidence! I wasn’t lying, I ‘could’ have moved to smaller updates but that certainly didn’t happen here! I hit all my goals for 0.2 DEV and much more with a lot of exciting discoveries and breakthroughs! Built up a massive changelog again, originally it was just going to be an update with persistence figured out and a new saving function for existing stuffs, but it was a “just one more thing” situation (even while writing this doc I was like “OH, just… just one more thing!” This isn’t the best habit). But hey, maybe this is how updates to SCake will go, large updates with a lot of new stuffs?

IMPORTANT NOTICE!
This update changed the .json format, make sure to update your animation packs or else they may fail to update! On the Discord I've already posted updated .json files for all packs if you need a quick place to grab them. ^-^ (and I think everyone that's released a pack has updated their posts with the update .json files).
 - - - - -
Some major changes made it into this update thanks to some fun discoveries. Let’s start with the first major change, the .json format has been updated and old .json files will fail to load so they need to be updated (I’ll be distributing my own updated .json files and have even updated the old ScakeBasics pak specifically for this, since I haven’t gotten the new animation back going yet). I’ve already spoken with those I know of who’ve made animation packs available so this isn’t ‘sudden’ or unexpected (I even asked for feedback on the changes! ^-^) and they should be updating their packs officially when they can.
Ok, so quickly, let’s run down the new major features list, Persistence is figured out! So now SCake creates save files in the .json format within the AnimJSON folder, which was the main feature planned for this update. Inside the AnimJSON folder of the install is a new “__Create_Load_List__.bat” file that automatically fills the _LoadList.json so you can just run this and no longer need to manually fill the list (hoping this reduces people being confused by a good amount, but probably not X.x). New custom stat tracking system is fully in-place with new methods allowing tracking of characters that are not even active in-game. New “Sexual Heat” system, heat builds up over time and makes characters aroused with affect on sexual pleasure during erotic animations, toggles between rising and falling depending on recent activities, such as having an orgasm will switch heat to begin resetting back to zero. Support for Morph Targets which integrates into the new Heat system; this requires models to support it but if a Morph Target on the mesh is called “Aroused” then SCake will automatically change that Morph Target depending on Heat and for Animation Events. Added a new animation progression mode, “Pleasure Progression Mode” allows animations to progress through stages depending on the average Sexual Pleasure of participants! I also quickly added the changing of eyes/mouths displayed on pals during Animation Events! Quite a hefty update!

Download Links!
GDrive Folder : https://drive.google.com/drive/folders/1vYfgMom7UJs2OmJ5B4FGQTMYEOR0n9Vr?usp=drive_link
Mega Folder : https://mega.nz/folder/9hZQ2IIR#Ou77tq4qQxw9UBQsozh6zg

- Project Sugar Cake -
- Full Changelog -
SCake Version 0.2.0 DEV (Beta)

Note : This updated the format and data for .json files, all animation packs must be updated to the new format (I already contacted anim-pack creators, view the new templates to see the changes and format)
Note : This update adds persistence! If the new _SCake_Save_.json files are not saving/loading properly, let me know!
Note : This update adds support for MorphTarget Models to modify 'bodies' dynamically based on the new Sexual Heat system and for animations!

Added : New "__Create_Load_List__.bat" file in AnimJSON which updates the _LoadList.json when activated (May only work on Windows, skips files starting with an underscore)
Added : API Function "SCake_AdjustAnimCamPos" which adjusts the camera postion for the player while in an animation
Added : API Function "SCake_TraceForPal" which uses the camera position and rotation to scan for pals, useful for debug code (Not always accurate so other methods are recommended for proper selections or interactions with pals)
Added : API Dispatcher "SCake_ED_EventOrgasm" and "SCake_ED_PalOrgasm" which trigger when an Animation Event / Character triggers climax/orgasm
Added : API Dispatcher "SCake_ED_PalAroused" which triggers when a character reaches enough 'Heat' to become properly aroused (Horny status ^.-)
Added : API Dispatcher "SCake_ED_TrackPalEnabled" and "SCake_ED_TrackPalDisabled" which trigger when a pal is either enabled or disabled in the new tracking system (Note : Pals do not instantly start tracking or instantly stop tracking when they become valid/invalid, do not use this for validity checks! Use 'IsValid' through UE naively instead!)
Added : Holding the camera control keys during animations now repeats, making adjustments easier
Added : Report for failed JSON load now shows the json entry that failed to load
Added : Setting "Invulnerable During Anims" which makes characters unable to be harmed during Animation Events until the end, enabled by default
Added : Automatic CharacterID conversions for compatible pals (This means animation compatibiltiy can now define the base pal CharacterID and all variables that are compatible should be detected, input CharacterIDs for variants can still be registered with default size detection)
Added : When animations are started characters will now move to the ground
Added : Register now also shows fail count similar to success counts
Added : Settings will now save into a .json file within the ~mods folder allowing them to be saved and loaded between sessions (The file name should be _SCake_SaveSystem.json)
Added : Global camera adjustment to save file so it persists between sessions (individual camera adjustments will be added in the future when persistence/cache is set up for it)
Added : Character Stats now track Sexual Encounter counts (Increases if there are more than 1 characters in an erotic animation)
Added : Character Stats now track Orgasm counts (increases every time the character has an orgasm)
Added : New dynamic pal stat tracking, all active pals should now be captured and have SCake's stats applied (Mostly just Sexual Pleasure and Heat for now)
Added : Pal SCake Stats will now save into a .json file within the ~mods folder, enabling persistence (should save as _SCake_SavePal.json, the amount of memory this system takes over long play sessions will need to be monitored, but shouldn't be too bad)
Added : Sexual Heat system, this affects the desire and sensitivity to sexual activity (slowly increases until orgasm is eventually reached or a heat reduction event occurs, then decreases rapidly to 0 then begins rising again with values over 100% increasing much slower)
Added : "Aroused" Morph Target to framework, the "Aroused" morph increases as Heat increases, and sets to 100% when in erotic animations, useful for erections or arousal based body modifiers (morphtarget names could potentially become editable in the future)
Added : Sexual Pleasure gained in erotic animations is now affected by Heat (Heat acts as a multiplier with an offset, at 0% Heat gain is at 80%, 100% = 100%, 200% = 120%, 300% = 140%)
Added : Facial expression control to Animation Player, changes expression for supported characters while animations play (Currently sets a static expression but will be configurable by animations in future versions)
Added : "Pleasure Stage Progression" SCake Setting, while enabled stages will also progress through average sexual pleasure from all participants based on duration weight
Added : "Pleasure Progression Mode" to the Animation Player and SCake Settings, when enabled stages in animations are allowed to progress when the average Sexual Pleasure reaches a threshold calculated from duration weight of each stage (defaults on, only tries to progress looping animations, Max Event Duration is still respected and will progress regardless of this setting)

Changed : The Animation UI should now show the player's display name instead of "Player"
Changed : The Animation UI should now show all players as "Player" instead of "Character" (useful in multiplayer)
Changed : The Animation UI should now attempt to find the proper in-game name to display if no nickname is set for a pal
Changed : Made major changes to the .json structure for easier creation, optimize parsing, and removing some variables that will go unused, old .json files will fail to register (Simplified the structure to run off order dependent arrays, so params still require slot specifications if they can contain multiple entries per-slot, check included templates to adjust your own .json files)
Changed : JSON parser improvements/optimizations, let me know of any weirdness or fails when it shouldn't
Changed : Limited the number of json registers per frame (will only try to load and pass 10 json sets per frame, this will slow down the register but ensures HDD users won't experience stutter when we start loading thousands of animations, register still only processes 1 animation/event per frame, this only affects sending to the register when we load the .json files)
Changed : Register automatic start time reduced to 3 seconds (was 8 before, can be changed in the _SCake_SaveSystem_.json)
Changed : Animation Events that fail to start animations will now immediately destroy themselves instead of waiting (optimization)
Changed : Overhauled stats handling backend, now runs based on game time and defaults were updated to reflect this
Changed : Pals now start with random Sexual Pleasure (No more than 20%)
Changed : Animation Player now uses the new stats tracking system to apply and track stats like pleasure, this makes effects based on Game-Time just like other stats, Sexual Pleasure defaults was adjusted for this
Changed : Adjusted some setting descriptions and displays to better align with systems and changes
Changed : "Event Duration" is now "Max Event Duration", though the behavior is effectively the same but will make more sense as more features are added

Removed : "ByName" variables when registering animations (The intended system didn't work and using CharacterID instead just makes a lot more sense)

Fixed : "Hold Down (K key) to start anim with summoned pal" now properly disables when disabling Debug Input
Fixed : Characters in animations should no longer become eligible for another animation if multiple start anim events are triggered on them
Fixed : Instances where animations took too long to process their start function and would fail to set all parameters properly
Fixed : JSON loader failing to load files from the LoadList if they had .json in the entry
Fixed : Menu scrolling offset being slightly off allowing a slow drift downward
Fixed : Report text that shows up should now properly wrap when the text extends too far
Fixed : Project Sugar Cake should no longer run any logic while in the Main Menu or outside a saved game (Only starts up the UI, though the API should be accessible)
Fixed : Characters who orgasm once will not properly have their sexual pleasure checked in subsequent orgasm checks
Fixed : Animation Player getting stuck in an orgasm loop if pleasure gain was set too high
Fixed : FootIK interupting normal animation flow when animating certain sections of certain characters (FootIK should be disabled during anims now)
Fixed : Slopes causing characters to tilt while animating, causing alignment issues (Looks a bit odd given characters will now float a bit more in some situations, but much better than alignment not working)
Fixed : Stages "Speed Mod" value should now properly affect the duration of non-looping animations
Fixed : Climaxes not adjusting duration properly if no climax variant was included with the animation
Fixed : General optimizations across most systems

Dealing with “Bones” and “Boners”

I have my monthly update coming up in a few days which will talk about data structures for games and some interesting methods I’ve been experimenting with lately, which does actually reference SCake since I used those systems in the new tracking system here. But given I have so much writing to do on that, I’ma save my typing hands a bit of effort here and just briefly touch on something the community has been hoping to solve. I’m calling it, “The Boner Problem.” This has to do with the typically male member where we usually have some curve and can move it up and down for action, but with how Palworld is currently set up there’s a couple of issues, meshes are effectively static. We can technically add additional bones, but doing so breaks compatibility and it may be too early to set up standards given we don’t know what comes next (we are constantly making new discoveries or figuring out new systems).
However, some community members (Temtem and Boko specifically) encouraged me strongly to look into Morph Targets, and after a small bit of research we got it working in-game rather quickly! For those unaware of what Morph Targets (known in Blender as Shape Keys) are, to breifly explain, it allows you to deform or modify a mesh in real time using the individual vector points of the mesh rather than using armature bones. It’s a rather old-school technique but it’s very powerful and used in a lot of games for things like body morphs or facial expressions. This allows model makers to make soft/erect versions of ‘certain aspects’ to allow a ‘neutral’ and ‘aroused’ version (my simple example would be like making a soft/hard version of the penis/nipples). This has some other creative uses as well, and for SCake I’ve set it up so the Morph Target named “Aroused” will automatically be updated through the Sexual Heat system.
But there is a catch, in the future I’ll need to make this kind of thing configurable through something like maybe another loadable .json setting since these Morph Targets are referenced directly by name within the model asset itself. This means we have to standardize naming to allow this sort of thing to work properly and we can’t always guarantee creatives will make their models with SCake in mind. There’s also the other aspect of the Boner Problem, and that is actually animating it in animations. Unfortunately adding bones isn’t a viable method for reasons I’ve explained in previous postings so instead community members are looking into some form of dynamic penis system, which would allow attaching a penis onto models instead of baking them in. This could allow quite a lot of flexibility and avoids a ton of issues but also comes with its own challenges. I’ve been considering looking into it myself but I’ve been relatively busy with other features and getting things working as expected, so I haven’t quite gotten to it. Hopefully that second half of The Boner Problem is easy to solve with a bit of thinking, we’re blazing through figuring all this out so it wouldn’t surprise me if it happens sooner rather than later!

What’s Next?

I’ve had to put multiplayer support a bit on hold since I still don’t have a proper way to test any of it, so instead I’m going to be focusing on making a couple of animations in a new Anim Pak while working on adding features that will allow animators/users to spice up animations a bit.
Current Road Map
1 ) Research sockets system for dynamic attachments and furniture support
2 ) Introduce a built-in SCake Notif-system for animations to trigger certain effects (like changing arousal meshes or changing eyes/mouth)
3 ) Work on making some animations
On Hold ) Work on multiplayer support
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michaelpstanich
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 Update Post : Succubus Heart 5.3.7 DEV [Skyrim Mod]


This is another update focused mainly on OStim fixes, but I’ve also started crossing off some of the last few things I had planned for the next Release Version. Originally I didn’t think I’d get OStim working properly soon enough to push support into the Release Branch, however with the help of some community members (especially Mel and Steel over in our Discord, thank you 2 for the insane amount of OStim testing you did! ^-^) I’ve been able to get OStim working well enough and stable enough to consider for the next release version! This means 5.4 Release will have proper OStim support, which is super exciting! I wasn’t sure how much longer it would take given my focus on Project Sugar Cake lately, but with the testing help it really accelerated things.
This update comes with some requested features such as more options for drain, increased the time between lusting when at high arousal (I have it in the TODO to extend the Lust Defects option to include a setting for Lusting so it can be disabled like stat defects), and, of course, those OStim fixes. If you’re playing with OStim with Succubus Heart, I strongly recommend updating as there’s a ton of critical fixes in these newer DEV versions!


Full Changelog
 Succubus Heart 5.3.7 DEV
 - Added : "Drain Affects NPCs" now has a "Hostile Only" option that attempts to only drain hostile NPCs (Based on relationship rank so may not catch all attacking NPCs if they are not normally hostile, such as a friendly NPC you attack in combat on accident >.>)
 - Added : "Allow Drain to Kill" now has a selection similar to "Drain Affects NPCs" with Never/Always/Non-Allies/Hostile Only
 - Added : More decorations to the Succubus Realm

 - Changed : Lusting from NPCs now takes twice as long to trigger on average, also takes longer after declining a lustful interaction (saying decline in the message that pops up)
 - Changed : "Always Drain Kill" now respects "Drain Affects NPCs" and "Allow Drain to Kill" setting, making it only skip the health check
 - Changed : Sexual Fluids in the Succubus Realm will now spawn as the new versions (Note : In existing saves this may take a few in-game days to happen depending how the game decides to respawn the items)

 - =Fixed : OStim not registering for events properly if SexLab was also enabled (missed an elseif change when re-writing the framework switching stuffs)
 - =Fixed : OStim NPC End with player involved accidentally skipping the 'first' NPC in the act (This indirectly fixes issues such as drain kill failing, "Prevent Death in Acts" getting stuck, and other effects.)
 - Fixed : Drain Kill should no longer fail if the NPC has health buffs that prevent them from falling below the threshold
 - Fixed : While using DOM, returning to the Succubus Realm now tries to stop combat to prevent getting stuck without being able to teleport.
 - Fixed : Version regression error message not displaying
 - Fixed : Drain Kill no longer triggers on Essentual and Protected flagged characters (prevents Drain Kill farming on characters that can't die)

Release Branding
With the release of Project Sugar Cake into Beta I introduce a bit of branding to spruce up the release announcements, in that same vain I’m going to be doing the same for Succubus Heart! It’s nothing major, just something to make these things more interesting as well as easier to scroll through on places like SubscribeStar.



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michaelpstanich
Public post

Project Sugar Cake v0.1.0 DEV Released! (BETA) [Palworld Mod]

BETA SCake Logo - BETA Release Announcement

I’ve got a fairly large update today for Project Sugar Cake, and with it I’m officially taking the mod out of Alpha status, and into BETA! What does that mean exactly? Well, typically Alpha means the project is still lacking fundamentals and the base framework which everything is built off of is incomplete, however with this update all of those base systems are finally complete and now it’s all about adding onto the base framework that’s been built! There’s still some systems that are not really implemented quite yet, like persistence (I have to build a json parser for it) and multiplayer support is still an unknown (I don’t really have a proper way to test it yet), but animation playback, validation systems, asset handling, input and UI management, and the stats system all have their base built and tested even if they may be somewhat lacking in usage or have some non-functioning aspects. However, from here it’s mostly just building onto these systems and making extensions when needed. There’s still a lot of work to do, but I firmly believe we’re now at a state with SCake where it’s genuinely usable given you have animations packs to install!
This update’s big features are related to the new UI and input system with refinements to all other aspects of the mod. SCake now has a custom input system that ties into a custom UI that allows settings configuration, seeing installed animations/events, and even adjusting animation playback with position and camera control! There’s a ton of changes and tweaks under the hood not mentioned in the changelog either with many optimizations and code simplifications that will make updating various sections of the mod much easier as well as improve performance. This was certainly one of those updates where I kept telling myself “oh, just one more quick addition” over and over and over… One particular thing I had to stop myself from continuing on is validation since it was taking a lot of time to research and get going, so the systems are there but not fully implemented or are disconnected/unused in the current build, so you can still start anims in cases where things will break and some strangeness can still happen. But overall, excited to see this update release! (I also made a quick logo and display set up to make posts not just a bunch of text, though I’m not super happy with them. Just another thing to improve over time I suppose.. ^-^)
- Project Sugar Cake -
- Full Changelog -
SCake Version 0.1.0 DEV (Beta)
Note : Mods using the SCake SDK/API will need to be updated to the new API functions and reference the new actor "ProjectSugarCake"
Note : Updated templates provided with SCake to reflect changes in data structure
Note : Menu UI requires keyboard input for now, I messed up when building the assets so click actions don't call-back properly and were removed
Note : Non-standard debug keys may not be reported in changelogs from this point forward (I constantly change them depending on what I'm working on, so trying to track them will get difficult as things get more complex)


Added : In JSON data for 'size" parameters, entering 'default' now automatically converts to the default size param for the defined CharacterID (if one exists, otherwise None is returned)
Added : API Event "SCake_StopAnim_EventRef" which stops the Animation Event of the given Event Reference
Added : API Function "SCake_InterpretError" which converts a returned error code into a readable string (Used for passing into UI or make debugging easier)
Added : API Function "SCake_GetPalAnim" which searches for a given pal and returns if they are in an animation and the event reference if so
Added : API Function "SCake_GetEventCompParams" which returns variables from the provided Event Reference collected by functions/Dispatchers
Added : API Dispatcher "SCake_ED_AnimStart" which sends when animations start with the Event Reference (If you store this value remember to check if it's valid and if the animation is still playing before trying to pull data)
Added : API Dispatcher "SCake_ED_AnimEnd" which sends when animations end with the Event Reference (Do not store the returned reference and pull your data immediately as Event References will delete themselves a short bit after an animation ends)
Added : New input system implemented with input states allowing new menu and position control (Default keys are U=Menu O=Select I=up k=Down J=Left L=Right)
Added : Fully custom menu system implemented, use the Menu key (U by default) to open and up/down/left/right keys to interact with it (I/K/J/L by default) (No API access yet as some revisions still need to be made before it's dynamic features are usable)
Added : "Settings" menu to SCake Main Menu
Added : "Animation Event Duration" to the Settings Menu (controls how long Animation Events aim to last in seconds)
Added : "Pleasure Gain Rate" to the Settings Menu (controls how quickly Sexual Pleasure is gained in Erotic Animation Events)
Added : "Pleasure Decay Rate" to the Settings Menu (controls how quickly Sexual Pleasure is lost while not in an Erotic Animation Event)
Added : "Pleasure For Orgasm" to the Settings Menu (controls how much Sexual Pleasure is required for this character to have an orgasm)
Added : "Pleasure Loss On Orgasm" to the Settings Menu (controls how much Sexual Pleasure is reduced when characters have an orgasm)
Added : "Allow Debug Input" to the Settings Menu (controls if the debug controls for SCake are enabled, will be disabled by default in the future)
Added : Animation List to the SCake Menu which shows the "AnimName" of all Animations Registered with parameters showing in the description box (If no anim name is found the "UniqueEventID" is displayed instead)
Added : Animation Event List to the SCake Menu which shows the "EventName" of all Animation Events Registered with parameters showing in the description box (If no anim name is found the "UniqueEventID" is displayed instead)
Added : New Animation Menu which shows up with 'climax progress bars' for participants in the selected animation (Player animations will already be selected)
Added : Animation menu which allows adjusting the position of characters in animations, also allows ending animations if "Allow Debug Input" is enabled (Currently does not save or have any persistence)
Added : The Game UI will now hide by default when the player enters an animation (and should re-appear after the animation ends)
Added : Attempts to hide the in-game UI when a player animation starts (should re-appear when the animation is over)
Added : If a player is in an animation the camera position can now be controled with W/A/S/D/Q/E keys (Keys display in the animation UI, position saves between animations and should return to normal after the player animation ends, sometimes the game disables these keys or locks the camera and the camera function may stop working)
Added : With debug input enabled, when holding down SCake's Down Input key (K by default) if no valid target is found SCake will now try to start an anim with the summoned pal instead (sometimes fails since the reference is invalid, seems to be a game bug but resummoning your pal usually fixes it)

Changed : UI entry point to be slightly higher up (helps make the new menu more visible when there's more entries in the list)
Changed : SCake_StartAnimEvent_Basic is now a function and now returns if the animation started and the order+references of pals in the animation
Changed : SCake_StartAnimEvent_Advanced is now a function and has return values just like the Basic version
Changed : Some debug inputs were added and others changed key defaults
Changed : Event references will remain valid for a short period after animations end instead of instantly deleting themselves (useful for pulled data after an animation ends and to allow manual scanning of animations ending without losing access to data)
Changed : "O" debug key now opens the Animation Menu for the Target Pal

Removed : "TransformBySize" no longer includes Rotation, simplifying the data structure a small amount (Rotation is already included with the "TransformAllOffset" and there shouldn't be a need for a rotation by size)
Removed : The Testing Angel has departed, shall she forever grace us with great debugging and moral support!

Fixed : The default _LoadList.json had tabs instead of spaces for the 2 additional entry slots causing errors in some cases, changed them to spaces
Fixed : Animations were not validating in cases where all characters in an animation were valid for all slots
Fixed : Certain parameters not being set to default when registering Animation Events with JSON when those values were not defined
Fixed : "SpeedMod" in stages having no effect
Fixed : Instances where the animation slot sorting would fail and result in animations breaking or not playing properly
Fixed : Global Climax Variants not functioning properly (I forgot to connect a node >.>)
Fixed : Drastically optimized the positioning code within the Animation Player (Also simplified implementation without any loss in functionality)
Fixed : "TransformBySize" not parsing from JSON correctly
Fixed : Corrected many positional issues caused by using inconsistent sources for the positioning (Still never found the 'exact' cause, but new code works so whatever)
Fixed : Some instances where SCake's control overrides were being overwritten by external forces (SCake still fails to prevent certain actions that breaks animations)
Fixed : Player being able to aim and throw a pal sphere while in an animation, breaking the animation playback
Fixed : Player being able to interact with other pals while in an animation, potentially causing a soft lock state while breaking AI and animation playback
Fixed : Characters (including the player) being able to crouch while in animations (Normally didn't break animation playback but could break AI or cause camera issues for the player) 

SCake Branding

When it comes to my projects I really like the idea of giving each one their own identity and branding profile to sort of have a specific feel to them. While I don’t want to make them overbearing within the mod itself, I do like to try and create a specific feel and theme with visual aspects and wording. With Project Sugar Cake I’m taking a mix of inspirations both directly from Palworld’s lore and breeding system (Cake is used for breeding in-game, hence the mod’s name with Sugar added) while playing on the ‘Sugar’ aspect in a bit more literal way even though it’s implied all but innocent. For mod pages and distribution I’ve made a quick Title and Logo visual, it’s not quite up to my own standards yet as I made it relatively quickly but it’s something I can improve over time.
SCake Branding Cover (BETA)

The font is designed to look somewhat like a retro bakery style font with a bit of strangeness to it with spiked bottoms and thick edges giving a strange and conflicting aesthetic, to hint at the other implications from the mod, while the logo is inspired by obviously cake, but also features an egg to imply the breeding aspect and a general shape inspired by the incubators. Within the docs I also features this inspiration from the incubators with shapes used in title headers like so (_) Title (_) . I’m sure most people don’t notice, but I feel it gives a certain look to it that gives personality. 
Within the game I’ve taken more of just a color approach for now since including more assets was out of scope at this stage. A lot of the visuals for the UI are placeholder, but I hope to expand upon these theme concepts within the UI itself at some point if I ever get the chance and justification to do so.
In-Game SCake Menu Sample (BETA)

Currently the menus don’t really blend into the game very much, and I haven’t decided if that’s a good thing or not. Having a custom visual UI is nice to give it that extra flair but I am considering making it tie more into the game’s own visual style while introducing some nice theming on-top. I could also just go all in on my own custom look, but as fun as that might be it is probably not just out of scope for the project at this stage but also probably not really something everyone would want either. So in the future I’ll be looking into how to make the UI integrate better with the game itself and introduce some theming that both falls in-line with the game AND SCake’s general theming.
I know this stuff probably isn’t super interesting to most people, but I have a background in graphic design, this is kind of my jam! (Thank you for putting up with my little nerd out!)

What’s Next?

The next to immediate things to work on that were featured on my checklist is getting persistence working and investigating multiplayer compatibility, so these are the next 2 steps, but other than that I want to take some time actually making my own animations using SCake while also sorting through everything that’s still left to do and organizing a plan. So for the next update we’ll most likely have much more persistence set up, stuff like settings saving, animation customization, that sort of thing, though for multiplayer I really need a test environment set up before I can really do much on that end. I’ve spoken to some peoples about getting a multiplayer test server set up (which would be super awesome!) but it would really be a good idea for me to figure out a local set-up for testing this sort of thing as well, especially given my usual workflow of ‘test the thing, oh thing broke, immediately try to fix and re-run application’… I know, bad habit, but it’s been working so far! For persistence I already have a system tested, I just need to actually implement it and see if it works in all instances. Aside from those 2 things, I also need to work on more validation to prevent animations starting in situations that could break the game. The validation stuffs will really just be trial and error while people start to use the mod more, finding every instance where the game can break will be a challenge and there’s definitely going to be some edge cases out there.
Overall though, I really need to re-organize the project and get my internal docs in order (they’re a complete mess X.x). Specifically I really need to sort the ‘planned features’ list into a checklist of things I need to get done in a more general sense, something where I can both use as a general guide while also having something to display publicly.
Current Road Map
1 ) Work on Validation and Persistence
2 ) Work on Multiplayer Support
3 ) Re-organize my internal docs and figure out the next best step...
? ) Make animations!
If you have any animation suggestions, we’ve set up channels in the Discord for ideas! Feel free to take a peek and maybe make some requests!
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michaelpstanich
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Update Post : Succubus Heart 5.3.6 DEV [Skyrim Mod]

Got another update out, this time with some ‘real’ fixes for OStim! I think… maybe.. hopefully? Turns out I was right in my post last update about Ostim’s internal systems not working correctly, so I was able to get more information, figure out some stuff I was doing incorrectly (I was given false information before when I got help with OStim which caused some issues) and made some work arounds for the issues caused directly by OStim. In addition to your usual set of bug fixes and QOL improvements I also transitioned all the consumable items in Succubus Heart into being either food (Sexual Fluids) or into untagged potions (Soul of items, souls, rare drops). This means Sexual Fluids ‘should’ now be fully compatible with survival/hunger mods! I tested with SunHelm which pops up a menu asking what the ‘food’ should be considered (I chose soup so it fills both hunger and thirst a small amount).
Some users of OStim have still reported animation trigger issues, however I can’t confirm whether it’s Succubus Heart, their set-ups, or OStim at this time, but hopefully I can get more information at some point to get OStim support into a proper release version at some point! OStim also will have a few features for NPC exclusive acts given the previous issues I ran into which would require some sort of extensive work around that I haven’t decided whether is worth the effort and script weight or not...
Full Changelog
Succubus Heart 5.3.6 DEV
- Added : "Only Use Framework Pref." to Settings MCM, this setting makes Succubus Heart only apply drain and effects from the prefered framework set.
- - - - - OStim has been having issues, so this allows people to have both SexLab and OStim enabled without having to deal with OStim's instabilities by setting SexLab as the prefered framework while ignoring OStim.

- Changed/Added : New Sperm/Breast Milk obtained will now be a new food variant which has the same effects as before but has compatibility with survival/hunger mods as well as cooking recipe support (The previous ingredient versions will still be in your inventory and function just as they did before)
- Changed/Added : New Souls of ___ and rare drops obtained will now show up as a potion (Just like with sexual fluids, the ingredient versions are still there and function just like before)
- Changed/Added : New Soul Pet items obtained will now show up as a potion (Just like the other 2 changes like this, the ingredient versions are still there and function just like before)
- Changed : Increased the time 'SexLab AI Fix' waits to apply to hopefully make it more consistent
- =Changed : Some effects like "Prevent Deaths during Sex" no longer function for NPC only animations while using OStim (This is caused by a workaround for an oversight in OStim and directly related to a fix, these functions were broken before anyways)
- =Changed : Reverted increase to Sexual Fluids effect on Lust when on low arousal (was too aggressive of an increase)
 - Changed : (Backend) Pet Soul items now register via Keyword similar to other items

- =Fixed : Lust Levels hover text in Status MCM now correctly states Sexual Fluids at High Lust Levels decreases Lust
- Fixed : "Succubus Heart : Exhausted" 'ability' having a null effect (These are still just cosmetic and may not show up in your game at all)
- =Fixed : DOM not correctly responding to player downed state if OStim was used but SexLab was not installed
- =Fixed : OStim should now properly apply end-of-sex effects and no longer get stuck in a player animating state
- =Fixed : OStim should now properly apply orgasm effects and grant items
- Fixed : Integrated the VR item crash fix into the main dev path (this fix applies empty effects to the ingredient variants, this causes some weird issues in the non-VR version however since the ingredient versions are being depreciated this shouldn't be an issue moving forward)

Succubus Heart 5.3.5 DEV
=Fixed : NPC characters not having all end of animation effects applying properly (caused an assortment of issues)
Fixed : When using DOM, the player should no longer get stuck in the bleedout animations if they re-enter bleedout once an animation starts to register

Detailing the OStim Issue

Since the last update I was able to get some additional help over on the OStim Standalone Discord that helped me solve some of the issues we’ve been having with OStim support (thank you to those that helped me out! ^-^). Firstly I found out I was given some false information on what events I should use and when they trigger, I was lead to believe the mod event ostim_thread_orgasm would trigger when any actor orgasmed, however it was actually ostim_actor_orgasm! I was using a different event for the player, so that was triggering orgasms events properly but the one used for NPC was just straight up invalid so it was never called (something I had found out previously, though the fact the player event triggered had me a bit confused thinking it was just inconsistent).

The real confusing part comes from the end animation event. For Succubus Heart’s systems to work properly it needs both a start and end point, for SexLab I just use the begin anim and end anim events to toggle between states and manage when certain effects go off, but when transitioning this system to OStim I didn’t realize the 2 frameworks handle these sorts of cases in fundamentally different ways. SexLab’s tracking requires you to register/apply what actors you wish to track then sends an event call for every actor being tracked, Succubus Heart already has to track all NPCs to apply various effects such as combat seduction so we just use that method to track all relevant actors. OStim on the other hands doesn’t track actors, instead it only manages individual animation ‘threads’ without any tracking of actors. This means that while SexLab always sends the required event, once for every actor in an animation meaning I can just execute the required code specifically to each actor, OStim only reports the thread of the animation that sent the event, this means I have to manually pull the actors and then loop over them to apply the correct code. Because my code base is relatively modular this isn’t a ‘difficult’ task, just slightly annoying, all I had to do for this to work in theory was have events from each framework fire off their own event function, then get the relevant actors before sending it to the proper function, wish SexLab just being “hey, this actor has done the thing” and working just like before, but with OStim we have to pull data from the animation thread.

Notice how I said in theory? Yeah, SexLab works as expected with no issues and functions exactly as it did before (actually slightly faster since we don’t have looping code to account for OStim built into the general function anymore), but OStim has a major design flaw that doesn’t affect SexLab. Since OStim doesn’t track actors and only the animation thread, this means when an animation ends and the data clears itself, we can’t pull any data besides the ID for the animation that just ended! SexLab stores this data until it needs to be altered or overwritten, from what I understand it holds this information until the internal cache is filled or a set time has passed, this allows us to reference the animation and pull relevant data even if the animation has ended. OStim on the other hand appears to clear all of its data as part of the end procedure, meaning once the animation has ended and papyrus sends the end event to trigger our code in Succubus Heart, the relevant data has already been cleared, meaning in this example, we can’t get the actors from the animation and run the required code.

This is a pretty big issue and a major oversight by OStim, I do have a work-around however, manual tracking! The issue is I’m not sure it’s worth the performance cost and script weight to implement this for NPC only interactions. For player involved animations I already track the NPCs in the animation for the drain functions so my solution there is if the animation runs through OStim I simply send those NPC references to the proper end animation function (which isn’t required by SexLab) but for NPC animations I would need to create my own tracking system. OStim does have a way to quickly check if an animation includes the player however, which is quite nice! The player animation in OStim always returns with a threadID of 0, so we can use that to quickly check if the player is involved to set up whether we need to process the starting effects or not (skipping these effects/triggers for NPC only animations). I think currently I just won’t have NPC/NPC interactions being tracked, the vast majority of effects still apply such as orgasm so I don’t think most people will really mind all that much, but if it does become an issue we can create a tracking system for NPC animations using the ThreadID as identifiers to hopefully make up for that. (As a note, SexLab will obviously remain fully functional.)
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michaelpstanich
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 Update Post - Succubus Heart 5.3.4 DEV [Skyrim Mod]

Update : Succubus Heart 5.3.5 DEV was released, a quick fix for NPC effects not ending properly which caused a few issues, and a new fix for DOM getting stuck in bleedout after an animation starts which brakes input.

Worked on some requested additions/QOL/and fixes, also did a ton of testing and alterations for OStim specifically to help fix up some issues. This update comes with improvements to the multi-framework support, now allowing both SexLab and OStim to be used at the same time properly! (You can set what your preferred framework is in the Status MCM, while SexLab should select automatically if it's installed and is recommended you can toggle it to OStim and Succubus Heart will start OStim animations instead of SexLab ones). Still haven't finished the validator but more info will be in the SubscribeStar post if you're curious on more!

Download Links :
GDrive : https://drive.google.com/drive/folders/1yqt2P0fu2JRsjOIcuD7kAa03JuQ3rvZw?usp=drive_link
Mega : https://mega.nz/folder/xgBQDJRQ#4ucsQDMkY1thmkfM6sjy5g

Full Changelog
Succubus Heart 5.3.4 DEV
- Added : Combat Seduction now shows a menu when the player succubus hit into submission, allowing an accept or decline
- Added : NPCs may now lust after the player succubus while in higher Lust States (shows accept/decline option)
- Added : Option to disable Lust Defects (the decreasing status and damage effect) to the Settings MCM
- Added : Implemented new measures to try and stop combat when animations start (May not always be desire-able, but required to fix issues with OStim)
- Added : "Framework" in the Status menu is now "Framework Preference" and can be toggled between SexLab and OStim. Whatever this is set to is what framework Succubus Heart will use to start animations
- Added : Max Status lost from DOM now adds to Skill XP equal to the amount lost (similar to decay functions)

- Changed : Increased Sexual Fluid's effect on Lust
- Changed : Arousal is now called "Lust" (This should help reduce confusion since other mods use the term arousal quite a bit)
- Changed : Can now use multiple frameworks at once (Succubus Heart will now detect both SexLab and OStim animations, or start anims from the set preference)
- Changed : Reduced Tali's time scaling for item replication by about a third, reduced minimum time for replication to 3 in-game hours

- Fixed : Corrected some typos/misspellings/grammar
- Fixed : "Self Pleasure" and solo animations triggered by Succubus Heart not starting with OStim
- Fixed? : Fixed OStim crashing in some instances when an act starts in combat (most noticeable when using Combat Submission, with high script lag this fix may not work)
- Fixed? : Fixed instances where OStim may not start animations properly and player controls get stuck
- Fixed : Succubus Realm should no longer mess up save metadata when saving inside the realm and now follows Special Edition standards for naming (Bug did not cause any data loss, it just didn't properly record and capture player name and time stamps when loading saves. Caused by an underscore in the location name)
- Fixed : Teleport to realm message incorrectly stating the cost as "Magicka Cap", now correctly states "Max Magicka"
- Fixed : Fluid Fountain's menu claiming upgrades were random when this is no longer the case
- Fixed : Tali's worktable menu saying "Upgrade Time" instead of "Upgrade Tools"
- Fixed : Tali's worktable menu text overflowing/clipping (altered message to fit better, though it is now slightly different)

The adventures of trying to ‘fix’ OStim Support

One of the major struggles with supporting multiple frameworks has really just been me not fully understanding how OStim works on an internal level. SexLab is well established with a long history and a foundation that’s built fairly linearly, and I’ve been around that entire time so I’ve been able to slowly adjust over time as I learn and expand my own capabilities. But OStim has a very… uh.. ‘mixed’ past, filled with confusing changes, foundational changes, and the new OStim Standalone we use now is made by a new team with fresh ideas on how things should be done. This has made understanding and debugging specific issues with OStim difficult to debug and get right, I’ve had people report now issues while others have consistent game crashes and weird issues. But this was to be expected, but it has caused some issues. SexLab has its own issues to fix and over time I’ve been able to identify where those holes are and account for them, the issue is OStim not only has many of those same holes and requires the same fixes, but also has additional holes that are remarkably inconsistent! While working on this latest update we were able to find a bug that was only crashing my game every 1 out of 10 animation starts, I applied a work around and now it’s gone but for another user they still crash nearly every time (and when they don’t their game soft-locks).

This update was originally planned to have a custom ‘validator’ which validates if characters are valid for animations and if the situation allows it, but this inconsistency is why I held off and worked on other fixes instead. For SexLab they have a validator already, so I had always just used that with a handful of additional checks when required, but OStim has no such validation and this is what’s leading to the crashes and inconsistency issues I just wrote about. This means building an efficient validator is taking a lot more brain power than initially expected, I figured doing a quick replication of what SexLab does but optimized for Succubus Heart would be more than enough, but it actually failed for OStim checks and was inadequate. After this recent update I’ve determined there’s still a lot wrong with OStim on a foundational level which breaks when conditions are not as the dev team expected, which causes some problems given Succubus Heart is not really conventional.

My solution is to create 2 individual validators, this means I’ll work on an optimized validator for SexLab, then basically add an additional validator for OStim which will hopefully apply work-arounds as we find them until they are either fixed in OStim or a better solution is found. The issue is some of these fixes may not be applied by the OStim devs given their stances on certain types of content. SexLab is very open and compatible with whatever people really want to do, which is nice and allows Succubus Heart a lot of freedom such as full Soul Pets support with creatures, allowing in-combat animations, forcing aggressive/passive roles, ect. OStim however, not only blocks many of these functions but may even be forcing out-right crashes. This showed up while we were debugging Combat Seduction, which allows triggering animations in combat. SexLab animations play and work as expected, even allowing combat to continue if so desired, OStim on the other hand applied a ton of scripts and checks to then stop animations, lock character movement, and even crash the game (though I don’t know if the crashing is intentional or not). To ‘fix’ it I applied some combat stop functions and wait timers, but it doesn’t seem to work in every instance or game. So in the end, this just means OStim will always be buggy under certain circumstances, and this ‘may’ be by design. Logically I ‘should’ disable features that would lead to these causes, but for now I’ll leave them enabled for people that can get it to work properly and we’ll hopefully have a solution at some point!

All-in-all I guess that’s just a long-winded way of saying, OStim support will probably continue to have issues far into the future and I don’t think many of these issues are actually caused by Succubus Heart, but instead OStim itself. Hopefully we get some fixes in the future! (Remember, if you have any issues with Succubus Heart, please let me know! It’s because of bug reports and user support we’re able to find these issues and hopefully fix them! With more data we may figure out a proper solution!)
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