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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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Displaying posts with tag SuccubusHeart.Reset Filter
michaelpstanich
Public post

 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
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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
Public post

 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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michaelpstanich
Public post

 Monthly Update Post! March 31+1 – Probably too sweet for showtime.

After 31 days of eating nothing but sugar cake, I can say that this certainly isn’t a sustainable diet! I’m been shaking non-stop, I can’t sleep, and I can see into the 9tth dimension! I’m definitely ok though, I’m sure this will all play out well into the future, just look, I can shake up a smoothy REALLY well now!~ No more tired arms, I just… shake… endlessly… (I my have a sugar overdose). BUT I MUST PREVAIL, THE POST MUST GO ON! The keys, so close together, but I have a backspace key, let’s get this going!!!

Delectable Treats

> The project of goodness that is a sugary Cake <
Project Sugar Cake 0.0.3DEV (Latest Release Links) :
GDrive : https://drive.google.com/drive/folders/1vYfgMom7UJs2OmJ5B4FGQTMYEOR0n9Vr?usp=drive_link
LoversLab Dev Thread : https://www.loverslab.com/topic/225549-project-sugar-cake-sex-and-stat-framework-gameplay-mod/
I just couldn’t help myself spending nearly all my time on Project Sugar Cake! Well, ok, ‘most’ of my time on Sugar Cake, but still, some major progress this month! SCake saw the release of 0.0.3DEV this month which not only has the multi-actor animations from 0.0.2DEV (also new this month) but also a custom JSON parser to make importing animations easier than ever! Huge changes under the hood but finally SCake is at a point now where I can make smaller additions and fixes and after the UI base gets implemented then I can move to the smaller updates with quicker output rather than the longer drawn out update cycle we’ve had since the initial launch. Bigger news however, since SCake now has all the animation systems in place and easier importing quite a few animators (and people hoping to get into animating) have gained interest in making stuff for the project, and many of us have been collaborating over in the Discord to make it all happen! This is effectively the starting point for SCake where we’re seen animator support and the framework is properly usable, however that’s not to say SCake is even remotely close to ‘done’ as there’s still a lot of work to be done. Systems to finish, methods to polish, and an API to expand, there’s more work but now development can focus a bit more on extra features and polish since we’re past the ‘minimum viable product’ phase. Overall really excited!
(Also a huge shout out to everyone that’s been collaborating and being supportive over in our Discord! I hope we can continue to inspire more people to be creative and friendly!)
Although the method for importing animations for SCake has been vastly simplified with the introduction of the JSON parser (you just import your animations and montages in UE5 then use JSON to configure them, no scripting or blueprints required now!) getting everything set up and understanding how things work is still a bit of a learning curve. As such, to ensure we have a great resource to point people to (and so people that don’t want to communicate still have a resource to look to for help) I’ve created an in-depth tutorial starting from knowing nothing about Palworld modding, to importing animations for SCake and getting them going in-game! The guide in total is pretty long, however if you’re already experienced with Palworld modding a decent amount of the getting started stuff can be skipped or skimmed over. It may look long and demanding, but the processes are relatively simple, so if you’re interested I recommend giving it a look!
Additionally, this is the first article publishing to my site with the new formatting! I haven’t the generic stuff like the nav and footer, but this gives an idea of what articles will look like on the site going forward. If you get the chance to check it out on my site, please let me know your thoughts!
> The crumbling internet cookie <
https://www.michaelpstanich.com/
I did a lot of research and internal development for the website (and a potential second web project, but I won’t bother talking more about that till I have something to show since it may never actually exist at this stage). Development on the site redesign for michaelpstanich.com has been a bit slower than I would have liked since I’ve been spending so much time on Project Sugar Cake, but I’m slowly nailing things down. One major leap this month was setting up format translation layers so that uploading, updating, and general maintenance of blog posts and articles is much simpler. With these new systems in place it should be a lot quicker and easier for me to start posting updates and articles over on the site without huge time investments. I still need to set up proper template systems, but I’m focusing on the main page and navigation for now. I will most likely be overhauling the main page with a temporary landing page that has links to all my modern stuffs and features a list for posts, while hosting the old site at michaelpstanich.com/old so it’s still accessible while I refresh everything and migrate any content I see desire-able. (I really want to get things set up enough that I can use my own site as a distribution source, Project Sugar Cake, several articles, and image posts do not currently meet my goal of 3 distribution platforms.)
> Intelligent baked goods made of synthetic material <
I’ve fallen a bit behind on AI stuff lately given I’ve had my focus on much more creative projects lately, but I haven’t abandoned anything! This month I experimented more with how to continue with a custom trained model as I build a custom database for images. I.. can’t remember if I announced that project? Basically I’m still working on making AI models! Despite CivitAI staff trying to harass me and intimidate me into leaving the industry, I’ve not given into their vile behavior and still have ambitious goals! (seriously, I’ve had to block at least 30 Discord accounts from them constantly trying to harass me, it’s getting REALLY pathetic at this point.) I’ve also been making some moves to updating some existing AI models, although SD1.5 has been slowly falling out of favor with many moving to PonyXL and Animagine 3.1, many SD1.5 models still offer some incredible quality with unique styles and concepts not seen in XL models, and with my own models focusing on trying to be very different in style this holds especially true. SpiritMix - Soft and Cutesy will most likely be the next update in this regard as I’ve refined a lot of my systems since releasing that model, and have some additional mix knowledge/resources I think will improve the overall model to put it more in-line with my other output. Additionally I will be hosting my models on my own site as well, I have some concepts in my head but I’m currently investigating how to implement them before really refining the design.
> Pouring in a little heart <
Just wanted to leave a little note here about Succubus Heart! I had been planning to make some updates to Succubus Heart for a few weeks now, but I keep getting distracted and focusing on Project Sugar Cake, probably a bit too much in-fact. Just wanted to leave a note here that I’ll be pushing for an update soon and didn’t intend to go without one for so long, I know people are waiting! I’m really sorry about that! Although I do try to gauge interest for what projects I should focus on (with SCake having a huge amount of interest, especially when compared to Succubus Heart) I don’t do this with the intention of ignoring other projects. It’s really just that SCake is in early development and has a lot of fundamental features that need to be implemented, while Succubus Heart is, arguably, a fully featured mod that doesn’t ‘need’ updates to be usable. Either way, I still feel bad! >.<

On the Display Shelf

Ingredients

Statement : Project Sugar Cake Related : “See you all in ‘5/10/15’ years when all this is actually released!”
Response : So this has been a re-occurring sentiment I’ve been seeing related to Project Sugar Cake, and it’s a bit disheartening. Now I’m not telling people to not expect long development time for stuff like this in a usual sense, and it’ll take a while to get animations rolling for all the combinations people may want, but to say we’ve made so little progress that it’ll take another 5+ years feels a bit mean spirited. SCake is released AND usable in its current form as is, and it’s been 2 months! We’re speeding through all this stuff in a VERY quick (and honestly kind of impressive) pace, and I’m very proud of the work I’ve been able to put in! I feel a lot of this feeling probably comes from people not realizing SCake is actually out however, I see a lot of comments about ‘when it releases’ or ‘whenever they finally put up the download’ but SCake has been downloadable since February? I’m wondering if people just assume it’s not available or if they’re getting projects confused? Either way, not really an ‘answer’ but more of a response so something I’ve found a bit puzzling, hopefully it’ll clear up eventually as currently it seems to be causing a lot of confusion, which could impact our appeal to animators since if they don’t think it’s available they may not be interested, when in reality SCake is functional and ready for animations!
Question : Project Sugar Cake Related : “Are you being paid to develop Project Sugar Cake?”
Answer : This question caught me off guard as I thought I was very upfront about the costs of the project, but let me re-iterate, Project Sugar Cake is supported entirely through donations (https://subscribestar.adult/michaelpstanich ^.-) and my own desire to develop the mod. I personally like taking on interesting projects and I saw Palworld as a potential candidate with “PSC” receiving the most interest out of all the projects I proposed. I also had a personal bias toward making Project Sugar Cake because I’ve been in the modding space a long time and have seen a very concerning pattern over the last couple of years where teams with ill intentions (or maybe those who are misguided) end up starting these kinds of projects but do so in a very closed off manner and end up shutting out other creatives from making similar content. The early Palworld modding scene was a disaster, quite honestly, and I saw that it was very likely the potential of Palworld modding in this category was going to be completely squandered by teams working in such a closed off and hostile manner. As such, a large part of my motivation is to offer a more open and community focused alternative, to show people that the modding scene doesn’t have to die off as some closed-off hostile wasteland, but instead we can encourage more collaboration and prop each other up to new heights!
Now, to be clear, it’s not like I wouldn’t like to receive more donations (making this kind of work my full-time job is a dream I’d love to accomplish) but I won’t push it on anyone. I put in the work to try and offer as much value as possible with the hopes that some day it may pay off, but if it doesn’t it’s not all that big of a deal. Life moves on, ya know? And if nothing else, I get some sick portfolio pieces!
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michaelpstanich
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 Weekly Update! Jan 14, 2024

Another week, another being busy!
...

 Ok, that made no sense. Anyways, Got another weekly update post to go over, so no time for the foreplay nonsense!
> Game Jam Time??? <
Brief announcement, I will be joining the Pirate Software Game Jam! ( https://itch.io/jam/pirate )
I’m currently just working alone as I wasn’t sure if I wanted to try finding a group if I found I didn’t have time or desire to push forward, but I think it’ll be a good chance to stretch outside my currently running projects and release something small! The theme of this game jam is “It’s Spreading” and I already have a concept I’m working on, there’s other requirements and such but you can check the link for more details. Supporters will get access to builds once I have them available, then once it’s submitted the game will be free for everyone to give a try! The game jam is running from January 12th 2024 6:00 am to January 26th 2024 6:00pm (PDT I think?), wish me luck!
Side note, if anyone is interested in joining me on this venture and want to be on a team with me, I am more than open to accept! Just contact me on Discord as you usually would and we can chat about it! (The rules allow for teams of up-to 5 members in size)
> Update on the CivitAI situation regarding Clubs, Paywalls, Ect. <
Last week I had put out a large article talking about CivitAI and the release of a features they called Clubs, which was a thinly veiled paywall feature which has a large number of dangers attached for not just the AI community, but also creatives as a whole. I went over a lot in my article. ( Link here – SubscribeStar – https://subscribestar.adult/posts/1135370 / CivitAI – https://civitai.com/articles/3651/civitai-clubs-paywalls-pay-gates-and-the-dangers-they-propose ) Since then, after seeing the massive amount of feedback from all over the AI community, CivitAI took down the Clubs feature and put out a follow up article talking about future plans. ( Link – https://civitai.com/articles/3694 ) The article is long and has a lot of interesting ideas, I won’t be going over this article like I did the last, but I will be writing a follow up article soon speaking more about the community. I did, however, want to point out that CivitAI does seem to be on a much better track than before.
Full disclosure, after my article, Justine Maier (known on CivitAI as JustMaier) reached out and offered me a chance to speak with him, as he wanted to speak with me to understand my thoughts in more depth and get feedback on some of the future ideas they were preparing to present, and was even shown much of the article they released before it was ready to provide my own feedback. I’ve spoken in the past about how I’ve communicated with the Team at CivitAI directly before, but I still feel it’s important to mention as it could create a bias. The CivitAI posting of the previous article also has comments between Maier and I (completely public) about various issues regarding the systems, and if you’re interested in more from the CivitAI team themselves I’m not the only one they took the time to respond too. I did get permission to speak about this in my follow up article I will be working on soon.
 
To wrap up this little update, I just thought it was important to recognize that CivitAI was able to take feedback, realize the community’s concern, the mistakes they’ve made, and work toward correcting those issues in a very public way, if you haven’t given their new article a look or given your feedback, I highly recommend you do! It’s important that we praise companies when they are able to recognize the potential harms of their actions and are able to course correct to something better for everyone involved. Although it may be the bias I mentioned earlier, I don’t think the CivitAI team had any ill-intent in any of this, they were simply misguided by dangerous voices that very much exist and will continue to try and push us toward a worse place, but if we keep our voices heard and collaborate on issues like this, we can keep this space a fun and welcoming one for the foreseeable future. This, will be what my follow-up article tackles. I hope you end up reading it when it comes out!
> “Out of Disk Space” <
So… this happened. I won’t get into much detail (maybe I’ll reveal the full details of the projects that caused this in a later weekly post) but it did end up taking an unfortunate amount of my time away this week. In-short, I’ve been building datasets and have a lot of AI model work going on that has started stretching my storage limits quite extensively. However, I currently operate at a loss, so I can’t just go out and buy some expensive storage solutions, as much as I’d really love to. Q.Q But yeah, without boring everyone’s ears off, I had to figure out some new storage strategies for my current hardware and really cut-back on my data hoarding habits. I’m experimenting with new data management tactics and if it all works out maybe that’s a future article in the works? Guess we’ll find out if 2 weeks from now I’m still complaining about having no more storage space! >.<

Releases

> Skyrim Mod – Succubus Heart 5.3.3 DEV (With Basic OStim Support!) <
Succubus Heart got a massive update this week with a new Framework detection and switch feature! Currently it supports SexLab and OStim Standalone, though it could theoretically support more if that was ever required. The catch? I don’t know much about OStim so I’m struggling to test stuff… However, if you’re an OStim Standalone user and would like to help out please feel free to join the discord and give the new Succubus Heart 5.3.3 DEV a try! This also comes with other features and upgrades of course, changelogs in the usual place!
 OStim limits I’m already aware of…
  • Lacks validation, so errors could still occur and be unpredictible when interacting with NPCs already in animations, also slows down the mod when using OStim
  • "End act on hit" setting does not function
  • "Force cowgirl" setting does not function
  • Does not detect any aggressive acts
  • Soul Pet Traits related to animations don't function
  • Soul Pets do not gain XP in Acts (they can only gain XP from being hit in combat or orgasms)
  • Unsummoning Soul Pets while they are in an act can break things
  • Gender settings do not respect custom OStim genders (Succubus Heart spells also may not follow these) 

Work Progress / Updates :

This week was kind of a mess and I hardly followed my original plans, but hey, that’s life I guess. ^-^’
 Ultimately, this week was dedicated mostly to getting Succubus Heart with OStim support working properly and researching more into the LLM translation workflow I spoke about 2 weeks ago. I originally only planned to get a dev environment set up for OStim but it was really nagging me so I braved it and asked the OStim community for help. This, along with support from our awesome community, helped me get over the last few hurdles to getting things running and working properly! So yeah, as mentioned, Succubus Heart now supports OStim! But… it’s not all rainbows and sunshine. I originally planned to make a script and translation sheet system for Succubus Heart to re-compile in various languages while working with the community to refine translations starting as LLM output. However, my attempts at this script didn’t really work out like I thought it would for technical reasons (has to do with character set handling in psc files and how they are compiled) so I instead had to go a much more complex route for me, which is using xTranslate and learning how to export a sample translation so people can build upon it. This is probably where I should have started, but it’s still not ideal, Succubus Heart uses a LOT of custom strings and builds them over time with item names and such, so going into xTranslate blind isn’t a good experience, but hopefully I can figure out a way to make this more consistent. (Investigating a way to make my proposed translation script thingy but for xTranslate instead) For those unaware, xTranslate is a translation tool specifically built for Creation Engine games, so this method won’t carry over to other projects unfortunately
Other than that, aside from a-typical communication stuffs I mentioned earlier, I had to shift focus onto my storage situation. While I was working on Succubus Heart I was also shifting around databases, reorganizing files, finding/deleting duplicates, and doing general maintenance. Despite my Skyrim install being on a fast as hell M.2 Nvme SSD, it still takes ages to load up, same with CK, so it left a lot of small windows for work to get done. I also, probably against my best interests, to rewrite the booba article from scratch and will be working on that in small amounts. Another random tangent, it got super cold here (-8 f degrees was the low yesterday) and this house wasn’t really built for this so I decided to work on one of my model merges as an excuse to use my hardware as a bit of a space heater! Was productive too! I found some new merge chains that I think will lead one of my merges to the finish line, hope to try and see if it all works this week then iron out final issues while testing!
Also worked on some AI image touch-up stuffs with the intention of posting to Pixiv like I mentioned, but I’m slow, so it didn’t happen. X.x

Upcoming Content / Plans :

Going to focus rather heavily on the Game Jam stuff and finishing some plans from last week while shifting focus.
  1. Work on the Game Jam game. (Currently called “Corrupted Cube”)
  2. Work on model merge (3D anime model)
  3. Actually post to Pixiv, I swear!
  4. Finish setting up another Demi-God pack
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