About This File
This is a simple but clean menu-implementation (using UniPalUI) for starting SCake scenes in Palworld.
You can access the menu either through the Shift+Y unipalUI menu, or by pressing the mod-specific hotkey: Shift+L --- this will eventually be customizable, but this is what I put together so far, and customizing the hotkey is kinda at the bottom of the priority list.
This is NOT finished. All implemented stuff is fully functional, but it's a WIP and probably will be for some time.
Here's an example of the menu after I've selected two actors to start a scene with (image outdated; there should be object selection and an additional options button too)
This is an example of what the "add actor" screen looks like:
When you first open the menu, it'll just have the "Start Scene" "Add Actor" and "Regenerate Actor Lists" buttons. If you click start scene, it'll say there's an issue because, well, you can't start an SCake scene with no actors. If you click "Add Actor" you'll get a list of Pals/NPCs are nearby. It will add the player to the top of the list (if they're valid for an SCake scene), and their currently-summoned Pal second in the list, then every other pal within range in order of distance - closest pals listed first. [in 0.1 you MUST hit 'regenerate actors' before this list will appear).
So in the case above, my player was a valid target, my currently summoned pal (the maucryst) was a valid target, and then mammorest was the next valid actor, the cluster of gumoss, the lamball... And the Veteran Pal Tamer was the farthest target within range. If there's a ton in range, the menu will be scrollable.
You click on an entry in the "Pick an Actor" page, and it'll add them to the main page (like test character and eikthyrdeer in screenshot #1). Click the names from that list, and they'll be removed from the scene you're building. When you have the actor(s) you want selected, hit start scene and - if there's a valid animation for that collection - your scene will start and the menu will close.
By default, the mod checks for pals up to "Near" distance - this is more than enough to cover your whole base. This setting will _not_ persist between save/load. Yet?
0.2+
If you hit "Add Object" you'll get a list of unique objects within a certain close-ish range. No, there is currently not a way to pick a specific version of an object. This is still very much a WIP, even though all the functionality mentioned works fine - it's just not ideal perhaps
0.2.5+
Additional Options (options persist for game session, reset on reload) menu including...
Toggle Erotic - ENABLED by default. You can disable it to trigger non-erotic animations; there is no longer anything you can do with debug options that can't be done in Scene Builder.
Object Fallback Toggle (and offsets) - Disabled by default. When enabled, if you try to start a scene with characters who DO have animations, but do NOT have that object permitted (or any object), it will still play at/on the object with offsets applied based on your settings. Both location shifting and rotation can be done.
A few useful offsets
Foundation/roof - nothing
basic pal bed - Z+25 or so
basic player bed - Z+80 or so
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Future Plans:
Add the ability to set/customize wanted/unwanted tags for the scene
Add a toggle for erotic / non-erotic
Add more options for starting the scene
Add more settings. Option to have the menu re-open after starting a scene? Option to, if the selection doesn't have a valid animation, try various combinations of the selected characters until a valid scene IS found (or all combos have been tried and there's nothing)
More? Dunno
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Everything implemented in these releases is functional. And it's not like the implementations are bad or ugly, just not perfect/final. There are many improvements, settings, and options that have not yet been implemented.
It is now (in my opinion) superior to debug controls. It lets you edit your selections if a built scene fails (rather than just clearing all characters) - and if you accidentally select the wrong thing you can remove it without clearing all selections. And you can make all the same selections as you can in debug, with some extra functionality too. That's not to say debug is bad, just that this is better. If the author focused on making fancier debug controls [which, y'know, aren't the intended way to use SCake...], all that time would *not* go to improving SCake functionality.
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REQUIREMENTS: SCake 0.7+ [strongly recommend whatever is newest when you look (0.7.8 is coming out within a couple days as of this post) - some improvements and bug fixes in every version since 0.7.0]
Edited by alphabetsoupdog1234
updated for Scene Builder 0.2.5 release
What's New in Version 0.2.5
Released
Additional Options menu inside the Scene Builder core animation-setup/launch page.
ALL toggles/settings inside the "additional options" menu will reset upon restarting the game, none will be saved permanently. That is intended. Eventually the normal 'Settings' page will have persistent settings, but I haven't gotten to that yet. Low priority, since the only setting is distance to scan for pals and the default is good for the vast majority of users and purposes.
The men currently has TWO options.
1) Toggle for whether to play Erotic animations. It is enabled by default. If you disable it, you can play non-erotic animations (the 'iserotic' tag in .json files)
2) Object Fallback - name may be reworked, whatever, anyways - This is actually a sub-menu, but the toggle box shows if it's enabled (Disabled by default). In the submenu (just click on the text box) you can enable/disable it, as well as applying positional and rotation offsets. If you try to start an animation with an object selected and there are no valid animations for your character selections using that object configured in the JSON file... It'll start at the object anyways, applying the offsets in this menu. EXPECT CLIPPING.
X/Y are horizontal movement, Z is vertical. Rotation: Z is Yaw (turn clockwise/counterclockwise at same level), X/Y are for roll/pitch (rotate sideways/up+down). Rotation is measured in degrees, not radians. Goes -180 to +180 (didn't see the point in doing like -179 to +180 so I just allowed 2 identical values of -180 and +180)
A couple useful offsets:
None for foundation/roof
The basic pal bed: Z offset of about +25
The basic player bed: Z offset of about +80
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Forgot to include a 'reset offsets' button, but that'll be included in 0.3 whenever I get to that.
NOTE: A version of 0.2.5 was up for like 30 minutes (?) that had a broken menu option. Fixed and replaced. Added the 'reset offsets' button since I had to release a fix anyways... Wasn't worth a release on its own, but fixing something fundamentally broken had to happen X.x (I only tested the menu using the Shift+L shortcut since I didn't change things elsewhere... Except I apparently disconnected something)