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[Mod]Scene Builder (SCake Anim Menu)


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Posted

Scene Builder (SCake Anim Menu)


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, it's very much a WIP, but it's fully functional.
 

Here's an example of the menu after I've selected two actors to start a scene with.

uuGIA5U.png

This is an example of what the "add actor" screen looks like:

m7nXF1R.png

 

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" the list will be empty (only none will be an option). You need to hit 'regenerate actor lists' first - which then calculates what 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.

 

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. The only setting currently changeable is how far you want the mod to check. I think the default is a good range, but it's up to you. This setting will _not_ persist between save/load - yet.

 

---

 

Future Plans:

Add object selection (there may not be many object-using scenes, but they do exist)

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

 

As I said, very much WIP right now. The menus and method aren't perfect, but they are functional and it's enough that I know some people will find this very useful compared to debug, while also being a lot more adaptable than something like simple sex or one of my other mods. That and I'm heading out of state for a week, so it's either this or nothing for the next 10 days :P

 

---

 

REQUIREMENTS: SCake 0.7+  [strongly recommend whatever is newest when you look (0.7.3 at the time of this post) - some improvements and bug fixes in every version since 0.7.0]


 

Posted (edited)
On 7/30/2026 at 1:41 AM, Jazargoo said:

very useful and simple to use, excited to see future updates, thank you.

 

First update is going to be a thing that checks what version of SCake is installed so it doesn't fail in a silent/confusing way if you're using a different version.

 

Edit: but yea, there's more to come. First actual addition (which will probably be in the same update) will _probably_ be me putting in logic to automatically load the actors (like hitting the regenerate button) but only once so it doesn't get wiped when bouncing between sections of the mod & break stuff--but also doesn't require you to hit 'regenerate actors' before you can do anything. That and a setting to let you keep the menu open (well, technically re-open it immediately) after starting a scene. I think I have a solution for both, so it won't require tons of research like figuring out a solution for adding an object selection menu which is my big & complicated target.

  

On 7/31/2026 at 11:25 PM, TheGreaterPrivacyMan said:

The images examples don't load

 

IDK why that would be the case, they appear fine for me. If someone can explain the issue and a solution, I'm open to changing how they're posted. I know imgur will fuck over anyone in the UK, and that's where I'd default to if I couldn't just upload the picture to the LL post itself... But I *could* just upload it into the forum post, and that seems the least-likely to break since people are already on this website.

 

I force-refreshed (ctrl+f5) / cleared local cache and turns out the images are broken for me too. So, I guess the way I uploaded them doesn't actually work on LL. Dunno how/why it looked fine until doing that... Anyways, they're hosted on imgur now and posted via BBCode [ img ] links. If you live in the UK, sorry.

Edited by alphabetsoupdog1234
changed response to 2nd message (strikethrough old one)
Posted

Things I think would be neat for this is:
1. Select an actor
2. Mod reads the anim list of SCake for valid acts
3. List of actors updates to only show compatible actors for its next slot (and have this also apply for structures).

 

For structures, here I wonder how to best do it. All walls have different IDs, but if the structure requirement is simply "wall" then all wall type structures work. On the other hand a "WallGate" requirement will only work with the gate version. Similarly "Bed" does all beds, player and pal alike, but "Bed_04" is only the big pal bed, and "Bed_02" is both straw pal bed and shoddy player bed.
Might need the mod to first read the event list and understand what the sctructure references refer to, and then compare this to the structures scanned, so it only shows valid structures in the actor list.

Posted (edited)
On 8/4/2026 at 11:37 AM, Veiled Seer said:

Things I think would be neat for this is:
1. Select an actor
2. Mod reads the anim list of SCake for valid acts
3. List of actors updates to only show compatible actors for its next slot (and have this also apply for structures).

 

For structures, here I wonder how to best do it. All walls have different IDs, but if the structure requirement is simply "wall" then all wall type structures work. On the other hand a "WallGate" requirement will only work with the gate version. Similarly "Bed" does all beds, player and pal alike, but "Bed_04" is only the big pal bed, and "Bed_02" is both straw pal bed and shoddy player bed.
Might need the mod to first read the event list and understand what the sctructure references refer to, and then compare this to the structures scanned, so it only shows valid structures in the actor list.

It sounds simple, but the logic behind that is a bit more complicated.

 

I originally wrote an essay in response to the idea explaining why that's a bit more challenging than it looks, but nobody needs (or wants) to read that...

 

So:

When picking the first character, do they need to have a valid solo scene? Most characters in game won't. So we'd skip validation there, and already we can try to start a scene and get a failure. What about if you have a 3-actor scene but don't have scenes for the combos of 2 actors from that? Like, MHuman x MHuman x (Pal) -- what if there's no MHuman x Pal or MHuman x MHuman scene? Do I allow invalid 2p builds so that you can reach the 3p scene, or do we block that and you can never trigger that 3p scene you have installed?

 

There's other issues - and whatever validation I build now will inevitably break as more functionality is added to the mod. It's something I'm going to come back to later.

 

 

TLDR: I agree, it's a nice-to-have feature, but if I spend time on it now I'll have to fix it again repeatedly later.

 

 

Also while I'm working on the mod, I'd rather have people get hit with "no, you don't have an animation for that" than have them submit bug reports like: "I can't pick a second character!" when they don't have valid animation pairings for the first character selected. Or "My digtoise isn't showing up in the actor list no matter what!" because they have no animations for it at all.

 

---

 

As far as objects, currently I don't even know how to find the nearby objects the way I do the nearby pals. So, exactly how to handle the objects isn't even on my agenda yet. I need to find out they even exist first...

 

Debug controls just grab the object you're looking at, but given how SceneBuilder works, I'm going to need to identify all objects in the area around the player. I expect this is going to involve smashing my head into a wall repeatedly... But who knows?

 

Maybe I can find it quickly and I'll have a basic thing done in 30 minutes!

 

... Or I might get to week three of semi-regular 2 hour sessions trying different things and still not have an answer... :/

Edited by alphabetsoupdog1234
bold/underline TLDR

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