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Spirit_Shard

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    https://discord.gg/h3vB7S4FEw / Stoat - https://stt.gg/jMAtA4Sr
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  • Killer Kitty
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    He/Him
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    Somewhere, probably.
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    Cats, Cheescake, Watermelon, and.. um.. stuff.
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    I exist. (That's what I've been told at least, not fully convinced)

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  1. So I haven't figured out how to replicate the issue, however there has been one other person who's reported similar issues but using multiplayer. I'm not sure what is causing it. I'm starting to think maybe it's a mod conflict, as in, maybe there's a mod which changes how the pals are registered to the base which conflicts with the hook I use to detect base pals? Do you have any other mods besides the SCake style mods, such as base expansion or AI related ones?
  2. Woops X.x 2 bugs here, I copied the up code for the down code and forgot to set it to subtract instead of add, then the other is that Arousal should cap at 300, but I guess it's bypassing that somehow..? Should be fixed by the next release, thank you for the report!~ ^-^ Sounds like there may be a conflict, we've had reports of PalMagic causing issues with replacers for whatever reason, we have JSONs set-up in our Discord for Altermatic you can use instead and remove PalMagic to avoid conflicts. (Or create your own JSON, Altermatic's template is provided with Altermatic and should be simple to convert to. =^-^=) It would likely show up when you check the menu because it tries to grab the internal character status, which would enable it and run the initialization step to start functioning, though I couldn't replicate what you reported so I'm not exactly sure what's going on, is this in Multiplayer? The pop-up box doesn't update in real-time for the debug stuffs, it could be implemented but I never bothered. What I suspect is happening is the character status is being set-up but the character isn't being detected for whatever reason until Sugar Cake is forced to check. Shouldn't have any major gameplay effects, I'll look into re-implementing the fallback system which should clear this up. >.<
  3. Make sure you're actually fully updated and don't have an old version overwriting things. Wasn't able to replicate these issues so I'll need more details to really do much about it. >.< There's no interface for changing keybinds at the moment, though it is on the KanBan. If you need an alternative to changing arousal via keybinds I posted a temporary resource script build over in our Discord (inside the #r18_modding channel).
  4. Thank you for the detailed info! ^-^ I just released a new test build which should hopefully fix a couple things regarding arousal morphs, and also fixed the setting allowing higher than 99. The way the Arousal works is it's suppose to be a "percentage" where it's typically 0-100%, Arousal For Aroused is the threshold before 100% where a character is considered to be "Aroused" and starts getting "hard". The value exceeding 100% is really for modules and was never intended to be used for Arousal for Aroused, I just used a template for many of the sliders (there's a lot of them >.<) and just didn't properly update it. (I'll also have to go back and probably add additional checks to the arousal formula to prevent this kind of error in the future lol) For those curious on the technical side, the arousal check only goes up-to 100, so if you set Arousal for Aroused above 100 then the character is never considered "aroused" and wouldn't run the aroused code.
  5. Sorry, I have been reading your posts but haven't taken the time to actually form a proper response yet! (been keeping myself very busy X.x) If the framework flags the interaction as consensual then I'm not really sure what I'm suppose to do about it. It's been a good while since I've touched that portion of the mod so I'd need to know what requirements there are for non-con to trigger.
  6. Sorry, I'm not quite able to figure out exactly what issue you're trying to report. Could you provide a bit more context, like posting the settings file you have? The only 2 related things I could think of is player morphs being strange since the last patch (has been fixed for the next build) and Arousal for Aroused in the menu allowing it to be set higher than 100, which then breaks the mechanic (would want this to be a value below or equal to 100).
  7. We can not guarantee any custom and unofficial branch of UE4SS will function, regardless of whatever you think. SCML/UniPalUI/Sugar Cake and all our other UE4SS using projects are built on and target the Official Experimental-Latest branch of UE4SS (https://github.com/UE4SS-RE/RE-UE4SS/releases/tag/experimental-latest). This doesn't mean you can't use other branches, but if UE4SS latest experimental introduces new features or breaks compatibility with older branches, then the custom branch may suddenly stop working correctly. The branch you have linked, at the time of writing, is the exact same as an older version of UE4SS. Currently, that version of UE4SS does at least support our minimum requirements so it functions, but we can not guarantee that will stay the case. If you want to ensure Sugar Cake and its dependencies will function, use the Official Experimental-Latest branch of UE4SS (https://github.com/UE4SS-RE/RE-UE4SS/releases/tag/experimental-latest), it is the only version officially supported by our community.
  8. Yeah, recently a community member noticed persistence wasn't functioning correctly and was fixed in the latest build. Recently Sugar Cake transitioned to a whole new back-end and the transition was a little messy, but we're getting through the bugs rather quickly. ^-^ You can manage your own persistence as well too, you don't have to use SCake for persistence if you don't want or need to, it just makes it easier and can catch more edge-cases. (Sugar Cake also only saves a character's info if the game does, which helps prevent save bloat >.<) I've had a couple discussions and requests/reports about SCake accidentally taking over morphs during animations, this next test build release will try and have Sugar Cake not touch morphs in animations unless specifically told to and we'll see if that works and if there's any bugs with Sugar Cake not controlling morphs. ^-^ Sorry, The Broken Chatbox has a lot of channels because we're a general gaming and creatives Discord, not hyper specific to anything. So although most of our activity recently has been modding Palworld (because of 1.0) we've got people from various different spaces. Sorry if this is confusing >.< and Discord doesn't help because it likes to hide random channels if the server has over a certain number. X.x I can try and give you a ping on Discord though, I assume you're using the same name there as here? We mostly chat in the #r18_modding channel when it comes to modding. =^-^=
  9. The new Pregnancy API hasn't been added to the SDK yet as I'd like to avoid adding something that then breaks at this stage, so instead I've been gathering feedback from people working on breeding mods in The Broken Chatbox Discord while building a list of feature, then doing isolated testing. Though, feedback on the current API stuff has been very positive and I think it'll work out. ^-^ The API tries to keep things as simple as possible using the Function + Dispatcher calls paradigm. If people are really interested in testing the API stuffs, I can throw it into the SDK pretty easily, just has the potential to change and break version compatibility atm. X.x Sugar Cake will be able to report if a character is pregnant or not, though mods are expected to store their own conception information since there's too much data associated with a character and we can't predict everything someone would want to utilize to start saving everything. Sugar Cake is able to handle its own persistence though, and you can add "ArbString" to SCake objects such as the PregInstance (which holds information specific to a pregnancy), this allows you to store any information which you can store within a String and set it to persist with Sugar Cake's own save system. "CharStatus" which is the SCake tracker object for in-game characters to store its own information with also has an ArbString parameter. The AnimConfig file has a thing call "ActionTags", which is suppose to outline what kind of animation is being played and how they're interacting, there's also Tags which can be added. The problem is that people haven't really been filling these out, ActionsTags are the newer implementation and has a proper outline of how to use them and is reported to be pretty simple to set-up, but hardly any animation packs actually set it up. Palicious does a mixture of checking ActionTags and Tags, and there's a WIP feature for supported models for automatic detection. The goal for SCake is to have a way for users to customize these in-game so if they notice something isn't tagged correctly, they can fix it right away, just haven't built the UI and such for it yet. >.< Can you clarify what you mean by playing Animation Curves? Any feature of montages should be available to use, though I suspect I can guess what you were trying to do. If you are trying to override the Preg or PregBelly morphs, those are managed by Sugar Cake and may be applying after the animation tries to change them. "Animation Curves" you put into the montage should function though, if my guess here is correct we can set-up an overwrite or an exception handler for this specific use case. I'd like to add a specific mode to the animation player for pregnancy/birth animations, which would work around this issue.
  10. Known issue on the newest test version, going to fix it today. >.< (Issue is if a scene starts and ends before the new free cam handler can switch modes, such as Palicious' solo invitation, the freecam mode gets stuck 'off'.) This is why we call them "TEST" versions, getting closer to a stable build so we don't have random breakage on recommended builds >.< EDIT : Uploaded a fixed build ^-^
  11. Sounds awesome!~ If you're using the standard SCake API for 0.7.x then the newer versions should still be compatible (with additional fixes and improvements ^.-). The nice thing about Sugar Cake's native pregnancy features is they can be fully disabled by leaving Pregnancy in its settings disabled (they can be enabled/disabled at any time), none of the other API calls were changed and Pregnancy is self-contained. The Pregnancy API is still being worked on and we're taking feedback for what and how things should work, so if you have ideas/requests please let me know! Sugar Cake's goal is to have extensive options for users while still providing a powerful API, but still be completely overwrite-able should a mod creator want to do so.
  12. "SCML C++ Not Active" warning means the mod dll which goes into the UE4SS folder isn't loading, either because it wasn't installed or is in the wrong directory. If you're trying to use the workshop UE4SS, that goes into a different directory but it's reported to work, you'll need to move the UE4SS folder included with SCake so it aligns with the workshop version. There's a section in the guide alphabet put together - https://www.loverslab.com/topic/266813-modsugar-cake-sex-and-animation-framework-for-palworld/#findComment-7368853 " For Workshop Branch of UE4SS If you want to use the """Latest""" Experimental UE4SS from workshop, you can use that - but then you'll need to copy everything from the UniPal/SCake installs from where UE4SS normally is into the workshop location for UE4SS. Palworld\Pal\Binaries\Win64\ue4ss\Mods There should be a "UniPalUI" and a "SugarCake" folder here. You'll have to move them into the Mods folder inside ue4ss which for workshop is... Palworld\Mods\NativeMods\UE4SS\Mods (Reminder: you need to be using Experimental UE4SS) "
  13. AC_AnimFramework is an outdated version, you'll want to remove all the old Sugar Cake files and modules and update to the newest versions. The newest versions of Sugar Cake moved back to having a single SugarCake.pak file. (the newer versions fix a bunch of issues and won't cause version crashes like the older versions)
  14. For people looking to install UE4SS / UniPalUI / and/or Sugar Cake stuffs, I got permission from alphabet to post an updated version of their guide they had posted in The Broken Chatobx discord into the Sugar Cake support thread. It's fairly detailed with screenshot examples and has helped a lot of people in our discord, figured it could also help a lot of people here as well~ =^-^=
  15. The guide posted in the second post covers the version of UE4SS you'd need for this stuff, we use new features of UE4SS so you'll need the Latest Experimental (I don't know what version the other mod requires or what you'd have). Vortex isn't recommended as it's more work to get it functioning rather than manually installing things. The guide in the second post goes over how to install stuff manually and it's fairly straight-forward. However if you need further help you're welcome to join our Discord, we help people quite often and have plenty of resources for getting started~ https://discord.gg/h3vB7S4FEw ^-^ Sugar Cake will play animations on whatever meshes you have installed, but for meshes which change the Skeleton or drastically change the model some animations may not look correct unless they are specifically designed for that mesh. Unfortunately because of a group which tries to divide the community there's various compatibility issues from people breaking standards or intentionally refusing to update to cause people trouble. We have fixes and updated stuff available in our Discord. (Sorry to push our discord so much, just most of us don't bother much with Lover's Lab these days) 1. Vortex can work if configured correctly, just not worth it. We have a community member who made a MO2 plugin which works though, if people really need a manager. 2. That's an unofficial branch and not one we recommend using as it's not kept up-to-date. You can get the official branch here - https://github.com/UE4SS-RE/RE-UE4SS/releases/tag/experimental-latest - which will ensure things work correctly as we use new features. All our mods are compiled on the official branch, unofficial branches may work but are not recommended. 3. I really wish you'd stop spreading misinformation, you have plenty of other threads to do that in, please leave our content threads alone for once. >.< Sugar Cake comes with animations and various gameplay systems and mechanics (Typically under the title "Palicious"). Updated JSON files are available where viable. Packs which were not updated for 1.0 will have issues with some animations (such as human animations) since the skeleton was updated for 1.0. They do function on newer versions of Sugar Cake though with updated JSON files.
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