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sex framework [Mod]Sugar Cake - Sex and Animation Framework for Palworld
Spirit_Shard replied to Spirit_Shard's topic in Palworld
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. -
palworld [Mod]PalBreeder - A Palworld Breeding System
Spirit_Shard replied to KazeYako's topic in Palworld
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. =^-^= -
palworld [Mod]PalBreeder - A Palworld Breeding System
Spirit_Shard replied to KazeYako's topic in Palworld
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. -
sex framework [Mod]Sugar Cake - Sex and Animation Framework for Palworld
Spirit_Shard replied to Spirit_Shard's topic in Palworld
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 ^-^ -
palworld [Mod]PalBreeder - A Palworld Breeding System
Spirit_Shard replied to KazeYako's topic in Palworld
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. -
"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) "
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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)
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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~ =^-^=
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sex framework [Mod]Sugar Cake - Sex and Animation Framework for Palworld
Spirit_Shard replied to Spirit_Shard's topic in Palworld
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. -
I don't know if a bodyslide style solution would work, Bodyslide works specifically because of how the Creation Engine utilizes a Max and Min body mesh to calculate 'weight' as a slider, so bodyslide will modify different weighted regions of the mesh to morph and calculate these 2 models and compile them for the game, then the weight mechanic does all the math in-game. I guess on a technical level someone could put together such a tool to compile for Unreal Engine (as in a general tool for meshes, not really Palworld specific) but unless I'm misunderstanding something it would still require the min-max style meshes to be made for the math to work-out. If that's the case then using Morph Targets would be much more viable and already works. Tools like Altermatic can already utilize Morph Targets to either randomize or specifically customize morphs but onto a mesh. The issue here is the model must be built with morph targets in the first place and the vast majority of models don't utilize them at all. People in The Broken Chatbox community have being doing some really interesting and impressive stuff with morphs so we're certainly learning how to utilize them better (I'm also learning about edge-cases we need to find solutions for >.>), but the number of modelers and the number of Pals to cover is quite large so it will take time to cover them all. There's technically another potential solution I have which will be in the Altermatic rework that's been in the works for a while, but it's currently really not stable and doesn't have the best results, so I recommend models implement Morph Targets when they can.
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Sorry there's been people causing problems. >.< Over in The Broken Chatbox discord we have updated JSON files and other compatibility things so most things are still functional on the newest Sugar Cake versions. TemTemLover's and Lurker's animations have been fully updated, I'm also told Shiinr provides an updated JSON file for Sugar Cake and works on the latest update. I wouldn't be in the know for much else, we've got people making new animations and such in our community (The Broken Chatbox) but many are focusing on replacer stuffs atm. The only stuff that won't work after Palworld 1.0 are Human animations, or stuff that replace the human skeleton, and robinquill/versdash stuff as they got redesigns, those all need to be updated for 1.0. For everything else it's just grabbing an updated JSON file if you're referring to Sugar Cake (or use of the many scripts available to update them).
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sex framework [Mod]Sugar Cake - Sex and Animation Framework for Palworld
Spirit_Shard replied to Spirit_Shard's topic in Palworld
How to install Sugar Cake, UE4SS, Requirements, and Animation Packs Original guide written by alphabetsoupdog1234 over in our Discord - https://discord.com/channels/236233595637858304/547844967138328592/1523132306083156129 Quote from alphabet (approximately, my memory isn't perfect) "I'd update some of the language and pictures before reposting it somewhere, personally. But if you want to use it as a base and update it, then go ahead." How to Install SCake, Requirements, and Animation Packs NOTHING YOU INSTALL SHOULD GO IN PALWORLD/ENGINE. NOTHING. A few notes: First - the "Root" folder is going to be the "Palworld" folder, wherever you have it installed. Examples... C:\Program Files (x86)\Steam\steamapps\common\Palworld C:\XBOXINSTALLPATH\idkwhatgoeshere\Palworld in my case - G:\SteamLibrary\steamapps\common\Palworld I may not mention it much (or at all), but whatever. I'll most likely just mention your "Palworld" folder, and that's what I mean. I just don't want to write out C:\Program Files..........\Palworld each time. Second - UE4SS experimental is constantly being updated. The experimental branch is required - in fact, a relatively recent version of it. However, as it's an experimental branch, it's possible that something will be broken in an update. UNLIKELY - and when it is it'll be fixed quickly - but it's possible. Third - Follow safe modding practices. That means when setting up your core ecosystem, install one thing at a time and test. Install UE4SS make sure it works. Install UniPalUI make sure it works. Install SCake and test the included animation to make sure it works. After that, it's up to you, but if things don't work when you install 8 mods at once, it's your problem. Animation and Mesh packs I'm aware of are linked at the veeeery end of this guide. STEP ZERO If you have never installed mods before and it's a fresh Palworld install, this is not necessary and you can skip to Step One. Otherwise, do it. Go to your Palworld/Pal/Binaries/Win64 (or WinGDK) folder and delete it. Note that this will wipe any LUA mods you have, so make sure to move/back those up first. >> NOT Palworld/Engine << Go into Steam / XBOX and verify files to redownload it the Win64/WinGDK folder and relevant game files. This will ensure you do not have old/incorrect versions of ue4ss breaking your stuff. Yes, you can have two versions (or at least parts of two versions) installed at the same time and things will not be happy. STEP ONE Download and install UE4SS latest experimental https://github.com/UE4SS-RE/RE-UE4SS/releases/tag/experimental-latest --- 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) --- For Linux Users Linux users have an extra step. One of these might work for you, otherwise figure out some other way to make dwmapi.dll load: " so in case anyone else ever asks about mods on linux what made it work besides standard setup was doing: Protontricks>default prefix>run winecfg> Libraries, find dwmapi.dll and click "Add" " WINEDLLOVERRIDES="dwmapi=n,b" %command% --- For Everyone Else! (normal UE4SS install) On this page (https://github.com/UE4SS-RE/RE-UE4SS/releases/tag/experimental-latest), go to the very bottom and download the UE4SS-3.0.1-####etcetc.zip file None of the files with a z at the start of their name, not the source code - just the first basic zip file. Extract the contents AS IS into your main executable folder. Currently that will be either... STEAM: Palworld/Pal/Binaries/Win64 XBOX: Palworld/Pal/Binaries/WinGDK >> NOT Palworld/Engine << Launch the game. Assuming it's installed correctly (which it should be) you should notice a new file appear inside the ue4ss folder - the UE4SS.log file. That means ue4ss ran successfully. Did it do much? No, but it ran. That means we can do stuff with it. If it didn't run, it won't do anything and you have to figure out where you made a mistake (or you're on Linux (any PC distro or Steam Deck etc.), see links up near top of this message). If you have known file extensions hidden (default in windows) then the .log file will show up as a "UE4SS" Text File. If you'd like to disable this feature, you can click the triple dot next to "View" > Options > View Tab > and then find and untoggle "Hide known file extensions" STEP TWO Download and install SCake https://spiritshard.com/?mode=gamemod&view=Palworld_ProjectSugarCake On this page, pick the version of SCake framework collection available. Not the SDK/Modder Resource/whatever. Alternatively, SCake versions are available in the test_build_updates channel on the Discord server. In the zip file, you'll find the README which is useful. I'm not going to talk about it, read it on your own - it'll explain what SCake is and how to install/use it. There's also some example JSON files which can help animators with making their .json files for their animation packs. When setting up mods, if they have a readme it's usually a good idea to read it. Anyways. If you have the STEAM version of Palworld, go into the STEAM subfolder. If you have the XBOX version of Palworld... You get where this is going. Unzip the "Pal" folder inside into your root Palworld folder, so that it merges with the existing Pal folder there. This will install all the files for SCake into the correct places (shown in the following screenshots). Run the game, you should see some text appear in the top left for SCake in addition to UniPalUI. When you get to the main menu hold SHIFT and press Y (Shift+Y) -- make sure that SCake has a listing here now. Click into the UniPalUI menu and ensure SCML C++ Active! shows on the menu. This will confirm the C++ UE4SS side of the base SCML framework has loaded. This is required for SCake to function. Assuming it does, next step is loading into a save (or making a new save) as a female character. Hold J, and confirm a solo scene starts. If it does, you're good! If it doesn't, you did something wrong. Go back and check your files/processes and make sure everything matches exactly to the screenshots. NOTE: If you follow Step Zero again after this (wiping win64/reinstalling UE4SS) you will have to reinstall. You'll still get the menu without doing so, but for SCake to work it must be reinstalled because of the piece that is installed into ue4ss/Mods. NB - the "LogicMods" folder requires exact capitalization for UE4SS to load blueprint mods inside it. If you have lOGICMODS or Logicmods or LoGiCmOdS it won't work. STEP THREE+ Install animation packs! --- The example I'm going to use right now is LURKER'S animation pack because it was the first to be officially updated [for 0.6.19+], and the full pack is updated (human issue in 1.0 fixed now too). Others may require some messing around / getting unofficial updates / etc. but if you can get lurkers' pack working you can understand where the files go and mess with the other pack(s) you're interested in. NOTE: Animation packs may be packaged in different ways, so each one may require different steps to install. The main things: .json file goes in AnimConfig - the same one where your SugarCake_Anims_Human.json file is. If it's anywhere else, it won't work. AnimJSON is a deprecated install location for SCake 6.18 and earlier. You'll need the .pak file installed somewhere within /Paks/. Inside ~Mods is a good idea, but I'd say moving it into ~Mods/SugarCake is even better. Organization! Anyways, how to install anim pack: First download it (shocking!) Once you've downloaded it, unzip. Inside you'll find... LurkersAnimPak folder. Open that. Inside you'll find two more folders, a readme and changelog. Readmes are always good! For now, I'm going to open the Pal x Human series folder. Inside is a ~mods folder. You know what that means! We're going to merge that ~mods folder with OUR ~Mods folder. So navigate to Palworld/Pal/Content/Paks (where you'll see your ~Mods folder) and drag/drop the ~mods from Lurker's zip into that. You can also do the same thing for the Pal x Pal Series. I just am not going to take more screenshots of the exact same thing. 😛 Launch the game and see if the animations loaded. From there it's up to you to identify which pairing(s) are valid and test. These are the settings to enable for Debug controls (the G to select target, J to select self, hold H to start scene) -- tap H just clears targets. Hold G selects your currently summoned pal. R gives you a menu for the ongoing animation to change or end it (along with some other stuff). WASD controls camera (Q/E should be down/up) Shift + K does NOTHING unless you are looking at an ongoing scene you are not involved in, then it gives you control as if you were. It's not a menu / scene starter / etc. All these hotkeys should be in the UPI menu if you hover over SCake. NB - If you have erotic unchecked, you will not be able to start erotic (i.e. sex) animations w/debug controls, so don't do that unless you're testing dances or something sfw instead 😄 Huge thank you to alphabetsoupdog1234 for writing the original guide!~ =^-^= -
[Mod]UniPalUI - Unified Palworld User Interface and Tools for Mods
Spirit_Shard replied to Spirit_Shard's topic in Palworld
Your statement about the Workshop version working is currently correct, but it is important to note, the Workshop fork is not official or kept up-to-date. This means if there's new features in UE4SS we need to take advantage of then it's possible the workshop version stops working as intended. We've had users report that you can also copy and overwrite the Workshop UE4SS with the official latest experimental and steam will leave it be while it still functions in-game just like the workshop version natively, the actual DLL and such still loads. Workshop just requires a few extra steps. -
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People need to chill out and stop trying to hate everyone all the time. There's this strange obsession with creating 'villians' in everything and creating 'us versus them' tribes as an excuse to be mean to one another. We just want to mod in peace, use whatever mods you want, just don't engage in or support these hostile behaviors. There is no fence, the fence is made up to try and keep things divided, if you take a step through you'll realize you can access both pastures.
I know this to be empty words. I was free from tribalism, existing in all servers, offering my support to all communities without bias, without comment to any ongoing social aspect, proffering even financial support to ko-fis and subscribestars.
I won't ask for anything back. You may keep what I've given so far.
But I know the truth. For the crime of simply being on unfavorable servers, I was removed from yours.
I know the truth. And any community that asks for it will know it from me.-
Engaging in behavior and discussions which actively promotes the harassment, expelling, and "replacing" those within the community is behavior that we at The Broken Chatbox do not support and will not tolerate. We also do not tolerate your "gray area" discussions which have recently been brought to our attention. The sexualization and promotion of sexually exploiting minors, even within 'safe spaces' such as ATF will not be tolerated within our community, period.
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[Mod]UniPalUI - Unified Palworld User Interface and Tools for Mods
Spirit_Shard replied to Spirit_Shard's topic in Palworld
Means you either didn't install UE4SS correctly, don't have a new enough UE4SS version, or didn't install UniPalUI correctly. >.< If you have the version of UE4SS posted onto the workshop (which is non-official so if it breaks there's nothing we can do about it >.<) you can move the ue4ss folder from UniPalUI's install into the workshop version's folders and it's reported to work.