ExtraModHim Documentation
Link to mod:
https://www.undertow.club/downloads/extramodhim-core-and-mod-template.8033/
Part 1: ExtraModHim for Users
What is ExtraModHim
ExtraModHim (EMH) is a mod for Loader and is a branch of the ExtraMod Template Extension. All the ExtraMod Core mods require Sby’s Template Extension to function. This is the only requirement to run.
This mod was conceived around three needs: to make HIM modding more streamlined and simple, to create default mod containers for HIM that aren’t present in the vanilla game, and to make HIM mods available for use with Sby’s MoreClothing mod.
How to Install ExtraModHim
EMH can be loaded manually through the game’s built-in SWF mod loader, however it is recommended to load it on start-up via Loader’s $INIT$ load sequence.
For further information on how to load mods through $INIT$ refer to
Tickle’s Guide Here.
It is recommended to put EMH early in the load order after Template Extension and ExtraModCore, but BEFORE Animtools and MoreClothing, etc.
What can ExtraModHim do
EMH introduces new Mod Types to SDT. These Mod Types include the following:
- HIM_HEAD - A persisting customizable dynamic default head for him.
- HIM_HAIR - Hair elements for the proprietary head container.
- HIM_BODY - His body, as defined by KONA.
- HIM_PENIS - His penis, as defined by KONA.
- HIM_BOTTOMS - His Bottoms, as defined by KONA. RGB Shiftable.
- HIM_TOP - His Top, as defined by KONA. RGB Shiftable.
- HIM_FOOTWEAR - His Footwear, as defined by KONA. RGB Shiftable.
- HIM_LARM - A replacement of Modguy’s Loader arm. This arm is moddable and codable.
EMH also gives the user the ability to soft unload HIM mods, pair other HIM mods together (such as accessories), and adds a customizable dynamic HIM head. However, the paramount benefit of EMH is the ease of HIM modding.
The ExtraModHim Default Head
A major feature of EMH is the persistent (and toggle-enabled) customizable dynamic HIM head.
This head comes with two default styles - him and the female futa.
The head is completely adjustable and allows modders to add custom parts such as noses, jaws, head shapes, hair, and eyes.
The head, neck, eyes, and eyebrows, are all responsive to action in game.
Modding
Using ExtraModHimSettings
EMH has a few variables that are settable by the user. To use the settings file copy the following into a .txt file with the name ExtraModHimSettings.txt and and place that file into your Loader’s Settings folder.
The file should have the following by default:
;;---- ExtraModHim Settings -----
;;Use Default Head. 1 = true, 0 = false
useDefaultHead=1
;;Select Default Head Type. 0 = Standard, 1 = Anime, 2 = Faceless
himHeadSelection=0
;;Make Head Static or Dynamic
;;0 is static
headDynamics=1
;;Always remove HIM vanilla clothing
;;0 = false, 1 = true
alwaysClearVanillaClothes=1;
;;Remove FUTA heels.
;;0 = false, 1 = true, 2 = false persists
removeHeels=0
;;Auto-remove Left Arm when using Loader Arm
;;0 = false, 1 = true
autoHideLeftArm=1
Variables following an “=” can be changed. Statements following a “;” are comments that are ignored by the code.
‘
useDynamicHead’ tells the mod whether or not to hide the dynamic head. Examples of times in which you’d want to hide the head would be to replace the head with a static head mod, the head doesn’t work with that specific HIM mod, or if you just don’t like his ugly mug.
'
himHeadSelection' changes the default HIM (non-futa) head between a number of available options. Currently only two included heads are built in: 0 being the default and 1 being an Anime head (based off the Shinji body mod).
'
headDynamics' when set to 0 will make the dynamic head static. All other values will maintain dynamics.
'
alwaysClearVanillaClothes' makes it so the vanilla HIM clothes unload on body change. Recommended to set to 1 (true). '0' sets it so vanilla clothes load in as normal. '1' sets it so vanilla clothes always unload on body change.
‘
removeHeels’ removes the heels from FUTA model in the vanilla game. These heels are by default always visible when using the FUTA heels footwear selection. However, some mods may want to take advantage of the model’s heels position and vanilla body and this setting removes the vanilla one’s to make way for such a mod.
'
autoHideLeftArm' automatically hide the vanilla left arm whenever the loader arm is activated. Default is off, however I recommended setting it to '1' (true).
Part 2: ExtraModHim for Modders
What is ExtraModHim_Template.fla
This is a mod template that includes all the vanilla mod types, sby’s template extension mod types, and all the EMH template mod types. As such, this FLA requires the included SDTMods package folder to be in the same location to export correctly. This included SDTMods package has the updated ModPackage.as needed to package Template Extension and EMH mods.
The template itself has 8 new mod templates, and various helper templates.
As per the new modTypes (above) the new templates correspond accordingly: His head, His hair, His body, His Penis, His Bottoms, His Top, His Footwear, and the Loader Arm.
Almost all of the templates include two or more frames for each included mod instance.
Generally, these frames will be labeled “him” and “futa”. The programming that controls the EMH requires these labels to be present on all mod instances. This is very important. Do not delete the labels layer or frames unless you absolutely know what you’re doing.
This separation of him and futa reflects how the vanilla system handles the bodies objects. There are two bodies, 0 and 1 - 0 is the male body while 1 is the female body. To simplify this for modders, and since Faceless’s template has used this method up until now, I opted to make the first frame of all mod instances for the male and the second for the female. Some outliers to this organization are the hands and feet which have additional frame information.
Drawing art on both the male and female frames is not required. Any unused frame will load the vanilla art in its stead (unless the boolean for overwriting vanilla art has been ticked).
Using the Art Templates
Because the Futa layers are on frame 2 it's not easy to visually design Futa mods using the publishable mod template. To alleviate that, I have provided Art Templates. These Futa art templates are not for publishing mods - and they do not have Settings/Actions layers. They are for drawing and designing the Futa art only.
Once you have your art drawn and positioned, then you should copy and paste that art to the actual mod templates part by part on the F frame (generally frame 2).
Hint: use Ctrl+Shift+V to paste in place.
How edit the Loader Arm
The loader arm is a Loader-specific object instance generated by ModGuy’s Loader. EMH replaces this with its own version of the grabbing left arm. This replaced version is moddable unlike the original. However, it is unattached from either the body or top template. As such, the modder will need to let the game know what that mod will be using an additional variable: ‘loaderArmAssignment’. This parameter only accepts two inputs: “body” or “costume”, anything else will default to “costume”. The difference between the two is that the body changes with the HIM body HSL slider and the costume can be linked to the top RGB slider.
If your mod calls for a loader arm Body mod and Costume mod, just copy the template and change the ‘loaderArmAssignment’ respectively.
RGB Sliders
Similar to HER mods, adding RGB control via the menu character controls is possible by creating a movie clip symbol with the instance name of ‘rgbFill’ inside of the mod element. At the moment there is no ‘rgbFill2’ built-in. Using other methods to bind rgbFills to other character controls is possible.
The mods that accept RGB are Top, Bottoms, Footwear, and the Loader Arm.
The HIM head
This modding area is only really visible if you use one of two mods in conjunction with EMH: Sby’s Animtools or Stuntcock’s AnySizeHim.
All elements are moddable (except the eyes as that’s currently a WIP), including the neck.
While it’s possible to add hair to the head template itself, it’s recommended to add hair via the hair mod template which provides mod containers for a Hair Top (above all), Hair Between (Under the ear), and Hair Back (Behind all).
Part 3: Using ExtraModHim with other Mods
Is EMH compatible with animtools?
Yes, in nearly every capacity EMH works with AnimtoolsV35+. I am expecting future versions of animtools to have native support for EMH.
Is EMH compatible with MoreClothing?
Yes and no. Currently EMH is only
semi-compatible with moreclothing at the time being. While I've discussed support for EMH in the future with Sby, the current version (MoreClothingV13) only fully supports non-body HIM mods, and partially supports body mods through a quirk in MC's
autoconsolidate feature.
In order to register EMH mods with MC you'll need to formulate your settings as such:
My_EMH_Mod.swf=My Mod Name+autoconsolidate
e.g. EMH-Mohawk_Hair.swf=Hair Mohawk+autoconsolidate
Apparently with the next version of MC you may have to structure is as
My_EMH_Mod.swf=My Mod Name+autoconsolidate>Body
This will put automatically put the HIM mod into the 'Body1' mod section.
Word of warning: As mentioned, MC doesn't natively support EMH yet so
expect there to be issues. Especially issues with body and head mods. These mods will not work if you change the him body type (aka change from the male him to the futa him). Also, RGB on the loader arm doesn't carry over. Lastly, special parameters such as overwriting the HIM body or removing vanilla elements doesn't work when loaded via MC.
Stuntcock’s Dynamic Hair Extender [DHE]
TO-DO