I don't know if I am the only person but the custom save data bar
is not allowing me to Click or highlight the information. This only happens to me in the Loader.swf but it works fine in the SDT.swf.
I don't know if I am the only person but the custom save data bar
is not allowing me to Click or highlight the information. This only happens to me in the Loader.swf but it works fine in the SDT.swf.
Is there anyway you can modify 1.6b so that it will list ALL currently loaded mods, so that you can remove them individually? I'm more referring to the swf imports because most don't auto remove
What's the "Tear" button for? There's already a hotkey to generate tears and it's also in your mods section.
If it clears them, how about having "Clear All" (tears and cum and stuff) instead?
And are we able to load swf imports with your loader, yet?
I don't have the time to try it myself so I'm sorry if it's obvious.
I cant load SWF mods with this.
I have a character that is a mod so I named the folder and put the .swf in there and named it to Mod.swf.
When I click the character on the selection it says SDT MOD Load from modding panel.
I cant load SWF mods with this.
I have a character that is a mod to I named the folder and put the .swf in there and named it to Mod.swf.
When I click the character on the selection it says SDT MOD Load from modding panel.
I did. The only thing related are:
-Custom Mods
This is an advanced feature in an experimental stage.
Custom mods allow for near total control of the game and its workings through externally loaded SWF files.
The general format is as follows:
-Mod Folder app
This must be in the same folder as SDT.swf
Executing this simply generates a "Mods.txt" file containing folder names.
Theres nothing after "The general format is as follows:"
and on loading:
"Arm.png" Tatoo
"Arm.swf" Tatoo
"BG.png" Background
"Code.txt" Character Code
"Eye.png" Eye
"Eye.swf" Eye
"Hair.png" Hair
"Mod.swf" Custom Mod
"Nipple.swf" Nipples (Same)
"Nipple1.swf" Left Nipple
"Nipple2.swf" Right Nipple
"Penis.swf" Penis
Im naming and puting the files correctly as instructed.
Unless there was something missing from Custom Mods portion idk whats up. Im running the newest loader on the thread.
The custom mod folder is NOT for Kona's mods, a Mod.swf is included.
This toggles his arm as proof of concept that external code can be loaded/executed.
This is NOT for dynamic hairs or accessories.
I will implement this if possible though, watch this space.
EDIT:
Took about 20 mins to implement.
Loader now supports official SWF mods.
EDIT2:
Implemented mod toggler.
Will probably produce a ton of bugs :|
Edit:
Arm imports don't unload.
Could you make code.txt to load after x.swf?
(Probably not since CusomSaveData unloads SWFs)
Cycle Custom doesn't work with official SWF imports.
Toggleable parts of SWFs stay listed for other imports.
Arm imports don't unload. Could you make code.txt to load after x.swf?
Cycle Custom doesn't work with official SWF imports. Toggleable parts of SWFs stay listed for other imports.
Know how to fix bugs in orange.
Will research others.
Edit:
Fixed all bugs except Cycle Custom, will look at that next.
Turns out I purposely exempted the arm mod from the unload procedure to figure things out when Kona broke it.
Edit2:
Fixed Cycle Custom bug.
This was just a lazy mistake, I sourced data from a null variable.
Code:
mod_panel.slidePanel.lstChars.selectedItem.data
Only worked when the character was selected in the list.
Therefore using a hotkey meant that no character was selected from the list, resulting in the null reference error.
Oh yeah, I fixed arm mod support for different positions.
Expect in next release.
How eactly does the Breath passout mod work though. The numbers I mean. does higher = faster passing out or lower numbers? Is it possible to make her perm knocked out? Sick question I know just curious.
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