- Will need to see about about that. If player places an NPC where a ghost can catch them it could lead to the image staying on the screen.
- It was difficult to get it running for npc that has both npc and player sex animation. I don't know how can I make multiple sex animation for them. I will see what can be done.
- Sorry, that would require more planning on npc behaviour. Which may break what's working right now.
- After this update is done will have a documentation explaining everything and how you can create a complex questline using them.
I just made a mod using BepInEx to create buttons and switch between various animations, maintaining your customnpcs structure but with some minor changes. If you'd like, I can send you the link to the GitHub repository with the code. Perhaps with that, you can integrate that functionality natively into customnpcs.
Here's a link to a demonstration video; programming in C# was really tiring
https://gofile.io/d/WFH8Dh
Well if this is how you wanted multiple animations then it's a simple job.
I thought you wanted quest progression for each animation to unlock. That would have messed up what's already working.
And Mason can't fool me. Ted doesn't have abs. Ask Mason to stop wearing a wig.
Also, this NPC you made. It's just a simple spawning one right?
This is something I've added recently like you suggest. You can have up to 5 player animations and different cloth icon for each animation.
Also now a sprite of current actor appear like in Ringman. It's only one frame though. You can have multiple sprite depending on-
- Current actor (depends on how many actors are involved, five in the image below since nothing for Masuo)
- Current animation (how many animations are there. Max is 5. Since there's one animation for each actor it uses their default ones)
- Current state (only two sprites for fully dressed when actor didn't have sex and half dressed if sex is in progress or done)
