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Can record until the user is tired or can be limited to stop automatically so you can take a coffee while it's rendering. Limit the amount of frames, seconds, or bind the whole thing to an animation can make perfect looping videos. Can resize downscale screenshots on the fly. Can rotate screenshots on the fly. Has multiple extensions and codecs available: MP4 H. Uninstall Remove VideoExport.

How to use it? Tweak the options however you like them. For your first attempt, I would suggest you to start simply with a character doing an animation. Setup your character, bring up the UI, select your favourite screenshot plugin, select 60 fps, choose to Limit By "Seconds", set the Limit Count to 5 aka 5 seconds here , optionally select resize if you wish to downscale the video, use the MP4 format with the H.

At this point, your game will get very slow, that's normal since it needs to take a lot of screenshots probably. Once it's finished, the window should display a green "Done! Here is video I generated. It's fps, 4K downscaled to p. Fixed some GIF generation errors. Attempting to fix some issues that would arise with a game path containing spaces. A new "Immediate" mode for the built-in screenshot tool.

This mod disables normal rendering when taking screenshots making the screen go black during the process. This means that the whole process should be faster and maybe more precise in theory.

A new "Win32" mode for the built-in screenshot tool. This was made to capture ReShade effects properly, but it also captures the whole UI, and you cannot upscale your screenshots. A new "Limit By" mode compatible with Timeline, works the same way as the "Animation" mode. The ability to choose another image format with the built-in screenshot tool, it's not just BMP anymore!

Updated ffmpeg and gifski. No more full ssd. Temporary images can now have text appended and prepended to their name, which can be interesting if you only care about the images. New option that makes the plugin close the studio when it's done making the video.

It can be useful if you want to render something overnight but don't want your studio to run after it's done. Another new option that empties the scene when it's done taking screenshots. This option might sound weird, but it actually speeds up the encoding process. Just to be clear, this is not my mod to begin with. LRE is a graphic enhancement mod for HS.

Original thread can be found here. Higher quality makeup. Not installing the skins is also a viable option, but then I recommend you install another pack of skins that are "4K Diffuse Ready". If you're updating from an older LRE or from 4K Diffuse, the look of your game shouldn't change as long as you follow the instructions. Not required but highly fucking recommended: IBL 5. X on this page. Installation It depends.

If you're upgrading from the older LRE 3 by plasticmind or 4K Diffuse, download the AAIO pack below and follow the instructions inside there is a good chance you're in this case. If you're upgrading from LRE 4, download and install the latest individual pack don't forget to update IBL too if it was updated. If you're experiencing weird problems, try to patch your game with IPA again.

New After Image effect. Screenshot fixes are now triggered correctly when using VideoExport's built-in screenshot method. Compatibility with HSU. Remade default characters presets available in the AAIO pack.

SSR can now be scaled automatically during screenshots. Fixed a bug with tattoos getting extremely low quality on low quality skins. Systems that don't support SEGI at all shouldn't have problems accessing other features anymore. It is possible to have 8K skins in theory I forgot to mention it in the last changelog. The previous graphic enhancement mod "4K diffuse" is also included here. Amplify Bloom: more advanced bloom with lens flare, glare, dirt etc it fucking rocks.

Camera Motion Blur: as the name suggests, it's motion blur that happens when the camera moves. It can be interesting for videos.

Noise and Grain: it's just noise, and grain, really, that's it. Blur: not to be mixed with Depth of Field! This is just a way to blur your picture, because why not I used it to reproduce the feeling of an old picture inside neo. This is now fixed. Also, some of the existing settings were moved. All the other folders except "Shadows" are now ignored completely.

Same as LRE, this is not my plugin to begin with, I am simply the person maintaining it and improving it these days. Basically, this plugin is a way to control more precisely the screen effects of HS, load cool skyboxes, have nice reflection and all. I'm not going to explain everything, but feel free to take a look at the original post by the original modder here.

Features Seriously, go check the original post. Not required but highly recommended: HSStandard 1. Version 5. Installation Extract the content of the archive in your game's folder make sure you have all the requirements please. Press F5. Move the sliders until it looks good. Exposed values for After Image effect.

It's now possible to set the DOF focus point to a custom object. New Culling Mask field for the built-in reflection probe. Fixed bug that reset the chara maker background back to a cubemap. Fixed various minor bugs can't remember them all. Made sure changing the cubemap and the ambient mode updates the ambient settings all the time. Exposed values for Color Correction Curves. Exposed values for Bloom and Flares. Exposed values for Antialiasing.

Exposed values for SEGI. Exposed values for Amplify Bloom. Exposed values for Camera Motion Blur. Bloom has been renamed "Cinematic Bloom" in order to clearly differentiate it from "Bloom and Flares" and "Amplify Bloom".

Postprocessing effects can be upscaled automatically when taking screenshots with HoneyShot, Playshot or Screencap. It is now possible to set the default cubemap in the chara maker in the Misc tab while you're in the maker.

Auto mode is gone don't be lazy guys please. New field: the Chromatic Aberration color can now be changed. New field: a button to dissociate the Depth of Field focus point from the studio cursor. New field: Reflection Probe shadow distance. The integrated documentation tooltip was moved to another dedicated window that doesn't always appear, thus taking useless space.

IBL works correctly in the chara maker now. Lots of bugfixes, if you have the previous version, just take this one tbh. More integrated documentation: that was already present in the previous version, but now there is more of it.

If you hover your mouse on certain settings, you might see an explanation appear at the bottom of the plugin. Additional postprocessing effects can be changed in the "Perception" tab. Timeline is an animation plugin where you can Features It works like this: on the left of the main window, you'll see a list of "Interpolables". An "Interpolable" is "something that can be interpolated" changed over time.

So, for example, you'll be able to find a "GuideObject Position" interpolable that can be used to change the position of a GuideObject during your animation. The actual animation part is done through things called "keyframes" if you're not new to animations, then you should probably know what this is. A keyframe is an object that holds a certain value of an interpolable at a certain time they're the red diamonds on the picture above. Click on "Help" and read that whole essay also available in the section below.

If you read everything then you should know how the plugin works. If you still don't really know what to start with, spawn a character, enable IK, select its hand and use the "Selected GuideObject Position" to interpolate its position as to make a waving motion. Also, if you don't want to read the whole help section another time just to find a single shortcut, here is a cheatsheet you can use: Some video tutorials are available as well.

Big thanks to their respective creators:. Here is the raw text for the Help panel. If you want to make an official translation, please contact me, I'm very interested in integrating new languages in Timeline. Use the input field between them to set the "framerate".

In this context, an interpolable represents a variable that can be changed interpolated between multiple values over time. It can be used to snap things in other contexts too, try it! In this scenario, Use Current Time will try to set the same time for all the selected keyframes if possible while Drag At Current Time will keep the shape of the selection intact that's why it's called Drag. More information later on what dragging in this context means.

When doing this, the leftmost keyframe will be copied on the cursor, and the other keyframes will be copied after that. This is a special kind of pasting operation that makes all the keyframes on the right of the cursor move so that what you're pasting has enough space to be there.

Obviously you should be careful with this feature since it will change the time of the selected keyframe s. Which means that you can for example activate IK on a character and manipulate each node independently each node will have a set of keyframes. This will highlight for a few seconds the linked interpolable if any. If you already have a custom name set, emptying the text field will make the interpolable return to its original name. This action will create a dedicated line that represents the group that can be collapsed or expanded like a folder.

More on that later. This can also be combined with other shortcuts like shift. If a character is selected, its active animation will also be saved in the same file. Block Length determines the length in seconds of a block, and Divisions is the number of smaller parts in a block. This can be useful if you want your grid to sync up with a specific tempo, for example. That's it! This means you can select multiple keyframes and edit them all at the same time some operations are limited however, like setting two keyframes at the same time while they are on the same line.

Just try it you'll see. Because of that last feature, "Auto save" is now enabled all the time yeah, sorry if you liked saving manually It's now possible to select keyframes with a "selection box" like you would select multiple files in the explorer.

Scrubbing the black bar will now correctly move your camera if it's being interpolated. An "Animation Pattern" Interpolable was added.

That means you can make them closer or further apart. Added new interpolable context menu options to select all keyframes, select all keyframes before the cursor, select all keyframes after the cursor works on groups as well. Added a new group context menu option to select all interpolables under that group and sub groups. Remember how you can find the GuideObject linked to a certain interpolable?

Well now you can do the opposite: holding alt when selecting a GuideObject will highlight the linked interpolable for a few seconds. Fixed a bug where pasting the same set of copied keyframes multiple times would result in those keyframes not being duplicated correctly. Fixed so many bugs, I don't even remember at this point.

Fixed various refresh issues. HSSuimono is the integration of the Suimono water system, an asset to generate beautiful water surfaces.

Features Cool water surfaces with a lot of parameters included as objects, make sure to use the resolver. Buoyancy objects also included as objects. FX objects splashes, ripples, mist, wake, bubbles Finally, this is not a requirement, but for everything to work correctly, LRE users should update to the newest version , 4.

Uninstall Remove HSSuimono. Spawn a Suimono compatible water surface by default in the Liquids category. Scroll to the very bottom and try multiple presets. Scroll up and start tweaking the sliders. Have fun and discover what this amazing asset can do. At the bottom of the window you can find a button that links to the pdf documentation of Suimono. Even though this one is a plugin as well, I chose to put it in the "Modding resources" section for obvious reasons.

Also, there is no need to worry, both are compatible and won't run into each other. For modders only In Visual Studio reference this dll as you would do with any other dll.

Also, since it's a plugin, it needs to be in your Plugins folder to work, obviously. OnSceneLoad, this. OnSceneImport, this. As a side effect, the plugin generates fewer logs. BonesFramework is a plugin that allows modders to add new bones to clothes at runtime. For modders only It's fairly simple: you need to add bones to your clothes in whatever 3D program you're using, weight some vertices to them, export that normally, and when creating the unity3d file, you need to add a TextAsset in it as well.

That TextAsset tells the plugin which additional bones to look for. A This is not a space, this is a TAB you need to be careful about this. Seriously, it's mostly refactor and features for another game. Yes, that means that you can add colliders and have them interact with other stuff. It's an external tool that removes ghost entries from Neo. While searching for ghost entries, this will actually look inside the unity3d files to see if an object is present keep in mind that it takes a lot of time.

If you don't activate this, it will only check if a certain unity3d file exists which is fine most of the time. Click on "Do the thing" Wait for the report at the end. From time to time, I also port studio items, clothes, maps and other non-plugin related stuff. You can find them all here and here not everything has previews, I'm sorry. There's only one thing here, but I like to think that it's extremely relevant if you want to start modding Honey Select using Unity aka the best way imo : Importing Studio NEO items with Unity.

Have a question for me? No problem, come ask, but why not check if it hasn't been answered first? Do you plan on porting [name of the plugin] to [name off a newer game that doesn't have the plugin yet]? In some cases, certain plugins aren't worth being ported simply because they might not even work in new games for various reasons. In other cases, I might not be motivated enough to port something to a game I barely play.

Finally, perhaps some plugins are already in the process of being ported but not released yet. In any case, ask around, and if nobody can give you a precise answer, come ask me. It's important to let your voice be heard because if enough people want something to be ported, I'll consider it.

TLDR: it's on a case by case basis, ask around, and if you don't get a precise answer come ask me directly.

Beauty is in the eye of the beholder. I stick to HS mainly because newer games aren't exactly more interesting I only use the studios, so it's really all the same to me. Yes, they are on newer engines I know, yes they "look better" that's highly debatable etc.

I know. Throughout the years, HS became my playground and I manage to tune it to my liking. Yes, I could do the same with newer games, nobody's stopping me, but some of my plugins can be very time consuming to remake for other games, and frankly I'd like to keep my sanity intact.

To be honest, the most interesting of the lot is probably Koikatsu, but the shaders are absolutely horrible and because of that, using the studio frustrates me to no end.

Of course! Do they relate to specific positions or options if selected or not? Many thanks for your continued efforts! I was always under the impression all the extras were just maps and tools for the studio. Never thought to think they could enhance overall graphics. I have DL the extra mod pack in the past and had seen it full of various mods by what looked like MANY other users, and imagined I could easily "break" the game by getting the wrong combination of ingredients.

Alas I always left the modpack alone and hadn't even bothered with the DL this repack, until you brought it up. Now I have it and curious what can be done with it.

Kinda hard to pin down, but you're not entirely alone, though it's rarer and rarer that users experience that. I recommend following along with KingBrowzer's recommendations. They cannot all be preapplied in the base pack. KingBrowzer: I think he's talking about optional mods the folder in the base pack , as for the optional studio modpack, yeah, that's just studio stuff ;. Does anyone have any idea why the character mods look so wonky and off and some just straight up don't even work because they are ''outdated''?

One of the previous repacks had the same problem for me at least , but I love all the new maps etc thank you for this amazing pack I appreciate all the work you do screwthisnoise! One of my girls suddenly lost her hair and skin overlay not related to this repack version, she was fine earlier in this same repack.

Any idea if this is a bug in the base game or mod related? Thankfully I had a backup so I restored them, but I make tweaks every now and then so the backups are usually a bit outdated. Also is there a way to adjust the H scenes per character? I made my guy a bit shorter and with a smaller dick and now sometimes the angles look dick-breaking.

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