[Mod Discussion] (Illusion) Honey♥Select (ハニーセレクト)

Having strange problem... I can see the list name in the studio but it's not appearing..... Everything is seems but don't know why it's not working...

Edit:
Created a stand-alone file name "AG3-Maps" and used the list "00". Or do I need put the files in studio object "00"
 
Last edited:
Wait, I can't make appear maps on the Studio Item list.

How did you do it? I'm also trying to port older game maps but they don't appear!! :boys_sigh:


EDIT:
I actually did it, buuuut...
cxVswVFE.png
 
Wait, I can't make appear maps on the Studio Item list.

How did you do it? I'm also trying to port older game maps but they don't appear!! :boys_sigh:


EDIT:
I actually did it, buuuut...
View attachment 12349

Mesh is missing materials. Or there is no textures in the materials...

EDIT:

Are you using my files to port old maps?
 
Here is my first attempt. Link. All is okay. Name is visible in Studio but item not loading (2Mb).
 
Mesh is missing materials. Or there is no textures in the materials...

EDIT:

Are you using my files to port old maps?

Yes. Did Illusion change something? I remember porting your map ports to HaremMate and everything worked.
 
Yes. Did Illusion change something? I remember porting your map ports to HaremMate and everything worked.

Actually I don't remember you mentioning doing that. :D Lolz. Never mind about. But what SBtool you are using? This is Unity5 game so there must be some sort of changes made. I uploaded my file, download that and see what results it gives you cuz mine isn't loading at all.
 
I have a problem with extracting the files from Mr.X HoneySelect Uncensor FU and MU Ver1.00 . What should I do ?
 
Actually I don't remember you mentioning doing that. :D Lolz. Never mind about. But what SBtool you are using? This is Unity5 game so there must be some sort of changes made. I uploaded my file, download that and see what results it gives you cuz mine isn't loading at all.

I don't mention you because some mods I make are for personal use lol Like the port of your maps to Harem Mate, never published them and If I did, I'll put credits. That was my initial plan with the maps here in HoneySelect, since I'm looking for a Island / Beach map and HS doesn't come with one.

Anyways, I'm using the lastest SB3U. All I did was place the "AG3Maps.unity3d" (same file as SBPR) in studio/itemobject/honey and then in studio/list/itemlist/honey I edited the "00.unity3d" item list file. In the item list I edited the "AG3Maps.unity3d" location and the was slot that was occuping. Nothing more. Then it showed up in the studio but was messed up.

I'll try later your map.

I have a problem with extracting the files from Mr.X HoneySelect Uncensor FU and MU Ver1.00 . What should I do ?

You should download 1.02 version.
 
Last edited:
I don't mention you because some mods I make are for personal use lol Like the port of your maps to Harem Mate, never published them and If I did, I'll put credits. That was my initial plan with the maps here in HoneSelect, since I'm looking for a Island / Beach map and I HS doesn't come with one.

Anyways, I'm using the lastest SB3U. All I did was place the "AG3Maps.unity3d" (same file as SBPR) in studio/itemobject/honey and then in studio/list/itemlist/honey I edited the "00.unity3d" item list file. In the item list I edited the "AG3Maps.unity3d" location and the was slot that was occuping. Nothing more. Then it showed up in the studio but was messed up.

I'll try later your map.



You should download 1.02 version.

Yeah. I understand some mods are used for personal use only. No issue at all. But now I am working the whole Illusion maps again. Mainly because I am testing a theory to fix a texture flicker problem, there is no skydome in HS studio so I intend make maps that has skydome and some improvements and upgrades.
I remember. The newest tool does not support TGA and my old files are all contain TGA format.
 
Anyways, I'm using the lastest SB3U. All I did was place the "AG3Maps.unity3d" (same file as SBPR) in studio/itemobject/honey and then in studio/list/itemlist/honey I edited the "00.unity3d" item list file. In the item list I edited the "AG3Maps.unity3d" location and the was slot that was occuping. Nothing more. Then it showed up in the studio but was messed up.

Remember that SBPR used Unity4 and HS use Unity5. If you simple put AG3Maps in the directory, the shaders that are referenced in the materials for the maps may no longer exist or may the the wrong ones. You may have to redo the materials for the items for them to show.
 
Remember that SBPR used Unity4 and HS use Unity5. If you simple put AG3Maps in the directory, the shaders that are referenced in the materials for the maps may no longer exist or may the the wrong ones. You may have to redo the materials for the items for them to show.

I didn't know about HS using Unity 5. Thanks.
 
Here is my first attempt. Link. All is okay. Name is visible in Studio but item not loading (2Mb).

I suppose there are one (or two) errors.

1) ItemList_Honey_00_Sheet1 should be edited.

Code:
<Sheet2の範囲>
<開始行><開始列><終了行><終了列>
<2><2>[COLOR="#F37934"]<293>[/COLOR]<6>

This actually represents the ending row of Sheet2. Since you added one row, it should be changed to <294>.

2) If the object still fails to load, try to check your output_log inside folder HoneyStudio_32_Data/HoneyStudio_64_Data.
Search if "it was not built with the right version" error exists or not. If so, you have to randomly change the inventory offset to 0-3 (located in the file menu, under CAB-string).


I didn't know about HS using Unity 5. Thanks.

In addition to possible shader problems, using files from SBPR simply doesn't work because the file headers in Unity 4 and Unity 5 are totally different. You have to export the map out of SBPR file (usually as fbx), import it back to a duplicated HS file and uses the shaders provided by HS.
 
@Aastaroth:
I noticed something. But can't make a reason out of this...
Code:
The AssetBundle 'O:/Illusion/HoneySelect/HoneyStudio_64_Data/../abdata/studio/itemobj/honey/AG3_Maps.unity3d' can't be loaded because another AssetBundle with the same files is already loaded.

What another AssestBundle is loaded?

Full text:
Code:
Initialize engine version: 5.3.5f1 (960ebf59018a)
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 11.0 [level 11.0]
    Renderer: NVIDIA GeForce GT 630M  (ID=0xde9)
    Vendor:   NVIDIA
    VRAM:     1995 MB
Begin MonoManager ReloadAssembly
Platform assembly: O:\Illusion\HoneySelect\HoneyStudio_64_Data\Managed\UnityEngine.dll (this message is harmless)
Loading O:\Illusion\HoneySelect\HoneyStudio_64_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: O:\Illusion\HoneySelect\HoneyStudio_64_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
Loading O:\Illusion\HoneySelect\HoneyStudio_64_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: O:\Illusion\HoneySelect\HoneyStudio_64_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading O:\Illusion\HoneySelect\HoneyStudio_64_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: O:\Illusion\HoneySelect\HoneyStudio_64_Data\Managed\Assembly-UnityScript.dll (this message is harmless)
Loading O:\Illusion\HoneySelect\HoneyStudio_64_Data\Managed\Assembly-UnityScript.dll into Unity Child Domain
Platform assembly: O:\Illusion\HoneySelect\HoneyStudio_64_Data\Managed\UnityEngine.UI.dll (this message is harmless)
Loading O:\Illusion\HoneySelect\HoneyStudio_64_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
Platform assembly: O:\Illusion\HoneySelect\HoneyStudio_64_Data\Managed\UnityEngine.Networking.dll (this message is harmless)
Loading O:\Illusion\HoneySelect\HoneyStudio_64_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain
Platform assembly: O:\Illusion\HoneySelect\HoneyStudio_64_Data\Managed\UnityEngine.UI.Translation.dll (this message is harmless)
- Completed reload, in  0.051 seconds
Platform assembly: O:\Illusion\HoneySelect\HoneyStudio_64_Data\Managed\System.Core.dll (this message is harmless)
Platform assembly: O:\Illusion\HoneySelect\HoneyStudio_64_Data\Managed\System.dll (this message is harmless)
Platform assembly: O:\Illusion\HoneySelect\HoneyStudio_64_Data\Managed\System.Xml.Linq.dll (this message is harmless)
Platform assembly: O:\Illusion\HoneySelect\HoneyStudio_64_Data\Managed\System.Xml.dll (this message is harmless)
<RI> Initializing input.

<RI> Input initialized.

desktop: 1366x768 40Hz; virtual: 1366x768 at 0,0
<RI> Initialized touch support.

UnloadTime: 0.667963 ms
Unloading 5 Unused Serialized files (Serialized files now loaded: 10)

Unloading 282 unused Assets to reduce memory usage. Loaded Objects now: 1302.
Total: 1.556586 ms (FindLiveObjects: 0.070987 ms CreateObjectMapping: 0.070559 ms MarkObjects: 1.298723 ms  DeleteObjects: 0.116316 ms)

Setting up 2 worker threads for Enlighten.
  Thread -> id: 8b0 -> priority: 1 
  Thread -> id: 8458 -> priority: 1 
Unloading 4 Unused Serialized files (Serialized files now loaded: 10)
UnloadTime: 0.387863 ms
Platform assembly: O:\Illusion\HoneySelect\HoneyStudio_64_Data\Managed\WideSliderStudioManaged.dll (this message is harmless)

Unloading 74 unused Assets to reduce memory usage. Loaded Objects now: 11800.
Total: 12.326968 ms (FindLiveObjects: 0.624345 ms CreateObjectMapping: 0.333554 ms MarkObjects: 11.312621 ms  DeleteObjects: 0.055592 ms)

Unloading 2 Unused Serialized files (Serialized files now loaded: 28)

Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 11802.
Total: 12.246145 ms (FindLiveObjects: 0.570890 ms CreateObjectMapping: 0.166349 ms MarkObjects: 11.493938 ms  DeleteObjects: 0.014111 ms)

Unloading 1 Unused Serialized files (Serialized files now loaded: 28)

Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 11802.
Total: 13.357139 ms (FindLiveObjects: 0.568752 ms CreateObjectMapping: 0.218520 ms MarkObjects: 12.553186 ms  DeleteObjects: 0.015822 ms)

The AssetBundle 'O:/Illusion/HoneySelect/HoneyStudio_64_Data/../abdata/studio/itemobj/honey/AG3_Maps.unity3d' can't be loaded because another AssetBundle with the same files is already loaded.
 
(Filename:  Line: 406)

NullReferenceException: Object reference not set to an instance of an object
  at AssetBundleManager.LoadAsset (System.String assetBundleName, System.String assetName, System.Type type, System.String manifestAssetBundleName) [0x00000] in <filename unknown>:0 
  at CommonLib.LoadAsset[GameObject] (System.String assetBundleName, System.String assetName, Boolean clone, System.String manifestName) [0x00000] in <filename unknown>:0 
  at StudioItem.Createing (.Item item) [0x00000] in <filename unknown>:0 
  at StudioItem..ctor (Int32 listNo, UInt32 no) [0x00000] in <filename unknown>:0 
  at Manager.Studio.AddItem (Int32 listNo) [0x00000] in <filename unknown>:0 
  at ItemListNodeButton.OnClick () [0x00000] in <filename unknown>:0 
  at UnityEngine.Events.InvokableCall.Invoke (System.Object[] args) [0x00000] in <filename unknown>:0 
  at UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0 
  at UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0 
  at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <filename unknown>:0 
  at UnityEngine.UI.Button.Press () [0x00000] in <filename unknown>:0 
  at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <filename unknown>:0 
  at UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <filename unknown>:0 
  at UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) [0x00000] in <filename unknown>:0 
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent()
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()
 
(Filename:  Line: -1)

Edit the list to 294 and Offset 0,1,2 and 3 work none.
 
Ok I re-did it again from scratch.
**Edited the list "00" added 294 in sheet1
**Changed the CAB-String
**In MonoB&Other tab, I renamed the "Assets Bundle" Type to "AG3-Maps". Maybe that was the reason of another "Assets Bundle" loaded in the somewhere.
**Loaded the item each time in studio after set inventory offset 0,1,2 and 3. Nothing happened.
Overall nothing is working now.....

Out_log Text:
Code:
Initialize engine version: 5.3.5f1 (960ebf59018a)
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 11.0 [level 11.0]
    Renderer: NVIDIA GeForce GT 630M  (ID=0xde9)
    Vendor:   NVIDIA
    VRAM:     1995 MB
Begin MonoManager ReloadAssembly
Platform assembly: O:\Illusion\HoneySelect\HoneyStudio_64_Data\Managed\UnityEngine.dll (this message is harmless)
Loading O:\Illusion\HoneySelect\HoneyStudio_64_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: O:\Illusion\HoneySelect\HoneyStudio_64_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
Loading O:\Illusion\HoneySelect\HoneyStudio_64_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: O:\Illusion\HoneySelect\HoneyStudio_64_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading O:\Illusion\HoneySelect\HoneyStudio_64_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: O:\Illusion\HoneySelect\HoneyStudio_64_Data\Managed\Assembly-UnityScript.dll (this message is harmless)
Loading O:\Illusion\HoneySelect\HoneyStudio_64_Data\Managed\Assembly-UnityScript.dll into Unity Child Domain
Platform assembly: O:\Illusion\HoneySelect\HoneyStudio_64_Data\Managed\UnityEngine.UI.dll (this message is harmless)
Loading O:\Illusion\HoneySelect\HoneyStudio_64_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
Platform assembly: O:\Illusion\HoneySelect\HoneyStudio_64_Data\Managed\UnityEngine.Networking.dll (this message is harmless)
Loading O:\Illusion\HoneySelect\HoneyStudio_64_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain
Platform assembly: O:\Illusion\HoneySelect\HoneyStudio_64_Data\Managed\UnityEngine.UI.Translation.dll (this message is harmless)
- Completed reload, in  0.050 seconds
Platform assembly: O:\Illusion\HoneySelect\HoneyStudio_64_Data\Managed\System.Core.dll (this message is harmless)
Platform assembly: O:\Illusion\HoneySelect\HoneyStudio_64_Data\Managed\System.dll (this message is harmless)
Platform assembly: O:\Illusion\HoneySelect\HoneyStudio_64_Data\Managed\System.Xml.Linq.dll (this message is harmless)
Platform assembly: O:\Illusion\HoneySelect\HoneyStudio_64_Data\Managed\System.Xml.dll (this message is harmless)
<RI> Initializing input.

<RI> Input initialized.

desktop: 1366x768 40Hz; virtual: 1366x768 at 0,0
<RI> Initialized touch support.

UnloadTime: 0.656417 ms
Unloading 5 Unused Serialized files (Serialized files now loaded: 10)

Unloading 282 unused Assets to reduce memory usage. Loaded Objects now: 1302.
Total: 1.500994 ms (FindLiveObjects: 0.118882 ms CreateObjectMapping: 0.042763 ms MarkObjects: 1.204644 ms  DeleteObjects: 0.133849 ms)

Setting up 2 worker threads for Enlighten.
  Thread -> id: 5128 -> priority: 1 
  Thread -> id: 7870 -> priority: 1 
Unloading 4 Unused Serialized files (Serialized files now loaded: 10)
UnloadTime: 0.442600 ms
Platform assembly: O:\Illusion\HoneySelect\HoneyStudio_64_Data\Managed\WideSliderStudioManaged.dll (this message is harmless)

Unloading 74 unused Assets to reduce memory usage. Loaded Objects now: 11800.
Total: 13.103979 ms (FindLiveObjects: 0.706878 ms CreateObjectMapping: 0.260001 ms MarkObjects: 12.076802 ms  DeleteObjects: 0.058585 ms)

Unloading 2 Unused Serialized files (Serialized files now loaded: 28)

Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 11802.
Total: 13.100558 ms (FindLiveObjects: 0.785135 ms CreateObjectMapping: 0.180461 ms MarkObjects: 12.117855 ms  DeleteObjects: 0.016677 ms)

Unloading 1 Unused Serialized files (Serialized files now loaded: 28)

Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 11802.
Total: 16.506660 ms (FindLiveObjects: 0.616220 ms CreateObjectMapping: 0.195428 ms MarkObjects: 15.669353 ms  DeleteObjects: 0.024802 ms)

NullReferenceException: Object reference not set to an instance of an object
  at AssetBundleManager.LoadAsset (System.String assetBundleName, System.String assetName, System.Type type, System.String manifestAssetBundleName) [0x00000] in <filename unknown>:0 
  at CommonLib.LoadAsset[GameObject] (System.String assetBundleName, System.String assetName, Boolean clone, System.String manifestName) [0x00000] in <filename unknown>:0 
  at StudioItem.Createing (.Item item) [0x00000] in <filename unknown>:0 
  at StudioItem..ctor (Int32 listNo, UInt32 no) [0x00000] in <filename unknown>:0 
  at Manager.Studio.AddItem (Int32 listNo) [0x00000] in <filename unknown>:0 
  at ItemListNodeButton.OnClick () [0x00000] in <filename unknown>:0 
  at UnityEngine.Events.InvokableCall.Invoke (System.Object[] args) [0x00000] in <filename unknown>:0 
  at UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0 
  at UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0 
  at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <filename unknown>:0 
  at UnityEngine.UI.Button.Press () [0x00000] in <filename unknown>:0 
  at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <filename unknown>:0 
  at UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <filename unknown>:0 
  at UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) [0x00000] in <filename unknown>:0 
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent()
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()
 
(Filename:  Line: -1)

Unloading 4 Unused Serialized files (Serialized files now loaded: 29)

Unloading 39 unused Assets to reduce memory usage. Loaded Objects now: 11981.
Total: 14.790994 ms (FindLiveObjects: 0.632470 ms CreateObjectMapping: 0.224935 ms MarkObjects: 13.872437 ms  DeleteObjects: 0.060723 ms)
 
I did. "CAB-AG3_Maps"

Well... it was "CAB-6dfd99a05bc9d9076fbadfbb863cd6c5" in the file. And "CAB-AG3_Maps" isn't a correct format either. It should be a 32-digit hexadecimal (0-9, a-f) number.

Another question is, how did you create the animator? I think copy-paste animator is still buggy here, so I use files with existing animator to do the imports.
 
Well... it was "CAB-6dfd99a05bc9d9076fbadfbb863cd6c5" in the file. And "CAB-AG3_Maps" isn't a correct format either. It should be a 32-digit hexadecimal (0-9, a-f) number.

Another question is, how did you create the animator? I think copy-paste animator is still buggy here, so I use files with existing animator to do the imports.

Oh, so renaming any CAB-String doesn't work? I will give another try.
For animator, I used "p_item_02" honey folder "00". Marked for copying and Paste All Marked. What animators you used?
 
You still have to change to make it unique, any 32-digit hexadecimal number shall do the trick.

CAB-6dfd99a05bc9d9076fbadfbb863cd6c5 -> CAB-6dfd99a05bc9d12affbadfbb863cd6c5 (O)

CAB-6dfd99a05bc9d9076fbadfbb863cd6c5 -> CAB-6dfd134971c9d9076fbadfbb863cd6c5 (O)

CAB-6dfd99a05bc9d9076fbadfbb863cd6c5 -> CAB-6dfd99a05bc9d9076fbadfbb8 (X)
 
I downloaded the "Random String Generator" By roy12 from HF and used this string:
20f56f9a8396483496e6f9f2f74dfcba
No luck.

Edit:
Share me your files (DOA maps) via pm incase you don't want to release in public. Want to see how it's done and also test if it can load in my studio
 
Last edited:
Is there any Japanese modding scene? If so, where? I remember there's a lot of CM3D2 mods uploaded on getuploader.com (listed here). I would love to get some slave-themed tattoos.
 
Oh, so renaming any CAB-String doesn't work? I will give another try.
For animator, I used "p_item_02" honey folder "00". Marked for copying and Paste All Marked. What animators you used?

This seems to be the reason. Because I didn't use copy/paste function for animators.

ca_head_05 contains only one animator, so it is a good template to begin with. But you still need to import a material first before testing.
Note that "it was not built with the right version" error may occur randomly and you have to change the inventory offset until output_log didn't show the error.
 
Thanks Aastaroth.. I will check the ca_head and it's materials...
 
This seems to be the reason. Because I didn't use copy/paste function for animators.

ca_head_05 contains only one animator, so it is a good template to begin with. But you still need to import a material first before testing.
Note that "it was not built with the right version" error may occur randomly and you have to change the inventory offset until output_log didn't show the error.

Saw the same error in the log set to different inventory each time. When set to inventory to 2.
It worked! Thanks...
Well it has produced a bad result. I need to understand the right material to create a better map.
 
Is there a way to reset the stats, like beginning from zero? Because i've downloaded some characters posted by other people but comes with their stats already, like if they played sometimes and exported, so their stats came to my game, which i really haven't played that much. So i've got lot of achievements without playing, so how can i reset this, if its possible?
 

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