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

Thanks enimaroah for your advice,I have managed to import my new tattoo into the game.
However I dont know what I did wrong that cause this abomination
That's probably a resolution and/or positioning problem. The standard face skin texture is 1024x1024 and I've no idea what using a larger texture will do.

Since you're replacing a standard tat: Had you edited the cf_t_tattoo_f_00 TextAsset in abdata\list\characustom\00.unity3d for position? (cf_*=female, cm_*=male, *_f_00=face, *_b_00=body) The columns highlighted in the screenshot below shows the positioning X & Y coordinates for the top left corner of the tat texture in relation to the top left (0,0) of the face texture. The highlighted example is for the lipstick on the cheek which is a 77x141 texture overlaid at position 706, 586 on the face texture.

I've got a bunch I'd made for SBPR that I need to transfer over and get a mod made up.... once I figure out what to put in the stand-alone TextAsset file - trying to use existing mods for models but nothing's showing up in maker yet.

I've been able to get them to work by adding them into the existing TextAsset file and pulling the images from a separate .unity3d file, but still haven't been able to figure out the format maker wants to see for the tats list.
They were working fine in SBPR but it looks as if I'll need to add a couple of pixels of dead space around a few of them.



Which mod is apply to this face?
I find for a while but didn't find it.
Can some one help me?
View attachment 12675
That's caused by the wide slider mod. You either need to install the mod or make do by moving EVERY slider in maker off a bit and back to the original number.

Or do like I do and just delete the card - too much trouble to salvage them and I don't want or need the mod.

...and for Gawd's sake, ask your questions in the proper thread.
 

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[size=+1]The AssetBundleManifest Asset[/size]

With every dlc came an extensionless add?? file in the abdata folder. Each contains one AssetBundleManifest asset which has two interesting tables: AssetBundleNames and AssetBundleInfos.
Here an example from add04:
Code:
Class=AssetBundleManifest PathID=2 Name="AssetBundleManifest"
AssetBundleNames (22)
   0: adv/04.unity3d
   1: map/04.unity3d
   2: mat_etc_04.unity3d
   3: list/h/04.unity3d
   4: h/map/04.unity3d
   5: h/anim/female/02_04.unity3d
   6: h/anim/male/02_04.unity3d
   7: mat_cha_04.unity3d
   8: chara/ca_arm_04.unity3d
   9: chara/ca_hand_04.unity3d
   10: chara/cf_bra_04.unity3d
   11: chara/cf_gloves_04.unity3d
   12: chara/cf_hair_b_04.unity3d
   13: chara/cf_hair_f_04.unity3d
   14: chara/cf_liquid_swim_04.unity3d
   15: chara/cf_liquid_top_04.unity3d
   16: chara/cf_shoes_04.unity3d
   17: chara/cf_shorts_04.unity3d
   18: chara/cf_socks_04.unity3d
   19: chara/cf_swim_04.unity3d
   20: chara/cf_top_04.unity3d
   21: list/characustom/04.unity3d
AssetBundlesWithVariant (0)
AssetBundleInfos (22)
   0: fa90bd862c200f9cda769a61ae86229b, Dependencies=0
   1: bbfe71adcfdd82c9d7a08d67e3ba57b7, Dependencies=1 [2]
   2: 91bc0fef1513186432bee0033ee2f4bf, Dependencies=0
   3: c3ac573903c6a6bd74bbd4c4a3deec40, Dependencies=0
   4: 619e561c63608f8abc8fd5e7fcbe69e8, Dependencies=0
   5: 44539177c3cc31c487d6e7d7b28fef41, Dependencies=0
   6: 80a8f78a650f43417c10b0ebb2b47318, Dependencies=0
   7: e2ea91d10d38adb34db8d79718b4c7d0, Dependencies=0
   8: b3262f989e43f8a2c88145f4d4d9ac59, Dependencies=1 [7]
   9: f6a352d3cb34ca32bc91db62b8f86f3f, Dependencies=1 [7]
   10: f2088dacc010478173c6cc6df7540df2, Dependencies=2 [7[color=#E25041],2[/color]]
   11: 2cd17774aba0e1bd4b24556c09fe8508, Dependencies=1 [7]
   12: fefcc72b30c1b4561f74a54f57fa7c7a, Dependencies=1 [7]
   13: 231b24b0f9b4a43627e32e47839290ac, Dependencies=1 [7]
   14: a7c2af513073c8d503c8636743fe159c, Dependencies=1 [7]
   15: 3f0d65f482ffe60458382924533a0b28, Dependencies=1 [7]
   16: f54074fcb172c0cc136eefdb18f54b1e, Dependencies=1 [7]
   17: 5dd3c3c26947e680bd71344236aaf594, Dependencies=1 [7]
   18: e4c62f51ca29049331f6dcb5ac099485, Dependencies=1 [7]
   19: 31aae9b1ab8acf90b6e841b0c6450895, Dependencies=1 [7]
   20: 860d2479cfe808dd5fbee4f3ff3a3367, Dependencies=1 [7]
   21: 0eefb991733a65b9700f1d8d841fcd6c, Dependencies=0
Only by this asset the game loads asset bundle files. An external reference alone does not cause the loading of the external file.

An example where I added the red marked 2 above. When you select a bra in the maker from this dlc the game knows where to look for dependent asset bundle files: in add04
AssetBundleManifestReferences.jpg
Normally the game would have loaded the dependent 7=mat_cha_04.unity3d alone. With my change it also loaded mat_etc_04.unity3d. I modified cf_bra_04.unity3d to also use the file mat_etc_04.unity3d by creating an external reference and changed a mesh to use a material from that file and it was loaded successfully.

This means that the external references are implemented correctly in Sb3UGS but it also means that it is not enough to use resources from arbitrary files. For this we would need full control of the AssetBundleManifest.

Only the member Hash256 at the beginning of each AssetBundleInfos record is currently unknown (it is not the CABString part). But the question is, would anyone build such resource files for one's mods?
 
And another interesting discovery, shortcutHS offers AO debug and DoF debug option, we can see the depth map it used for AO and DoF does not cover all the items, some of the hair and accessories are added after depth map is calculated, so they won't get proper AO and DoF effects. I don't know if it's possible to fix.

Semi-transparent objects are not visible in depth buffer and here is the reason why.

The problem is due to how transparent objects are sorted in Unity. Usually, objects are drawn using the z-buffer, which draws a depth image as it renders the scene. This ensures that only the closest pixel is drawn, so everything appears in the right order. The problem occurs with transparent objects, or, more precisely, semi-transparent pixels. When objects are semi-transparent, they cannot be accurately written into the depth buffer. This is because the z-buffer makes the assumption that only one object will need to be drawn in any one pixel on the screen, in exchange for extremely fast sorting. Semi-transparent objects require multiple pixels to be drawn at the same point, and so they have to be drawn either before or after the rest of the image. Naturally, this produces some sorting errors, because per-pixel sorting, as found in the depth buffer, is not feasible. In Unity, the sorting method just takes the centre point of the mesh, and assumes that the entire mesh lies at the same depth value. The practical upshot of this is that if the centre of your transparent object goes behind another object, then the entire object will be rendered behind it.

There would be no way to fix it except changing the shaders used. But this is time consuming and comes with trade-offs.

@enimaroah

Unfortunately editing scene manager doesn't work. What changed is that the "Now Loading" message now appears as the studio background.

Tried luck on map file but also no avail. Edited mapcam_06 which I believe would change the far clipping when map 06 is loaded, but it doesn't :/
 
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@Aastaroth
Thanks for the recherche and testing the Camera editor. So we are at a dead end here? :/ I will try myself but I guess this would need to be investigated via reverse engineering.



SB3UGS_v1.2.11 now comes with an AssetBundleManifest editor which allows to edit the add?? files mentioned above. It allows to create such files and therefore allows also to create mat_cha_??.unity3d and mat_etc_??.unity3d files; just if someone wants to build such kind of libraries.

AssetBundleManifestEditor.jpg
The Dep columns are self-referencing. E.g. this means for ID=1 with "Dep #1"=2 that map/04.unity3d requires loading of mat_etc_04.unity3d.

Download:
sendspace, megafileupload
SHA256: FCDE9B2FB92E4305481D3F5577ECD799A0955700415349BC2072BBF311D235DE

Sources:
megafileupload, sendspace

Reference to Unity manual entry for AssetBundle and AssetBundleManifest
 
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something else, actually, this one

Honey Select Additional Bone Modifier (v0.5.0 update 09/22)

you'll also need this one because they work together

Honey Select Wide Slider (slider limit change v0.5.1 update 09/22)

after installing those, next time you open a character on create a character or in studio a new file will be created on your userdata/chara/female (or male) folder named CharaF_(some random numbers here).png.bonemod where you can edit the size of the bones freely, smaller or bigger. to edit hairs you need to put those lines separated:

-1,cf_J_hairBC_s,False,1,1,1,1
-1,cf_J_hairBL_s,False,1,1,1,1
-1,cf_J_hairBR_s,False,1,1,1,1

you should edit the value "false" to "true" in order to make the value work, HairBC will be "center" (usually back hair) and BL/BR, left and right sides. the numbers "1" are coordinates x,y,z with the last one being size, change it into small values like 0.9, 0.8 or 1.1, 1.2, it makes a noticeable difference. after seeing what exactly each number does, feel free to input any number there.

as an example, for the ponytail i'm using:
-1,cf_J_hairBC_s,True,1.2,2,1.2,0.9 <- actually only line really making the ponytail longer, the values below affected other hair i was using..
-1,cf_J_hairBL_s,True,1.1,2.7,1,1
-1,cf_J_hairBR_s,True,1.1,2.7,1,1

Thanks for telling us how to modify hair. Do you know how to change the length of hair bangs, too? (since it appears those codes are for back hair and ear bangs)
 
How do you "create an external reference" in cf_bra_04.unity3d?

I am interested in new features since there's SkinnedCollisionHelper MB in cf_base.unity3d.
http://i64.tinypic.com/r8vy0w.png
The Meshcollider in SkinnedCollisionHelper MB is marked red so i maybe can set m_referenceObject(dynamicbone MB) to p_hit_f_body by creating an external reference.
 
Directly below the tutorial for external references is the sequel which explains creating new external references.

But I dont think that this is the way you should do it. In all Unity based games from Illusion I have seen only local Dynamic Bone MBs were used. Where ever you have seen one, open a workspace or use an existing one, drag the MB from the source Object Tree into the workspace, switch to your target Object Tree and drag it back. Usually onto the root Transform.

CopyMBviaWorkspace01.jpg
Note the message in the Log window. The source MB had a link to a local Transform which is no longer available. Sb3UGS sets this link to NULL and you have to correct this link to point to a new local Transform. Click on the new destination Transform in the Object Tree and press Ctrl-P. This lists the PathID of that Transform. Put this PathID into the m_Root field in the MB editor.
Attention! The Log window requires holding SHIFT to use Copy & Paste.
 
Yes, i guess so. Just wanna try.

Where can i get the values of Hash128? And in dynamicbone MB, pptr<> should be always point to the pathID of bone root? or good for mesh?
 
Yes, i guess so. Just wanna try.

Where can i get the values of Hash128? And in dynamicbone MB, pptr<> should be always point to the pathID of bone root? or good for mesh?

The Hash128 is still unknown and not supported by Sb3UGS. Rebuilding in Unity editor might be possible though. Luckily, that value is not needed :) Just leave it blank; Sb3UGS makes it 0 and it is still accepted by the game.

Note the class type between the <>. If it is Transform you have to use that class type or the caller - most likely in Assembly-CSharp.dll - will get an exception which might crash the game.

Examine the MB with the editor in the source! Then you will learn to which root Transform it points and you can adapt it to your skeleton in the destination.
 
is there a detail explaination for list values? From what I can find by search are that values for unlock, lewdness and x/y location were found, but not much for the rest.

Running in a weird issue, where I have a skirt in a different category (ie. socks), but the bones/physics won't work unless I choose a top or bottom that has a skirt.
 
Is it possible to convert accessories into studio objects? I would love to use them as props, but sadly they're only available in the character maker.
 
Modding illusion games makes me want to cry. I followed a tutorial for uhh.. Play Club on setting up some lists and things and I get the theoretical items to exist in the character creation window of HS, but anything past that seems way too confusing to me in regards of creating new linked meshes and texture sets. I've got a basic mesh for penis and scrotum ready for importing, but I have no idea how to link them. Is there an updated tutorial for HS somewhere?
Also, what if want to copy the bone data from objects I want to mimic, especially if they're from a different slot? In SBPR I noticed the "braid" was good for certain dangly parts, but I had just replaced the braid mesh directly so the braid no longer existed. Is there a way around this? Especially if I'd like the accessory to be correctly listed as a waist slot instead of head.
Thanks.
 
Before the actual creation of the geometry, if you want to integrate any new thing like clothes or a studio item, begin with an entry in the list file. Use a copy of a line for the same category as your target.
Then change two things:
  1. In the first column the ID. This ID must be build UNIQUE across all list files and it must have its first digits like any other of the same category. Open all TextAssets read all the first columns and you will understand!
  2. Change the name
Again: leave all other columns as they are! Start the maker/studio fresh! - every change in the list files requires a restart (HS often requires restarts for every file you change). Is the new entry visible and does it produce the same object? Only if this is true continue.

Make a copy of the file with the object you had choosen as template. And put that copy into the same folder as its original. Open the copy and change the CABString by changing one or more hex digits. Dont delete or add any character, keep the same pattern. Save the file.

Open the list file with your entry again and adapt only the path of the file. Restart. Can the object be selected and seen still? Only continue if this is true.

When this works then begin changing things in your file, like setting the Tag to make an object recolourable or replace a mesh. For another project keep in mind that Animators can have differences. Therefore it is important always to use a copy of the same category. A file with clothes cant be used directly as template for studio items. You will find out those differences later.

Edit:
Because of external references, your copied object may look pink. This is no error! Unwanted, and may be unexpected but a success which just requires to make external materials internal.
 
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@enimaroah
Does this mean that inorder to reference external materials/textures, mods would be required to have a AssetBundleManifest too? I've tried the checking external references for the material cab, which I can assign external material to my mesh, but it doesn't seem to save/work. it shows up as pink in game (ie. no material)
 
@enimaroah
Does this mean that inorder to reference external materials/textures, mods would be required to have a AssetBundleManifest too? I've tried the checking external references for the material cab, which I can assign external material to my mesh, but it doesn't seem to save/work. it shows up as pink in game (ie. no material)

Correct! You can try if everything else is correct by selecting original clothes/items which would load the same mat_cha_* file which your mod wants to use. If selecting your object afterwards works then only the AssetBundleManifest misses and when you create it your object will cause the game to load that mat_cha_* file.
 
Speaking about tattoos: I have been meaning to get into modding for a while and I would really like to start with this game since it's pretty much the only thing I'm playing with lately. I'm interested on making a whole body tatoo to add freckles, I thought it would be a better way than making individual textures for each body texture and it didn't sound like a very complicated thing to do, I'm sure the first result will look like shit because I'm far from being an artistic person and good freckles take some artistic vision, but I'm willing to try.
Anyway, here is what I did so far:
-Download the latest Sb3UGS
-Open up the program and the cf_t_tattoo_b_00 file in the abdata folder
-Checked the list of 2D textures
What I got out of it is that there is one whole body file already, I'm guessing that is the blank one for the "no tattoo" option, it is 1024x1024, just like the skin texture. If I'm not mistaken, I should use that one as a base for my project (well, a copy of course). I exported that one just to have it as a file, I also went into moles and exported the "facial moles" Freckles just to use as reference to end up with similar look.
Now, what I don't seem to get is how am I supposed to know where to "draw" the freckles on that 1024x1024 blank BMP file, your images of smaller tattoos show like guidelines running through the body, is there any way to have lines in a big 1024x1024 blank file just so I can know what part of the body I'm working on?
Sorry for the newb questions, but I'm a bit lost here. Hope that I'm being clear enough.
 
Speaking about tattoos: I have been meaning to get into modding for a while and I would really like to start with this game since it's pretty much the only thing I'm playing with lately. I'm interested on making a whole body tatoo to add freckles, I thought it would be a better way than making individual textures for each body texture and it didn't sound like a very complicated thing to do, I'm sure the first result will look like shit because I'm far from being an artistic person and good freckles take some artistic vision, but I'm willing to try.
Anyway, here is what I did so far:
-Download the latest Sb3UGS
-Open up the program and the cf_t_tattoo_b_00 file in the abdata folder
-Checked the list of 2D textures
What I got out of it is that there is one whole body file already, I'm guessing that is the blank one for the "no tattoo" option, it is 1024x1024, just like the skin texture. If I'm not mistaken, I should use that one as a base for my project (well, a copy of course). I exported that one just to have it as a file, I also went into moles and exported the "facial moles" Freckles just to use as reference to end up with similar look.
Now, what I don't seem to get is how am I supposed to know where to "draw" the freckles on that 1024x1024 blank BMP file, your images of smaller tattoos show like guidelines running through the body, is there any way to have lines in a big 1024x1024 blank file just so I can know what part of the body I'm working on?
Sorry for the newb questions, but I'm a bit lost here. Hope that I'm being clear enough.


Why not try making whole body tattoo with Alexae's SkinTexMod instead? There are a few templates and sample skins/tattoo to work off from.
 
[size=+1]An example for a head accessory using an external material.[/size]

In my first attempt I haven't cared for file name patterns and the external material wasn't found; the item was present but pink. Although nearly all files are included as text there is still something else that dictates patterns.

List File
  • copy of abdata\list\characustom\07.unity3d named 77.unity3d
  • CABString changed; last digit incremented
  • TextAsset ca_f_head_07 renamed to ca_f_head_77
  • Code:
    350080	59	PPD Helm	add[color=#E25041]77[/color]	chara/ca_head_[color=#E25041]77[/color].unity3d	p_acs_helm_ppd	p_acs_helm_ppd	2	AP_Head	0	0	0	0	0	0	0	0	0	0	0
AssetBundleManifest
  • copy of abdata\add07 named add77
  • CABString changed; last digit incremented
  • Code:
    0	list/characustom/[color=#E25041]77[/color].unity3d
    1	mat_etc_77.unity3d
    2	chara/ca_head_[color=#E25041]77[/color].unity3d		1
Resource File
  • copy of abdata\mat_etc_05.unity3d named mat_etc_77.unity3d
  • CABString changed; last digit incremented
  • open the Material & Texture editor. I made a copy of that material with similar attributes and changed the textures.
Mod Geometry File
  • copy of abdata\chara\ca_head_07.unity3d named ca_head_77.unity3d
  • CABString changed; last digit incremented
  • Added "External Reference" of the mat_etc_77.unity3d
  • open Animator and renamed it to p_acs_helm_ppd, replaced the mesh with the helm and converted it into a MeshRenderer. Deleted the skeleton. Used external material.
ExternalMaterialsExample01.jpg

Workfiles, all four are included in the archive for studying.
sendspace, megafileupload

Edit:
Further tests showed that the resource file doesn't have to match the filename pattern. Therefore, I removed the red color from its references.
 
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Thank you for the information, enimaroah. I think this is too much for me, but that stuff should help others.
 
Just spent my first day trying to figure out item transplant in HS Studio. To be fair I was expecting a lot more problems after hearing all this talk about external materials, the super-shader and the item list handling. I guess I could call it a moderate success, considering I'm a self-taught illiterate that plays by ear, mimicking what I see in other creators' files.
4ZdffYFS.png
At any rate, it is certainly more complex than handling PC Studio items, for sure.

I wanted to ask, is copy/paste of animators still posible? I'm using both 1.0.54episylon and 1.2.9. I couldn't make it work (PC unity item file to HS unity item file). That's basically how I did 90% of my stuff back in PC. Manually extracting and reinserting everything is a huge hassle.

I also couldn't make the HiR work for some reason, I guess I made a small mistake somewhere. Changed the Cab# and everything. It's odd considering that manually inserting the entry worked. So I guess the problem was my .txt file for the entry?
 
Speaking about tattoos: I have been meaning to get into modding for a while and I would really like to start with this game since it's pretty much the only thing I'm playing with lately. I'm interested on making a whole body tatoo to add freckles, I thought it would be a better way than making individual textures for each body texture and it didn't sound like a very complicated thing to do, I'm sure the first result will look like shit because I'm far from being an artistic person and good freckles take some artistic vision, but I'm willing to try.
Anyway, here is what I did so far:
-Download the latest Sb3UGS
-Open up the program and the cf_t_tattoo_b_00 file in the abdata folder
-Checked the list of 2D textures
What I got out of it is that there is one whole body file already, I'm guessing that is the blank one for the "no tattoo" option, it is 1024x1024, just like the skin texture. If I'm not mistaken, I should use that one as a base for my project (well, a copy of course). I exported that one just to have it as a file, I also went into moles and exported the "facial moles" Freckles just to use as reference to end up with similar look.
Now, what I don't seem to get is how am I supposed to know where to "draw" the freckles on that 1024x1024 blank BMP file, your images of smaller tattoos show like guidelines running through the body, is there any way to have lines in a big 1024x1024 blank file just so I can know what part of the body I'm working on?
Sorry for the newb questions, but I'm a bit lost here. Hope that I'm being clear enough.
I've attached the UV files for the body and head in both 1024 and 2048 versions. You'll want to eventually use the 1024 for the final tat. If you overlay them on a body or face texture it will show you where you're at for placement, scaling and seams. The actual body textures can be pulled from c(f/m)_t_body_00.unity3d. My female textures were 2048 (uncensor) and I scaled them down to 1024.

Do remember that the entire body is the same 1024x1024 as the head so your freckles, even though they may look small, will be larger on the body. Also be careful around the breasts, as any tats there will distort badly as the breast size is changed - freckles on the breasts may change to stretch marks on larger breasts.

The lines on my example tats were an anomaly. I simply pulled the tat files that I'd made for SPBR and transferred them into HS. I had cropped them right up against the tat and apparently HS wants a pixel or two of blank space or you get the streaks. I have, however, used cross hatch patterns with different colors every fifth line to help find the right area on the UV layer. It requires using the cross hatch pattern as a skin texture in Meta (or whatever 3D program you use) and also as a semi-transparent layer under the UV layer while you edit the texture file. It also has the advantage of showing you how bad your distortions over different parts of the body or face will be.

Modding is a lot of trial and error - mostly error in my case, but once you get past the initial learning curve it can be a lot of fun.
 

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Thank you for the information, enimaroah. I think this is too much for me, but that stuff should help others.

Hm, I will try to make another tutorial for item creation and I will try to make it as simple as possible, e.g. no external resources.



Just spent my first day trying to figure out item transplant in HS Studio. To be fair I was expecting a lot more problems after hearing all this talk about external materials, the super-shader and the item list handling. I guess I could call it a moderate success, considering I'm a self-taught illiterate that plays by ear, mimicking what I see in other creators' files.
4ZdffYFS.png
At any rate, it is certainly more complex than handling PC Studio items, for sure.

I wanted to ask, is copy/paste of animators still posible? I'm using both 1.0.54episylon and 1.2.9. I couldn't make it work (PC unity item file to HS unity item file). That's basically how I did 90% of my stuff back in PC. Manually extracting and reinserting everything is a huge hassle.

I also couldn't make the HiR work for some reason, I guess I made a small mistake somewhere. Changed the Cab# and everything. It's odd considering that manually inserting the entry worked. So I guess the problem was my .txt file for the entry?

Internal materials and textures are still possible and supported by HS. But I wanted to allow modders to use that mechanism which Illusion used for addons. And as I said earlier, when you have dragged all files with their dependent files in Sb3UGS and have an external material selected: a single click on "Copy -> New" and the material with its textures is copied and made internal. And because it is internal you dont have to care for AssetBundleManifests, and external references.

When you want to use a material or texture of a completely unrelated file you would still need to learn "Mark for Copying" / "Paste all Marked". This works for single textures, materials with dependent shader, or even whole animators as long as you use files with the same version. Dont try files from SBPR as source for HS files, files from Secrossphere would work.

Edit:
HiR needs a specific version of Sb3UGS and I have read about problems when that version had been located in certain folders. But I am no expert for HiR.



@granola:
The tutorial for making a studio item is ready :)
 
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Could you update this to V1.2(24.22.23)?
[241115][たわわデリバリー] 異世界樹の巫女~魔法のチカラでおさわりHやりたい放題~ [RJ01178024]
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Hello could you please re-upload the link for this game?
[Japanese] [200307][ハソユア] 卵の鍵 (Ver1.092) [RJ269035]
- Game won't run ( but your pc not run on locale JP or use locale emulator)
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I'm work for day and only 20-30 minutes to reupload and see those question bloat mailbox so i'm quit.
I'll reupload if people stop asking non sense question that can find on google for just 3 second search like:
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- Crack file detect at virus (.... google it or buy game - and i'm not making crack)
- File corrupt can't extract ( Instruction to fix include on file desc i'm upload)
- Can't open iso/mds file please upload exe....
akirayo wrote on Ryzen111's profile.
hello , can re up this? thx

https://www.anime-sharing.com/threads/120228-めがねに-サイミン家族~義母と義妹は俺のモノ~-rj091841.50997/
and

吸血姫エリザヴェータ~退屈な魔王に弄ばれる小さな蕾と花弁 [RJ092221]