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Remade as normal var because people hate my keys and drive me crazy. Moved as free because the file is too big for patreon, they'll just copy paste the link and steal my work, might as well leak it myself


NEW IN ALIVE V40

Alive Home - works as a standalone scene/asset too, but for all the magic you also have to have the Aeternum UI plugin, otherwise it's just a normal static vam map. I plan to add highlights/text indicators for stuff you can interact with, for now they're kind of hidden and you have to watch my previous video for hints. There's also a new move-to-room system:

Bigger maps - there's a new draw-distance setting allowing to make vam scenes bigger than before. It doesn't have a performance side-effect from what I can tell unless you populate that scene with lots of objects, like a whole forest or something like that.

VR snap turning - I added a new locomotion system with snap turning and faster movement to make moving around in VR more like other games I played. It's a bit experimental so it's off by default.

Haptic force field - back when I made SPQRHaptics I had no clue what I was doing. Now I revisited that and remade that feature in a way that simulates better a force field, rather than just trigger some vibrations on some of the contacts. I'll try to add triggers too for people that want to trigger vibrations and do more complex things, like making it work with posession. I didn't add any settings for vibration power yet.


First person on desktop - my first person view plugin Fraemework was not compatible with Alive and the new UI anymore. I decided to integrate it and continue work on it directly in Alive, especially to help navigate big maps like Alive Home. I'll do a controls section in the settings panel but for quick reference: TAB activates first-person, wasd moves, space jumps, c crouch, shift sprint,  Q or E lean left or right, Q+E reset lean, 0-9 change cursor/tool (only 2 tools still). arrows move tools, F activates Aeternum Home items (same as click)

UI - fixed sidebar drifting problem in v39 and not staying anchored to the right side of the screen.  I also added logic for scrolling the new UI in VR using the thumbsticks and more help info for the existing settings in the new UI.

CHANGELOG V40

- FIX: fixed sidebar UI drifting when linked to CenterEye and moving around the scene
- NEW: added desktop FOV setting in General to prevent vam defaulting to 40 fov every time
- NEW: added draw distance setting in General to allow cameras to see further (or closer) than the default 2000m; needs to be higher for Alive Home because the sky is further away than normal vam scenes, to make it feel less like a fishbowl
- NEW: added logic to remove Aeternum UI & Alive extra atoms when saving a scene and to get readded after saving is done; disabled for now, causing too many bugs
- NEW: integrated first person mode from my Fraemework plugin directly in Aeternum UI and added fixes to not conflict with Alive; Pressing TAB on desktop will activate FPS mode; Added FPS settings in AE UI
- NEW: added UI settings help system and descriptions to all settings in the aeternum UI
- NEW: added new Alive Home map
- NEW: added Home tab locations to quickly move around Alive Home
- NEW: added music player Home scene detection to play the music from the speakers
- FIX: fixed atom list height in scene objects panel
- NEW: new dll ExtraLibraries to get steamvr controllers position and to trigger vibration
- NEW: added new vr locomotion feature that has snap turning and faster movement
- NEW: add vr laser pointer setting to make clicking on things easier on some devices where the pointer has an offset
- NEW: added logic to prevent vr locomotion when Aeternum UI has focus (vr controller pointing at it)
- NEW: added VR thumbstick scrolling logic for main menu panel

KNOWN BUGS

- adding atoms sometimes not adding at the right position (where the flag is) when first loading an object of that type in the scene

INSTRUCTIONS
- The plugins will work only if you have a key (https://5pqr.github.io/AeternumWebsite/)
- Alive.cslist  - classic plugin. this is the plugin that you add to Person atoms that you want to be more dynamic, have expressions, move around,etc.
- Aeternum.cslist - you can add this as a session plugin and the new UI will appear appear and allow for more customization & options for the scene and the person atoms that have the Alive plugin
- Plugins/SmartObjects.cslist - [optional] can be added to any atoms and allows enabling some attributes for those objects to add interaction with Alive (for models to look at object, sit on things, etc)

On desktop, F2 toggles the UI on and off. There's also a button for that in the normal vam UI of the plugin.
In VR the UI should appear by default as a watch on the right hand. You can change the hand and the size from the UI settings.

REQUIREMENTS

Alive is a local plugin and does not connect to the internet. However it uses the web browser atom to render the UI in it, so you need web browsers enabled if you want to use the new UI.

In User preferences Security these need to be enabled: Enabled plugins, Allow Plugin Network Access, Enable Web Browsers, Allow All Sites.

If you want to keep the sites whitelist enabled, you can add this to your whitelist.json file to whitelist the UI: "Saves/PluginData/Aeternum/Ae/Html/mainmenu.html"

CREDITS

Ashauryn - morphs ( from AshAuryn.Expressions.2, AshAuryn.Pose_Tools.2 and AshAuryn.Sexpressions.2, AshAuryn.AshAuryn's_Female_Genitalia_Collection.2, AshAuryn.AshAuryn's_Assorted_Expression_Pack_with_75_Morphs.7, AshAuryn.AshAuryn's_Tears_and_Pain_Pack.3)
klphgz - poses ( from Crouching, Standing, Lying & Prone, Sitting packs)
Jackaroo - morphs ( from Jackaroo.JarModularExpressions.2)
kemenate - morphs (kemenate.Morphs.10)
geesp0t - spankings vr hand collision detection (Spankings Plugin Mod v3.6 on reddit)

MacGruber, VR Adult Fun, Acid Bubbles & other plugin makers whose work inspired me to make some of the features here and plugins in general.

Credits for assets:  https://www.patreon.com/file?h=82341306&i=13969626

DEPENDENCIES
- none

VAR FILE
google drive link 

Files

Comments

Rhyll

Sorry this is being such a problem for you. Especially when it would take less time to find their keys than write an angry message (took me, like, 2 minutes after I read the instructions). I've inhabited the modding space for a while and it continues to amaze me the stark contrast between the respectful and the entitled.

Anonymous

i have a 404 the github page for the keys?

SPQRAeternum

you don't need a key anymore, remade this without keys because people had too many troubles with them just download the var from this post and it should work

Logovore

When I select a scene from the custom menu and it asks me if I want to leave the current scene and go to the house, it freezes on a screen that says "Loading Post-Restore Paused - Waiting For: Scene Load". I'm using the latest VAM and VAMX btw. Never had this issue with the previous VAM version.

SPQRAeternum (edited)

Comment edits

2023-05-12 03:01:17 I can't replicate that on my end but I've been having some occasional weird stuff going on after updating to the latest vam. Do you get that everytime you try to use that or it happens occasionally? You don't really need that feature if you're having trouble with it everytime, you can load Alive Home the normal vam way, load scene > Alive Home
2023-05-08 06:21:38 I can't replicate that on my end but I've been having some occasional weird stuff going on after updating to the latest vam. Do you get that everytime you try to use that or it happens occasionally? You don't really need that feature if you're having trouble with it everytime, you can load Alive Home the normal vam way, load scene > Alive Home

I can't replicate that on my end but I've been having some occasional weird stuff going on after updating to the latest vam. Do you get that everytime you try to use that or it happens occasionally? You don't really need that feature if you're having trouble with it everytime, you can load Alive Home the normal vam way, load scene > Alive Home

SPQRAeternum

I think I found a fix for the issue, it should be included in Alive v41 coming in the next days. Thanks for letting me know about it!

Rex Zhang

I understand that I have a large number of .var files in my addonpakages folder, but I have managed to reduce the number from 25,000 .var files to less than 12,000. When I load an empty scene, it uses about 12GB of memory, and then I choose to activate Aeternum in the session plugin. An interface appears on the right showing that it is loading, and then there is no further change. At this time, the memory usage of VAM is about 24GB, while my system memory size is 196GB. Of course, everything can start perfectly under a fresh installation of VAM. What I want to understand is, what kind of restrictions on the files in ADDONPAKAGES or CUSTOM would cause difficulties for Aeternum's loading?

SPQRAeternum (edited)

Comment edits

2023-05-18 05:21:33 omg bro, you have more vars than the hub! Aeternum UI doesn't do anything var related so I don't think that number should affect it. But it does load looks & hair presets it finds in saves/person/appearance & custom/atom/person/hair, so if you have lots of presets there I think that might be the cause. One quick workaround just to see if that's the case is to rename saves/person/appearance to saves/person/appearance2 and see if it then loads. I'll try to add some limit to that or maybe change the whole system to something more game focused and less of an alternative to vam UI which is not really what I want to be doing anyway in regard to managing files
2023-05-15 19:45:09 omg bro, you have more vars than the hub! Aeternum UI doesn't do anything var related so I don't think that number should affect it. But it does load looks & hair presets it finds in saves/person/appearance & custom/atom/person/hair, so if you have lots of presets there I think that might be the cause. One quick workaround just to see if that's the case is to rename saves/person/appearance to saves/person/appearance2 and see if it then loads. I'll try to add some limit to that or maybe change the whole system to something more game focused and less of an alternative to vam UI which is not really what I want to be doing anyway in regard to managing files

omg bro, you have more vars than the hub! Aeternum UI doesn't do anything var related so I don't think that number should affect it. But it does load looks & hair presets it finds in saves/person/appearance & custom/atom/person/hair, so if you have lots of presets there I think that might be the cause. One quick workaround just to see if that's the case is to rename saves/person/appearance to saves/person/appearance2 and see if it then loads. I'll try to add some limit to that or maybe change the whole system to something more game focused and less of an alternative to vam UI which is not really what I want to be doing anyway in regard to managing files

Rex Zhang

Yes, I have purchased a lot of paid content, including character Atoms and various function plugins, because I believe this software has potential in its usage. Returning to your Aeternum UI session plugin, I have previously been analyzing VAM's loading and performance issues. According to these discussion threads and my personal use of some extraction tools to reduce the number of .var files in the ADDONPACKAGES folder, the results are as follows: https://hub.virtamate.com/threads/benchmark-clear-install-vs-many-vars.37256/ https://hub.virtamate.com/threads/too-many-heap-sections.38525/?view=votes#post-108657 To have the best loading speed and the most efficient use of main threading in VAM, it's crucial to reduce the number of .var files in the addonpackages folder as much as possible. Although meshedvr stated: "vam only monitors and pre-loads the number of morphs contained in .var files in the addonpackages folder during operation, and it's due to the large number of morphs that loading time and performance are affected", my analysis results suggest that everything in the addonpackages folder, including scripts, affects VAM. In my view, meshedvr indicates that he cannot easily solve this problem due to reasons beyond technical difficulty, which I will not discuss. So, how can we reduce the number of .var files in the addonpackages folder as much as possible, while still having enough usable content? The answer is to correctly extract various contents, including paths, from these .var files, and to correctly save them in VAM's save, custom, and other folders. Therefore, when the Aeternum UI plugin is loaded, it automatically scans and excludes the contents of the entire VAM, including saves and custom, outside of the addonpackages folder, effectively preventing the only currently effective method to improve VAM's efficiency. I want to give you my personal opinion: When loading Aeternum UI, do not automatically scan, monitor, and pre-load contents in VAM, including saves and custom, unless the user clicks to view those items. Don't display everything that the user chooses to query all at once, unless the user chooses to "expand the entire folder". In terms of this loading operation strategy, "JayJayWon BrowserAssist" does a pretty good job. This suggestion is not only for the efficiency and operability of VAM, but also includes the limitations on the number of HEAP SECTIONS by .NET FRAME and the UNITY engine. Yes, I attempted to load ALIVE.40 on two persons in a scene and encountered a "too many heap sections" fatal error, causing VAM to shut down directly. This error is frequently triggered during the software development process, due to the game's file system structure data becoming "too fragmented" when loaded into memory and "using too many heap section blocks (not the total capacity of heaps)". If not avoided, this will limit the creation of "more complex, more realistic, and more interactive content", as loading this content will crash VAM.