For those interested in my original work, illustrated short stories, and Games, I will be releasing more of that and updating when I will release some free backgrounds for streaming, on substack with links to a buymeacoffee page for things like short stories and pdfs.
A little snippet of the short fantasy adventure visual novel I am polishing up after finishing it as a 1 month project.
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First mod up on Thunderstore! From what I know you have to be playing offline for these to work. But it's a good way to sync your current time if you are a few hours off.
I will try to share these as they come out, hopefully we will have several mods for Linux soon too.
Removes the server time offset, so in-game time exactly matches system time.
ASTR (Atomenangetrieben Stratosphäretechniker Replika Unit, Atomic-powered stratosphere technician- or 'Atom')
One of the newest Empire-made Replikas. ASTR is one unit who's neural pattern is entirely [REDACTED: synthetic]. ASTR helps in repair, retrieval, and search and rescue. Currently assigned assistant to Dr. Ochanomizu. Since their original neural pattern was lost, they are to be sent on missions sparingly. At 173cm they are capable of repair tasks in tight areas and of nuclear engines and facilities that other units may not be able to get to. The extreme environmental stabilization of their suit allow for almost a minute of survival in a vacuum, though this should not be done and can severely damage the Replika.
ASTR prefers the name Atom (アトム), a name given to them by Dr. Ochanomizu Hiroshi (お茶の水博志博士) and if there is ever an issue interfacing with Atom, Dr. Ochanomizu should be contacted. Atom will respond to either he or they when referred to in person.
||Classified: ASTR is not truly a Replika. Created by Dr. Tenma Umataro (太郎博士), The ASTR unit has at best a young adult's understanding of their duties, and do not seem to know that they are not biological. They are very intelligent though and, due to their synthetic neural pattern and body, they are resistant to bioresonance and can be used in high altitude, even up to low Vinetan orbit, without any need for an oxygen tank. For this reason while they could be employed as a weapon against the more bioresonant agents of the Nation. However, without a current stable backup of their neural pattern they should not be unless the situation is dire.
Through the work of Dr. Ochanomizu it is apparent that ASTR's neural pattern is not the same as most Gestalts and Replikas. It goes so far as to, when ASTR is powered down entirely, the Replika-Replika does not dream and seems to slowly lose recent memories (though long term ones remain intact). It is for this reason that fully powering down ASTR should only be done in an emergency and they should be re-initiated as soon as possible. While having very few biological components they do use the same oxidant fluid as other Replikas for movement, though adding anti-freeze and other components are needed for high altitude Kosmonaut work. Since ASTR's "brain" (if you can call it that) does not have any biological components this isn't dangerous to the unit itself, but can become dangerous if damaged fluid leaks to those around it. Regular maintenance of the unit, especially have strenuous missions, should be practiced. Take care to always make sure a shielding chest plate is not removed or damaged. Any damage to the radiation shielded carbon-steel frame needs to be repaired immediately. While it is possible for ASTR to do repairs on itself, depending on the damage this could be difficult.
Persona Degradation: It is actually unknown whether ASTR can suffer from persona degradation, as the neural pattern that they were originally based on was damaged and thus the majority of ASTR's personality was entirely synthetically manufactured. Subject Akane has been assigned to ASTR as their personal monitor. In order to prevent degradation it is advised to not mention Dr. Tenma or his research to the Replika at all costs. Also giving the unit busy work, even if it is easy an menial seems to give them a sense of completion. If they are not on mission or aiding Dr. Ochanomizu with a project, let them aid Red with simple tasks or assign them other level 3 or below engineering tasks.||
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Had a fun crossover idea between Astro boy & Signalis. I just had this idea and couldn't get it out of my head.
We know that the Nation doesn't really have a lot of tech, and while the Empire might not have progressed much further, we don't know. Most of what we see is propaganda from the Eusan Nation and so I am going with the idea that the Empire is at least looking into robotics. That and Astro boy honestly was written back in like... 1960s? So really I could only see them looking more and more into technology after the death of the Empress.
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Modding a cheap game with AMAZING lore and unused code (BoT mods)
Book of travels is now 5.99 USD on Steam and is well worth it even if you only engage with current live content.
But now modding is allowed!
There are no formal mods yet but hopefully this will open it up to a community who may want to explore a lot of the unused game code.
These are early edits and it's important to run these on an offline downloaded character. Especially since data corruption could hurt your game. Always back up files to a separate machine or hard drive when possible.
Current community projects:
-adding cooking
-adding in the forms that were unreleased (with full art)
My wishlist projects:
-setting up co-op mode if possible (networking issues)
-figuring out community servers
-bring back old combat (imporved if possible)
-add a non-combat mode
-more readable text (high contrast mode)
-add in already coded new dialogue and levels
FIRST
Save your characters for offline using the download button. if you have more than 4 characters you will need to make multiple save files, move them to a different drive, then open the game and delete the data.save file and save new characters:
If you have more than 4 you'd like to save, "Download" 4 to fill the slots, backup your save file, then start a new one to fill to 4 again as many times as you'd like, so each save would be a collection of 4 to keep swapping out
The save file is located in \AppData\LocalLow\MightAndDelight\BookOfTravels\data.sav on Windows, ~/Library/Application Support/MightAndDelight/BookOfTravels/data.sav on MacOS, and ~/.config/unity3d/MightAndDelight/BookOfTravels/data.sav on Linux.
*please label a separat folder to keep all the data.sav info in from these folders.
These are the early goals that we think are feasible/most important. If you would like to contribute to mods please join the Discord as several artists are also working on bringing the unreleased forms to life among other things!
Mods (all credit to scarab and others in the Discord who contributed to explanations of how to see and edit the game's code/start making mods)
Directly from a modder on the Book of Travels Discord Community-
Option for modding on Linux:
https://github.com/FatigueDev/BoT_Modding_Example
-by Crona
Setup
Navigate to your Book of Travels installation directory.
Follow the installation instructions for BepInEx 5.4.23.4 (Effectively, drag + drop into the root game folder).
If you use Linux, Add a new, non-steam game to your library with the following settings:
Target:
BookOfTravels.exe
Start In:
"/home/some_username/.local/share/Steam/steamapps/common/Book of Travels/"
(I.e. Full path to Book of Travels install directory)
Launch Options:
WINEPREFIX="/home/some_username/.steam/steam/steamapps/compatdata/1152340/pfx/" WINEDLLOVERRIDES="winhttp=n,b" %command%
(WINEPREFIX may be optional, but I would rather be safe than sorry considering Proton may use a 'new' prefix when we want to use the existing prefix but modded).
To enable debugging with BepInEx, it's quite simple. Just open doorstop_config.ini in the root Book of Travels game directory provided by BepInEx and set debug_enabled = true.
In order to use Unity Explorer, simply drag and drop it into steamapps/common/Book Of Travels/BepInEx/plugins/. Remember to read it's documentation.
Only use it when playing in Offline mode; don't be silly with it on a live server.
Building your plugin
Open BoT_Modding_Example.csproj
Set the key to the full path of your Book of Travels install.
Set the key to bin/(Name of your mod)
Run dotnet restore
Run dotnet build
This should have copied the result of your build from the local project to Book Of Travels/BepInEx/plugins/(Name of your mod), saving you a bit of time having to copy and paste it every time you make some changes.
Start Book of Travels, quickly press F5 (debug) in VS Code.
If all went well, you should hit a breakpoint and be able to debug your code without any problems. If not, look over .vscode/launch.json in this modding example and ensure that the address and port match those within doorstop_config.ini in your Book of Travels installation directory.
You can also set debug_suspend = true in doorstop_config.ini, which will cause BepInEx to hold the process hostage until you attach a debugger. I personally don't prefer to do this, though; it slows down development.
How to mod on Windows currently:
One of the best ways to look at data and begin messing with code in-game is to use UnityExplorer + (MelonLoader/BepInEx).
Windows: I use MelonLoader because it possibly plays nicer with UnityExplorer and mostly because it's really easy to install, play modded, uninstall, play online - without having to always be dragging & dropping files around.
Linux: must use BepInEx for Unity Explorer support.
(main files of interest Years.General.General.Assembly.dll)
Windows:
MelonLoader: https://melonloader.co/download.html,
When you run the exe, point it at your Book of Travels installation, and install version 0.5.7,
Click on the "folder" icon next to the game's path to open up the game's install directory in prep for the next step,
From UnityExplorer here, download the UnityExplorer.MelonLoader.Mono.zip and extract it,
Copy the two folders inside the zip into your game folder alongside the BookOfTravels.exe file,
Load the game; you should see a terminal window showing the MelonLoader logs; you might see 4 red errors & then you should see "1 mod loaded",
Linux:
See instructions here,
General Notes:,
By default UnityExplorer is initialized; you can hit F7 to close it. Whether or not you need to load into the game (only use offline mode) depends on what data you're trying to look at; some things require being loaded into a scene (eg events). For things like items, you can use the Object Search at the menu screen.
There's a lot of stuff you can do with UnityExplorer - I've primarily been using the Object Search to look for specific items or NPCs and inspect them, as well as using the C# Console to write code that interacts with the Unity classes/objects, prints stuff to the log file as I'm messing about, and export data out.
So you want to write a mod ref
On Linux (to be tested)
BepInEx 5.4.x: https://github.com/bepinex/bepinex/releases,
Download the BepInEx_linux_x64_5.4.x.zip (assuming you're on a 64 bit computer),
Extract the zip above; copy the contents of the archive into the game folder
game should be at ~/.local/share/Steam/steamapps/common/Book of Travels/ (you can also open Steam > right-click on game > manage > browse local files),
note that the game is a native linux game and does not run through proton,
when you're done you should have a BepInEx folder alongside the BookOfTravels_Data folder, & a run_bepinex.sh file alongside the BookOfTravels.x86_64 file.,
,
Follow steps 2-4 in this guide: https://docs.bepinex.dev/articles/advanced/steam_interop.html,
From UnityExplorer here, download the UnityExplorer.BepInEx5.Mono.zip and extract it,
Navigate into the …/common/Book of Travels/BepInEx/ folder and copy the contents of the UnityExplorer zip into this folder (should end up with …/common/Book of Travels/BepInEx/plugins/sinai-dev-UnityExplorer/),
Load the game; there probably won't be a BepInEx window but you'll see the logs in …/common/Book of Travels/BepInEx/LogOutput.log; UnityExplorer should be initialized when the game finishes loading.
->
Enable Dev Debug Mode / Menu
Install UnityExplorer ([Tool/Unity] UnityExplorer + (M…),
Load the game with UnityExplorer active,
Hit F7 to hide the UnityExplorer screens for now,
Click "Play Offline",
Load whichever character you want,
After loading, press F7 and click on the "C# Console" button at the top in the UnityExplorer toolbar,
Copy & paste the code below into the console window and click "Compile",
You should instantly see some red debug text appear; hit F7 again to close UnityExplorer,
Press Right Alt to cycle through all dev debug screens,
With the inventory/backpack open, press 0 at the top of your keyboard or - on a numpad to open the item debug menu,
BE VERY CAREFUL with this!! (and only use it offline!) - on the Local Settings debug screen, there's buttons that can clear steam achievements and steam stats; the "Initiate Oppulence" might trigger achievements accidentally as it gives lots of items & XP & skill books to your character instantly.
var player = PlayerBase.LocalPlayer;
var field = typeof(PlayerBase).GetField("accountUnlocks", System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.NonPublic);
field.SetValue(player, (AccountUnlocks)6); // this is a combined enum value, combines Admin and Dev; we're setting it directly here rather than in the save file.
PersistentTools.Instance.DebugTextOn = 3; // this turns on the full debug UI, use Right Alt to cycle through screens
Now this I have not tested on Linux, and I am still working out the kinks on installing some of the programs. But several people on the Discord have had success with spawning items in on Windows.
Further modding instructions:
While we're still figuring out how the overall infrastructure for modding will work (thunderstore? nexus? something else…?) and what framework will be primary (BepInEx vs MelonLoader), I wanted to release my mods as "beta" for the community to try out.
Download folder: https://drive.google.com/drive/folders/1P3NeOL5wn0Uv3HnXpDecz-wKzNIuqd89?usp=sharing
How to install:,
Install MelonLoader or BepInEx first: [Tool/Unity] UnityExplorer + (M…,
Open the game data folder (Steam > right-click on game > manage > browse local files),
MelonLoader - copy _MelonLoader.dll to \Book of Travels\Mods,
BepInEx - copy _BepInEx.dll to \BepInEx\plugins,
Disclaimers:,
Mods should be considered "beta" or not final, subject to being integrated into larger mods or change as the modding scene develops,
Mods should only be used in offline mode,
All mods I've made should be safe to install and uninstall at will; warning will be given for specific mods if that changes.
-
Unlock Disabled Forms
This mod prefix-patches the UtilityManager.PlayerFormAvailable method to return true for all unreleased forms, allowing them to show up as options within the character creation screen.,
This mod only runs during character creation & can be safely uninstalled at any point (after closing the game ofc). After creating a character with an unreleased form, it will be saved in your save file & the mod is no longer needed.,
Unreleased forms are incomplete and some known issues are:
unfinished portrait art,
missing emote sprites (for all unreleased forms except Heartseeker),
missing voice lines for specific voice types (eg. Beckoner Voice A is silent),
Heartseeker's model has very glitchy shoes,
some models may not correctly display off-hand items (known: Arriven),
-
Aside from the above mentioned issues, unreleased forms should generally work as expected!
for mac, I defer to the bepinex docs - assuming you're using steam you'll want steps 1-2 here: https://docs.bepinex.dev/articles/user_guide/installation/index.html?tabs=tabid-nix
then the rest from here: https://docs.bepinex.dev/articles/advanced/steam_interop.html
melonloader does support mac and has an easier install process if you wanted to go that route.
Hot Swap Between Character Forms,
Install UnityExplorer,
Load the game with UnityExplorer active,
Hit F7 to hide UnityExplorer,
Play Offline & load into a character,
Hit F7 and click on the "C# Console" button on the top toolbar if the console isn't open already,
Copy & paste the code from this link into the console window & hit "Compile"
https://gist.github.com/lucible/cd96a53ff86959d426f6c4fdf80ae256,
change the variable at the top of the code to change to a different form. IDs range between 0 and 19 (19 is ghost and won't really work)
-
Spawn a Temporary Companion
Same instructions as hot swapping for installing UnityExplorer / loading offline save / opening the C# Console window
Copy & paste the following code into the console window & hit "Compile"
var flags = System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.NonPublic; var eventManager = RandomEventManager.Instance; var player = PlayerBase.LocalPlayer; // grab current companion events on player; private list, reflect into it var companionEvents = (System.Collections.IList)typeof(RandomEventManager) .GetField("playerCompanionEvents", flags) .GetValue(eventManager); // attempt to despawn any existing companion events // iterate backwards so we don't potentially shift the list for (int i = companionEvents.Count - 1; i >= 0; i--) { ((BaseEventHandler)companionEvents[i]).TryDespawn(false, true); } // clear the list references companionEvents.Clear(); player.Children.Clear(); player.ChildObjectIDs.Clear(); // load event template & attempt to spawn on the player // change everything after /Companion/ to change the event template (companion) that loads // eg. swap "BearCompanion" for "CatCompanion" to load the cat companion var template = UnityEngine.Resources.Load<EventTemplate>("Templates/Event/Companion/BearCompanion"); eventManager.SpawnCompanionToPlayer(player, template, new string[]{ "TestCompanion" }); Types of Companions (not all seem to work in-game, eg LargeBoatCrew):
This will only persist while your game session is open, so if you close and re-open the game, it'll go away ofc.
-
Art: 2D textures archive for making more gaming choices available!
https://archive.org/details/bookoftravels2dtextures
Level Design inspirations from a Dev that worked on the game! These are examples of some available and some, it seems already programmed levels that aren't in the game proper but might be in the code!
https://www.albinwrede.com/kopia-p%C3%A5-book-of-travels
https://betagd.com/book-of-travels
Some levels have been designed but not implemented, I think this will give anyone a good basis for level design for Book of Travels. And help streamline designing new levels and quests in the future.
And as always, join the Discord if you are interested in talking to more people about mods!
Hopefully this inspires people to make new things or rework content we haven't seen yet, just like it has inspired me to dive into more of the lore!
So as most of you know, The servers for Book of Travels will shut down on July 31st. I am sad to see the company drop such an amazing game. Though I understand why. There were so many people who put their heart and soul into that, and I am going to look to preserve that as much as I can.
BoT Dev AMA
As such me, and several other people, are planning on setting up mods for the game as well as hosting. While nothing is centralized yet I figured, considering that this blog does a lot of art and lore theory on games, I wanted to include an update for this.
I still think the game is wonderful and has a wonderful story to tell. Even if it feels incomplete, it is something worth remembering that not all endings need to be. And also that the game is being kept in an offline version is so reassuring to me.
Anothing reassuring thing is a lore AMA coming out soon from the company, as well as the fact that now we can look into the game files to see some of the text for items that may be unused.
So yes, expect more Book of Travels art and content to come, because now, we have so much more to talk about and work on!
Safe Travels~
More Sky cotl Zelda cosplays, this time with Midna!
Malon and Zelda are in the works. I just am trying to get cosmetics that are mostly available without purchase.
This might be the most expensive cosplay with the Dark Dragon vestiges and Darkness cape (which honestly I used a spell for as I don't think I will use it often so I figured it wasn't worth it).
Playing through the fourth Two Embers quest as Link really hit hard. Thinking about how other video games treat children as protagonists without any help from adults... but here we have Scarred Sentry
Playing through this also wearing Wounded Warrior and Teabrewer's items just made me think of the fact that during the flashback it was unlikely this was Scarred Sentry's first war. And that's just heartbreaking.
The fact that we need to make people empathize with situations like this in a game in order to get even the vaguest idea of what people go through irl is also heartbreaking. But that is a rant for later.
Right now I am just thankful that artists are still making relevant topical art. I need to go think about this quest and I hope others are doing so too.
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
✓ Live Streaming✓ Interactive Chat✓ Private Shows✓ HD Quality
Anya is LIVE right now
FREE
Free to watch • No registration required • HD streaming
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
✓ Live Streaming✓ Interactive Chat✓ Private Shows✓ HD Quality
Anya is LIVE right now
FREE
Free to watch • No registration required • HD streaming
Sky: cotl as Link from the Legend of Zelda, with the updated intro. This playthrough started a while ago and thank you to all my friends who
Fully narrated so you can listen and don't always need to look at the screen. I am finally doing it! I am finally making Sky as Link playthrough and lore vids!
(and hopefully some funny shorts once I can guilt my friends into them XD)