I am kind of curious will this ever be updated to the 1.0 version or is it compatible?
Viewing post in Aric's Expansion Rebred
I mean, I’m not one to reinvent the wheel. If you’re okay with me giving it the once over, tweaking it if and where needed, and releasing it (crediting you, obviously), I’d be down to. Honestly, the frustration of having to redo work I’ve already done instead of getting to add new, fun things is the biggest holdup on it so far for me.
Ok, here it is, instructions inside.
Upd. I hope now everything is done, Mutation spell updated to 1.0, meet/interact updated to 1.0. Its happened that game reverted all changes to backuped ones so all previous uploads is wrong =D. randomportrait Updated.
Upd. 04.26.21 For peoples who don't want to download whole game again, here is AER for Strive 1.0d with bugfix 3. Instructions inside.
Aric's Expansion Rebreed v0.9.7 for 1.0d bf 3. For Strive mod system. Archive with AER, ExpandedSex and randomportraits, all updated for AER.
CRC32: 6670FEF5
MD5: 6DBEDF979AA9C9E8C420E16D896B0002
SHA-1: 12199AE2E3C8C25563C3B18DCBF3A89D10A99A9B
Folder in MEGA with separated mods archives.Pre-installed game with already activated AER:
CRC32: 97251EE9
MD5: AD2B4F2B104AAFADEF4893894B49C195
SHA-1: 1397AA6CB771F927D0FDDDBA5DFDC971C533CCCE
Seems like a lot of cleanup work will be needed, as a fair number of things were broken or excluded. Many of those were bugfixes made between v1.0a and v1.0d. It's understandable since there is a lot of code and it can be quite difficult to know all of the nuances of the code.
In expansionfarm.gd , the change from "for cattle in allcattle:" to "for i in allcattle:" breaks everything, since i is never used and cattle is never assigned.
In newsexsystem.gd, there are many issues. In startequence, all the modded member characteristics are updated for an object that is discarded; those should be moved to the member _init function. In actioneffect, augmented tongue code was excluded and duplicate code exists for handling the 'pervert' tag. The rope recovery after sex is missing near the end of endencounter:
for action in ongoingactions: stopongoingaction(action)
In Mansion.gd, the infinite effect duration bug still exists because "(!i.code in ['bandaged','sedated', 'drunk'] && randf() > 0.5)" is used twice instead of "i.code in ['bandaged','sedated', 'drunk'] || randf() > 0.5". updatedescription has not been updated.
In exploration.gd, the Adya jewel duplication fix is missing, and the old uncivilized-tamer resolution still exists (reduces chance of capturing a tamer).
In outside.gd, in _on_slavesellbutton_pressed
else: globals.state.reputation[globals.weightedrandom(reputationloss)] -= 4
should be
reputationloss = globals.weightedrandom(reputationloss) globals.state.reputation[reputationloss] -= 4
There are probably some more issues, but those are what I saw after skimming through the code.
"broken or excluded" Thats might be bc of few things: when 1.0a is out, i update my mod from 5.25 game version and then idea come to my mind: "Hey, there is this Aric's popular mod, how about to finally play it and see how my mod work with his?" And 3 days of my life vent lost for making Aric's mod work for 1.0a. =) There is a lot of decision i make, to do it, like leave Aric's code in few places instead of 1.0, change some functions, cut unnecessary thing like too long descriptions in mansion panel to fit 1.0 new ui(really, Aric, this descriptions of crystal is too long), etc.
"bugfixes made between v1.0a and v1.0d" I might miss something bc, i apply bugfixes by hand, and if there is big arics code i preffered not to mess with it.
"In expansionfarm.gd" Dunno why, but when i try to run game with "cattle" game tell me that "cattle" is already defined before. Same goes for "parent" which i change for "y". During my playing in this mod i didn't use cattles and i didn't use Dimension crystal, just research it, so i cant find this before. I might miss some part of updated code bc for reference i use my mod updated to 1.0d and merged with Aric's, and update 1.0a with copy of 1.0d and hand applied bugfix v2, v3 come out few days ago and i apply it by hand in freshly made copy of 1.0d.
"In newsexsystem.gd" There is a big and scary Aric's code xD, when i do merging i might miss duplicating thing, "augmented tongue code was excluded" and "duplicate code exists for handling the 'pervert' tag" is my bad, its leftovers of 5.25 game version. "rope" my bad, miss this string when merging.
"In Mansion.gd" Again, my bad, i leave merging this string for later and totally forgot. "updatedescription" I may leave this section for later and totally forgot about it =D. Now i wonder if "updatedescription has not been updated" is main cause for broken player relatives in original Aric's mod.
"In outside.gd, in _on_slavesellbutton_pressed" again, slipped past me. Thx for pointing.
Right now i compare 5.25 bf5, 1.0d bf3 and 1.0d bf3 aric mod, to see what else is missing.
Thx for pointing in my flaws, i appreciate it.
As far as the "cattle" and "parent" are concerned, in prior versions of Godot it was fine to do something like this:
var cattle do something with cattle #code considers this scope to be cattle_1 for cattle in allcattle: do something with cattle #code considers this scope to be cattle_2
But in the current version of Godot, they simplified the code by preventing multiple local scope definitions of a single variable name. For "cattle" it would be fine to delete "var cattle" since it was unused, but both "parent" were used so renaming was necessary, though you missed 4 cases of parent within the "for y in ['father','mother']:" loops(2 in first, 1 in each of the last 2).
I use a diff utility to compare files which makes it far easier to see what has changed. TortoiseGit includes a graphical diff utility so I use that, but there are other options.