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Yeah, the modding bit isn't the problem, it's the distribution. A modded index file is still a game asset, and so can't be shared. Unless I'm misunderstanding what you're suggesting. If there is a way to make my mod easier to distribute (and use alongside other mods), I'd be happy to learn about it!

so idk how you apply your mods but for me its as simple as opening my game folder through the itch app and replacing index with the file i modded. Index holds the primary game code in it so i just threw it into and editor and replaced it afterwards. At that point you can just replace index with your new game file, though you will lose all your saves.

If I can ask you a favor, open up your index file in  https://twinery.org and link me the file you make by going to Build -> Publish to file. I did that with my changes then just exchanged the index file in the itch folder

Deleted 1 year ago

You should take that down, as it violates the game's license by distributing modified game assets (which is the whole thing I've been talking about xP)

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That's fair, the wires didn't really connect at first but i see your point. I imagine I can put up the code changes and where to copy it though since that's essentially the same thing you did. (apologies to no_one as well, it was a thoughtless action on my part).

hey mind if i ask how you could mod this game? im kinda tired playing it normally and losing hundreds of coins after i accidently die lmao

thanks in advance!

I've outlined the very basics in this post, though I'll add that if you want to be able to "cleanly" share your mods, you've got to keep track of every edit to every file that you edit/make, which is a bit of a pain ^_^;

If you have more questions you could ask them in that post, and I'll try my best to remember how things work...

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i never thought grinding would be this addictive to a fetish text-based furry game

thanks though! ill be sure to ask questions if i have any

Yeah I'm trying to modify the files the way you described but in both instances they create errors, i can see why you're having difficulty with this. If you could I'd love to see if my method works but until I can debug what's wrong with the code I have I can't fully test it (something in StoryInit is very unhappy, and the IPS patch introduces a lot of typos and swaps <<>> for various texts)

My mod should work fine, as it has before. I feel like there's been a bit of a misunderstanding here: I already know how to make and distribute mods and aren't having problems with that. My point is that not being able to distribute the modded files as-is is a pain.
I'd wager you're likely trying to install my mod on a non-vanilla setup, which as noted shouldn't work. If you are following the install instructions, you shouldn't run in to any problems. If both install methods have failed though, that's concerning (especially as it works for me :S).

So the long install works (copy pasting in code by hand) but the patch install using the ROM site introduces typos and bugs that destroy certain syntax markers.  I don't have much else to suggest because I'm not too familiar with twine tools myself but I'll be on the lookout for patching methods that'll make things easier

That's odd, because the patcher definitely works for me (just tried it again in case I was going crazy). Just to make sure, you're definitely using the patcher on an unmodified version of the index file you get from the game's official download - FTAG 064a.zip from the Downloads section of the page?

Though yeah, if you find a better way - ideally something that can handle multiple mod installs while not requiring the user to download any programs - do let me know :3

Deleted 1 year ago