Please use the Debug mod (https://itch.io/t/1137280/debugmod-v10d) to get the error messages as that will better narrow down the source of your problem. The Debug mod will have the side effect of stopping the game from crashing, but your problems will not be gone. Note that if you are making your changes directly to the files in the program folder then those changes will be erased if you press Apply or Reset in the Mods menu.
ankmairdor
Recent community posts
https://strive4power.fandom.com/wiki/Potions#Aphrodite_Brew
Have one of these in your inventory.
When mods conflict the results can occasionally cause small parts of the game to malfunction, but more often than not the game simply crashes. The mods you listed and in the order you listed are generally safe. The notable exception currently being for AricsExpansion versions since 1.9, the Marriage and More mod will need the fix from the AricsExpansion Discord. That said, there are no conflicts that would be expected to impact the laboratory. Instead it's simply a normal AricsExpansion bug.
In order to add the increased body part sizes for things like breasts, AricsExpansion added 6 new arrays of size names to replace the single array of sizes in the original game. However, in the laboratory the single comparison for breast size was never changed from the original array to the new array, thus any new sizes would register as a size -1 and hollow nipples would be unavailable. The fix for this is simple, open up ".../files/scripts/laboratory.gd" in the program folder with a text editor and change the line:
if globals.sizearray.find(person.titssize) >= 3 && person.mods.has('hollownipples') == false:
to:
if globals.titssizearray.find(person.titssize) >= 3 && person.mods.has('hollownipples') == false:
Save the file and restart the game. Since this only changes the program file, any time you apply mods it will be erased and need to be changed again.
There should be no functional difference between the 64 bit and 32 bit versions of the game, except that the 64 bit game will not run on a 32 bit computer, but those don't really get used anymore. I didn't notice that you were installing duplicates of the mod until you mentioned there being a 3rd mod. The GitHub main and 1.9 should be mostly the same though the GitHub version may have fixed one or two things. Either way, installing two versions of the mod is a sure way to cause problems.
Strive is currently distributed with a normal executable, which doesn't log anything when it crashes upon a substantial error. There is a Debug mod(https://itch.io/t/1137280/debugmod-v10d) which will provide error messages and avoid crashing by aborting smaller sections of the game with errors rather than aborting the entire program. The percentages are not correlated to any specific features, but the first few error messages will likely indicate what went wrong, followed by an avalanche of errors resulting from parts of the game being aborted.
If I were to guess, I'd say that the cause was the mod folder name, as Aric's Expansion references the contents of the folder as "AricsExpansion" and anything else will break a lot of things. When downloaded from GitHub the name of the folder is altered, which often causes problems. Most other common problems don't quite fit your report as they tend to have errors reported by the mod system or crash the game upon starting.
If you don't like those genes, then open up expansionsetup.gd with any decent text editor and use a Find utility to locate 'Emily' or any other unique name. You can change the genes to whatever you want, change the condition after the "if" to false, or delete their entire section starting at the "if" or "elif" to the last line with one more leading tab than the start. Note there are two sets of code, the first is for playing without Ralph's tweaks and the second is for playing with Ralph's tweaks.
This uses the Godot Engine. This requirements page was created as of version 4.2, whereas Strive is about version 3.2, but otherwise should be roughly correct. I run Strive on Windows 7, but I have doubts that it works on prior OS.
The mod is currently buggy as the coders are busy with other projects. This is a known problem with a couple simple fixes. The simple approach is to disable the level up requirements using the Constants mod to enable "disable_levelup_gate".
Otherwise these edits should address the issue:
in outside.gd, lines 1584 and 1590, replace levelupreqs with xp_boost_reqs
in statstab.gd, line 1628 has same problem.
replacing those 6 instances in the mod files should resolve the problems. the mod needs to be re-applied to take effect
There isn't any mods that increase the limits on rooms because the Patreon supporters panel includes a cheat that effectively removes the limits, the code for mansion upgrades is a little bit convoluted compared to other parts of the game, and before recent versions the game would lag and crash with relatively low numbers of slaves.
The current version of the game is less prone to problems, especially if the progress is never loaded from a save file, but I suspect that the game would still crash when loaded from a save with somewhere between 50-100 slaves. It's been a long time since anyone mentioned running into that problem, but the fixes were aimed at reducing lag not preventing crashes so it should still crash.
If you still want to tinker with the limits, then the text file ".../files/scripts/mansionupgrades.gd" in the program folder will contain the level limits for upgrades. I recommend getting the Debug mod if you are editing the files as it makes it easier to deal with typos. Also note that applying mods in-game will erase any edits made directly to scripts.
The end of day logs are generated in a specific order with work coming first and escape attempts happening later. There isn't much that correlates between the two. Low obedience is a requirement to escape but not a requirement to work. The only odd part is that Ayneris should be acquired with relatively high obedience, so escape shouldn't normally occur on the first day unless you have some significant problems.
Normally when a slave escapes they are deleted from the game data so there is no hope of recovery. However, from your second screenshot you appear to be playing with Aric's mod, which includes semi-persistent data for NPCs. So for a little while after escaping she should be present in outskirts of your home town. It's a complex system so it's hard to say what your chances of encountering her are. The mod will not keep infinite NPCs on file and with each additional person generated for random encounters the chances of her getting purged from the file increase, also her data will be updated after each day so she may move to nearby areas. I believe there is an auction/execution event that occurs in the town center when the mod purges NPCs.
Otherwise it's quite easy to edit the save file to reset her quests and acquire a new Ayneris.
Strive only provides images for most of the unique slaves acquired through quests, and it does not provide any images for random slaves, which is why there is a section on itch.io (https://itch.io/board/252654/portarits-packs) and Discord(https://itch.io/t/284398/discord) for images. Since Emily's portrait appears I believe we can conclude that the problem is unlikely to be a hardware issue.
Strive runs on the Godot engine which only supports loading images with ".png", ".jpg", and ".webp" extensions. The slave image selection scripts contain filters to restrict the displayed files to exactly these types, which has the side effect of excluding game images from being selected for slaves.
The "Add custom image" button allows the user to change the file type filters and select images with other extensions, but that doesn't mean that the game will be able to use them. Additionally, that button does not provide nor maintain the tags of the image, so it will not be compatible with the "Race locked" option nor the automatic random portrait assignment system.
I recommend grabbing a portrait pack from the itch.io section linked above and extracting it to the location mentioned in this thread https://itch.io/t/3797794/struggling-to-install-portrait-packs#post-10016618. If that does not work after restarting the game, then I recommend grabbing the Debug mod to check for other problems (https://itch.io/t/1137280/debugmod-v10d. Note the game won't automatically assign images to existing slaves without images in a save file unless you get the Bugfix mod (https://itch.io/t/1167355/bugfix-for-10d-v6b), though it won't fix your other problems.
In the code "Far Eerie Woods" is referred to as "grove" so I would assume that at some point in development the name was changed. The scripts do not use the name of the area to generate the travel buttons, and the inconsistency wasn't noticed until a couple years ago so it wasn't included in any bugfixes. Hopefully I'll eventually get around to a new version of bugfixes to remedy that.
While "grove" and "woods" are similar enough that native English speakers would likely overlook the difference, the developer is not a native English speaker, though he speaks English quite well.
The image packs are put in the app data folder, also called user data, which can be accessed in-game by selecting a slave, pressing Customization, pressing either "Portrait" or "Full Body Image", and pressing "Open system folder". There is also a "Select Folders" button lower down if you want to change the paths to the image folders.
On Windows the shortcut to the app data folder is "%appdata%/Strive", which is equivalent to "C:\Users\USER_NAME\AppData\Roaming\Strive", with your user name inserted. The path can be opened using the Run utility, which can be opened with the Windows key + R, or through the start menu. Otherwise the path can be entered into the address bar of Windows Explorer.
Other problems:
If you run the game through the itch.io launcher then the app data folder will be in a different location, so usually it is recommended to download the zip archive for the game, extract it into a new folder, and run it as a stand alone program.
The game will not see the images if they are in a zip archive or if they are not tagged correctly. Many portrait packs use folders to tag the images, so removing the images from those folders will affect how the game uses them.
The game isn't really designed for gameplay with only a single sex, but it is still possible to complete the quests. There are a few options:
- Use the Laboratory to change the genitals of a slave to match the sex you need.
- Temporarily change the random generation settings to be only the sex you need and go fight people to capture someone of the sex you need.
- Use the Mutate spell or have them use several potions, and hope that they change sex in the way you want. This could take a very long time.
- Learn to mod the game and change the quest requirements to work for worlds containing only futas.
The fix shouldn't require much understanding, just change the text from one layout to the other. For instance in Mansion.gd there is:
halfsiblings.append_array(entry.halfsiblings)
Effectively "halfsiblings" is" array1" and "entry.halfsiblings" is "array2". which can be moved to the other layout:
halfsiblings += entry.halfsiblings
The existing line can be replaced with this line and it should work.
As a quick reminder, the mod system makes text changes to the game when mods are applied, so if you change the text of the mod files you will probably need to re-apply the mod for those changes to have any effect.
Without error messages to show otherwise I would assume that it is due to use of "array1.append_array(array2)", which was added in the more recent version of Godot used by 1.0d. While it would not be entirely equivalent, "array1 += array2" can probably be used as a substitute as long as you don't change anything else.
It appears in the following files:
scripts/Mansion.gd
scripts/slave_tab.gd
scripts/exploration.gd
customScripts/expansiontravel.gd
customScripts/expansionsetup.gd
If you continue to have issues, then I suggest checking the output terminal window that opens with the game. If your game does not open with such a window, then you can create your own by opening Terminal, navigating to the app(cd <path to folder containing app>), and start the game(open -a "Strive For Power").
Please note, none of the modding community, including myself, use Mac so we can only get details and test solutions using Mac users like yourself.
There is no crawling in this game, so I expect that you have the AricsExpansion mod installed. Is it the itch.io version 1.8d? Do you have any other mods installed besides that and the Bugfix mod?
There does not appear to be any significance in them wearing the Pet Suit. If they are wearing handcuffs or have been assigned the Pet Behavior rule in the Customization tab, then they would be forced to crawl. Otherwise low energy or an increase in breast size can force a slave to crawl; the latter can be fixed by increasing strength or endurance.
Crawling slaves cannot be assigned any occupation outside of the mansion.
Usually the first big indicator is that the game doesn't crash when you start the game or a progress, but besides that there are some things that should be present when the mod has been applied. The main menu will have a special graphic to indicate that the mod is installed, the options menu will list DickGirls as an optional sex, and the starting setup for a custom game will have new races and body part sizes, though you would need to know the normal lists to notice those. The presence of these things indicate that the mod was likely installed correctly, but modding can be complicated and it is entirely possible to add additional mods that conflict and screw up portions of the game.
The Constants mod can change the setting that reverts to the old sprite, however modding the game on Macs is currently problematic. This post (https://itch.io/post/5418094)has an old solution which may still work for most mods, like the Constants mod, but not recent mods such as AricsExpansion.
If you wanted something else, then you will need to detail what it was you were after. These systems are messy, complex, and spread out across multiple files, so I don't feel like explaining it all and there aren't a lot of great points to edit the scripts unless you have experience programming. For instance, if you wanted Entrancement to last a whole day, then you would need to edit "func usedEntrancement()" in "../files/scripts/statstab.gd" by copying the "return text" line to a new line below
var text = ""
Note, if you make this change using a simple editor like Windows Notepad, then the game will crash due to an improper newline character.
Edit: You could also put a # at the start of the lines between between these two lines("var" and "return") if you prefer.
Also, I should have clarified that editing the values in person.gd will not change any existing characters but change the starting values for newly generated characters. If you want to change the values for existing characters, then you will need to edit the save file, which is JSON formatted data. An online JSON editor can be used to clarify the structure of the data, if you do not have an editor that supports the format. The values will work the same and have the same names as in person.gd, but will be harder to find as there will be a lot of slaves in the file.
The consent and fetish systems were in discussions for an overhaul (for many of the same reasons as your post) while development was grinding to a halt due to a lack of time and interest. The GitHub version is slightly ahead of the itch.io version, though I'm not familiar with all the differences. The entrancement spell effect was included as a shortcut for both the consent and fetish systems, so if you are looking for an "always say yes" solution then that is it. Note that the enchantment spell effect is consumed by each attempt, so there is still a significant cost.
The consent system has a lot more complexity than may be apparent to the player and there are a lot of intertwined factors. Sexual consents can be influenced by lewdness, lust, and certain fetish opinions. If you aren't going to use the entrancement spell, then my recommendation would be to avoid trying to grind consent simply by asking every day as many of the consents require moderately high stats such as obedience and loyalty simply to get above zero chance of success. Unlike fetishes asking for consent does not improve your chances of success next time, so use a couple meet and sex interactions between attempts to gain consent. Also make sure to clear the rebellious effect of being captured or you probably won't get any consent. The Constants mod only provides options for chances of livestock consent.
The fetish opinion system is complex, buggy, and incomplete so it's difficult to give good advice for it. The alternative to the talk menu should be having the slave participate in the fetish during the sex interaction as the more times a slave is exposed to it each day the greater the chance of raising the fetish. However, this doesn't work for every fetish; some because of bugs and some because the design is lacking. The Constants mod provides access to some options, but these do not appear to be particularly useful at the moment.
To effectively alter/disable the systems, it appears that you could simply edit the values for "var fetish" and "var consentexp" in the program file ".../files/scripts/person/person.gd". It is a plain text file and the edits can be made with any text editor, though making a backup file is recommended. The fetish opinions can be changed from "none" to one of the following values:
"taboo", "dirty", "unacceptable", "uncertain", "acceptable", "enjoyable", "mindblowing"
The consent values can be changed from false to true.
This is an old issue that has been known for quite a while. Fix copied from discord:
the baby has a description problem because babies don't use the standard data (news to me too).
after line 481 of files/scripts/characters/description.gd, a new line needs to be added for feathers_and_fur. I just copied the normal entry
feathers_and_fur = '$His body is sparsely covered with [color=aqua][feathercolor] bird-like feathers[/color]. Beneath that is thick, soft [color=aqua]fur of [furcolor]',
adding a new line requires that you have a decent text editor so that the newline character is correct. although [furcolor] doesn't work because it was only added to the normal description function, it doesn't cause any errors.
The hairstyle problem is due to the GUI options not matching the code options, as the GUI is missing the bald hairstyle. In Mansion.tscn replace
items = [ "straight", null, false, 0, null, "ponytail", null, false, 1, null, "twintails", null, false, 2, null, "braid", null, false, 3, null, "two braids", null, false, 4, null, "bun", null, false, 5, null ]
with
items = [ "bald", null, false, 0, null,"straight", null, false, 1, null, "ponytail", null, false, 2, null, "twintails", null, false, 3, null, "braid", null, false, 4, null, "two braids", null, false, 5, null, "bun", null, false, 6, null ]
and it should work. If you change the program folder file then the change will vanish if you re-apply mods. If you apply it to the file in the mod folder then you need to re-apply the mods(just press "Apply", no need for the full process).
This is why he mentioned the Debug mod(https://itch.io/t/1137280/debugmod-v10d), as it changes how the game reacts to errors and enables the display of error messages. It will not fix your errors but the error messages should pinpoint the locations in the scripts that the errors occurred.
- Yes, anyone in the mansion, including the player, can get pregnant.
- Not without mods. AricsExpansion allows for twins and triplets.
- No, for AricsExpansion you can adjust the setting using the Constants mod.
- Without mods there is minimal interactivity with the pregnancy. There are text indicators of the pregnancy and you can choose to abort the baby through the slave guild or by potion. AricsExpansion includes pregnancy in the slave tab's talk menu, though the effects are somewhat limited.
All of those mods should be compatible. AricsExpansion produces lots of mod system reports and every version has bugs even with the minimal install. The first thing to consider is probably the install order. For these mods you should apply the Bugfix mod by itself because it updates the mod system, restart the game, then apply all the mods in the following order, and then restart the game again.
- Bugfix
- AricsExpansion
- Marriage and More
- Slave Spreadsheet
- (Improved random portraits would go here)
- Constants
The order and positions of 1 and 2 is important; after that the order is a suggestion based on likely decreasing size of mod impact.
If this was not the problem then you will need to be more specifics about the errors in order to get any specific help. Screenshots of error messages are great, otherwise give specific descriptions of what happened and where in the game it happened.