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eventide

28
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A member registered May 27, 2020

Recent community posts

And maybe I'm just unlucky, but it seems too many characters are generated with bald hair length

One more thing, when I use Deadly Blow battle hangs, no options for next party member and can't end turn


Also, why hairstyle descriptions is not in func features() like in vanilla, but in hairlength descriptions as [hairstyle] ?

And there is no hairstyle for shoulder lenght

Also strange bugs with hairstyles

First, $his doesn't work in description


Second, hairstyle change is half-broken. When you click on hairstyle option it chooses previous one. So choosing straight hair makes character bald and it's impossible to choose bun.

Tried reinstalling everything and enabling only bugfix and this mod, nothing changes. In vanilla game everything is fine.

description.gd, line 714

gaping = '$his massive, [color=yellow]gaping[/color] [color=yellow]' + nameAsshole() + '[/color] that is so wide it looks like the side walls of his asshole make a red flower. ',

side walls of his asshole make a red flower

Should be $his

How to import .png file to game?

Curious, how did you fix it? I found this text in .gd file, but nothing seems wrong to me in there

(1 edit)

Also not sure if it's vanilla or mod-related, but I have some strange things about toxicity

1) I save a game

2) open save file and check slave's toxicity, its null

"toxicity": null,

3) finish day and in report slave suffers from magical toxicity or even mutates

Edit: actually toxicity is tox_cur in save file

Also description.gd, line 673

average= '$His nice, [color=yellow]' + randomitemfromarray(['average','nice','perky','decent']) + '[/color] [color=yellow]' + nameTits() + '[/color] are firm and inviting. ',

It can write "nice" twice

repeatable_quests.gd, line 466

description = "A member of the $rare race desires a worthy mate for reproductive purposes. $He must be at least average in appearance and open to $his mate's commands. ",

In game it looks like this

You should have Java installed on your PC

Why change #Capture Changes and #Random Awareness in expansionsettings.gd ?

Also in changelog you tagged me as Eventide, but it should be in lowercase (though it's not really important)

(2 edits)
SCRIPT ERROR: eval: Invalid get index 'nursery' (on base: 'Dictionary').
    At: <built-in>:3

When entering library

UPD: probably caused by AricsExpansion/patch/files/scripts/dictionary.gd line 92

nursery doesn't exist in mansionupgrades.gd, it should be mansionnursery

Bald hairstyle description: his head is absent any visible hair. I'm not really proficient in English, but shouldn't it be "absent of"?

Okay, thanks for your help!

Headers are things like var, func and so on? And leading comments are #-comments right before the header with no lines between them, right?

#leading comment
var example = {
}
#not a leading comment
var example2 = { }

So when I use RemoveFrom and AddTo on usual header, the first line (0) is the next one after header, and with leading comment 0 line is the header itself?

Also some strange bug with mods interaction.

For example, I create a testmod

<RemoveFrom 1 1>
var descriptions = {
    #    humanoid = '$His body is quite [color=yellow]normal[/color]. ',
}
<AddTo 1>
var descriptions = {
        humanoid = '$His body is [color=yellow]normal[/color]. ',
}


I apply BugFix v6b, restart the game, then apply my testmod and it works, output file description.gd is

var descriptions = { #Store descriptions for various body parts. Separate alternative with | sign to make description pick one at random
    bodyshape = {
        humanoid = '$His body is [color=yellow]normal[/color]. ',

I start from beginning, install bugfix, then your mod, there is lines in output that it adds

var newdescriptions = {
    bodyshape = {
        humanoid = '$His body is quite [color=yellow]normal[/color]. ',


I change my mod to edit lines added by yours

<RemoveFrom 1 1>
var newdescriptions = {
    #    humanoid = '$His body is quite [color=yellow]normal[/color]. ',
}
<AddTo 1>
var newdescriptions = {
        humanoid = '$His body is [color=yellow]normal[/color]. ',
}


And now output is broken

var newdescriptions = {
        humanoid = '$His body is [color=yellow]normal[/color]. ',
        humanoid = '$His body is quite [color=yellow]normal[/color]. ',

It seems ivranapregnant.png.import file is missing from AricsExpansion/patch/files/aric_expansion_images/characters folder, but ivranapregnant.png exists in AricsExpansion/patch/.import

Thanks for an answer!

But to make it clear: I want to make mod changing .gd file that Aric's Expansion completely replaces and use RemoveFrom and AddTo. I should use line numbers from Aric's file, as vanilla line numbers may target wrong lines and it will break the game, right?

How does load order works? If 2 mods modify the same file, which mod will modify it first and which will be applied on top of that modified version?

I've noticed some things that I believe is bugs while messing around with your mods, will report it later

Mansion.gd in scripts folder, line 982 (line 1010 in vanilla, same code)

if (person.relations[i.id] <= 200 && !person.traits.has("Fickle")) || person.traits.has("Monogamous"):
    globals.addrelations(person, i, -rand_range(50,100))
else:
    globals.addrelations(person, i, rand_range(15,30))

This changes relations between slaves after sleeping in player's bedroom. Isn't 50 to 100 penalty too high for just sleeping?

Thanks for explaining

So Line 126 mod does nothing in-game and is purely for other mods compatibility?

Never tried modding S4P, so I might be wrong here.

Beauty Adjustment mod, descriptions part:

var descriptions = {
ugly = '$He looks very [color=yellow]unattractive[/color]. ',
boring = '$His looks are [color=yellow]bland and unimpressive[/color]. ',
normal = '$He appears to be pretty [color=yellow]cute[/color]. ',
cute = '$He looks [color=yellow]very cute[/color] and appealing. ',
pretty = '$He is [color=yellow]adorable[/color] and makes you want to protect $him. ',
beautiful = '$His appearance is [color=yellow]divine[/color], you can\'t stop looking at $him. '
}

Shouldn't there be a comma at the end? Like

beautiful = '$His appearance is [color=yellow]divine[/color], you can\'t stop looking at $him. ',
}

I looks to me as the same thing you did in Line 126 fix

Can you make cheat button available like actual button, maybe in library or main mansion screen instead of dialogue option?

Same thing here. Suppose this is base game mechanics, but seems strange. Maybe it's jealousy or sexual preference? There's no harem fetish and I can't find any way to change their relations. Maybe I could search through game scripts, but chances are low, I'm too lazy

Hello, will it cause any issues when used with improved random portraits?