I've had it on my list to make (or get someone to help me make) something like that, but no I don't think it actually existed as you describe.
ralphomayo
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Hey, yeah, join us on the discord. gdscript is pretty easy to learn - I had zero experience with it before getting involved with Aric's mod on my own mostly (though with lots of help as I went along from folks on the Strive discord). I use the Godot Engine and it's nice vs plain Notepad++ as it does flag simple errors (missing ":"'s, bad indents, etc.) I'm working with Capitualize on revamping the hybrid system currently too and input/collaboration is welcome.
Hell yes! I'd love to collaborate and see what you've done. New items and races are tricky, and I haven't even tried tackling them yet. If you've got 'em working and tied in with Aric's that's awesome. Come join the discord and hit me up. I'll fill you in on current plans and we can joint-coax Aric into updating (he's almost there, just needs more time and a little push :] )
These are pretty cool mods SandDust! I had some similar ideas concerning toxicity and maturing (though thought to tie in differently), but never got around to implementing. Please let me know if you incorporate Ank's core comments and do share again. If it's alright with you, I might work with Aric to incorporate in the future.
Ok, that's a lot to unpack.
On fur/skin coverage, wing colors, etc., etc., one issue is that I (and I'm not the only one) wig out when my description doesn't match the body/portrait so I end up manually assigning them all. So adding even more specific descriptions isn't a clear win. Good news though, there're folks on the discord working up a really cool sprites-based approach to auto-generating bodies and portraits (the art is a good ways along anyhow) which would make detailed descriptions, adding patterns and part coloring, etc. work splendidly with some work. I will try working on some of the things you bring up at some point (like why display skin color if they have fullbody fur?).
Another thing to consider is slave guild quests that look for certain colors need work too if you monkey with them a lot, depending.
There's a neat little game called Niche I got on Steam a long while ago. Basically you control a pack of animals with genetics (including fur patterns) and breed them to suit different environments/predators as you travel from one island to another. I have half a mind to go full on dominant/recessive genetic traits on Strive with dominant race controlling what genes actually get expressed (fur pattern never gets expressed on fur-less npcs for example), but that idea will probably get a low priority on the ever-growing list to be honest.
I'm aware of most of those bugs. I thought I'd fixed the last one with stats that balloon a long time ago. When did you DL?
So the problem is that Ralph's isn't really a mod. It's just a directly edited version of the game with Aric's mod already applied. What this means is that if you attempt to Apply Aric's mod, it breaks the game. The solution is to reinstall and then apply whatever mods you want, being careful not to activate and apply Aric's. Instead when you apply Improved Random Portraits mod, only have that one active. I'm not familiar with the Farm Label mod, but if it is compatible with Aric's mod in general, then I expect it probably will work the same. If in doubt, go back to the OP and follow the instructions there step by step and to the letter.
As for saves - if it's from another vanilla or modded game, I'm not sure it will be compatible with Ralph's.
Thanks for the love and bug reports! I'm up for adding more variety to coloration of various parts, etc. I did some already with hair and eyes, but I'm not sure if these changes will make it into updated Aric's just because I don't want to screw up Improved Random Portraits users. Maybe we can do an expanded color palette option as a toggle so the player can choose default or expanded color palettes for parts (on the whole or a la carte), hair, fur, scales, wings, etc.
I've never worked in Unity, and as a coder I'm kind of lazy (when I'm trying to do something new, sometimes I know there's a better way, but...). I'd love to contribute, make suggestions, and help out generally, but you'll need someone better at code to lay a solid, efficient groundwork and fully implement. Once a framework is largely in place (for whichever system) and adding content is mostly copy/paste/edit, I'd be pretty handy for fleshing out extensive branching and procedurally generated content. I can't get enough of games where every playthrough is different. :]
I understand the code is a mess, but it's available on github. I don't think there'd be anything wrong with coding your own version with that as a guide though. Definitely give it a try, LT is impressive in several respects including the procedurally generated parts as well but limited in others (like the combat system). I've got a lot of thoughts on this from modding, playing, and helping out with writing on a couple games. If we've got some similar goals for a game, I'd be interested in helping with your project if/when you get to that point.
I've had trouble with file sharing permissions settings before that felt like black magic to me (I never could figure out the inconsistencies after looking it up and trying over and over again). That was after wiping my HDD and reinstalling Windows as well - so same premise as you have. Thankfully my issue wasn't with Strive at least and I did get a workaround that's still "working" for me. Anyhow, I'm glad you got it working.
huh... well you could be out of my experience for sure then so I don't know if this helps, but have you reinstalled all the various software needed to play a variety of games? Latest DirectX, etc., etc.? If it's related to your reboot and your installing correctly, that all that comes to mind for me, but I'm not certain what things might actually affect a game like Strive using Godot. I'll call over the experts to take a look.
I'd recommend reinstalling from scratch. You shouldn't have to do anything remotely like that if it's installed correctly. For Ralph's the premerged & preinstalled modded copy just needs its two folders moved (the one to appdata/roaming, and the main game folder it doesn't matter where you put it), then you run Strive.exe and start a new game (do not Apply mods or take any other actions). See the OP for instructions and follow them with zero additional steps until after you verify it works (there's a step for that).
Glad to hear it! Starts with rare species is disabled so that you have to search for them to breed the special combos/subspecies, but if you want to enable a specific one here's how:
1) Open your Strive main game folder and navigate to \files\scripts\characters\races.gd
2) Open races.gd in Notepad++ or whatever you have to open text files
3) Ctrl+f and search for the race you want (eg. Harpy)
4) After "Harpy = {" there'll be a line that says "startingrace = false," Just change that false to true and save races.gd
5) Start a new game and Harpy will now be available from the beginning
be extra careful not to add/delete any tabs or spaces while you're in races.gd or the whole game might crash instead when you try to play
Happens to everybody at some point. Here's a new constructor.gd to replace the last one to fix ever-plumping lips as well. I made it so males just got their dad's lips and females/futas got their mom's or +/- 1 level (so up or down one size or stay the same as mom).
https://mega.nz/file/JkQATRrL#DgotHEC-on8IYMmPGwqbyIzlL3OWEjHsQF5gHWk-zSI
so here's what I did: the code has a for loop that goes through each race and baby gets 0.5 x (mom's% + dad's %). The problem was if one parent had for example 1%, then 0.5*(1+0)=0.5 which always got rounded up to 1%. I added an if statement so that 1/2 the time it would be the same [0.5 x (mom's% + dad's %)] and the other 1/2 of the time it would instead us 0.499999 x (mom's% + dad's %) which would round down so in the same example with one parent with 1%, then 0.499999*(1+0)=0.4999999 which rounds to zero.
how it should work: 50/50 chance of one of the 1%'s going away on breeding. 25% chance they both go away and you get your pure-blooded offspring.
Note it will also come into effect for any odd % (3, 5, 7, ... ,99). There's code afterward that already should deal with %'s over or under 100% btw.
I'll take a shot at fixing the ever-growing lips tomorrow.
https://mega.nz/file/JkQATRrL#DgotHEC-on8IYMmPGwqbyIzlL3OWEjHsQF5gHWk-zSI
This will make it so it will be a 50/50 chance for that 1% race to be inherited when breeding (it was always rounding up from 0.5). Just replace your constructor.gd with this one (in your Ralph's main game folder under \files\scripts\character\ ). I tested through 1 conception and birth and it worked, but if you're up to it go ahead and try it and let me know if you have any issues.
I believe it just takes half from each parent... maybe with 99% it rounds up so you never get a purebreed again. Let me check and try to randomize it a just a little more. In your example, if one parent is 98% Arachne, you'll definitely get max 49% Arachne from that parent though as is. I want the breeding to be fairly predictable so players can predict the %'s for the offspring in order to target certain hybrids, etc.
Good questions:
- breed a 99% hybrid with a pureblood and get pure children?
Yes, 50/50 chance.
-can mutation give a character the grateful trait or be born with it without breeding with one who has it
No, I made it so the only way to get Grateful was on existing unique characters or by breeding them. Also when breeding for Mental traits, if the offspring is 'child' they won't inherit them, if growth is accelerated to 'teen' there's a chance, and if growth is accelerated to 'adult' they will usually inherit them. Lore-wise, this is a biproduct of how long the sentient mind has to develop during the accelerated growth employed by the dimensional crystal.
All that said, if you want to tweak it so that Grateful is a possibility in either case, you could without much effort. Heck, mutate isn't an implausible way for that to happen. If you'd like I can make that tweak happen and upload.
I don't think my tweaks would cause that and I have played female/futa MC's with several births without noticing that (though I usually tend to keep them pregnant as often as I can, since they don't become unavailable after giving birth like npcs). It used to be in Aric's 9.6 with pregnancy accelerated that perpetual preg could happen to any female/futa b/c sperm life could exceed the pregnancy period, but I believe it was fixed (still possible to mess it up by playing with the constants though in the scripts). If you try to accelerate to have them give birth immediately, it will break the game easily (don't know if that's your issue), so I always accelerate to 3 days and things work fine for me. Does any of that help? I'd rather not try to mod a workaround if your issue can be solved without it.