I think there is a merchant in the slums sewars that sells them, the hooded guy at the table with the ninja in Rose's club.
If you wanted to collect them the only thing I've seen drop them is the ghosts in the manor, but they aren't farmable after you clear it that I've seen.
Sericha
Recent community posts
I also find the item sorting to be a bit odd and would like either a set (default) order for things or a way to manually sort them maybe both.
The sorting currently seems to be based on order of acquisition, and if you run out of something it moves to the bottom of the list next time you get one of it IIRC.
I can also confirm the same error, and have isolated SfCRevamp_Items and SfCRevamp_Equipment as the module that causes the error though not what in them causes it yet.
Without either I don't see any errors, but with one or both of them there are errors and names/descriptions for items races etc. are blank. The first error that shows up is right at game load:
Edit: of coarse neither mod touches that file directly, but it is a start maybe
I have in multiple versions made more than enough money to finish the entire debt with little to no difficulty using the default start option, while using what is supposedly the slower method of making money (pure gathering workforce). The first time I did so it was a close call around the day 50 payment because I didn't have a clear idea of how to progress along that path yet, but the latter few times I have finished building every payment with weeks to spare.
I have not fully tried in the latest version yet, but I have made the 1k for the first payment in less then one week, so 3k more should have been easy by that due date. The main thing to note about trying to actually pay the debt is you should try to focus either full gathering, or full combat from before you even make your characters, the quicker you can get the rhythm the easier a time you will have. An important note; anyone you send to a dungeon, combat encounter, or noticeboard quest will not do whatever job you've given them at the mansion until they return.
As for the quests they are a bit difficult in the first couple weeks no argument from me.
The quest requirements can be anything from the tier you set them to for that faction, though they do default to the easiest tier of quests. You might not have the infrastructure to complete all or even any of the quests for a week or two if they randomly pick craft tools/accessories before you have the smith/tailoring upgrades, however you can buy items to fulfil the requests if you can find them in the market, the market stocks change daily, and some of the places you can travel to (mainly the locations that are only one 'turn' away) have markets of their own that also change stock daily.
The item turn in quests can be completed with things bought from the market usually for more than it costs to buy them as long as the reward is only gold and rep, if you have higher charm the rewards from quest will also increase.
It is in equipment.gd and item.gd from revamp equipment and revamp item respectively for every icon far as I can tell
for example starting at line 19 of equipment.gd
#weapons
dagger = {
icon = input_handler.loadimage("user://mods/SFCRevamp/revamp_equipment/icons/Dagger.png"),
},
It is also SFCRevamp in all of the
icons\(item/equipment name).png.import
files for the two submods
3. To get the bot into that state, assuming it is what I think, you need to not have "naughty-time" with them for 48 hours or something like that. There should be a special talk option that appears at least once.
Additionally you can trigger heart eyes during "naughty-time" by chaining "Coom Anims" quickly enough but they are brief that way as the anim clears them. You can also trigger Ahegao without starting with heart eyes by chaining even faster, may need to put some work into getting your character able to manage that.
As for 1. and 2. I don't know specifically ingame. You might be able to check the save for 2, but I don't know where they are or where in the save that information would be.
Not in any concise way that I can think of offhand
There aren't any passive gold expenses I can think of, so that just leaves how productive they are and how much they eat.
Productivity can be measured as follows:
- While selecting jobs the number next to the character indicates how many of the selected resource that character can collect in an entire day, or how many units of production they provide towards a production task (smithing, alchemy, etc.) over an entire day.
- for production tasks each recipe/upgrade costs a certain amount of production per item, making steel for example costs 0.3 per recipe.
- So for crafting yields you have to do some maths, say your smith provides 50 smithing progress per day, and you have him set to make an endless supply of steel, 50 progress divided by 0.3 progress per recipe is 166.666... steel recipes per day. as that makes 2 per recipe you would gain 333.333... steel per day while consuming 333.333... iron, and 166.666... rough wood
As for how much you characters eat all I know is that it shows individual consumption on their Character Info page Training and Rules tab bottom right of the food section. You would have to add them all up to get a total daily consumption rate.
Might be an issue with the newest versions I hadn't updated yet, I tend to wait a while to see what needs updates/fixes.
Don't have time tonight, terrible internet, will let you know if I have any issues tomorrow.
Just to check you put the stuff from EML in the extracted strive conquest folder, and then the files from the various mods into the same folder making sure that there are properly nested, all the mods should have folders with a path like "strive main folder name"\mods\"mod name"
nothing goes into the appdata folders with EML, for either EML or the mods themselves.
While in the shop window in Aliron (or any travel location with a store)
your inventory is the list on the left
click on the item you want to sell
a quantity bar should show up near the bottom of the screen to select how many to sell
then click confirm to sell.
As for selling slaves in the Slave Market in Aliron at the top of the list of slaves there should be a tab that says sell.
Select who you want to sell
click show info in the bottom right of the window
then click sell in the bottom right if you are sure you want to sell them.
Okay it was definitely option 2. I removed the remove on death from the debuff and it restored mana to the caster as expected. Only drawback is now the corpses have the debuff showing on them, it will still be removed at the end of combat, and maybe someone knows how to make it remove when triggered.
For anyone wanting to make the skill work in file "assets\data\Effects.gd"
function e_t_devour
line 2178 change
rem_event = [variables.TR_COMBAT_F, variables.TR_DEATH],
to
rem_event = [variables.TR_COMBAT_F],
as for making the skill name and description translate in file "localization\en\main.gd
Lines 694 and 695 change
SKILLDEVOURSPIRIT = "Devour Spirit",
SKILLDEVOURSPIRITDESCRIPT = ...
to
SKILLDEVOUR = "Devour Spirit",
SKILLDEVOURDESCRIPT = ...
Looking through the script there are two reasons why the skill might not be working, that I have thought of so far.
First it is trying to restore mp to the wrong target,
Second because the effect triggers when the target dies but the debuff is also removed when the target dies it is possible it is being removed before it triggers.
Trying to edit the script to fix this myself but unsure how to make the effects print info for me to look at in the console.
There are three ways to beat the debt I know about, I haven't played the newest version yet though I have wanted to just have had other things to do.
The method I've used before is to focus entirely on resource collection starting with fishing, then unlocking woodcutting, stone, ore, and smithing in that order and only acquire new slaves when you have something for them to do trying to get ones that like fish. Sell all but the food you need to keep your household fed and all resources you gather that aren't being put towards upgrades, doing this I was able to finish the entire 100k debt around day 60 of 100, a few of the early weeks might be tricky but should be easy enough once you get past them. While doing this I also ignored 90% of the guild quests and only started combat excursions once it was impossible for me not to make the cash goals.
The second method would be as vadi says, rush reputation as fast as possible to advance the main story and get the debt "frozen".
The third method I've heard people try but haven't attempted myself is to focus on combat, not sure the totality of that strategy.
About a month ago I played through a couple saves to day 100 clearing the debt, only did notice board quests (no main quest or story slave quests), default start with both me and starting slave as beastkin cats, (made the second save to see if I could make the debt goal faster) hadn't played any version before that though I did play Strive1 a bunch.
In the first save I didn't get a second slave till day 40 or so, and that was when I cleared my first bandit cave, I managed to clear every debt goal getting my third and fourth slaves around days 70-80, made the 86k for day 100 with about a week to spare.
In the second save I bought additional slaves as I finished making things for them to do and had over 40k by day 50 and well over 100k by day 70, no obedience issues even as I fill my mansion immediately after upgrading capacity once I reached the 100k gold milestone, and I easily spent tens of thousands of gold on random junk and exotic slaves during those first 100 days if not over 100k.
I'm not sure how specific RP styles would change being able to make the debt goals, but for obedience unless you are specifically ignoring classes with social abilities it shouldn't be too difficult to keep a full mansion happy (or at least obedient). Given that neither of my runs were done with a combat focus that might be a point of difficulty, though some people say combat is better money than gathering.
By the way with the crafting things taking less than one 6h turn to complete you can queue multiple crafts and finish two or 3 if them in one turn if you have multiple things you want to make.
I missed playing the hour by hour versions so maybe my perception on the 6h turns being reasonable is skewed from that.
Thanks, I wasn't sure the exact code to remove them from the world.
I did change the code myself but instead of removing the duplicate, I set it up to prevent the slave granting a reward from being added to the world list until you don't (or fail to) recruit them after the fight.
There was already an if statement that primes the reward at line 539 of the mod file, I added an else and moved the code that adds the slave to the pools there.
Then I duplicated the code to add them to the world in the reward section at the end of every scenario other than successful recruitment.
It seems to have worked fine so far and has the added benefit of not posting a message about maybe seeing them again until after they leave.
Looking through the code I can confirm my suspicion the else starting at line 801 of exploration.gd in the AricsExpansion mod files is the part of code that recruits the rescued captive but doesn't seem to do anything to remove them from the world.
else:
rewardslave.obed = 85
rewardslave.stress = 10
globals.slaves = rewardslave
text = "$name observes you for some time, measuring your words, but to your surprise, $he complies either out of symphathy, or out of the desperate life $he had to carry. "
I've been out hunting slaves and ran into something odd, not sure if it has been reported before or if it is a known issue.
In one trip I rescued and recruited the same person twice, like exactly the same. So much the same that after selling both to the market and click on either of them in the list of slaves for sale they both get highlighted. Looking through the list of slaves in the shop some more I see that it has happened at least once before as I have 2 copies of another person in there.
My best guess is that when you recruit them in the reward screen for rescuing a captive they aren't getting removed from the lists of people in the world. Which is kind of annoying, I am recruiting them to remove them from the pool and I don't want to ruin my reputation by killing them, or capturing them which would also make them less valuable unless I take the time to calm them down afterwards.
Hmm not quite as bad as I thought...
Only minor changes to constructor.gd, basically I moved the <type>_race_arrays out of the set genealogy function so that I could look at them in globals, rather than rebuilding the arrays myself. (edit: I am also using the arrays in multiple functions within constructor itself, but that is for an entirely different unfinished thing)
I added entries to races.gd for each of the animal types, a little bit of work to prevent characters generating with an animal race but not that hard, most character generation is either already filtered or used globals.allracesarray when generating characters, so I just had to prevent the animal races from being populated into that array.
For globals.gd I did the aforementioned filtering to keep animal races out of allracesarray
had to make major changes to the impregnation, race_breed_compatible, and fertilize_egg functions,
as well as adding another array for race groups to be used with the getracebygroup function, including adding addition group filters to said function
And lastly in every file that calls globals.impregnation without providing a father person, I had to add a new input to target either a specific race or group of races to generate a father from.
Aric if I can get my internet to cooperate I will try to send the changes on discord, if you need them. It would be quite the wall of text to post it here.
Hmm, I think I know what that is from, I had looked it up when someone posted the same error in another thread. Theirs was at 1131, but I imagine that just means you have an extra line of code somewhere before that in your version of globals.gd. The error in question is most likely a result of the impregnation function not being passed a "father" person, like would happen during most of the sex jobs, or randomly to someone being a housepet or sleeping in the kennel. The random events that involve sex with a random "male" character that isn't you or a slave will also pass no father to that function.
Original impregnation would create a random generic person to be the father in those cases but the edits to how breeding slaves works broke that functionality. I have made a bunch of changes to that function and the ones that use the outputs from it myself, but haven't gotten around to testing them yet, if they work when I do test them I will post them.
Why stop at just one stat boosting trait? before I restarted due to mod updates I was in the process of breeding with strong, quick, responsive, and robust.
Also you can use mutate to give any person scales or fur and then augment it.
Mutate can also get multiple good traits onto a single slave to make for an easy starting point for breeding.
Possible yes, I would argue it probably wouldn't even be all the difficult, tedious maybe but not exceptionally difficult.
as it is right now you can give a male character boobs with majorus potions (or cheating by editing the save file), though that is a fairly surface difference, and requires you to fill in the gaps, as far as the narrative goes.
I imagine you mean having them randomly generate, and actually be referenced as such in game.
in that case aesthetically you would just need to decide on what to call it, what the gender pronouns for the dialogue replacers would be, and give them a gender icon. I think setting all that up would be reasonably simple, but I don't know where everything that needs to be added lives.
As for mechanically you need to add it to the character generation "if/else" trees for breasts so they generate larger than masculine, or from the mother rather than the father in the case of breeding (fairly simple change could actually streamline that part of the code the way I'm thinking it would look).
And the automatic reassignment from male to shemale when adding breasts to the character or changing from futa to shemale when changing the breasts or genitalia respectively (probably not too difficult either but that raises the question of is a 'male' with any size of breasts over masculine shemale or do you set a size threshold, this does complicate existing things slightly but not overly so).
You would probably also want to set a rule toggle like exists for futa, or futa with balls, for those who don't necessarily want shemales to generate in their game, if you were to implement it for more than personal use. This one is not something I know how to do outside of the "editing the scripts directly" method.
I have changed my own globals.gd file but, I don't think my changes start until after line 2051 anyway the lines at 1131, and 2014 both match up with being able to fire those errors so I imagine that I haven't added or removed any lines before them.
Assuming the lines are the same, both errors are exactly the same thing, trying to grab data from a father person that is currently null, so the question is what is the exact situation that is firing those errors, namely who is the father
I can see a dozen or so spots where no father is provided for the first error to occur aside from potential null persons, and the second error would be a direct result of the first one as the only place that calls the second erroring function in question gets the inputs for it from the stored output of the first errored function.
Also why are methods that defaults the inputs to null if they aren't passed a value not properly accounting for what happens when they are null (coding issue not on you)
And while reviewing this post I realised that I didn't account for if you give away the baby or babies so you could either set it up in one of two ways first:
func _on_giveaway_pressed():
birthingMother.preg.unborn_baby = []
birthingMother.preg.baby_count = 0
birthingMother.metrics.birth += 1
birthingMother.preg.is_preg = false
birthingMother.preg.duration = 0
birthingMother.preg.ovulation_stage = 2
birthingMother.preg.ovulation_day = -5
birthingMother = null
get_node("birthpanel").hide()
That should just delete all of the mother's remaining children when you can't or don't want to keep them, but won't allow you to pass on one and keep a later child
func _on_giveaway_pressed():
birthingMother.preg.unborn_baby.erase(birthingMother.preg.unborn_baby[0])
birthingMother.preg.baby_count -= 1
if birthingMother.preg.baby_count > 0:
childbirth(birthingMother, birthingMother.preg.unborn_baby[0].id)
else:
birthingMother.metrics.birth += 1
birthingMother.preg.is_preg = false
birthingMother.preg.duration = 0
birthingMother.preg.ovulation_stage = 2
birthingMother.preg.ovulation_day = -5
birthingMother = null
get_node("birthpanel").hide()
That should remove the baby being shown, then reload the panel for the next baby, but requires you to manually pass on every child
I've managed to test twins (and quadruplets and quintuplets) and in every case only one child was ever actually born
The quad and quin were from the player, and a slave respectively, and were after I edited the fertilisation process to prevent ghost babies. (if the mother had ovulation type 2, or gave birth to eggs it would count the first 3 children twice.
I have managed to get the birthing of multiple children working though, with the same quad and quin that weren't working before. All 9 children were successfully born. To fix it instead of repeatedly calling the birthing function, I store the birthing mother in the same manor as the baby being born, then at the end of the birthing function right before closing the birthing panel, if the mother has more children to birth I call the start of the function.
There are 3 relevant blocks of code that were changed/moved to make all this work all of them are in the Mansion.gd file.
First I created a new variable right next to the baby variable above the childbirth function that I called birthing mother, it doesn't really matter where the variable is in the code long as it isn't in a function:
...
var baby
var birthingMother
func childbirth(person,baby_id):
...
next in the nextdayevents function right at the start where it checks for pregnant character to give birth, instead of calling the looping function I set the aforementioned birthingMother variable to the mother giving birth then call the childbirth function directly:
...
func nextdayevents():
get_node("FinishDayPanel").hide()
var player = globals.player
if player.preg.duration > variables.pregduration && player.preg.is_preg == true:
birthingMother = player
childbirth(player, player.preg.unborn_baby[0].id)
checkforevents = true
return
for i in globals.slaves:
###---Added by Expansion---### Hybrid Support
if i.preg.baby != null && (i.preg.duration > variables.pregduration || (i.race.find('Goblin') >= 0 && i.preg.duration > variables.pregduration/2)):
if i.race.find('Goblin') >= 0:
i.away.duration = 2
###---End Expansion---###
else:
i.away.duration = 3
i.away.at = 'in labor'
birthingMother = i
childbirth(i, i.preg.unborn_baby[0].id)
checkforevents = true
return
...
finaly at the end of the babyage function after adding the baby to the list of slaves but before closing the panel I remove the newly born baby from the mother and then if there are any more children to be born call the clidbirth function again for the next baby that they are carrying:
...
globals.slaves = baby
globals.state.relativesdata[baby.id].name = baby.name_long()
globals.state.relativesdata[baby.id].state = 'normal'
globals.state.babylist.erase(baby)
birthingMother.preg.baby_count -= 1
birthingMother.preg.unborn_baby.erase(birthingMother.preg.unborn_baby[0])
baby = null
get_node("birthpanel/raise/childpanel").hide()
if birthingMother.preg.baby_count > 0:
childbirth(birthingMother, birthingMother.preg.unborn_baby[0].id)
else:
birthingMother.metrics.birth += 1
birthingMother.preg.is_preg = false
birthingMother.preg.duration = 0
birthingMother.preg.ovulation_stage = 2
birthingMother.preg.ovulation_day = -5
birthingMother = null
get_node("birthpanel").hide()
...
The bolded lines are the lines that I changed/added or moved from the original state.
While electric shock was nice for taking out high health low stamina enemies, with the change from health stamina lust, to health mana lust, a spell that targets stamina isn't needed so it would need to be changed, or stamina added back in. That said I would like more spells to use in combat and am sure they will come in time.
The loss of stamina makes some of the enemies that were vulnerable to electric shock over anything else considerably more difficult to defeat quickly, (the ghosts in the graveyard for example) some way to deal with them would be nice.