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zeltop

109
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7
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1
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A member registered Jan 11, 2022

Recent community posts

it should work, i dont see a reason why it wouldn't

yes

Update v4.2.6

  • Fixed service approx

appears to work for me, provide detailed steps to reproduce if you can

base game issue

i removed it when the way the loan works changed, mby i'll add it back

yup i forgot to rename file \ConquestTweaks\tw_social_skills_sex\mod.ini to mod_config.ini

not sure if thats all that will take to make it work, i'll post an update soon

i haven't seen any 0.7 specific issues yet (other than fixed paperdoll issue)

its still not installed, but just download 0.7 it doesn't need eml

(1 edit)

you don't have eml installed, in  0.6.10/0.6.11 its still required

you can just get conquest tweaks and edit slu to add elderly instead of loli (or use it for reference)

i made a simillar mistake xd, anyways i'll look into it

For eml latest is 2.0.7 so try getting that, also you need the latest game version for that.

When it comes to qol bug i'll fix it soon.

(1 edit)

do you have EML? also can you describe the steps for the qol bug like 1.. 2.. 3.. and so on

updated to 4.2.2

  • Fixed events not triggering
  • Fixed dmgshare not working
  • New veryhard dungeon + 2 events + material

should be fixed now

update 2.0.5
if you had 2.0.4 redownload this AND all of your mods, there was a critical bug that would delete last line of some mod files each time game is opened

use https://itch.io/t/1951036/portrait-pack-editor-for-conquest

1. put matching portrait and body(same file name) in /portraits and /bodies

2. open editor and tag them

(1 edit)

basically, you can't make it work if you use ingame mod editor and the .json format, take a look at how sfcrevamp classes/items and tweaks alchemy work

or dm me on discord and i'll walk you through the steps necessary

(1 edit)

assuming you are using load_tables you just have to load the tags

func load_tables():
    modding_core.load_table(Effectdata.effect_table, celena_tag)
var celena_tag = {
    e_celena_bless = {
        tags = ["t_e_celena_bless"]
    }
}

and then you could use one of the examples below, both do the same

has_status check uses "status" as a value key not "value" you can check it yourself in CharacterClass.gd  func valuecheck

{"code" : "has_status", "check" : true, "status" : "t_e_celena_bless"}
{code = "has_status", check = true, status = "t_e_celena_bless"}

conflict_classes is used for character generation, it doesn't actually prevent taking the classes


true you can either spam has_profession with check false or make a custom valuecheck


has_status works a bit oddly, you need to search for effect tag instead of an effect eg.:

reqs=[{code="has_status",  status="t_e_effect_custom", check=true}]
e_effect_custom = {
type = 'temp_s',
target = 'target',
duration = 4,
tick_event = [variables.TR_TICK],
duration = 'parent',
stack = 1,
name = 'custom',
args = [],
tags = ['t_e_effect_custom'],
buffs = ['b_shell'],
},

so assuming you want to check for an existing effect rather than a custom one you would need to add this tag to it, or make a custom valuecheck to check effects

(1 edit)

posted a fix, tomorrow i'll post very hard dungeons made even harder

yup, forgot to update it the desc

Adding mods/ reordering mods on an existing save is bugged for the most part, there is a more or less solution its kinda shitty but whatever, i've postes it on eml topic

Doesnt really work for slu tho

its a system for running sex scenarios from events and sex progression, currently mostly unused as i am too lazy to make any events. In its current state it fixes sex autonony and switches portraits around during sex.

most of ui elements, bodyparts in charcreate and even some events don't utilize tr hance can not be localized (there are probably other things but i didn't pay much attention to it) just clear all tr's and see what is still english

Updated v4.1.0:

  • Added oldshool stat caps
  • Added shorter dungeons
  • now works

you have to make 4 edits, lines: 44, 45, 78, 79

i suggest you get vscode or n++ if you didn't already

i am pretty sure it should be there in 6.5b in luxury_room(): and update():, i am not sure about which lines tho, you can also search for:"Luxury Rooms: " since its next to .luxury_rooms stuff

(6 edits)

Guides

This is a modding guide containing information how mods are made in s4c

s4c modding guide v1 rev1 - for coders mostly, very briefly on how everything works

custom character guide v1 - simpler, more of a step-by-step guide with more explanations and an example mod

This is not a simple guide but rather an overview of how most things function so that if you kow how to code you'd have an easier time getting into modding. In the near future i'll post significantly simpler guides on how to do simple things.

I also recommend to check out how already existing mods handle things, if you wish to make mods.

Likely Future Guides:

  • simplified: adding "things", items, custom characters, skills, classes, dungeons, and other in-game things
  • events: explanation of how events and InteractiveMessageModuleAnimated.gd function

If something is unclear/missing ask here or on discord#mods-conquest


Tools

Godot Editor 3.3 - for editing gui

Text Editor :VSCode with Godot plugin, notepad++ with JsonViewer and Compare plugins (any other text editor you are comfortable with will also do)

Portrait Pack Editor - for making portrait packs

Generic Mod Enabler - for managing mods

WinMerge - or any other diff program, useful for updating mods


Docs

GodotDocs - documentation for gdscript, in particular "Class Reference" is where useful info is found

GDScript Basics - good place to start if you don't know how GDScript works but otherwise have programming experience

GodotTutorials - tutorials for people who don't know how to code at all

(1 edit)

it doesn't work currently

edit: now it does

yea i know, there is a bug in this game version so only couple of mods work

you can just download sfcrevamp and delete everything except revamp_rooms

otherwise to add new levels add pics to ResourceImages.gd/upgrade_tiers, add upgrade levels to upgradedata.gd/upgradelist, and your new descriptions to main.gd 

you can also open SlaveSiblingModule.gd crlt+f (ResourceScripts.game_res.upgrades.luxury_rooms) and just *2 it so each lux level gives 2 rooms

eml overwrites game version so even if you play 0.6.5b, whatever eml version uses will show, 0.6.5d in this case
also build_unique_sprites was added in 0.6.5d

looks like you had wrong game version, 0.6.5b probably

ty for letting me know, i changed it to 15,  i'll post it when there is a new update

fixed, def rebalance had a bug that caused def to go negative if pen was high (resulting in very high dmg for maxed out characters)

there is some text in console saying "Extended Mod Loader x.x.x" if there isn't you didn't unpack the archive

sounds like a bug, but i can't fix it without save and logs (both in appdata/srtrive2), post them here or on discord #conquest-mods if you want it fixed

(21 edits)

Game Version:  0.6.8c

Version: 2.0.0

Download: Not So Random

Editor: Portrait Pack Editor for Conquest

Changes how random portraits are selected to reduce randomness

Portrait Packs: 

some contain duplicate of others, megapacks in particular