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Strive for Power

Fantasy Slave Management/RPG Erotic Game · By Strive4Power

Ralph's Modded Aric's Mod 0.9.7 Standalone Hybrid Expansion

A topic by ralphomayo created Oct 28, 2020 Views: 69,221 Replies: 299
Viewing posts 1 to 67
(34 edits) (+10)

This is a pre-installed stand-alone version of Strive for Power (S4P v5.25 with Aric's Mod v0.9.7 already applied with added expansion to the hybrid system plus gameplay tweaks and a variety of new features/content)

You do not need to download anything else. This includes the base game v5.25 (not the latest version 1.0). You should not apply mods without deleting the backup folder and never uninstall/apply Aric's Mod (it's already applied). 

Version Game-Breaking Bug Risk Level: Lowish (most folks bugs are due to taking extra steps in the installation)
Previous Save Compatible: probably with Aric's Mod 0.9.7, but it's meant for a new game

Huge thanks to AricTriton, Ankmairdor, Maverick of course, Deviate for the hybrid concept and first draft, Redle, and all the guys on the Discord who helped me with sage advice and gdscript syntax.


 *Superseded* Last Update 1-Jul-2021 - All new content and development is now officially part of Aric's Mod!



Installation

To install simply download S4P-RalphsModdedAricsMod097.zip, extract and:

  1. Move the folder "S4PGameFolderRMAM097" to wherever you like on your drive(s) example: C:\S4PGameFolderRMAM097\
  2. Add the mod folder 
    1.  For Windows 10 at least, navigate to or create folders so you have the folder path C:\Users\YOURNAME\AppData\Roaming\Strive\mods\
    2. If you've installed Aric's Mod before, rename "AricsExpansion" to something else to back it up
    3. Move the folder "AricsExpansion" from RalphsStandaloneAM097.zip to C:\Users\YOURNAME\AppData\Roaming\Strive\mods\
  3. Take no other steps at all (Do NOT "Apply" Aric's Mod from the mod menu in the game)
  4. Run Strive.exe, start a new game, and confirm no errors
  5. Optional: Download RalphsTweaks.zip (below) and install per the instructions below (under the 'Optional' heading)
  6. Optional: Download and install some portrait packs (they really add to the game)
  7. Play or Apply other mods (Random Portraits is the only one I know that plays nicely with this), play with scripts, break the game/mod (seriously take no other steps than those above even if you find readme's that say otherwise; those are just leftovers from Aric's mod which is already fully applied).



How to Install Random Portraits mod (optional): 

Start from a working Ralph's install and then apply random portraits mod from in-game mod menu, but make sure not to have the box checked on Aric's when you do since it's already applied and you don't want to screw up the manual install that's already premerged.  You might get this when you click on full body image under Customize, but reportedly nothing breaks and it works fine.

ERROR: Signal 'value_changed' is already connected to given method '_on_scroll' in that object. At: core/object.cpp:1473

To install Random Portraits:

1. download random portraits mod
2. extract it into C:\Users\YOURNAME\AppData\Roaming\Strive\mods\
3. a) run Strive.exe    b) go to mod menu    c) checkmark random portraits mod (and nothing else)     d) install
4. reboot game
5. check-box the random portrait usage to on under settings/options (whichever)




Content

Added Hybrid Content and gameplay tweaks/fixes to include:

  • Rebalanced and expanded hybrid system
    • Added detailed listings of the new hybrid mechanics following the race descriptions for each race
    • Rebalanced max stats by race 
    • Rebalanced bonus stats for pure-bloods and all hybrids
    • Added/removed traits and adjusted physical/mental features based on racial %'s
    • Added elemental affinity component tied to racial %'s
    • Added nature magic saturation component tied to racial %'s
    • Added mana corruption component tied to racial %'s
    • Added genealogy change effect to the Mutation spell
    • Set genealogies for unique NPCs that fit story/lore better than random
  • Added Subspecies (such as Mousekin, Werewolves, Minotaurs, Succubi, etc.) which can be found or bred given the right combinations of racial %'s
    • Added custom stats and bonuses for each Subspecies
    • Added Subspecies descriptions for Inspect Looks screens
    • Added Mouse Tails to allow Mousekin Subspecies
    • Added slave guild quests that give out recipes for breeding certain hybrid subspecies
    • See the full list of added Subspecies below
  • Added lore edits to make the hybrid system plausible and align S4P / Conquest lore some where they diverged
    • Added 3 new entries to the library (1 unlocked by default, 2 with Nursery upgrade)
    • Made uncommon races like Dragonkin very rare to show up in genealogy for mixed race hybrids
    • Lore/descriptions now suggests that uncommon races are only recently becoming available for enslavement/breeding
    • Made it so Uncommon races randomly encountered have pure or nearly pure genes
  • Gameplay/pacing changes
    • Nerfed player-targeted Invigorate so it only gives you 50 energy provided you have > 50% of your health rather than more or less filling your energy gauge
    • 1 in 5 chance to get one of several special traits for babies when they get a new random trait (includes some of the ones for special characters, eg. "Sturdy")
    • Adjusted (variables.gd: var skillpointsperlevel = 1.0) to fix pacing given lower max stats (and therefore less levels to gain)
    • When accelerating development of the fetus, sexual traits from parents are removed for children and have a chance to be removed for teens; also inherited Slutty/Devoted resets to Pliable.
    • Reduced Quicksell penalty to multiply price x0.9 rather than x0.5
    • Changed Breeder specialization (nerfed sale prices a little and halved raise baby times)
    • Added Collect Bounty button next to Quicksell button. Works like Quicksell, but you collect bounties instead. The pay is a little random, but it can improve your reputation in the town you turn your bounties in. Note: for the moment captured guards could have bounties too (plan to fix in future update)
    • Made ambushes a little more random
    • Added some new dryad/nereid encounters: Dryads don't take kindly to your types 'round here and the Nereid are trying to secure the beach against slaver scum while they're here for breeding season
    • Made slave pricing race modifiers driven by market forces (sell a lot of one race and glut the market, but it recovers over time)
    • Added daily chance for random market price swings and descriptions by race
  • Miscellaneous
    • Changed "Blond" eyes to "Amber" eyes
    • Added eyesclera to Inspect Looks  and baby descriptions
    • Nerfed Starting Slave Magic hobby to +1 from +2 max magic
    • Added 'Graceful' hobby as an option for the Starting Slave
    • Nerfed Maple's starting skillpoints to distribute (she was starting with a whopping 14)
    • Streamlined consent&fetish discussions a little by displaying current consent/fetishes
    • Multiple rescues increases chance for NPCs to join party when invited
    • Added more detail to Player Inspect Looks
  • Fixed bugs
    • Player and starting slave now have hybrid bonuses applied consistently
    • 50/50% hybrids now only get bonuses according to whichever half is the same as their race (no more double-dipping)
    • Fixed func set_baby_type(person) in constructor.gd (Nereid was missing and Dragonkin was duplicated)
    • Fixed Slime setRaceBonus() line order changed so that correct race bonuses are subtracted before slime race bonuses are added
    • See Relatives now shows correct sex for offspring (was often female when should have been male).
    • Fixed 'Halfkin ' race babies (affected Taurus and Centaur race hybrids with <50% of those races in their genealogy)
    • Fixed not-quite-bug where 50/50 (or any %'s tied for top highest racial component) hybrids would always be one of the races and never the other (commonly affected player character's offspring with another pure-blood)
    • Fixed "bug" that made slave guild rosters remove slaves slower than intended (only one slave had a halfway decent chance to be removed)
    • Fixed my own bug that caused a crash in early game if the party's awareness was low
    • **NEW** Hopefully fixed npc duplication when you recruit a rescued npc (needs testing)
    • **NEW** Fixed Titssize array error [back vs back()] that would pop up in the console (in tweaks files too, now)
    • **NEW** Fixed OP Harpy bug I introduced in the April update (I think)
  • Optional tweaks (RalphsTweaks.zip)
    • Increase Spell costs
    • Make Food harder to come by
    • Have bloody bad taste
    • Make upgrade points more challenging to get
    • Restrict maximum number of beds based on game days passed
    • Player Specialization Changes
    • Instructions to add these are below

      FULL SUBSPECIES LIST:
      Imp
      Undine
      Huldrekall
      Nymph
      Siren
      Gnoll
      Lizardman
      Troll 
      Kobold 
      Gremlin 
      Redcap 
      Hobgoblin 
      Naiad 
      Ent 
      Spriggan 
      Ciguapa 
      Lobsterman
      Kappa 
      Toadkin
      Frogkin
      Tentacle
      Sylph 
      Ogre 
      Incubus 
      Succubus
      Nekomata
      Rusalka 
      Salamander
      Tiefling 
      Sharkkin 
      Crabkin 
      Slugkin 
      Merfolk 
      Naga 
      Manticore 
      Infernus 
      Kelpie 
      Minotaur
      Ifrit 
      Incubore 
      Suckubus 
      Bee 
      Alraune 
      Bicorn 
      Pegasus
      Dog 
      Werewolf
      Werebear
      Mousekin

Optional 

Optional additional changes as follows for a longer and in some ways more challenging playthrough (my personal preference)

  • Option A: GIVE ME EVERYTHING YOU GOT - to make all of the optional changes, simply download RalphsTweaks.zip and 
    • 1) copy the "files" folder in  RalphsTweaks.zip to your main game folder ("S4PGameFolderRMAM097") from step 1. above and click yes to overwrite all files when prompted (it will only update some, the rest need to stay as they are)
    • 2) copy the "AricsExpansion" folder in RalphsTweaks.zip to your ...\AppData\Roaming\Strive\mods\ folder from step 1. above and click yes to overwrite all files when prompted (it will only update a few, the rest need to stay as they are)
    • And you're done.  You can ignore Option B unless you're just interested in more detail about the changes.
  • Option B: HI, I'M KAREN AND F*@% YOUR MENU, I DINE A LA CARTE - for more advanced users who understand the game's folder structure already: pay attention to the "How?" notes below and manually delete the existing *.gd files noted then rename the *_ALT.gd files noted to replace the *.gd files deleted
    • Increase Spell costs
      • What?
        1) Increased spell costs for Sedate, Fear, Invigorate to 40 mana
        2) Rebalanced spell costs (Doubled most other spell costs)
        3) Made Summon Tentacle add 5 Lewdness to slave when cast (b/c otherwise it's not very useful IMO)
      • Why? This makes you need to manage your mana supply and helps keep you from spamming Sedate, Fear, Invigorate, etc. (+20% spell power unchanged)
      • How? Follow Option A above or for Option B:
        Step 1) delete ...\files\scripts\spells.gd
        Step 2) rename ...\files\scripts\spells_ALT.gd  to  spells.gd
    • Make Food harder to come by (recommended for experienced players only); increases cost to buy food and nerfs Hunt/Forage
      • Why? Game seemed too easy early on and I wanted another reason to start a farm aside from just because it's cool
      • How? Follow Option A above or for Option B:
        Step 1) delete ...\files\scripts\jobs&specs.gd
        Step 2) rename ...\files\scripts\jobs&specs.gd  to  jobs&specs.gd
        Step 3) delete ...\files\items.gd
        Step 4) rename ...\files\items_ALT.gd  to  items.gd
    • Have bloody bad taste (de-British some of the sex descriptions)
      • Why? Us yanks aren't gonna lie there thinking of England (What game is this, Ultima?)
      • How? Follow Option A above or for Option B:
        Step 1) delete ...\AppData\Roaming\Strive\mods\AricsExpansion\scripts\aricsexpansion\expansion.gd
        Step 2) rename ...\AppData\Roaming\Strive\mods\AricsExpansion\scripts\aricsexpansion\expansion_ALT.gd  to  expansion.gd
    • Make upgrade points more challenging to get
      • What? 
        1) Changed so converting attribute points to upgrade points only works for slaves with Loyalty >= 50
        2) Drastically increased negative repuation gained from selling slaves to Sebastion or in Umbra
      • Why? To make players rely on Custom Requests and training/selling slaves to get upgrade points and make for a longer and somewhat more challenging playthrough
      • How? Follow Option A above or for Option B:
        Step 1) delete ...\files\scripts\outside.gd
        Step 2) rename ...\files\scripts\outside_ALT.gd  to  outside.gd
        Step 3) delete ...\files\scripts\slave_tab.gd
        Step 4) rename ...\files\scripts\slave_tab_ALT.gd  to  slave_tab.gd
    • Restrict maximum number of communal beds, personal rooms, and jail cells to 4 plus 1 more for every 5 game days that pass.  
      • Why? I found I would fill up my mansion too fast and the turns dragged on me, this way you're forced to focus on a lower number of slaves early on.
      • How? Follow Option A above or for Option B:
        Step 1) delete ...\files\scripts\upgradespanel.gd
        Step 2) rename ...\files\scripts\upgradespanel_ALT.gd  to  upgradespanel.gd
        • If you want the Player Specialization changes in the next step too:
          Step 3-1) delete ...\files\globals.gd
          Step 4-1) rename ...\files\globals_ALT.gd  to  globals.gd
          And you're done, move onto Player Specialization Changes
        • If you only want the changes to the beds:
          Step 3-2) Open ...\files\globals.gd
          Step 4-2) In globals.gd, find and change var nopoplimit = false  to  var nopoplimit = true
    • Player Mage Specialization Changes (Breeder changes are in all versions)
      • What?
        1) Nerf Player Mage specialization to remove mana cost reduction
        Why? Mana comes too easily.  This helps keep you from spamming Sedate, Fear, Invigorate, etc. (+20% spell power unchanged)
      • How? Follow Option A above or for Option B:
        Step 1) delete ...\files\scripts\Mansion.gd
        Step 2) rename ...\files\scripts\Mansion_ALT.gd  to  Mansion.gd
        • If you want the changes to the beds above too then you already replaced globals_ALT.gd  with  globals.gd and you're done with this step.
        • If you only want the changes to Player Specialization:
          Step 3) delete ...\files\globals.gd
          Step 4) rename ...\files\globals_ALT.gd  to  globals.gd
          In globals.gd, find and change var nopoplimit = true  to  var nopoplimit = false

Input, requests, and bug reports/fixes are welcome. 

Note the RandomPortraits mod should work just as well as it does with Aric's Mod 0.9.7, but you'll probably want to add manual portraits and bodies for some of the subspecies if you get them for immersion.

Future plans: Bug fixes, More Features, Hopefully merging as much of this as possible into the next version of Aric's Mod

(+8)

I support any and all mods to my mods and love to see what you're doing with it...

Except for removing the bloody good taste. You. Monster. The queen just clutched her pearls, ya damned yank. That's a load of bollocks that is. ;)

Deleted 4 years ago
(1 edit)

Even the subspecies still have a race, so any randomportraits (mod or built-in) function will try to assign according to race.  Example, a Gnome subspecies Imp will get Gnome pictures assigned.  My personal preference would be to manually assign a portrait/body of an imp for that character.  

As for suggested pics, there are some great portrait packs out there and some of them will fit well (ie. there's some mermaids listed as Nereid).  I've been working with JJoseph on the Discord to get together a new portrait pack from couple thousand images I had lying around and got from folks on the Discord.  I'll start putting aside some specifically for subspecies that might be harder to match.  Let me know if anyone has any requests though, and I'll find some in response.

(1 edit)

Oh nice. I got the randomportraits mod and some decent portrait packs so that'll take care of it for the time being. But I'd be glad if you could also share the portrait pack you've compiled when it's finished. Amazing work! 

Okay so im not used too the mobile interface, and somehow deleted my comment. Uh is there any way to undo that? 

Thanks!  I had fun doing it.   
I don't know about the comment - maybe if you are still able to click on it?  Otherwise the answer probably has context enough they can figure it out, but just in case the original comment was asking if having a Subspecies interfered with randomportraits picking images.  

On the portrait pack, I need to organize it a little more and then ask for help making images transparent and cropping out portraits before I have enough pics to really be worth folks' while I think.  Releasing it for everyone to enjoy is the plan though. 

Alrighty then, I'm looking forward to it!

This mod don't works to me, not additional races are shown after installation

There are no additional races.  This is just Aric's Mod 0.9.7 with expanded hybrid content and some gameplay tweaks.  Try looking in the library (I think 4th tab from the left on the bottom when you're in the mansion; click on Browse Documents and there are some new entries on breeding).  If the new entries are there, you're playing Ralph's version.  Also, you can click on the underlined race of whatever slave when you're in Inspect Looks or seeing their description at the slave guild and it will list Breeding Notes after the usual description.  If you want the subspecies, you have to get lucky and find one, or more often, you have to breed them yourself.

Then, there aren't races at start?

Sorry, didn't notice this question. Could you explain more?  You start as normally with Aric's Mod and choose a race for MC and starting slave. They're each going to be pure-blood, 100% whichever race you choose respectively.

I mean, i've tried to select a dog as slave and i cant do it because no races are available at start after activate mod once restarted

https://itch.io/post/213176

Any tips on how to get some stable food income on this expansion? Foraging and hunting is entirely useless now,

Basically you gotta make some money to buy it.  So I'm playing right now.  My decent early game hunters collect 15 to 20 food and 1 supply - a lousy one gets 8 to 10 and a supply.  Food now costs 2 gold each so the decent hunter is bringing in 30 to 40 gold worth (plus the supply).  I lucked out and a rich slave was at the slave market and makes a decent entertainer pulling in 70 to 80 gold though I have to deal with her luxury demands.  I had some that could work the Wimborn market ok for 30 to 40 gold.  I end up supplementing with some adventuring too though to support prisoners, a jailer, MC, and my starting slave.  

My intent in addition to having to struggle up a bit and lengthen the playthrough some is to make it so that eventually farming is worthwhile beyond just b/c it's a cool feature and more content.  I haven't tried to tweak farming at all though, so I don't know for sure that it'll play out that way on this version.   Any suggestions or general thoughts?  I might try to make foraging a little better or de-nerf it, just b/c it seems like hunting is always better atm, and I've got a running list of things so far I want to tweak further.

Maybe give dryads a bonus to foraging/hunting since they are quite well attuned to nature  , outside of that i guess i will try going high str slaver since capturing ppl still yields quite a bit of coin

I believe Dryads do have a 40% bonus to Foraging.  I didn't change that part.  Arachna have a bonus to hunting too if I recall correctly.

After 140 days and reaching lvl 10 i found out that you can very easily skip the farm part if you just become express slave delivery (lots of ropes in eq , high str and agl master and / or starting servant , anything above normal look makes you a guaranteed profit after lvl-ing up you can just move to sea/marsh/mountains to hunt rare monster girls/bois for even more coin, after you acquire coin you can take it easy with a slave or two at a time so they become actually proper servants not rebellious cattle (dem upgrade pointz). Any thoughts?

I've been thinking I need to nerf slave sale price multipliers some.  Raising slaves for upgrade points definitely seems like a good method that should stay.  Is this the direction you're thinking (too easy?)


Thinking maybe to reduce Fox racial max magic stat down by 1 so people won't be tempted to take a Fox as starting slave every time to get the possible max 8 magic stat (don't want perfectionists to feel there's only one route to go).  Alternately I could change some of the starting slave bonuses so others give +2 in  a stat and/or add other slaves to the list of allowed starting races.  Thoughts?

Any other balance suggestions?
I'm at day 18 and up to level 6 or 7 and doing well to pull in higher value captures at the seaside.  Cook buys food every other day or so.  I'm more than staying afloat via selling captured NPCs, but need more $ to get dim crystal to level 2 and start breeding seriously.

To be fair in this run i try to avoid magic as much as possible thats why neither my master nor starting servant were proficient in it also which is quite funny 7000 gold in the stash and these two mentioned above are the only ones living permamently in the mansion , other way to just mess around the farm i think would be going for multiple public entertainers / merchant type slaves (laboratory and beuaty parlor can get their looks up pretty nice while library can help train them way faster ) the only downside is that you need to hunt for specific slaves (pretty voice is the most preferrable trait) . Going back to your first question raising and training slaves for upgrade points should stay since getting your rep back from selling untrained ones to Sebas can be tiresome , my idea for a perfect game is to have multitude of ways going forward so if you were to nerf the sell prices i would still look for any different available pathways (i love to explore this type of thing) . Magic casters are not very good at early game after second guild quest tho their power can snowball as long as they have necessary cash for it , would love to see some weak dmg aoe spell added tho while warriors depend more on equipment (thats where rerolling shitty daggers and leather armor in umbra comes in) and are pretty reliable since the beginning.As for races i  have serious bias knife eared creatures (elf / dark elf) so depending whether i feel like mage/warrior run i dont pick anything else , would have to do some runs to determine whether other races are balanced.That's all for now.

Cool, very interesting.
Are their any paths to earning gold you feel were uninteresting b/c they earned too little money?  
Did you find any interesting hybrids or subspecies in your playthrough? Are there any subspecies or variants of elves you'd be interested in having added?

Will check out alchemist/mage/master merchant pathways soon (in a day or two) to see how viable are these  compared to the warrior path , as for subspecies i find just impure vanilla races (ex. human 95% goblin 5%) will keep a close eye on those tho in next 3 playthroughs , as for elves i think wood/moon elves could be nice  , is there any chance for a portrait pack integrated with this mod  in the future?

I'll look into Wood and Moon elves to add.

A portrait pack integrated with Aric's Mod for subspecies?  Well, I've started putting aside pics that fit with the subspecies as I'm working on a portrait pack anyway, so if you're looking for something in particular now, just let me know and I'll get some together.  As for integration, with the Randomportraits mod or similar... I was going to say no, but that's an interesting idea.  I think I might enjoy tweaking that and getting it to work to my preferences, so let's call that a maybe (assuming I can figure it out, it's not a ton of work, and the author is ok with me releasing a new version of their mod).

I am having a problem and I don't know how to fix it this pops up though when I activate AricsExpansion. Please help.

Loading Backup...
ERROR: Reading backup file res://backup/globals_ALT.gd  Error code(12): File: Can't open
ERROR: Reading backup file res://backup/scripts/items_ALT.gd  Error code(12): File: Can't open
ERROR: Reading backup file res://backup/scripts/jobs&specs_ALT.gd  Error code(12): File: Can't open
ERROR: Reading backup file res://backup/scripts/Mansion_ALT.gd  Error code(12): File: Can't open
ERROR: Reading backup file res://backup/scripts/outside_ALT.gd  Error code(12): File: Can't open
ERROR: Reading backup file res://backup/scripts/slave_tab_ALT.gd  Error code(12): File: Can't open
ERROR: Reading backup file res://backup/scripts/spells_ALT.gd  Error code(12): File: Can't open
ERROR: Reading backup file res://backup/scripts/upgradespanel_ALT.gd  Error code(12): File: Can't open
Load Finished

(3 edits)

did you just try to install the patch or is this your first time installing?

it looks like it's trying to load the backup, so unless you've tried to reapply the mod or similar (which you don't need to do with my version b/c it's already modded for you), you should be able to just delete the "backup" folder within your main game folder and try again. I've actually just reloaded all the files to incorporate some bug fixes and a little new content just now, so if that doesn't work, you could redownload the main file, and reinstall per the instructions in the original post

None of those files are necessary, so if it's loading ok, you could ignore the error. These are just versions of the *.gd files the game uses that have been updated per my personal preferences (the Optional ones noted in the instructions).

To be honest I don't know if this is supposed to happen or there is a problem.


Hello everybody! Here is such an error when going to the library ... I put everything according to the instructions ... an error occurs for playing any specialty
can anyone help?

It's probably my use of the player specialization in the reqs for a couple entries.  Per my playtesting it's a harmless bug, though I can probably fix it easily too.

can I ignore it? will affect the process?

Yes, I think you can ignore it.

phew...thanks))) worried

The question is: is it possible to change the font color of some words? .... the fact is that I use the "screen translator" and the program does not recognize some text (((1 or will this lead to bugs?

Can you give an example?

Text color can be changed.  Basically you just add [color=yellow]  before and  [/color] after in the text in the code.  So if you wanted to change a lot of specific text to another color, it might be time consuming.  It's possible there's a way to force all or much of the text to a certain color, change the default text colors, or to replace one text color with another across the board, but I haven't tried to figure out how.  

okay not worth it) of course I would like to replace all the text with one color ... but I will not

oh yes ... not always, but when dryads meet, errors occur ... many of which boil down to "expansionsetup"

can you provide the error?

yes at the next meeting I will take a picture)

this is the mistake with the dryad     

awesome - good catch.  I had a person.genealogy.taurus where I should've had person.genealogy.cow

I'll update the main file and patches.

I will wait for the update then) by the way, this error is not on all dryads ...
you wrote below that the game pulls many mods ... and so I put EnhancedSlaveList_v1.3b and some settings got lost) I had to give up limited beds and complicated scrolls, and everything else is fine

should be fixed now

here's another - it's after the public execution event, if you take the slaves to the mansion    

Hmmm... I didn't mess with that so I'd guess it's part of Aric's Mod.  Does it cause any problems for you while playing?  You should probably repost over in the Aric's Mod itch-io post.

the error does not occur if you ignore the criminals and choose one of the executions ...

Do you know more mods for this game? There seems to only be a couple I could find. I want to add as much new things to my game as possible.

Sure, just go up a level to the "Mods" section here on itch.  The other big ones are Redle's, Leonais's, and the Randomportrait mod is very popular.  Not all of them play well together though (I think Randomportraits generally does though).  BUT, if you really want to get all the content possible... you can join the darkside and start modding it yourself.  S4P is VERY mod friendly.

(+1)

How would I go about changing some hybrid names? Lizardman to lizardkin, bee to beekin et cetera. I have looked through the files but I can't find any file with the hybrid names or anything. Thanks in advance.

(+1)

You'll need to change them in 2 places for each: dictionary.gd and expansionsetup.gd.  A Ctrl+F search for the name will bring them up quick. Outside some #comments there's only one line in each script (*.gd file) that needs to be changed

Though, if you think it's an improvement, I can just do it for you - got a list of recommended changes?  Note some subspecies are only one gender though.

(4 edits) (+1)

The asymmetry of a few names was just bugging my OCD a bit, the names I switched were,

Lizardman to Lizardkin, 
Lobsterman to Lobsterkin
Bee to Beekin
Dog to Dogkin

I felt that the names fit better with all the other -kin races. 

And thanks for telling me how to change the names.

Mutation Spell now can affect your slave's racial makeup (but not their actual race itself). Just download one of the patches and follow the instructions or enjoy in the updated main files above.

I woke up with an idea and 6 hours of work later I came up with something I'm proud of (aside from how long it took me) and thoroughly tested it.  Works on hybrids, but does nothing to purebreds.  I could change that if people want it... but for now, there it is.

thanks for the hard work!) I hope my bugs will fly off

The farmhand job option is missing? The only one I'm seeing is the Farm Manager.

Nevermind. I figured it out. In the scripts file, there's jobs&specs.gd and jobs&specs_ALT.gd. It seems like the two files are switched, because the farmhand is listed in the ALT file instead of the regular file. I just switched them around.
Also just wanted to note that I downloaded everything from the installation file yesterday, in case that makes any difference.

good catch, I'm fixing in the main file now for folks who don't want the food nerfs

problem with dryads remains
I have restarted everything several times

**SCRIPT ERROR**: Invalid get index 'taurus' (on base: 'Dictionary').
   At: user://mods/AricsExpansion/scripts/aricsexpansion/expansionsetup.gd:1038:setRaceBonus() - Invalid get index 'taurus' (on base: 'Dictionary').

The way I deal with similar errors (I've had both the taurus one and the centaur one), is to go into the expansionsetup.gd file and ctrl+f whatever the word is (in your case, taurus). Usually there'll be something like "person.genealogy.taurus" where there should be "person.genealogy.cow", or "person.genealogy.centaur" where there should be "person.genealogy.horse".

Do correct me if that's not the issue here though.

@Lucilya You've got it right.  That's the fix, and I thought I purged them all.  I can't find where I've still got that in the patches or main files.

@slippa666 Can you try  Ctrl+F for  .taurus in expansionsetup.gd as Lucilya points out, and see if you can find any .taurus that needs to be .cow?  If so, please replace it and see if that helps.

I believe they were in the main files. I never downloaded the patches and opted to change the stuff I wanted myself.

even in the dryad slaves guild with errors ... I don't know what the problem is

did as you said) and so far everything is fine, I got in two without problems
thank you, guys!

over time, this bug began to pop up, usually when I leave the cities
strange that this began to happen after I solved the problem with the dryads ...



most often when I attack robbers, bandits

I'm guessing this is something with Aric's 0.9.7 since I haven't tackled the relative stuff (aside from one bug with mansion bred offspring).  Probably a coincidence concerning the dryad bug going away and this one popping up.  Thanks for flagging it though.  :]

No idea what's going on here.

Also got these while clicking around in sex interactions. 

In the expansion.gd file on line 1771, it should be "globals.titssizearray.back()" not "globals.titssizearray.back"

I'm late, but good catch. I'll fix on next update.

(3 edits)

Received the following error sometimes when a slave has a child. In this case, the child was the spawn of a a taurus and a halfkin (wolf/taurus) in the farm. Not sure if this is an error in character gen, but I'm currently scouring through the save files to see if I can fix it directly without restarting from my last hard save. (Which was apparently over 100 days. I really don't wanna restart from there lol.)  Compared the character's details with a working character's, and it looks fine, so I have no idea what happened.

This is the result of the error, after I reloaded several times from the autosaves. (The first time, the name was listed but clicking on it drags me to another slave's page. The second time, it showed up but the price at the slave guild remained Null.)


All the errors received since the last restart from autosave:

Aric's Expansion v0.97
SCRIPT ERROR: get_genealogy: Invalid get index of type 'String' (on base: 'Dictionary').
          At: res://files/scripts/person/person.gd:1715
SCRIPT ERROR: basics: Invalid operands 'String' and 'Nil' in operator '+'.
          At: res://files/scripts/characters/description.gd:31
SCRIPT ERROR: getslavedescription: Invalid operands 'Nil' and 'String' in operator '+'.
          At: res://files/scripts/characters/description.gd:12
SCRIPT ERROR: slavetabopen: Invalid type in function 'set_bbcode' in base 'RichTextLabel'. Cannot convert argument 1 from Nil to String.
          At: res://files/scripts/slave_tab.gd:97
SCRIPT ERROR: get_genealogy: Invalid get index of type 'String' (on base: 'Dictionary').
          At: res://files/scripts/person/person.gd:1715
SCRIPT ERROR: basics: Invalid operands 'String' and 'Nil' in operator '+'.
          At: res://files/scripts/characters/description.gd:31
SCRIPT ERROR: getslavedescription: Invalid operands 'Nil' and 'String' in operator '+'.
          At: res://files/scripts/characters/description.gd:12
SCRIPT ERROR: slavetabopen: Invalid type in function 'set_bbcode' in base 'RichTextLabel'. Cannot convert argument 1 from Nil to String.
          At: res://files/scripts/slave_tab.gd:97
SCRIPT ERROR: get_genealogy: Invalid get index of type 'String' (on base: 'Dictionary').
          At: res://files/scripts/person/person.gd:1715
SCRIPT ERROR: basics: Invalid operands 'String' and 'Nil' in operator '+'.
          At: res://files/scripts/characters/description.gd:31
SCRIPT ERROR: getslavedescription: Invalid operands 'Nil' and 'String' in operator '+'.
          At: res://files/scripts/characters/description.gd:12
SCRIPT ERROR: slavetabopen: Invalid type in function 'set_bbcode' in base 'RichTextLabel'. Cannot convert argument 1 from Nil to String.
          At: res://files/scripts/slave_tab.gd:97
SCRIPT ERROR: get_genealogy: Invalid get index of type 'String' (on base: 'Dictionary').
          At: res://files/scripts/person/person.gd:1715
SCRIPT ERROR: basics: Invalid operands 'String' and 'Nil' in operator '+'.
          At: res://files/scripts/characters/description.gd:31
SCRIPT ERROR: getslavedescription: Invalid operands 'Nil' and 'String' in operator '+'.
          At: res://files/scripts/characters/description.gd:12
SCRIPT ERROR: slavetabopen: Invalid type in function 'set_bbcode' in base 'RichTextLabel'. Cannot convert argument 1 from Nil to String.
          At: res://files/scripts/slave_tab.gd:97
SCRIPT ERROR: get_genealogy: Invalid get index of type 'String' (on base: 'Dictionary').
          At: res://files/scripts/person/person.gd:1715
SCRIPT ERROR: basics: Invalid operands 'String' and 'Nil' in operator '+'.
          At: res://files/scripts/characters/description.gd:31
SCRIPT ERROR: getslavedescription: Invalid operands 'Nil' and 'String' in operator '+'.
          At: res://files/scripts/characters/description.gd:12
SCRIPT ERROR: slavetabopen: Invalid type in function 'set_bbcode' in base 'RichTextLabel'. Cannot convert argument 1 from Nil to String.
          At: res://files/scripts/slave_tab.gd:97
SCRIPT ERROR: getRaceDescription: Invalid get index 'Beastkin ' (on base: 'Dictionary').
          At: res://files/scripts/dictionary.gd:37
SCRIPT ERROR: dictionary: Invalid call. Nonexistent function 'replace' in base 'Nil'.
          At: res://files/scripts/person/person.gd:752
SCRIPT ERROR: dialogue: Invalid type in function 'set_bbcode' in base 'RichTextLabel'. Cannot convert argument 1 from Nil to String.
          At: res://files/scripts/Mansion.gd:1863

Gave up after a while. Since I can't see her stats or sell her, I just talked to her and let her go. Hopefully whatever caused this doesn't pop up again later.

I was wrong. The error consistently shows up whenever the slaves on the farm conceive a child.

this error periodically occurs when I go to the slave guild
maybe this also does not apply to your mod, but still ...

Unless it's hanging up your game, I'll probably leave it for someone else.  That said - keep reporting bugs.  Even if I don't fix them, Aric or Ank will probably want to give it a shot, so keep up the bug reports my friend!

well, until there was a strong crash of the game)
yes, I also tried several quick starts of the game, and all had this error

so it causes the game to crash?

Sorry for practically spamming this thread, but was just wondering if there's a way to assign price modifiers and stats modifiers for hybrids. Currently, the only purpose for hybrids seems to be to just have them, and I now have dozens of slaves sleeping in the kennels because I wanted to try to get one of everything for the sake of having them and I don't have any other need for them.  I'd try to add this stuff myself, but I have no idea where I'd have to start.

Need to add a few lines to func calculateprice() in person.gd.  Right now each race has a modifier.  We could add one for each subspecies easily enough using race_display or other methods.  

I have added repeatable quests (slave guild) looking for certain subspecies that pay well and give upgrade points (also to reveal tough recipes).  It'd be easy to add more of those too.

Didn't know about the recipes, but I found that when you play as breeder, farming cash and upgrade points by selling all the kids you have with your slaves (especially the Noble grade, beautiful slaves) gets you cash and upgrade points so much faster and easier (since you're not aiming for any particular species). In all my breeder games, I've only done the slave guild quests to get reputation with the city or to get some quick cash when I spent all my money on the farm. 

bug after bug) I'm lucky ...

at birth, as you can see



Should there have been a picture or not?

Ah, I fixed this one without telling everybody. It caused the birth pop-up window to display no text.  The files have been reuploaded, so if you apply the latest patch (choosing the one that applies to the base or optional installation), then this should go away and work normally so you can read about your babies being fuzzballs if they are.  :]

errors still occur
I'll try to start over
can you tell me? others seem to have no problems with this ...


Enhanced SlaveList - I'm playing with this mod, maybe it's in it?

well it's happening in dailyPregnacy, so I'm guessing it's a problem in Aric's.  Are you playing with the base version of my standalone version of Aric's Mod or the optional version?  Any other mods installed?

now I'm trying the basic version - I replay with your fix (I try it before the first pregnancy), without additional mods
yesterday played an optional version with the above mod ... you saw the errors

by the way, before installing any mod, I delete the backup, otherwise, after installation, errors appear in the mod panel ...
Am I doing the right thing?

I know with Aric's Mod it's good to delete the backup before applying the mod because you actually have to directly overwrite some of the main game files directly as part of the installation process.  So if you don't delete the backup, it will just overwrite your changes with the original files you had before.  My understanding is that if a mod has no such manually installed files for you to deal with, you shouldn't need to delete the backup, but it doesn't hurt to do so anyway.  

Could you try a fresh install and tell me if this still happens?  

For a fresh install: Just unzip the S4PGameFolderRMAM097 folder to a new location fresh from the .7z file and rename it  S4PGameFolderRMAM097-test or similar.  Then, rename your existing AricsExpansion folder in appdata/roaming/etc. to AricsExpansion-backup and copy AricsExpansion from the .7z file to your appdata/roaming/etc. in place of the one you renamed.

If you do that and open the game directly from the Strive.exe in the new S4PGameFolderRMAM097-test folder, and you still have these errors, then it's got to be a problem in my version. If the error doesn't occur anymore, then you can try copying your save over from AricsExpansion-backup to AricsExpansion and load it to see if the error reappears.  If not, you're all set.

I put the game on a new one
started a new game (base) without mods
but still an error got out, there was no information about the birth again



Hi, I'm currently having an issue when applying mods, and I'm not technically inclined enough to know what it means or how to fix it.

When I apply my mods, the text box that pops up says this:

"

Mod list has been changed. Game must close for changes to take effect.

No errors recorded.

The following mod scripts did not match an existing file:
user://mods/AricsExpansion/scripts/aricsexpansion/backwardscompatibility.gd
user://mods/AricsExpansion/scripts/aricsexpansion/expansion.gd
user://mods/AricsExpansion/scripts/aricsexpansion/expansionfarm.gd
user://mods/AricsExpansion/scripts/aricsexpansion/expansionraces.gd
user://mods/AricsExpansion/scripts/aricsexpansion/expansionsettings.gd
user://mods/AricsExpansion/scripts/aricsexpansion/expansionsetup.gd
user://mods/AricsExpansion/scripts/aricsexpansion/expansiontalk.gd
user://mods/AricsExpansion/scripts/aricsexpansion/expansion_ALT.gd
user://mods/AricsExpansion/scripts/aricsexpansion/expansion_slimebreeding.gd
user://mods/AricsExpansion/scripts/aricsexpansion/old - expansion.gd
user://mods/AricsExpansion/scripts/aricsexpansion/old - expansiontalk.gd
user://mods/randomportraits/portrait.gd
user://mods/randomportraits/randomportraits.gd
user://mods/randomportraits/settings.gd

"

Any insight into this would be appreciated.

"No errors recorded."

Nothing there to fix, the rest is just information that is included so if you had problems you could bring it to people who know what it means. It looks fine. 

Thanks.

testbug, I mention just in case this applies: you don't need to apply Aric's Mod (it's already preinstalled) so unless you're applying additional mods you shouldn't need to apply mods to my tweaked version of Aric's Mod. 

Noted.

Links in the OP appear to be down...

Ok, should be back up now

Obliged, but as a citizen of the Commonwealth I support Aric's point of view on taste.

easy fix in the instructions  ;]

Hello, 

I'm having some issues when at the slave market. When trying to select a slave at the market, nothing pops up and  I get the following errors:


The mods installed on my game are the ones for this thread (the base + Ralph's Tweaks) and the Random Portrait. 

Am I missing something, or are we not able to buy slaves with Aric's expansion?

(1 edit)

No, this is definitely a Ralph's version issue - the hybriddict is my addition.  It contains all the subspecies keys and descriptions.  I haven't seen this issue with the slave guild though.

Is this a fresh install, patched, or just happened in the middle of your playthrough?  How certain are you that you've installed the tweaks per the instructions?  Could you try installing the tweaks and then the tweaks patch and tell me if the problem persists?

another user had a very similar issue and it turned out he had accidentally overwritten the person.gd file with one from plain Aric's Mod.

if you open person.gd, you might check if you have this code @line1697 or so:

if race_display in globals.dictionary.hybriddict: 

    var temp1 = "[color=yellow]Subspecies: " 

    var temp2 = "[/color]" 

    rvar = ' (' + temp1 + race_display + temp2 + ')' 

else: 

    rvar = ' (' + race_display + ')'

(1 edit)

EDIT: Removed another game error. 

Hi Ralph,

Thank you for your help. I was able to fix the issues by deleting the game and reinstalling it. Turns out, I was overlapping Aric's mod above yours, which lead to all those errors. 

Looking forward to play with your tweaks!

cool, I'll have a patch for you soon that let's you collect random bounties as an alternate to quicksell, and some miscellaneous new encounters :]

That sounds really neat! 

Should finish uploading in about 10 minutes.  I'm trying to add things that make it plausible to do a goodie-two-shoes playthrough. Aside from the main quest, now you sorta can without missing out on any particular species.  I hope you enjoy it.

Base Installation link, (First link under INSTALLATION) seems to be down

(1 edit)

fixed - seems like every time I update lately Mega drops the links

Nice mod, works fine, started working on a body+portrait pack for this mod

I'm working on a portrait pack too with a couple others, want to collaborate? Join the discord, I'm active there lately: https://discord.gg/G76Zt84Aux
Also, I just added a little content - this is really Aric's Mod, so I can't take much credit.  Glad you like it though!

(+1)

hey, there's bug when entering slave guild (any of them). it won't  show any slave guild options even thou it show that I enter the guild

need some info:

  • install type?  
    • patched existing or installed fresh?
    • tweaked or non-tweaked?
  • new game?
    • or loaded save?

person,gd, mansion,gd, outside,gd, and globals,gd should have been updated for the variable slave prices to work correctly, and that appears to be the part that is affecting you.  Most of the time this kind of error stems from an installation problem.

I use the standalone one on here so I think it's count as fresh one, I think? and i didn't download the tweak patch, so I don't think it's tweaked.

I found the bug on the saved one first (I use story mode here), and then I tried on new game (with sandbox mode) and still it show same error.

later on , I found out that it affect the slave merchant too (the one that met for melisa(?) youthful potion quest). I could still open his item shop and sell slaves options, but when I sell a slave, they didn't get removed but I'm still get the money from selling them.

aaand...idk but, I see there's some file with "_ALT" on the file name and as far as I learned, it should be a replacer for the original file?  (welp, I saw some post somewhere said something about that). I haven't try to change them because I don't want to get more error for now.

(1 edit)

I've tested all versions independently for the latest changes. I used to get an error like this while I was testing the new features, but I believe it is fixed.  Could you please try downloading the latest main game files and doing a fresh install?  

1) Download S4P-RalphsModdedAricsMod097.zip 
2) extract "S4PGameFolderRMAM097" folder to a new location on your hard drive 
3) backup your current "AricsExpansion" folder
4) extract "AricsExpansion" folder to .../Roaming/Strive/mods
5) run Strive.exe from the S4PGameFolderRMAM097 folder specifically
6) test and see if the bug still happens, and let me know

The _ALT files are there so you can replace the modded base game files with the full tweaked version (by deleting globals.gd for example and then renaming globals_ALT.gd to globals.gd) if you only wanted some of the tweaks.

Yep, it fixed. the errors are gone and I could go to slave guild and buy/sell normally

Great, glad to hear it

Your topmost RalphsTweaks.zip file has been taken down by MEGA but the bottom link still works? Is the bottom one the latest patched one?

(2 edits)

They should all be the latest and working.  I'll try relinking RalphsTweaks.zip and test them all.

Edit: all the Mega links seem fine. I guess you should just try again.

Edit2: I see now, I had a 2nd link for RalphsTweaks.zip that I forgot to update.  I'm just unlinking it.  Thanks for pointing that out.

No problem, thanks for answering.

Hi,  i have problem with slavers guild, i tried to re-download the game but it's still not working.                                                                                                                                                                   non-tweaked fresh install 

(3 edits)

I think this occurs when not all the files get copied to the right spots.  Did you copy/paste the AricsExpansion and main folders separately as entirely new folders (not copying over an existing folder)?  Also need to make sure you're running the Strive.exe in the new main game folder you copy/pasted (vs a pre-existing copy).

(1 edit)

ok, i re-downloaded it and now it works, but now show this

and i can't select cali 

It looks like you don't have the right dictionary.gd file in  ...\S4PGameFolderRMAM097\files\scripts\  This has so far always been a sign of an installation problem.

If you open dictionary.gd, the last chunk of code should be as follows at the end of this reply (I skipped lines with ... in this copy/paste).  If you don't find it, you've been doing something to overwrite it.  It could be the backup applying itself too if you tried to reset or apply any mods from within the game. To be 100% sure you install cleanly, you need to unzip the main game file to it's own folder (no overwriting any existing game/folder) and install the AricsExpansion folder in the proper location, again without overwriting anything or changing the folder name.  Please try a fresh install without applying any mods or doing anything aside from copy/pasting the folders; just follow the instructions and be careful not to take any additional steps and you should be fine. There's a 1st time for everything, though so please let me know if it doesn't work for you.  Thanks!

var hybriddict = {
Imp = "$He looks like a very small demon except $he is oversexed and has unnaturally colored skin.\n\n",
Undine = "$He appears not too unlike a typical drow except $he has some distinctly aquatic physical features.\n\n",
Huldrekall = "$His appearance is twisted and ungainly compared to $his nymphly counterparts.\n\n",
...
Dog = "While similar generally to a Wolfkin, $his features are clearly more aligned with those of a domesticated dog.\n\n",
Werewolf = "$His limbs appear unnaturally long and at first glance some mistake $him for a monster.\n\n",
Werebear = "When observed $his resembalance to a Tanuki typically goes unnoticed due to $his alarmingly massive shaggy bulk.\n\n",
Mousekin = "$He looks entirely different than a Gnome in all but stature, with a small furry body, ears, and a thin mousy tail.\n\n",
}

(1 edit)

ok it's working more or less , problem was with me replacing dictionary file from main folder with that one from aric mod folder

ok, yes  that would do it alright

So I'm getting a similar problem from above. However I'm getting 1st four lines of script error as soon as I start the game. The 2nd set of four as soon as hit quick start (or other game mode). I get the third set of four when I first load into the mansion and the tutorial starts. Finally I get the last two lines when entering the slave guild and I get the same view as talostaf from four days ago (still seeing the city options after entering the slaves guild). 

I did as you asked above and completely wiped previous the strive roaming folder as well as using only the files you provided. I followed your directions of extracting the files and then moving arc's mod to roaming/strive/mods. Failed. Deleted all and downloaded, extracted and moved files a second time to see if it was a fluke, but no go. Everything else about the game seems to work except this and for some reason I can't choose a head girl at the mansion? Odd.

Sorry for the trouble, I understand that you are doing this as a hobby more or less and I would appreciate any help you could give. I really enjoy this game and these mods so I would be a shame if I couldn't play them. Thanks again!

(2 edits)

Thanks Blaze and no problem, I get some personal satisfaction from the idea that folks enjoy the work, so I end up actually creating more content and it's a win-win.  Onto your problem - I know what part of the code is hiccuping here and I have some ideas as to why. 

Please check your races.gd file for the lines between #ralph5 and #/ralph5 under each race (you don't need to check all of them,  I expect it's there for all or none):

var races = {
Human = {
skin = ['pale', 'fair', 'olive', 'tan'],
...
pricemod = 1,
#ralph5
marketup = ["Demand for [color=aqua]humans[/color] rises inexplicably.\n"],
marketdown = ["It seems [color=aqua]humans[/color] aren't being purchased very quickly. Prices fall.\n"],
single = "human",
plural = "humans",
singlepos = "human's",
pluralpos = "humans'",
#/ralph5

In constructor.gd, you should also have:

func changerace(person, race = null):
...
if i in ['marketup', 'marketdown']: #ralph5
continue #ralph5

If either is missing, you can apply the latest patch that applies to your setup (base or tweaked) per the instructions (just drag&drops again) and that will hopefully fix it by replacing the races.gd and/or constructor.gd files.  Please let me know whether it works or not.  If not, we'll go to the next step.

So the races.gd file seemed to be fine, or at least each of the races had the text you asked me to look at. The constructor.gd file however didn't have the script lines anywhere in the file that I could see and Ctrl+f didn't show ralph in it at all: 

if i in ['marketup', 'marketdown']: #ralph5
continue #ralph5


So I went ahead and ahead and applied the latest patch per the instructions. That seemed to have fixed the major issues as I am able to use the slave guild without the prior errors and while there are no slave to buy the first day, they generate for the second day and forward. Thank you for that!

I do still get the following script errors when I first load up the mansion. Oddly I am still unable to choose a head girl, unless the mods changed it so that some sequence of events must be played before you can chose one?

**SCRIPT ERROR**: Invalid operands 'float' and 'String' in operator '=='.
   At: res://files/scripts/outside.gd:599:newslaveinguild() - Invalid operands 'float' and 'String' in operator '=='.
**SCRIPT ERROR**: Invalid operands 'float' and 'String' in operator '=='.
   At: res://files/scripts/outside.gd:599:newslaveinguild() - Invalid operands 'float' and 'String' in operator '=='.
**SCRIPT ERROR**: Invalid operands 'float' and 'String' in operator '=='.
   At: res://files/scripts/outside.gd:599:newslaveinguild() - Invalid operands 'float' and 'String' in operator '=='.
**SCRIPT ERROR**: Invalid operands 'float' and 'String' in operator '=='.
   At: res://files/scripts/outside.gd:599:newslaveinguild() - Invalid operands 'float' and 'String' in operator '=='.

(1 edit)

ok, since the patch worked to fix the missing lines in constructor.gd it means you had the wrong constructor.gd file. I always worry when I'm updating files/links that someone is going to download in the middle and get a main file and patch that don't match or similar, so I suppose it is remotely possible that happened to you.  The easiest fix if that's the case would be to redownload the main files and do that clean install once again.  I assume you're not resetting/applying mods in game or anything else not in the instructions from what you've said, but somehow or another you had mismatched scripts (constructor.gd was out of date, but races.gd was current).

That said the errors you're getting now could be a legit bug.  It hasn't affected my gameplay and I couldn't replicate it, but I can see a spot in my added code that could possibly end up trying to pass a float as a string and screw things up. So, I'm updating the files.  Wait until you see "EDIT9: ..." on the original post and then try downloading again. You can apply the patch again (it's updated now) and see if these last errors go away for fun, but I'd still recommend a clean install since there were mismatched files just in case there are other outdated scripts in your current install.

Deleted 3 years ago
(1 edit)

Alright, I did a wipe, fresh download, install, then added the patch. The earlier script errors are gone, replace by other by a bunch of others that I'll put for reference down below. I did a quick play test and everything seemed to be working. There was slaves to be purchased the first day, so that's fixed. Still can't select a head girl for some reason, any ideas on that?

Edit: So after some playing I realized while the day counter went up and resource were used, events stopped happening (for example first slave first day). Also things that recharge after a day stopped recharging (The interactions between master and slave for talking and sex didn't revert after the day was over.)


**ERROR**: Condition ' err ' is true. returned: err
   At: modules/gdscript/gdscript.cpp:813:load_source_code() - Condition ' err ' is true. returned: err
**ERROR**: Condition ' err != OK ' is true. returned: RES()
   At: modules/gdscript/gdscript.cpp:2172:load() - Condition ' err != OK ' is true. returned: RES()
**ERROR**: Failed loading resource: user://mods/AricsExpansion/scripts/aricsexpansion/expansionfarm.gd
   At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**SCRIPT ERROR**: Attempt to call function 'new' in base 'null instance' on a null instance.
   At: res://files/globals.gd:2320:_init() - Attempt to call function 'new' in base 'null instance' on a null instance.
An error occurred when trying to access the path.
**SCRIPT ERROR**: Unable to iterate on object of type  Nil'.
   At: res://files/scripts/characters/constructor.gd:237:randomportrait() - Unable to iterate on object of type  Nil'.
An error occurred when trying to access the path.
**SCRIPT ERROR**: Unable to iterate on object of type  Nil'.
   At: res://files/scripts/characters/constructor.gd:237:randomportrait() - Unable to iterate on object of type  Nil'.
An error occurred when trying to access the path.
**SCRIPT ERROR**: Unable to iterate on object of type  Nil'.
   At: res://files/scripts/characters/constructor.gd:237:randomportrait() - Unable to iterate on object of type  Nil'.
An error occurred when trying to access the path.
**SCRIPT ERROR**: Unable to iterate on object of type  Nil'.
   At: res://files/scripts/characters/constructor.gd:237:randomportrait() - Unable to iterate on object of type  Nil'.
**SCRIPT ERROR**: Invalid call. Nonexistent function 'backwardsCompatibility' in base 'Nil'.
   At: user://mods/AricsExpansion/scripts/aricsexpansion/expansionsetup.gd:181:expandGame() - Invalid call. Nonexistent function 'backwardsCompatibility' in base 'Nil'.
An error occurred when trying to access the path.
**SCRIPT ERROR**: Unable to iterate on object of type  Nil'.
   At: res://files/scripts/characters/constructor.gd:237:randomportrait() - Unable to iterate on object of type  Nil'.
An error occurred when trying to access the path.
**SCRIPT ERROR**: Unable to iterate on object of type  Nil'.
   At: res://files/scripts/characters/constructor.gd:237:randomportrait() - Unable to iterate on object of type  Nil'.
An error occurred when trying to access the path.
**SCRIPT ERROR**: Unable to iterate on object of type  Nil'.
   At: res://files/scripts/characters/constructor.gd:237:randomportrait() - Unable to iterate on object of type  Nil'.
An error occurred when trying to access the path.
**SCRIPT ERROR**: Unable to iterate on object of type  Nil'.
   At: res://files/scripts/characters/constructor.gd:237:randomportrait() - Unable to iterate on object of type  Nil'.
An error occurred when trying to access the path.
**SCRIPT ERROR**: Unable to iterate on object of type  Nil'.
   At: res://files/scripts/characters/constructor.gd:237:randomportrait() - Unable to iterate on object of type  Nil'.
An error occurred when trying to access the path.
**SCRIPT ERROR**: Unable to iterate on object of type  Nil'.
   At: res://files/scripts/characters/constructor.gd:237:randomportrait() - Unable to iterate on object of type  Nil'.
An error occurred when trying to access the path.
**SCRIPT ERROR**: Unable to iterate on object of type  Nil'.
   At: res://files/scripts/characters/constructor.gd:237:randomportrait() - Unable to iterate on object of type  Nil'.
An error occurred when trying to access the path.
**SCRIPT ERROR**: Unable to iterate on object of type  Nil'.
   At: res://files/scripts/characters/constructor.gd:237:randomportrait() - Unable to iterate on object of type  Nil'.
An error occurred when trying to access the path.
**SCRIPT ERROR**: Unable to iterate on object of type  Nil'.
   At: res://files/scripts/characters/constructor.gd:237:randomportrait() - Unable to iterate on object of type  Nil'.
An error occurred when trying to access the path.
**SCRIPT ERROR**: Unable to iterate on object of type  Nil'.
   At: res://files/scripts/characters/constructor.gd:237:randomportrait() - Unable to iterate on object of type  Nil'.
An error occurred when trying to access the path.
**SCRIPT ERROR**: Unable to iterate on object of type  Nil'.
   At: res://files/scripts/characters/constructor.gd:237:randomportrait() - Unable to iterate on object of type  Nil'.
An error occurred when trying to access the path.
**SCRIPT ERROR**: Unable to iterate on object of type  Nil'.
   At: res://files/scripts/characters/constructor.gd:237:randomportrait() - Unable to iterate on object of type  Nil'.
An error occurred when trying to access the path.
**SCRIPT ERROR**: Unable to iterate on object of type  Nil'.
   At: res://files/scripts/characters/constructor.gd:237:randomportrait() - Unable to iterate on object of type  Nil'.
An error occurred when trying to access the path.
**SCRIPT ERROR**: Unable to iterate on object of type  Nil'.
   At: res://files/scripts/characters/constructor.gd:237:randomportrait() - Unable to iterate on object of type  Nil'.
An error occurred when trying to access the path.
**SCRIPT ERROR**: Unable to iterate on object of type  Nil'.
   At: res://files/scripts/characters/constructor.gd:237:randomportrait() - Unable to iterate on object of type  Nil'.
**SCRIPT ERROR**: Invalid get index '0' (on base: 'Array').
   At: res://files/scripts/outside.gd:593:newslaveinguild() - Invalid get index '0' (on base: 'Array').
**SCRIPT ERROR**: Parse Error: Identifier 'player' is not declared in the current scope.
   At: built-in:3:GDScript::reload() - Parse Error: Identifier 'player' is not declared in the current scope.
**ERROR**: Method/Function Failed, returning: ERR_PARSE_ERROR
   At: modules/gdscript/gdscript.cpp:580:reload() - Method/Function Failed, returning: ERR_PARSE_ERROR
**SCRIPT ERROR**: Invalid set index 'person' (on base: 'Reference') with value of type 'Reference (person.gd)'.
   At: res://files/globals.gd:1839:evaluate() - Invalid set index 'person' (on base: 'Reference') with value of type 'Reference (person.gd)'.
**SCRIPT ERROR**: Parse Error: Identifier 'player' is not declared in the current scope.
   At: built-in:3:GDScript::reload() - Parse Error: Identifier 'player' is not declared in the current scope.
**ERROR**: Method/Function Failed, returning: ERR_PARSE_ERROR
   At: modules/gdscript/gdscript.cpp:580:reload() - Method/Function Failed, returning: ERR_PARSE_ERROR
**SCRIPT ERROR**: Invalid set index 'person' (on base: 'Reference') with value of type 'Reference (person.gd)'.
   At: res://files/globals.gd:1839:evaluate() - Invalid set index 'person' (on base: 'Reference') with value of type 'Reference (person.gd)'.
An error occurred when trying to access the path.
**SCRIPT ERROR**: Unable to iterate on object of type  Nil'.
   At: res://files/scripts/characters/constructor.gd:237:randomportrait() - Unable to iterate on object of type  Nil'.
An error occurred when trying to access the path.
**SCRIPT ERROR**: Unable to iterate on object of type  Nil'.
   At: res://files/scripts/characters/constructor.gd:237:randomportrait() - Unable to iterate on object of type  Nil'.
**SCRIPT ERROR**: Invalid get index '0' (on base: 'Array').
   At: res://files/scripts/mainmenu.gd:658:_on_quickstart_pressed() - Invalid get index '0' (on base: 'Array').
   At: res://files/scripts/mainmenu.gd:658:_on_quickstart_pressed() - Invalid get index '0' (on base: 'Array').
**SCRIPT ERROR**: Invalid get index '0' (on base: 'Array').
   At: res://files/scripts/mainmenu.gd:658:_on_quickstart_pressed() - Invalid get index '0' (on base: 'Array').
An error occurred when trying to access the path.
**SCRIPT ERROR**: Unable to iterate on object of type  Nil'.
   At: res://files/scripts/characters/constructor.gd:237:randomportrait() - Unable to iterate on object of type  Nil'.
An error occurred when trying to access the path.
**SCRIPT ERROR**: Unable to iterate on object of type  Nil'.
   At: res://files/scripts/characters/constructor.gd:237:randomportrait() - Unable to iterate on object of type  Nil'.
**SCRIPT ERROR**: Invalid call. Nonexistent function 'backwardsCompatibility' in base 'Nil'.
   At: user://mods/AricsExpansion/scripts/aricsexpansion/expansionsetup.gd:181:expandGame() - Invalid call. Nonexistent function 'backwardsCompatibility' in base 'Nil'.
An error occurred when trying to access the path.
**SCRIPT ERROR**: Unable to iterate on object of type  Nil'.
   At: res://files/scripts/characters/constructor.gd:237:randomportrait() - Unable to iterate on object of type  Nil'.
An error occurred when trying to access the path.
**SCRIPT ERROR**: Unable to iterate on object of type  Nil'.
   At: res://files/scripts/characters/constructor.gd:237:randomportrait() - Unable to iterate on object of type  Nil'.
An error occurred when trying to access the path.
**SCRIPT ERROR**: Unable to iterate on object of type  Nil'.
   At: res://files/scripts/characters/constructor.gd:237:randomportrait() - Unable to iterate on object of type  Nil'.
An error occurred when trying to access the path.
**SCRIPT ERROR**: Unable to iterate on object of type  Nil'.
   At: res://files/scripts/characters/constructor.gd:237:randomportrait() - Unable to iterate on object of type  Nil'.
An error occurred when trying to access the path.
**SCRIPT ERROR**: Unable to iterate on object of type  Nil'.
   At: res://files/scripts/characters/constructor.gd:237:randomportrait() - Unable to iterate on object of type  Nil'.
An error occurred when trying to access the path.
**SCRIPT ERROR**: Unable to iterate on object of type  Nil'.
   At: res://files/scripts/characters/constructor.gd:237:randomportrait() - Unable to iterate on object of type  Nil'.
An error occurred when trying to access the path.
**SCRIPT ERROR**: Unable to iterate on object of type  Nil'.
   At: res://files/scripts/characters/constructor.gd:237:randomportrait() - Unable to iterate on object of type  Nil'.
An error occurred when trying to access the path.
**SCRIPT ERROR**: Unable to iterate on object of type  Nil'.
   At: res://files/scripts/characters/constructor.gd:237:randomportrait() - Unable to iterate on object of type  Nil'.
An error occurred when trying to access the path.
**SCRIPT ERROR**: Unable to iterate on object of type  Nil'.
   At: res://files/scripts/characters/constructor.gd:237:randomportrait() - Unable to iterate on object of type  Nil'.
An error occurred when trying to access the path.
**SCRIPT ERROR**: Unable to iterate on object of type  Nil'.
   At: res://files/scripts/characters/constructor.gd:237:randomportrait() - Unable to iterate on object of type  Nil'.
An error occurred when trying to access the path.
**SCRIPT ERROR**: Unable to iterate on object of type  Nil'.
   At: res://files/scripts/characters/constructor.gd:237:randomportrait() - Unable to iterate on object of type  Nil'.
An error occurred when trying to access the path.
**SCRIPT ERROR**: Unable to iterate on object of type  Nil'.
   At: res://files/scripts/characters/constructor.gd:237:randomportrait() - Unable to iterate on object of type  Nil'.
An error occurred when trying to access the path.
**SCRIPT ERROR**: Unable to iterate on object of type  Nil'.
   At: res://files/scripts/characters/constructor.gd:237:randomportrait() - Unable to iterate on object of type  Nil'.
An error occurred when trying to access the path.
**SCRIPT ERROR**: Unable to iterate on object of type  Nil'.
   At: res://files/scripts/characters/constructor.gd:237:randomportrait() - Unable to iterate on object of type  Nil'.
**SCRIPT ERROR**: Invalid get index '0' (on base: 'Array').
   At: res://files/scripts/outside.gd:593:newslaveinguild() - Invalid get index '0' (on base: 'Array').
**SCRIPT ERROR**: Parse Error: Identifier 'player' is not declared in the current scope.
   At: built-in:3:GDScript::reload() - Parse Error: Identifier 'player' is not declared in the current scope.
**ERROR**: Method/Function Failed, returning: ERR_PARSE_ERROR
   At: modules/gdscript/gdscript.cpp:580:reload() - Method/Function Failed, returning: ERR_PARSE_ERROR
**SCRIPT ERROR**: Invalid set index 'person' (on base: 'Reference') with value of type 'Reference (person.gd)'.
   At: res://files/globals.gd:1839:evaluate() - Invalid set index 'person' (on base: 'Reference') with value of type 'Reference (person.gd)'.
**SCRIPT ERROR**: Parse Error: Identifier 'player' is not declared in the current scope.
   At: built-in:3:GDScript::reload() - Parse Error: Identifier 'player' is not declared in the current scope.
**ERROR**: Method/Function Failed, returning: ERR_PARSE_ERROR
   At: modules/gdscript/gdscript.cpp:580:reload() - Method/Function Failed, returning: ERR_PARSE_ERROR
**SCRIPT ERROR**: Invalid set index 'person' (on base: 'Reference') with value of type 'Reference (person.gd)'.
   At: res://files/globals.gd:1839:evaluate() - Invalid set index 'person' (on base: 'Reference') with value of type 'Reference (person.gd)'.
**SCRIPT ERROR**: Invalid call. Nonexistent function 'getFarmDescription' in base 'Nil'.
   At: res://files/scripts/Mansion.gd:3832:farminspect() - Invalid call. Nonexistent function 'getFarmDescription' in base 'Nil'.
**ERROR**: Condition ' _first != __null ' is true.
   At: ./core/self_list.h:111:~List() - Condition ' _first != __null ' is true.
**ERROR**: Condition ' _first != __null ' is true.
   At: ./core/self_list.h:111:~List() - Condition ' _first != __null ' is true.
**WARNING**: ObjectDB Instances still exist!
   At: core/object.cpp:2092:cleanup() - ObjectDB Instances still exist!
**ERROR**: Resources Still in use at Exit!
   At: core/resource.cpp:425:clear() - Resources Still in use at Exit!

 

(2 edits)

Not sure what exactly is going on from that error log buts it's seriously messed up.  Could you zip a copy of your main game folder and your AricsExpansion folder and upload so I can look over them directly?  Just upload here.

Edit: got it, I'm having a look

Zipped and uploaded.

Ok, it appears that the AricsExpansion folder you provided is missing most of the files.  Try deleting it and replacing with the AricsExpansion one in the main set of files in the original post.  That fixed it for me. I loaded one of my test saves rather than yours, but zero errors on startup, so hopefully that's all it takes.  Give it a go, and let me know if you encounter more errors (or if you're all set).

(1 edit)

Oh..... I see.... So I see where my issue came from. In the how to guide it says to: drag and drop the "AricsExpansion" folder over the one you got from S4P-RalphsModdedAricsMod097.zip and click yes when it prompts you to overwrite.  It replaces two files: expansionsetup.gd and expansion.gd. 

"Move the folder "AricsExpansion" from RalphsStandaloneAM097.zip to C:\Users\YOURNAME\AppData\Roaming\Strive\mods\"

But if I do exactly that it deletes 22 odd files. Or at least it did for me. However if I go to C:\Users\YOURNAME\AppData\Roaming\Strive\mods\aricsexpansion\scripts\aricsexpansion\ and only replace the three files that are provided with the patch file then all is good. Is that what you intended?

Well there are no more script errors popping up. YAY!

Lastly... I STILL cant choose a head girl. Kinda annoying since that feature goes a long way to keeping slaves happy/obedient. 


A headgirl needs to be rich or noble I think.  You probably don't have one of those yet.

The AricExpansion folder in the main download needs to go under mods directly. The one in the patch should only overwrite those few files, but should not delete the rest.  There's a step in the installation instructions that says to rename any existing "AricsExpansion" folder before copy/pasting the one in the main download there so it doesn't get overwritten. You don't want to mix those or overwrite, but yeah, losing all the rest of the files would be worse.  Just let me know if you run into any more problems.  Your main game files looked A-ok, so you should be all set now.

(1 edit)

Ah... I see. I misunderstood. Usually when I read to change the name of a folder to whatever I assume that folder isn't needed anymore or is just a back up. You know what they say about assuming... Ugh. Except for that slave market thing I do believe I wasted a bit of you time. Well you handled it like a champ and I really apricate it! 

P.S. And you are right. The head girl requires Rich or higher and that the player has at least 8 slaves.

Hello.
I really like this mod for the most part, but I would like to turn off the Consent system.
How would I go about doing that if possible?

I think you'd have to get familiar with the code for it and figure out Aric's variables for it, run a search through the scripts (search the whole directory using Notepad++ or the Godot engine) for all instances of those, and disable all the checks/uses for them.  It wouldn't be that hard if you're at least a little familiar with programming in general, but I expect it would take a few hours to figure out and maybe a few more for testing and fixing any errors introduced through being unfamiliar with the scripts.  Of course, if you only care about sex or combat consent it would be easier to just hard code all the checks to 'true' or similar.

I don't want to get rid of them b/c it's an Aric's mod feature, and I want my stuff to generally dovetail in.  Plus, I think it's a good content add personally.  Feel free to do so for yourself though. If you want any help, there are lots of helpful folks on the discord who'll be happy to answer questions, figure out bugs, and correct syntax if you say please.  :]

(3 edits)

Okay, so this is the error I'm getting when I first boot up the game using your tweaks. Line 125 specifically reads: if i in ['description', 'details']: I'm assuming there's something in there that shouldn't be there (or something that should be there but is not) and that's what's throwing this error. Any idea what I should change this line to in order to get it to go away? Whatever this is, its preventing me from distributing my attribute points (specifically, the little + symbol next to the attribute I want to put points in is missing) and this seems to be the only thing it effects. Its been pretty annoying, so I'll wait for your reply.


EDIT: Noticed that someone above me had this same error; my issue is that downloading the most recent patch has no effect, nor did redownloading the entire main installation, which should already have been patched anyway.


EDIT2: Fresh install of mods folder did absolutely jack, while we're at it. So, I dunno. I'm stumped on this one.

(1 edit)

upload your main game folder and strive folder from appdata/roaming here, and I'll give it a look over for you:
https://mega.nz/megadrop/G7jJDTHqj_c

Okay, I've never used Mega Drop before, and apparently I can't upload entire folders; do I need to upload every individual file?

Just make a .zip and it should work

I didn't see your files show up in Mega, but it does look like an error that occurs when one of the scripts is out of date. If you've mixed files with another version of Ralph's or plain Arics' this can happen.  It can also happen from cherry picking scripts for whatever reason (including trying any of the manual installation required to for Aric's which is already done on my premerged version, the only version I have up).  I can narrow it down if I go through your main game files (the mod folder files shouldn't be involved), but in any case, that's the prime suspect.  Let me know if I can help or you upload those files.  

(2 edits)

Apologies for the delay. Work has been hell with the holidays, so I've not been doing much outside work and sleep. See, I had thought that the issue was because of an old script as well, but I grabbed your latest version from your link, and have both your folder (S4PGameFolderRMAM097) and Aric's folder (Strive v5.25 with AricsExpansion v0.9.7) completely separated. And in terms of the mod folder, normal Aric's I renamed to AricsExpansionbackup to specifically be used as a backup just in case, and I renamed it before adding your version of AricsExpansion to the mods folder. When it first came up with that error and I couldn't figure out where it was coming from, I even deleted my mod folder and started over with a fresh one, but the error still persisted. Deleting the entire mod folder and both versions of the game also did absolutely nothing. I'm at a loss.

(1 edit)

Yeah, that should have worked.  If you can get me a copy of your folders I can replicate the error and hunt it down though. If you can't upload to my Mega, perhaps you could let me download from you by another means?  Google drive, Mega, a torrent, another file sharing site, whatever.   You can also reach me on the Strive for Power discord. 

(1 edit)

I actually feel kind of dumb, as it never occurred to me to just use my Drive, like I do everything else. Here's the link to a folder on my Drive that contains both your base game folder and my Strive AppData folder:

(1 edit)

I downloaded it, you should go ahead and delete that last post or remove the link now.

ok, I didn't track down the exact problem, but I tested and your main game folder is the source of the problem.  I went ahead and reuploaded the main game file on Mega in case it had somehow become corrupted (though that's unlikely).  In any case, please download the main game file again, unzip to an entirely new folder and don't bother with the Aric's Expansion folder (yours is fine as is).  Then double click the Strive.exe in the new folder you freshly copied by itself.  You should not get any errors. From there you can try making any modifications you want.

(1 edit)

Okay, so the problem is kind of gone. Basically, as long as I don't disable and then re-enable Aric's from in game, the errors wont pop up. Since I was doing a fresh installation each time I deleted the main game folder and redownloaded it, I figured that I had to go ahead and re-enable the mod from the mod menu, close the game, and then open it again. Turns out though, I don't have to go through that effort. I noticed that the error wasn't showing up the first time I opened the game (before I disabled then re-enabled the mod). And when I was still under the assumption the mod wasn't working until I had turned it off then back on, the errors would pop up as soon as I opened the game after messing with the mod from within the game menu. But I discovered that the mod is actually working after a "fresh install". I load a save and the cmd box comes up saying Aric's Expansion v0.97, and the library entries about breeding are there (which is the easiest way for me to find out if your tweaks are working). And best of all, after acquiring Emily on a brand new save I can go ahead and distribute her attribute points-- which is why these errors were annoying me to begin with.

Either way, I am now going to never touch the mod menu from within the game ever again. Because whatever is causing this, it only happens after I've turned Aric's off and then back on.

you aren't the only person who struggled with that.  When you apply Aric's Mod in-game to the premerged Ralph's version, it overwrites some of my changes but not others and then the scripts don't work together anymore.  It's b/c Ralph's changes are n't part of the mod, they're just made directly to the scripts with no mod to apply them.

I see. So it was actually because I legit didn't have to do anything except load the game normally. Messing around the the mod just ended up making the scripts not play nice any more.

I couldn't open he control command when I was out of the mansion then I saw that I had this error. i'm sorry if this appeared before and I didn't see it but does anyone know how to fix this?



haven't seen this error, but it's having trouble with the "collect bounty" option I added.  Usually something like this happens because not all of the scripts I changed are in your main game folder. When/how did you install?  You can try a fresh install and I think it will probably fix if you follow the instructions carefully and don't take any additional steps or mix with a current install.  Your saves should all still work too.

(1 edit)

Error that doesn't allow me to play the game although it's my first time downloading the standalone. Asks if the pck file is missing

Generally, people get that error if they try to play the game without extracting all of the files. Unlike simple programs, the Godot executable that runs Strive is rather generic and has almost none of the data and code specific to the game. The executable will try to run the game using the rest of the files and a .pck file is one way of storing those files. 

Try to extract all of the files from the archive to a new folder. If the error persists, then download the current version of Winrar or an appropriate archive extracting utility. At some point the format of the archives changed and are not backwards compatible with older utilities.

It appears that your racial bonuses to mental stats are applied every time you "increase" them.  I put quotes on increase, as I noticed it when trying to increase a 100% Nereid's courage and her courage was dropping instead, -9 points when using +1, -5 when using +5.  100% Nereids receive a -10 penalty to courage with the mod, so it would appear it is being applied to their stat changes and not just the total.  After noticing it there, I also noticed that it applies to positive stat bonuses (I had a 96% Demon/4% Orc that went from 48/65 to 73/65 Charm off one +1, and then to 89/65 (her cap) on a second).

It's not elegant, but I've at least found a hack to fix it.

In globals.gd I added:

var modstatdict = {sstr = 'str_mod', sagi = 'agi_mod', smaf = 'maf_mod', send = 'end_mod', cour = 'cour_racial', conf = 'conf_racial', wit = 'wit_racial', charm = 'charm_racial'}

Then, in slave_tab.gd, I modified the first line of both func mentalup(mental) and func mentalup5(mental), to read:

person[mental] += 1 - person.stats[globals.modstatdict[mental]]

and

person[mental] += 5 - person.stats[globals.modstatdict[mental]]

This is basically subtracting the racial bonus when improving the mental stats, so not exactly ideal, but I couldn't find where it was being added so this is the best solution I could come up with.  It shouldn't effect anything elsewhere either, since it's contained within the function.

I don't think you need that workaround (honestly not sure what other effects it might have)
the only place it gets added is in expansionsetup.gd (last function):
func setRaceBonus(person, increasestats)    (don't look unless you want spoilers on the hybrid recipes)

the function is only called in a few very specific places though.  Should just be when an npc is conceived, generated (plus special cases for player and starting slave), or created through Slime breeding.  The code for the races is in there.  Pure Nereid gets:  bonus_courage -= 10    so negative courage starting out is possible.  If she had -10 and you added 1 point that would give you -9 courage.   Also, there is a known bug in Aric's that causes jumps in the displayed vs actual mental stats that are fixed once you start adding to my understanding (and I've seen it lots of times in gameplay).  I think that's what you're seeing in that Demon/Orc hybrid.

The Nereid actually went from 48 to 39 to 30 to 21, etc.  It was dropping by 9 every time I pressed the button.  I tested over several characters (on multiple saves/games), and all of them increased or decreased in the stat by the racial modifier +1.  It may just be an issue with my install or something, but it's working fine now.

The cause of the undue increases in mental stats that he is seeing is the result of changes in person.gd. cour_get, conf_get, wit_get, and charm_get were all altered by Aric's mod to return the base amount plus the racial amount. mentalup and mentalup5 both use += on the getset stats rather than the raw stats, which results in the hidden addition of the racial bonuses.  This problem should not be exclusive to the manual increases in mental stats and will likely require a fair amount of work to fix.

thanks Ank. I'll add it to my list. I'm pretty familiar with person.gd by now, so I bet I can fix with a little patience.

I find that all captured slaves have assignable points, but no "+" button to assign them. Level 0 characters that level up ( Children, Cali and Emily ) get the button and work as normal, but any character that has assignable points ( Tia or a Level 2 Bandit ) is just stuck. Levelling up builds the point pool but doesn't pop up the buttons. Since nobody else has this problem I assume it's something in my system. What should I look at?

I've see that behavior from the game when there was a major disagreement between scripts (usually when I made a mistake while tinkering with them). In your case, I know I sound like a broken record, but I'd try a clean install first b/c that's nearly always the problem when people experience game breaking bugs with my version. Follow the instructions on the original post above for the install to the letter and not a step more and let me know if you get errors or it works please.

Sorry, I had computer issues. Reinstalled on my backup Windows 7 machine works fine.

New issue. If a  Female/Futa Main Character gets pregnant once they are stuck in an endless cycle. Slaves can be "emptied", but not the Mistress. Could you add a potion or spell to fix that?

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.

So, I kinda ran into this, and I don't think the character's description should say that. 

I did try to reinstall the mod previously, cause I couldn't make it work with other mod and later didn't allow me to raise the stats of the characters. So now I'm wondering if I screw it up and I should try to re-install again or try something different. 

(+1)

yeah, you need to reinstall.  Start with Ralph's (follow the instructions in the OP religiously).  I don't know for sure that any other mods are compatible aside from Improved Random Portraits (and it needs to be a version with Drow).  Key to applying other mods is to make sure Aric's Mod is NOT selected when you apply it.  Then close the game and run it again.  See details on installing Improved Random Portraits on the OP as well.

Got it, I managed to fix it somehow and the descriptions are back, just hope it stays fixed now. Thx for the help and cool mod bro.

(+1)

Thanks and glad you got it working!  My contribution was tiny compared to Aric and his compared to Maverick and co. though.  :]

(1 edit)

So I have the mod set up, tweaks added. Started up the game, great everything's working no errors etc. But If I go to the  Slaver's Guild it changes the background Maple is there, but the options on the left remain the same as if I were just out in town. so "visit mages tower, visit slaver's guild etc with the slaver's guild background. Not sure if I've some how fucked this up, or what, but you have an answer I'm all ears. This is what pops up if I click on the slaver's guild. 

The most likely cause is that you applied the AricsExpansion mod through the mod system. This mod comes pre-installed and installing it again will break it. In the best case, all you need to do is deselect the mod and re-apply. In the worst case, you will need to extract a new copy of the modified Strive program folder.

So what you're saying is, I'm retarded?

Don't worry scro. there's lots of tards out there living ...

Best to just delete and recopy the main game folder from the .zip file again - should fix it.

Not that it really matters, but your message was easy to read and you included the error messages, so I doubt that to be the case. Everybody makes mistakes. The important thing is whether you got it working or not.

Yeah I appreciate your boy's help. After your first message I was beating myself with a brick because I read the setup wrong and just jumped in and started downloading without thinking. Jumping the gun a little too soon.  So again, thank you.  

no sweat at all. I hope you enjoy the game and the mod!

Can you breed a 99% hybrid with  a pureblood and get pure children? or is that impossible? if so can mutation give a character the grateful trait or be born with it without breeding with one who has it?

(+1)

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.

It seems like you cannot breed a pure blood, I have bred around 20 children and I am not getting the 1% demon and 1% fox out of the Arachne gene pool. Do you know what might be the issue? My actual situation is breeding a 100% Arachne with a 98% Arachne and 1% demon and fox.

(+1)

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.

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Also I've noticed the issue that lips always increase generation to generation and that quickly leads to lisps and muteness. It's honestly really annoying because I have to use a potion to shrink lips pretty much every generation. (I didn't reload the page so I didn't see you had already fixed the issue I stated earlier).

(1 edit) (+1)

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.

Deleted 3 years ago
(3 edits)

Can you tell me which numbers of your edit I would need to change in order to get a 1% race out of the gene pool if there are three genes involved? the edit probably works for 99% 1% divide, but not 98% 1% 1%, I'll test it later. (edit I was wrong and put it in the wrong folder)

And what value do I change to stop the constant lip growth, I would prefer a average between the two, not a constantly growing part. do I change the range? remove the range? I am not super familiar with coding so forgive me for not being certain about this.

(+1)

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.

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Nvm I is a stupid, I put it in the wrong folder despite you directing me.

(2 edits) (+1)

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

Thanks for going out of your way to help me!

you're quite welcome.  I would never have bothered trying my hand at modding if it wasn't for the added satisfaction I get from folks enjoying the effort I put into it.  Improving my own playthroughs wouldn't have been near enough on its own.

Slaves guild won't work, leveling up won't work, and when I try to get tisha from gorn it won't work.  Please help

Not really much useful information to go on, but chances are high that it's the usual problem. The most likely cause is that you applied the mod through the mod system(the mod comes completely pre-applied), which is what most of this mod thread is devoted to undoing. Otherwise, you did something unusual to your game.

i didn't place the files that say place me here inside of arics, i strictly installed, then went to my users>appdata>strive and placed Arics itself into mods with random portraits and then proceeded to apply mods and start as usual 

As you didn't specify which mods you applied, I'll say it plain and simple. If you applied the Aric's mod, then you broke it. The solution is to carefully read the installation steps listed at the beginning of the first post of this topic.

Tweaks brings back the .back error. It is not fixed in ALT or the provided file.

ALT/tweak also has this unlisted change:

#var racetext

var racetext = ""

var marketrate = 1

sattext = "\n\nA sign board lists current relative pricing by race:\n"

for i in globals.races:

marketrate = round(globals.state.racemarketsat[i]*100)/100

#racetext = i.replace('Beastkin', '')

racetext = str(i.replace('Beastkin', ''))

You're right, I only updated the main file.  Thanks for pointing it out.

Mentalup functions reapply racial bonuses. This seems to fix it:

person.stats[mental+"_base"] += 1

can you give an example in gameplay of when this is happening (for example when you use learning points to boost a mental stat)?  I have not experienced this in my playthroughs recently (thought I fixed where it had been happening prior to releasing).

It happens when using learning points to increase a stat. In my case a 92% human and 8% demon got 3 charm for +1. I tested it by starting a new game with a demon slave and learning charm, she got 11 points for every +1. I used a fresh installation I downloaded a week ago as well and it still happened.

The source of the problem is cour_get, conf_get, wit_get, and charm_get in person.gd combined with the +=. Whenever those 4 mental stats are retrieved via the setget variables rather than directly through the stats dictionary it returns the sum of the racial bonus and the base values. So the += in mentalup of slave_tab.gd, and any other similar code, will add the racial bonus to the values stored in the person. The mental stat getter functions were changed by Aric's mod in a dangerous way, and a lot of work would be needed to fix all cases.

Basically, when this code runs

person[mental] += 1

and mental is "cour", it is equivalent to

person.cour = floor(stats.cour_base + stats.cour_racial) + 1

So i got a problem that when u enter slave guild. it doesnt have any other option like the picture

https://itch.io/post/263468

Thank you so much. LMAO i dont know that u didn't need to activate the mod again.

Btw how  do you get sucubbi and other races through breeding?

Succubus is 50% demon, 40% bunny. I don't know all the combinations, but it seems that most are at least 50% one thing and at least 20% or 40% of another.  The combinations are coded in expansionsetup.gd.

~2/3 recipes for subspecies are given through slave guild quests. The remaining recipes are either easy to guess, likely to be stumbled on by accident, or hinted at in Race Descriptions (accessed by clicking on Elf or Dragonkin or similar in the character description).

Bruh, i have the same problem, now i installed it and didnt activate it by mod system and launched it. Fucking worked. I hit my head on my PC table (dark oak) 3 times for being that stupid. Now i can enjoy this mod without a problem.

I was wondering, is there a way to change my race to a "monster" (Fairy, Harpy, etc) one? I used to have a mod and a normal client to do that, but since I cleaned the drive I tried using the save but I don't know where a character starts or ends with all the info they have. I just wanna play again as a Harpy and have the world at the mercy of my claws.

P.S: It's a really cool mod that made me come back and play again!

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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

Thank you very much! I don't really like to use my "master" as breeder (since I feel sad selling my kin) but I enjoy the idea of a "monster" race being the owner of the mansion.

Cool, then it doesn't count as cheating one bit for you to start as a Harpy. sweet_leonardo_good_for_you_meme1 - lovequotesmessages

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For some reason, for me at least, the game keeps crashing on startup. I don't know exactly what the cause is, but it occurs every time the game is run as long as the Strive folder found in AppData\roaming exists. If I delete the folder and run the game, it will launch perfectly fine, but since it creates the Strive folder on startup, every subsequent time the game is run, it crashes on startup, too fast for me to grab a snapshot of the console, of which the text should be kept in a log file anyway for cases like this. What I could gleam in the split second that text appears in the console are a bunch of file read errors. Also, I've tried setting up the mod by extracting it into the mods folder while the game is running, but it didn't change anything.

Edit: I managed to keep the game from crashing immediately by making the console go into select text mode, freezing the program temporarily. Here's a snapshot of the errors I could get to show:

Edit 2: Here's the log of the console:

Edit 3: I figured out a temporary "fix" for the issue by running the game off a flash drive. The issue itself is still present when the game is run off my hard drive, but at the very least I'm able to run the game.

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).

I already tried that, but I still got the same result. The weird thing is the last time the game was installed on the same machine, prior to me recently having to wipe the hard drive, the game worked perfectly fine. 

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.

Okay, also apparently one of the recent times I attempted to run the game, it decided to start leaving a log of the console, so I'll edit the my original post with the log.

One thing I haven't done in a while is reboot my computer, so I'll try that.

(1 edit)

Okay, so I guess the game just does not like my hard drive as I had the idea that maybe it's my hard drive that's the issue, so I plugged in a flash drive, copied the game to it and, low and behold, the game worked. I guess for now until I figure out what the issue it has with my hard drive is, I'll have to play off my flash drive.

Weird!  Maybe it's permissions somehow afterall.  Glad you figured out a workaround in any case.  If you're playing on a pc, I wonder if you'd have the same issue working off a 2nd HDD.

I'm not exactly sure it has something to do with permissions as I even tried changing the folder permissions to allow full access to all users, but then again, I just remember my flash drive is formatted in FAT32 for some reason, so NTFS folder permissions are removed when a folder is transferred to a FAT32 drive, allowing anyone or any thing that interacts with the folder full access 100% of the time. If I get around to getting an external hard drive or at least an adapter, I'd try it out on a second HDD, but for now this is what I've got to work with.

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.

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Okay, after checking the advanced permission settings, I noticed some User Groups were still being denied access, despite me having set them to having full access in the normal settings. After allowing them access, the game now works on my hard drive finally.

Nice!

All of the files it is having trouble loading in that screenshot are located in the Strive program folder, so the presence of AppData\roaming\Strive will have no impact on those. In fact, it lists every single one of the starting game files, so none of the code specific to Strive is running, only the Godot Engine executable. The most likely cause is that your Strive program folder only has the files for the first level folder and is missing all of the folders that should be inside the first level folder. To my knowledge, the things most likely to cause that are user error when extracting or moving folders. Unlikely causes would be restrictive folder permissions or an outdated archive extraction utility.

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I can assure you that I have checked the files folder in the game's main folder and all of the files exist. It is possible that somethings corrupt, but usually winrar/7zip would give an error stating so. I'll try redownloading the game, maybe it will work, but I doubt it.

Maybe the folder restrictions, like Ank said?  Where did you install the main game folder?  Try another location?

I usually keep games that I downloaded from the internet in a Games folder located in the root of my C drive, I find it's better to keep my games there rather than in a protected folder like Program Files.

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Huh, sounds like it should work fine... Still I'd listen to Ank.  He's the expert.

Though I did notice that the game doesn't make the "backup" folder in the main folder, like how Aric's premerged version has. Is that supposed to be normal with yours?

no it should work just like Aric's premerged.  I changed/added content, but I left the structure and mechanics alone.

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I've been playing with this mod for awhile and so far enjoyed it a lot as it offers more depth to gameplay and breeding, thank you for expanding the mod while we all waiting for Aric to update. Do you plan, by any chance, to expand on body parts variation? (for example, giving more wings colors, more slime colors and slimy hair color, beaskin fur colors expansion, that kind of stuff).


Also, I would like to report an small error in statstab that breaks the past job dialogue:

elif i == 'lumberjack':

text += "| Affects the Chance of receiving Bonus Gold per day. [color=aqua]- " + str(clamp(person.jobskills.lumberer + (person.energy*1), 1, 50)) + "% Chance[/color] "

when in actuality it should be

elif i == 'lumberjack':

text += "| Affects the Chance of receiving Bonus Gold per day. [color=aqua]- " + str(clamp(person.jobskills.lumberjack + (person.energy*1), 1, 50)) + "% Chance[/color] "


also Hunter skill is non-exsitant in func hunt(person) in jobs&specs_ALT. while present in jobs&specs.

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.

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So, suggestions lower are basically a guess game because I can not find where from in-game inspect button takes it's descriptions. not from characters/description.gd for sure. so I have no idea how complex it's supposed to be and based off assumptions how it works.  I apologise in advance if the descriptions are too confusing.

I apologise for wall of text in advance I was just considering and thought to share the idea. Next bold line indicates end of wall of text and start of bug reports.

Hm, but how about adding existing parts to existing races? something that personally bugs me a bit is lack of fur coverage on halfkin (meaning the colors of the ears and tails are unspecified) and lack of coverage on centaurs and taurus. For that, creating another type of skincov might be beneficial to avoid these races of getting the same buff as full fur coverage but still using furcolor tags (aka partial coverage). Would be also nice to have furcolor description in ears and tail  if possible and hidden default color assigned to none for lab compatible ears/tails(sickly pale white color[/color]. for example). Adding furcolor to feather coverage and possibly scales could be interesting and adding it to wings would expand their variation while actually cutting down on wing variants by only having them defined by shape - the color would be handled by skin coverage. (for demon wings adding red and black furcolor to demons as an example, humans, elves and other bald races would get a sickly pale unless they are a hybrid and inherited the hidden fur coverage).

so, I have two ideas regarding Improved Portraits compatibility:

1. basically an expansion of idea above, extra coverages(slime) and fur color being separated into pigment and pattern and being assigned to all. basically a rework of entire coverage system. Wouldn't touch Improved random portraits as long as it doesn't touch body coverage and fur color.

Improved random portraits so far only touches skin and hair colors, skin coverage should be fine. I'll go describing the idea off slime. By simply adding skincov for slime with it's description of being interior, we'll have a description of slime having a slimy skin layer and interior colored or colorless mass ("$his body is filled with mixes of semitransparent gooey [color=aqua]color of choice[/color] substances"), or maybe adding colors to slime as variant to avoid making too many different coverages for slime(as well as creepy people looking skinless and covered in slime).  Slime has one thing why it won't work with fur coverage colors - common fox pattern and every color ending in pattern would cause a born hybrid slime be wierd. Slimes are liquid and and in that case skincov is used as an interior and " gooey [color=aqua]common fox pattern[/color] substances" would sound strange.  Separating pattern from colors would solve the trick, but that's basically like implementing a completely separate part (as well as common fox pattern would end up as red common fox pattern  due to need of specific color or color combination assigned before each pattern. aka, furcolor being separated in pigment and pattern sides, making pigment appliable to all coverage types and in case of none in pattern defaulting to 'tones'). this separation would allow to have for better inheritance and variation without implementing tons of different combinations . Slimes included, as it's still possible to create non 100% slimes and it's easy to work around them - just not including patterns and keeping only pigment. slime would have a hidden pattern value.

Upside: color variation without adding tons of different coat. ability to inherit a pigment and pattern and pass it down the line even if it's not visible. Slimes can also hold those patterns without having weird description. Possibly cutting down all wing variants by color, keeping only shape. (aka "demon wings of red tones" for demons with red pigment and flat pattern)

Downside: probably extremely hard to implement. needs to look at how inheritance work so it would detect pattern as well as mutation affecting patterns. also would need a change in master and strarting slave appearance by changing fur color to color and adding an extra option for pattern, meaning it would end up being pretty complex. also tons of description editing to fit new coat system.

2. add skin/hair tags into the mod and make a portraitpack to fill lack of the custom colors you added and leave people to manually add pics with tags for new colors. basically making a version of the mod with extra additions.

,Just in case, I'm like 0 at programming and mostly only squash small errors, and am probably overlooking something, but from what I can see, Improved Random Portraits only looks for existing parts in Portraits part of the mod. It looks for skin and hair color and if it's unspecified will roll back to basic. It doesn't seem too complex to add more

if file.findn('Skincolor_in_name_of_the_file') >= 0: skinColors.append('skincolor_in_game')

and similar with hair, while not removing original colors (for example, changing default slime to have description being completely transparent)

more so, it's already doesn't support Aric's maximum size increase from what I can tell, so massive breasts and butt would always go in unspecified category which can be modded to unclude it as well. The only thing it "breaks" is Portrait Pack Editor, and only in a way that there is no way to add tags to it so the user will have to edit every file to include the right tags manually.

Aric's, from what I have seen, uses pics with the same name for nude/exposed/preg as main body one, so as long as files have the same name, they'll be detected and set.

Upside: not a very brain-heavy work. but not really that hard on brain like option 1, doesn't change any existing mechanics, simply adding extra parts.

Downside: eventually may grow far bigger than option 1. needs packs to fit all new tags added.


Basically - any new colors of skin/hair would be treated by Improved Random Portraits as unspecified and basically not caring for that(hair and eyes can be changed to any word ingame so here is an example of it). Checked a dryad 'teen', 'red' skinned, 'leafy' hair, 'pog' eyes, it choses a random dryad fitting all other tags. Can't say the same for races without additional testing. it won't break, just make it rarer to find a fitting image due to lack of tags.

now for extra bug reports and possible small fixes and semi-fixes

nursery error while in library in log: in description in breeding category (after basic breeding) nursery should be replaced with mansionnursery, it looks for a different object that doesn't exist which causes an error. I didn't check but I think it hides this topic until building a nursery.



furry breasts are not detected to be furry due to error in sexdescriptions

return getRandStr(descTitsBodyType[3]) from 3 to 1 (there is not third body type, only 0 for jelly and 1 for furry)



majorus potion bug: pp and balls are not being enlarged properly and cap at small/tiny. (not sure about vag and tits but balls and penis were both broken for me). I only fixed those as I didn't see any issue with other parts so far.

It's a somewhat a fix based off how minorus work:

in Inventory cock and balls of majorus section globals.penissizearray.back line replace with  if selectedslave.penis in ['massive'] and similar with balls. This would restrict max size for this function(as similar function in minorus restricts to smallest) and so far fixed my problem without breaking the game. I had not found anything other than that that would work.

in short as an example for pingas:

func applypenis():
 var text = '' globals.main.close_dialogue() ###---Added by Expansion---###Sizing Support
 var success = false
 var potionname = ""
 var sizedesc = ""
 if currentpotion == 'minoruspot':
 potionname = "Minorus Potion"
 if selectedslave.penis in ['none','micro']:
 success = false
 sizedesc = "small"
 else:
 selectedslave.penis = globals.penissizearray[globals.penissizearray.find(selectedslave.penis)-1]
 success = true
 sizedesc = "smaller"
 elif currentpotion == 'majoruspot':
 potionname = "Majorus Potion"
if selectedslave.penis in ['massive']:
 success = false
 sizedesc = "big"
 else: selectedslave.penis = globals.penissizearray[globals.penissizearray.find(selectedslave.penis)+1] success = true sizedesc = "bigger"
 #Text

same line goes for balls aka if selectedslave.balls in ['massive']:


And also, while it is not a fix for broken nereids and other -soul attribute races, putting them in farm and prodding causes their courage to go up. It seems to reverse entire point system.

Now for a bug that I do not know how to fix. First, weren't slimes supposed to convert unborn children to full slimes? so far I have a few harpy/slime hybrids from breeding a harpy stuck in my farm.

On other hand, 50/50 harpy hybrids(examples are slime and beastkin wolf) have a somewhat common chance to have harpy as their race and broken stats.

Examples -  hyper-magical harpy/slime with mag over 100 and one-punch harpy/wolf dna with str, agi over 100. while funny on it's own, it kinda breaks the balance of the game. All slime/harpy have normal stats.

Also, is Hard Worker supposed to be able to be aquired randomly by newborns? isn't it a unique trait or am I mistaken?

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?

yet again sorry for wall of text.

that's good news to learn.

also a fair point, as there are not much points on beaskin to justify showing skin but at the same time parts like nose of the real dogs(even if it's often pigmented), pawpads/palms, corners of their mouth and intimate parts do exist.

yeah, didn't consider  slave guild quest, just one more thing to make the idea I had even more troubling to implement.

that's a nice idea. I was thinking of a less complex approach (merely not showing in description but having it in files so next gen can get coverage color if you breed with furry race). The idea of dominant gene based on main race may cause all races having hard time developing traits of other races after breeding, making it much harder to express traits (for example A goes for gossamer wings, B - no wings, Aa full fairy Bb full arachne. offsprings would be either first gen would be either Ab fairies or Ba arachnas looking like their parents of their species. only on second gen can we can get full bb on wingless fairy and aa gossamer wing arachne at a 1/4 chance. and that would have to be for every type of wings just for wings. also, Niche has incomplete dominance, which is the main reason for fur patterns so unless you count fur patterns being equal to flat colors, it would require extra work so Ab and Ba cases would display as pattern of two colors as well as filling gaps for missing color combos and colors. basically it'll have to generate gene line for every part before generating pawns appearance and assigning it based off these lines. and, while I enjoy harder games, some wouldn't like harder inheritance due to it being no longer random. it would also eat up space in mansion for slaves. taking 2 gens to create white fur wolfkin is a bit much so it has to have colors and visual traits with less restriction.

I downloaded the pack on May 11 so it should be pretty recent unless I'm missing something. So far checked with harpy and arachna and dog 100% mothers with 100% slime father (and harpy 100% mother with dog 100% father to exclude it being specific to slimes) and all of them get bloated stats. I can provide a save for further inspection (all nicknamed Broken are examples with the issue on my side). I could try looking into if 25% 4 races has this issue as well.

https://mega.nz/file/AoIwWDjT#CP68WvPPIhFUhuArRcrFWoTVinfDLIakc5VOqO-tyGQ

also an error with relative screen for slime breeder/stud/offspring in relationships still detected as relatives (probably due to slimes not being intended to be a full on parent). in non-slime mother they are still shown as children but assigned their non-slime race (resulting them being shown as harpies, when in reality they are unbroken slimes, and actual harpies have broken stats).

SCRIPT ERROR: _on_relativesbutton_pressed: Invalid get index 'slimesire' (on base: 'Dictionary'). 
           At: res://files/scripts/slave_tab.gd:692
 SCRIPT ERROR: relativeshover: Invalid get index '2' (on base: 'Array').
           At: res://files/scripts/slave_tab.gd:831

send me a copy of the save; it'll help me work on a fix.

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I already did.

the mega link in above post is the link to the save. There are examples nicknamed broken as well as possible to reproduce the problem reliably by using harpy in the farm and slime as a stud (most offsprings so far). Sometimes it may take a few times as it's slightly rng. Had 1 time 5 with bloated harpies and 5 not bloated slimes shown as harpies in family tree. I didn't test the 25% yet.

Hope it helps to find the solution.

I did make some unique traits (I think Hard Worker was one of them) available in general and also made some of them automatically bestowed on certain subspecies.

Very good mod, thanks for improving this already great mod. 

I've encountered a few problems, but since most of them occur in the unmodded Aric's mod as well I posted them there, but there's one that behaved differently with this expansion.

A rescued person that has been recruited before can be recruited again. In the base Aric's mod recruiting them again just moves them to the last spot in the residence list and that's the end of it, but with this expansion when I recruit them again they appear a second (and a third, etc...) time on  the resident list. Since I didn't mind having two people with the same name and pic I just continued with it, but the following problems occured; The two (or more) npcs are the same, if you change the stats/job/etc or interact with either the changes are reflected on the other. Even though they are functioning as one person, they still take as many beds as many of them you've recruited (I had 3 of the same girl), and when they got pregnant and gave birth I got the raise/name prompt twice, but when I tried to accept and raise both of them, on the second one the game crashed (probably because the game tried to remove the bby a second time even though it was not there or something). I could still sell the multiple instances of the same character at the slaver's guild separately (and I got paid for each one of them too!), so I got around the crash issue. This could probably be solved by a minor change of removing these characters from the persistent npc pool when they are successfully recruited. 

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Thanks for the kind words.  
I'd run into that too though not 3rd instances. I've just been making sure not to invite/capture duplicates for now to avoid screwing anything up. Thanks for the suggestion - that sounds like it should work.

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Is there a video id be able to watch to figure out how to install this? Im having an extremely rough time trying to figure this out lol. I cant for the life of me figure out how to make the mod and the game jeehaw. It wont let me make a folder using a colon or backslash, so I cant make the mod folder

There are certain characters that never appear in folder names, some of those characters are delimiting characters such as forward-slash and backslash. The path "/folder1/folder2/" means that there is a folder named "folder1" and inside it is "folder2". A folder path can use either type of slash to delimit folders, but generally only one type within a path for consistency.

A colon is used near the beginning of a file path to indicate various special starting locations. Single letters like "C:" are used to indicate drive names. Godot uses "user:" and "res:" as shorthand for the user's appdata folder and the program folder respectively.

The instructions for this mod are provided for Windows and each OS organizes it's folders differently, so if you are using a different OS then you will need to use different paths and acquire the appropriate executable.

That all said, you shouldn't need to make the mod folder. The mod is simply designed to be extracted, moved into place, and played. If you still have trouble installing, I recommend the Strive Discord(https://itch.io/t/284398/discord) as a place to get fast help.

I am having a little issue after installing this and loading either old or new games, so I must have done something wrong.

I have generated characters that do not get their subrace, see below example. Whereas the subraces are recognized as her older sisters, Teodora & Linsey do still have their troll attributes. 

This character also suffers from the fact that I can not upgrade their stats, despite having free atrribute points. For some new characters it works and for some it doesn't. It effects bandits, children and base NPCs (Tisha Hale).

I do not know if the information in the changerace issue is too blame but I always get this at startup and when entering bandit battles.

The lower screenshot is of an old save, but I tested it on a newgame and the same issue happens there - even with your first slave. It does not seem race specific as an issue.


I also have the odd need to add the mods to the game via activating them as can be seen here, despite the installation guide saying you need not do it after installation. Perhaps that is causing an issue? If I do not do it. I do not get the "random portait" button of random portaits.
The Farm label mod was added after I already had these issues and do not cause it. I just though it wise to put the whole mod list here.

I would appreciate any help as I hate to lose/having break save games I worked on for quite some time (the above sample is not my longest game, but I fear for that one more and did not start it up).

Thank you for the mod and hopefully you can help me with where I goofed up.

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.

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The saves come from iirc the Ralph's modded Aric's Mod 0.9.5 standalone version. 

I did a reinstall, but the issue remains unfortunately.When I advance the same old save as posted I do not get the old error message, but this new one:

I also notice that when I start a new game I can pick any race I want, I thought this was not possible in this version? I thought I gleamed that at another post.

Anyways, some of the slaves are inexplicably broken and like a Sims game I want to continue the story... It is a bit of shame not to get a troll when you get the exact genes (hard enough as you need pure breds to get it reliable). *sigh* I hate to ask but is there a way to modify save files to correct such mistakes? And how would I go about it?

Thanks for the help in advance.

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Your error is caused by a mistake in the code not the save file, but that mistake does not exist in the current Ralph's mod. So it appears that you are either using an improper combination of Ralph's program folder with Aric's original mod folder, or you are using a very old version of Ralph's mod. Though the fact that you mention not getting trolls sounds more like your problem is the first one.

As far as fixing save files, that's not hard if you know what needs to be changed as they are simply text files.  I have no idea what changes would be needed; that would require identifying a problem and then comparing the relevant code for the two versions. However, it can be tedious searching and changing everything without getting even a single character wrong.

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Thank you for that answer ankmairdor. All I did though was download the main Ralph's Modded Arics' Mod 0.9.7 stand alone version, along with the random portraits and farm one. Is there any version number I can check to see if I have some mismatch somewhere?

I will have to admit that I did play the save with the previous, misinstalled version and saved it, as I noticed it too late. I do not have a pre-version anymore. So, I am certainly to blame for that.

I will see if can get any sense of the text files. Thanks.

[edit]. Okay I looked at them and I can find some characters names, but even in a new save game file there is so much information in it outside of the one slave that I own that I find it hard to find the end and a beginning of a character. Nor do I find the designation "troll" outside of "race_display":"Troll". Interessting though, I have this three times. Thus unless it is for an unborn fetus, the game does recognize my three troll daughters.... (unless the son I sold is still in this file).

[2nd edit] Something I have to say, as I forgot, was that when I booted the game it first saw my saves. Then after 1 day it could no longer untill I created three autosaves... not sure if that helps with detecting an issue.

[3rd edit] After testing the other old saves, I only get the problem now in the Orc save as posted. The other long save does not have a problem for the unassignable attribute points. I guess just the Orc one is broken, so that must be something in the save file I reckon.

I don't think Ralph did any version numbers, so the date of the files would be the best alternative. As Ralph lists the date in the first post.

Last Update 12-Apr-2021

If you have the most recent version, then I'd recommend renaming the current aricsexpansion mod folder and extracting a new one from Ralph's archive.

The 3 autosaves issue was known about since a long time ago, but Aric's expansion wasn't updated to the last bugfix patch nor 1.0 (though a user recently provided a 1.0d version of Aric's mod).

The unassignable attribute points are a result of corrupt data, specifically all the max stat values are 0. The only way to fix that is to edit the max stat values to something reasonable like whatever the game says their racial maxes should be. I recommend googling a JSON online editor as I've found those to be quite helpful.

Thank you, when placing a new Aric expansion folder, I did notice that I must have erred as the the "expansion" and "expansion_ALT" file indeed had an older date (03-11-2020) instead of the new one (12-04 -2021).

Can you recommend a JSON editor? I tried three now. 2 cannot read the file, the other one crashes....

Thank you for all the help, by the way.

I use https://jsoneditoronline.org/, copy the contents of the save file into the site in code mode, then convert to tree mode.

Thank you. With that editor, I could clean up most issues. I still sometimes get an errors, see below, but these are not consistent as can be seen from the reloads to recreate it. So, for now I am just going to lift my shoulders at them. 

The 'id' error is harmless and not related to your problems. Easily fixed by adding null checks to the person arguments of the addrelations function in globals.gd. These lines can be added to the start of the function using a decent text editor. Note, godot is very sensitive to the type of  whitespace characters used, so even if it looks right you may break stuff. Lines have to start with the correct number of tabs and use the correct combination of newline characters.

if person == null || person2 == null:
    return

The 'remove_trait' error is mildly problematic, but again not related to your problems. That file has reversed the name of the function call man times; it should be 'trait_remove' instead.

Hey so a while ago I made an addon for Aric's that added dickgirls/"shemales" as an independent sex... never released it because he and I had intended it to just be incorporated into the next release of his mod.
Given that that, uh... doesn't seem to be on the table, any interest in including it in yours?

Give me a link where I can get the files and I'll add it to the list. I've been talking with Aric recently (don't count him out yet!) and he wants to introduce a set of toggles for various content on the next version. This might be a good candidate.

I'll have to go through and make sure they're compatible (I never actually even got around to checking them against the most recent version of Aric's), then I'll share 'em.

Also, which term would you prefer I use, shemale or dickgirl? I currently have it using the former just 'cause I think the word's hot, but it's a simple enough change if that would bother you (or you'd worry it would bother others)

If in doubt, make it a variable.  

Also Aric's updating to 1.0d now, so if you think it'll make a big difference just wait a couple weeks or so.

Eh, I might look into it... might just take the lazy route and replace everything with dickgirl to be safe :P
Good to know Aric's back active :D In that case this discussion might not even be relevant, heh - he was planning on incorporating my stuff at some point anyway

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It was a vanilla error that got left behind in this mod. That line should have a 1 instead of a 3.

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Aric created a function to return the family relation between two people, but he inserts the people into the function backwards. It shows up  in a few places in his mod.

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This appears to be a regression by Ralph in dictionary.gd. "player.spec" should be "globals.player.spec".

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A vanilla bug, likely caused by trying to look at the race description of the player.

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A vanilla bug, likely one that still exists in 1.0d.

So i have a problem which i dont know if is a bug or a feature because i dont get any error message when it happens.

I can't increase Penis and Testicles size if game settings for Futa are below 30%. It say that has reached maximum size even though their size is Tiny.

After i change the settings to 50 and waited for 5 to 10 days i can increase it more.

This is an old bug and your "fix" is just a coincidence. Aric's mod had a bug as part of the revised sexual feature construction that resulted in data corruption by appending possible penis sizes for babies onto the penis size list for all uses. Your fix was simply waiting for a new male or futanari person to be created and further corrupt the list.

Line 75 of ".../files/scripts/assets.gd" should end with ".duplicate()". Which when fixed should look like:

temp = globals.penissizearray.duplicate()

The file can be edited with any text editor if you don't change any whitespace(spaces, tabs, or newlines), or a decent text editor like Notepad++ or Sublime Text 3.

It worked, lost the save but that's not a problem. Now back to work.

Thank you

This data is not saved so it should not affect the save file, unless you had another problem.

Help! I can't access any of the slaver guilds after using the mod!

https://itch.io/post/314376

Ah, I see. I'm retarded.

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Hey I've been having a blast for a while now playing this mod, and I've been adding a buncha shit to it as I've been playing cause I find it just as fun. Was wondering if you'd be interested in some of my changes and maybe if you'd need any assistance programming, if not it's cool. Some of the changes include additional items, races, specializations, gameplay changes related to traits, bug fixes, sex actions, and encounters. I still intend to add more to it as I go along too.

Thanks for the mod by the way, the hybrid system was super fun to adapt.

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 :]  )

Sounds good, hopefully I sent a message to you on discord lol.

do any other mods work with this

Improved Random Portraits. 
Any others? Maybe some of the smaller ones, but I wouldn't bet on it.  Aric's mod changes and adds a LOT.

ok thanks i was just wondering

When I launch the game, I get a bunch of error in the console, like thing missing I think, and slave shop don't work. I heard it was because the mod broke during installation, but I don't see how I broke it when I just followed the instruction and did nothing else than install random portrait mod, and a mod that add more body part (I tried to remove it, problem still here.) 

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It seems you posted the message here and the errors under Aric's mod, which is a separate mod though this one is derived from that one. Not exactly sure what's going on and which mods you actually have, but based on those errors you at least have Ralph's mod.

Either way neither of these two mods is compatible with the more body parts mod as it is based on version 1.0d Strive, whereas these mods were based on 0.5.25 with my patches. Even then they change the game in ways that are contradictory.

Neither of these two mods have a standard installations which causes most of the problems especially when accompanied by normal mods. For Ralph's mod, people often apply the aricsexpansion mod when they apply the normal mods, which breaks everything because Ralph's program folder contains changes that were not included in the aricsexpansion mod folder.

Based on the errors I found that your person.gd file is at least 3 lines shorter than expected. Also you are missing hybriddict from description.gd which should not happen unless you were moving files into the program folder as the mod system should not remove it. You may have corrupted the program folder and may need to extract a new copy from Ralph's mod archive.

Edit: your errors appear to be nearly identical to https://itch.io/post/2226559

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Okay so from what I understand, installing more body part mod broke aric expansion ? And I posted it in the two mod topic because I tested ralph version, and the normal version, and I got different problem so I tho it would be better to do 2 different bug report for the 2 different version. I'm going to try to just, install Aric expansion, and try first with only it, with a fresh start of course and see what happen.


Now I get this: 


SCRIPT ERROR: changerace: Invalid set index 'marketup' (on base: 'Reference (person.gd)') with value of type 'String'

          At: res://files/scripts/characters/constructor.gd:125

SCRIPT ERROR: changerace: Invalid set index 'marketup' (on base: 'Reference (person.gd)') with value of type 'String'

          At: res://files/scripts/characters/constructor.gd:125

SCRIPT ERROR: changerace: Invalid set index 'marketup' (on base: 'Reference (person.gd)') with value of type 'String'

          At: res://files/scripts/characters/constructor.gd:125

SCRIPT ERROR: changerace: Invalid set index 'marketup' (on base: 'Reference (person.gd)') with value of type 'String'

          At: res://files/scripts/characters/constructor.gd:125


With only AricExpansion, not any other mod active or even installed, fresh restart (I think) where I extracted new files from both AricExpansion file, and the game provided by Ralph


Edit 2: I managed to fix the error (For now) with the normal version of the mod, with a complete fresh restart (Deleted every game file), i didn't try with ralph edit for now, maybe later.

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Can you please create another link the current one is dead

This version was a very old one for a version of the game that you may not be able to track down. Ralph's is now integrated into the overall Aric's mod.