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A successor to first Strive For Power game, currently at alpha stage · By
Hello, could you explain changes in details, please? Especially, "not_so_random" tweak.
Also, what "# Minimum number of portraits that need to match. Set to -1 to disable." in settings.gd of "Improved Random Portraits port" means?
And is there any tips on "how to improve precision of portrait selection"?
not_so_random - adds a bunch of changes to weight selection to make it more likely for some strictly tagged protraits to appear,ALSO after the portrait is selected (using random weights )all tagged bodyparts (skin color, hair color,fur, tits/ass size ) will be set to randomly match tags from image. Changes to weight selection:
As for improving precision of random portraits, i've made some pretty big changes to the mod, which haven't been posted yet, it no longer uses weights to select portraits, instead it will select random loosely matching portrait (age/race/gender) and then fit character to match the tags.
as a side note, in currently released version regex for darkelves and normal elves is incorrect, and mature characters can almost never be detected due to certain break; case.
and finally, i'll update descriptions for each module to make more sense
edit: as for settings.gd -1 just ignore it its nothing even remotely important, a minimum number of required matches for random selection, default is 2 if i remember correctly (in reality 1 cuz the check is 'lt' rather then 'le'), like i said just ignore it
Updated to v0.1.5
Why i don't think that weight based random selection of portraits is good:
In principal its a good idea, but many images contain tags that can never be matched (due to how race determines things like hairColor), it also has tendency to select mismatching portraits(big tits on a flat loli pictue) and often favors portraits that have been tagged with multiple tags which makes it unlikely for strictly tagged images to ever be picked(repeats ar common and annoying). I am sure whoever used "Improved Random Portraits" have noticed those things.
Since, unlike in s4p, in conquest character apperance is purely a flavor-text thing there is no reason to try and fit portraits to characters. Instead its better to make a character fit the portrait that has been selected purely randomly.
All of that is just my opinion tho, both weight based and random selections are compatible with the mod.
In character creation, under age selection, there is a 2 new selections,
Example: MC was made > Making starter slave > Selecting Mother and 'MC'sName' will make starter slave MC's mother.
I'd like to note that you cannot give MC any children using it, because creation goes from youngest to oldest in a sense and MC is made first no matter what.
Additionally after creation there will be info about created relations in the console.
Hi mod content doesn't show up i don't know why.
I got the required random portrait installed and working, then merged the tweaks mod into game file, but non of the tweaks mod content appear in the gmae.
there is no error shown in console either, and in mod-loading window in game there is no option to load tweak mod apart from the earlier portrait mod(I'm guessing this is because tweak does put any thing into the mod file?
Did I do any step wrong?how to get this mod working plz help
Not gonna happen, the way the mod works makes adding toggles for specific modules pretty hard. The most i could do is post unmerged version with all modules in separate folders (+ load order and dependencies). But some of them edit same files and in turn softly depend on each other. If you want to delete a module you need to make sure to edit it to remove all of the code from previous modules.
There should be a 50/50 chance for either a "[name]" or "[race] [boy/girl]" to appear during most date interactions. (tho it doesn't feel like it) You can easily test it by repeatedly switching locations during a date. If only race appears then yea its probably a bug, and i would have no idea how to fix it, this mod doesn't edit anything near this portion of code.
I think it must be this mod since this is the only one i have installed (besides improved random portraits), but there appears to be an issue in dungeon stage progression where it won't correctly advance to the next 'stage' unless it rolls a non-combat encounter (like a locked chest). otherwise it keeps repeating the same 'stage' (like how it says, Level 2/3, Stage 1) repeatedly without progressing through the dungeon. im assuming this is somehow related to the char_enc mod?
Additionally, characters no longer spawn with any pre-generated classes from any of the shops for some reason.
the bug log is just a lot of this over and over. It appears to be related to combat stuff specifically which confuses me, but i dont think that this was happening before I installed the mod. although now that i think about it, i did import this save to the most recent build, perhaps that has something to do with it - personally i have no clue
unsure if related, but ill occasionally have a strange bug that causes all rollover text boxes to be completely empty, although restarting the game seems to (usually) fix it.
The combat bug is most likely unrelated to this mod, it would seem one of your characters has a 'b_power_pot' effect active, since there is no such effect in 0.6.1c it causes a cascade of errors which can break pretty much anything. I would assume the issue here is imported save, import didn't remove all effects. Did you try to play on a new save?
As for the second thing, its a vanilla bug, its been there for a while now.
Hey, really cool mod. I'd love to use it. Unfortunately, it sorta breaks my game when I install it. I can't assign any tasks to anyone, there are no skills in the skill bar, I can't travel anywhere (no one is visible in the travel menu), and there is no descriptive text (hair, age, body descriptions etc) for any of my people. There may be more bugs, but I haven't played much more, since the game is practically unplayable.
Has anyone experienced something like this? I would love to fix it.
I have the 0.6.1c version of the game and the v1c.1.0 version of the mod. I have tried with both the notsorandom-mod and regular improved random portraits-mod. Both seem to work fine but I might be wrong.
As far as I know, I followed the instructions in the readme correctely: Copy the contents of the conquest folder into the game directory (replacing the files from the portraits mod).
I would appreciate any feedback, cheers.
Does your console look like pic1 after you turn on the game? (you can disable full screen to see it or alt+tab ), if there are some errors at the bottom/top let me know.
If it doesn't it means you didn't install it correctly. Or you didn't put /conquestrandportraits in /mods folder
1. install not so random images (improved random is currently incompatible), to do that put /conquestrandportraits folder in your /mods folder and copy contents of /conquest folder into game folder
2. install tweaks, to do that copy contents of /conquest folder into game folder
Hi, thanks for the reply. Fortunately (or unfortunately), my console looks exactly like what you showed, except beneath the bottom entry (tw_dungeons_expansion), I get a warning. I don't know if its critical.
WARNING: BaseButton's Enabled Focus Mode property has been deprecated due to redundancy and will be removed in Godot 4.0. Please use Control.set_focus_mode instead.
At: scene/gui/base_button.cpp:329
I tried going into the console whenever I encounter one of the errors I described. For example, when I try to assign a task to someone, the following error pops up in the console:
SCRIPT ERROR: assign_to_task: Invalid call. Nonexistent function 'get_location' in base 'WeakRef'.
At: res://src/character/ch_leveling.gd:213
Win64, Conquest 6.1c Tweaks 1c.1.0 Can't fix the double spaced lines, sorry.
I was unable to harvest Dragon Bone even though it was listed a dungeon resource. The following error was in the log file:
**SCRIPT ERROR**: Invalid get index 'progress_formula' (on base: 'Dictionary').
At: res://gui_modules/Mansion/Scripts/MansionJobModule.gd:272:update_resources() - Invalid get index 'progress_formula' (on base: 'Dictionary').
The problem is that Dragon Bone and Dragon leather do not have their work progress defined so they can't be harvested.
In assets/data/item.gd, all materials are defined. Those that can be harvested have the following 4 lines in their definition.
progress_per_item = 9,
progress_formula = 'hunt_leather_hard',
tool_type = 'hunt_knife',
workstat = 'physics',
These are not present for Dragon Bone and Dragon Leather. The ones above are the ones I added for Dragon Leather. Adding these lines allows harvesting.
I just tested it and after getting to that point i had 'Combat' button.
I'd really appreciate if you could send me your save on discord ( i am z317op on strive discord, just dm me )
here are some questions that could help me.
Btw i uploaded 1c.1.2 with a bugfix for orc race ( i don't nkow how major it was but likely unrelated to the button issue )
It was a brand new game. I didn't look at the console. I did try to use cheats at one point, but the battle skip option seemed to completely break the mod so I started a new game without it. Unfortunately I don't have that save anymore as I just restored the original game files, which restored the button to get past it.
Edit: Happened again with the Princess' Braclet subquest. Button wouldn't show up when the mod was installed.
Okay downloaded and installed both the required portrait mod and the tweaks mod. I'm on nost recent version of Conquest and these are causing issues.
Namely several of the Classes are now blank of all data, the descriptors for mouse over on icons are all blank on both the main screen and individual MC/slave screens etc.
Really wish this was broken down into individual modules and not all cobbled together and stacking changes on top of changes. Replacing same file multiple times with the two mods is just asking to break something and then with all the various other things sort of mashed together it's difficult for someone like myself who is a more or less clueless about modding to figure out exactly what is breaking what and where it is getting broken.
Would really like to play using several tweak features but unless I'm willing to play with half my information missing I can't run the mods.
Theoretically there is only one (default "causal_sex"), all participants get +5 consent and [male ai lead if has_penis +30 consent].
In the near future i'll add stuff for it (or rather use it to add stuff), starting with social skills "reward with sex" "shared toy" "...", then mby some events, well i'll use it pretty much everywhere i can, btw nothing will be forced, for example using social skills without sex will still be possible.
tldr: its for the future
When you download conquestNotQuiteRandomPortraits and Conquest Tweaks there are readme.txt files inside the archives (you need winrar / 7zip to open them), said readme.txt files contain simple instructions on how to install the mods.
There is no need to enable anything, just move files according to readme.txt instructions.
Also i am not sure what you mean by "already enabled as a download" do you mean entire game download with mod already installed? If so then i doubt its gonna happen.
That was exactly what I meant yes, I know a few people did that where they made a download of the game with the mods already in whatever folders that would need to be in for SfP, but I think I would misunderstand what would and should go where and mess up the entire game trying to undo wherever I would put said mods. Sorry I know it's suppose to be simple, but I understand computers at the most basic of levels.
Also, you need to innstall random portraits from the same post first, try to follow instructions in readme.txt file included in download.
Strive version 6.1c mod version 2.1
With this version I don't see the sex scenarios. In the the previous version, I noticed the casual sex one in the consent pop ups. Just beginning a new game so I might see it later on. Edit: I do see the new sex scenarios, just not the casual sex one I saw before,
Here's an error message in the console after one of the sex scenarios triggered. It was triggered by MC futa female using a social skill on a female character. The sex interaction screen popped up but the characters did not have any actions they could do. I could pass increments using the Observe button but the characters didn't do the actions implied by the sex scenario choice.
SCRIPT ERROR: performance_look_around: Division By Zero in operator '%'.
At: res://tweaks/required/sexscenarios/sexscenarios.gd:805
SCRIPT ERROR: handle_characters_sprites: Invalid operands 'Object' and 'String' in operator '!='.
At: res://gui_modules/Universal/Scripts/InteractiveMessageModuleAnimated.gd:591
SCRIPT ERROR: common_effect: Invalid get index 'perform_sex' (on base: 'Dictionary').
At: res://tweaks/required/sexscenarios/sexscenarios.gd:537
conquest ver 6.1c mod version 2.11
These errors occur when a random portrait is required. Likely only the first one is relevant.I reinstalled the random portrait mod that you posted with the mod. Made a fresh install of Conquest and reinstalled the mod. Didn't load the breed anyone module, but it doesn't seem that would cause issues.
SCRIPT ERROR: weightedrandom: Invalid operands 'int' and 'Nil' in operator '+'.
At: res://src/core/input_handler.gd:763
SCRIPT ERROR: translate: Invalid call. Nonexistent function 'capitalize' in base 'Nil'.
At: res://src/character/ch_stats.gd:1093
SCRIPT ERROR: translate: Invalid call. Nonexistent function 'replace' in base 'Nil'.
At: res://src/character/CharacterClass.gd:1100
SCRIPT ERROR: TextEncoder: Invalid call. Nonexistent function 'find' in base 'Nil'.
At: res://src/core/globals.gd:358
SCRIPT ERROR: generate_scene_text: Invalid set index 'bbcode_text' (on base: 'RichTextLabel') with value of type 'Nil'.
At: res://gui_modules/Universal/Scripts/InteractiveMessageModuleAnimated.gd:800
I just can't seem to reproduce it,. What i did:
When exactly do those errors occur, on game start, when "something" happens? Also are those, all of the errors you got or were there more ? (top / bottom of console)
Second error suggests that character generation fails (and subsequently everything else)
request: when making more than one character and chose the family relation make it so that all the characters made as family members have that set between them as well for example; if i were to make one of the starting characters the mc mother and another one their sister and one of them their brother, it will only show the relation between those characters with the mc, it wont show that the brother is the son of the mother or that the sister is his sister, only will it show relations on the main character
You have to manually set up relations for each character, for mc + mother + sister you'd go:
After have you'd have a mother that is shared by both mc and sister.
I won't make it automatic as that would make it impossible to do stuff like half-siblings and other more complicated relations that are doable rn.
Edit: inculdes brother now
Hey! Love the mod, adding family members really reminded me of the old strive. Great Job.
Is it possible to request a feature here? I'd love quick animations. What I really want is near-instant animations, both for combat and between screens. I do not know if the time for the screen switching between windows is made for purpose of letting the game load screens but it is just too slow. I figured out how to speed up animations myself, but it was only the animation - for fight starts and so on - the time for the screen to move is still the same. I would love it if it was near-instant or even instant.
- Between town/mansion/villages/dungeons
- Start/End of fights
- Combat animations (attacks etc)
- Fade in/Fade out of loot/chest lockpicks
As adventurer and dungeon diver strive player, all those small actions make the game way less optimal. It is sure nice for the first 30 min of the game, but when you start managing 5 dungeon parties and the fights go in hundreds the inefficiency is so damn bothersome. It might be nice to make a scale where we can speed up/make it normal.
Also I got a question, I was looking into doing some modding myself, but I do not know where to start, what program do you guys use?
What I was thinking was to add an auto looting and auto lockpicking feature.
The loot would automatically bypass the looting screen and appear in a similar way to the girl's chatboxes which appear after the battle and fade away. Can you maybe point me where to look, I was taking a look at the combat events but not sure where haha.
The auto-lockpick would feature a solo portrait box next to the available character boxes and if you put a character there he will be chosen to lockpick/dissaemble trap automatically. You know, for optimization haha.
PS. Is it possible to make Lolis optional?
I'll try adding faster animations for stuff you mentioned, most likely as a toggle in options or as an optional download, dunno about making a scale sounds like a pain. No promises on when, last time i made such claim i was a week late...
Personally i use notepad++ with Comapre and JSON Viewer plugins, also custom syntax highlighting and custom function list. VSC is probably better but i am way to used to npp. Not sure where to guide you regarding coding itself since i don't know you skill level. Personally all i use is docs.godotengine.org but that may be a bit confusing.
When it comes to helping with modding just dm me on dc, its just way more convinient than chatting here.
Disabling loli module isn't currently possible, what you can do is in src/core/variables.gd set child_age_weight to 0.
They won't generate as random slaves if you do that.
Babies will still spawn as children, and you can still use youthning potion to turn a teen into a child, also they will still be present in character creation.
Updated to v2.2.0
random portraits mod no longer reqiured as it is now a module (and requires tweaks mod loader), also, its optional now (just delete the module if you want)
I did a clean install of 0.6.2 and 2.2.0, but it seems that the accessory sex options no longer work, such as when the Harlot skill is used and you can select Sex, it would go to that screen, but now it doesn't. This is the Log:
Godot Engine v3.3.stable.official - https://godotengine.org
OpenGL ES 2.0 Renderer: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2
OpenGL ES Batching: ON
Game Version: 0.6.2
OS: Windows
Tweaks Version: 2.2.0
*tw_core loaded*
[ConfigFile:9701]
ces from alchemy_expansion
|custom_effects <- res://tweaks/optional//m_alchemy_expansion/alch_expansion.gd
!rti: ch_skills.gd
!rti: short_skill.gd
ces from MFR
|ch_statlist <- res://tweaks/optional//more_family_relations/ch_stats_mfr.gd
ces from Random portraits
|ch_statlist <- res://tweaks/optional//random_portraits/rand_ch_stats.gd
TW Loading modules
-tw_char_enc |0:o singleton tables
-tw_kennels |0:o tables translations
-tw_slu |0:o translations
-scenarios |0:o singleton
-tw_alchemyexpansion |0:o tables translations
-tw_breedanyone |0:o singleton
-tw_dungeonexpansion |0:o tables translations
-tw_presets |0:o tables
-tw_skilldesc |0:o tables translations
-tw_social_skills_sex |0:o tables translations
-more_family_relations |0:o singleton
-random_portraits |0:o singleton
Generating portrait attribute cache took 0 minutes and 4 seconds.
TW Loading tables
TW Loading translations
**WARNING**: BaseButton's Enabled Focus Mode property has been deprecated due to redundancy and will be removed in Godot 4.0. Please use Control.set_focus_mode instead.
At: scene/gui/base_button.cpp:329:set_enabled_focus_mode() - This method has been deprecated and will be removed in the future.
Christal is unrelated to Glenn
Inisolis is unrelated to Glenn
Inisolis is unrelated to Christal
Laveta is unrelated to Glenn
Laveta is unrelated to Christal
Laveta is unrelated to Inisolis
effect eid2368724500 is removed as applied to no one
effect eid4238615433 is removed as applied to no one
**ERROR**: Condition "_first != __null" is true.
At: ./core/self_list.h:112:~List() - Condition "_first != __null" is true.
**ERROR**: Condition "_first != __null" is true.
At: ./core/self_list.h:112:~List() - Condition "_first != __null" is true.
**WARNING**: ObjectDB instances leaked at exit (run with --verbose for details).
At: core/object.cpp:2132:cleanup() - ObjectDB instances leaked at exit (run with --verbose for details).
**ERROR**: Resources still in use at exit (run with --verbose for details).
At: core/resource.cpp:450:clear() - Resources still in use at exit (run with --verbose for details).
to put it simply i made it, i knew how it was suppoused to work and just went to first thing that could cause that, options appear so that part works + dialogue window closed with no errors, so custom common effect not being called must've been the problem, and it was, there were 2 lines missing which were meant to call custom effects, obviously it would've been hard for you to find a problem since it was a case of code simply not being where it was suppoused to be, the fact that there were no errors surely didn't help
Optimization mod is very buggy when customizing new character in new game. There are many bugs such as not being able to see trait description, class not showing up, and food choice not being applied (asking for 1 liked food type despite already chosen one).
I didn't bothered to try out all the bugs but I'm sure it's just not compatible. Removing the optimization mod solved the issue.
See when I tried that, nothing popped up in the mod option when I started up the game, nor did i get any added options. So I take each individual mod out of their respective folder, then just drop it into the game folder correct. Sorry I'm stupid and don't want a repeat of my first experience messing with game files that broke my game entirely, because I misunderstood something.
Hey, this mod isn't showing up in the Mods list on the main screen so I just wanted to check something, because I'm clearly doing something wrong. Firstly, this is for Strive: Conquest, right? Secondly, I don't have a "game" folder in my Strive folder like I'm used to seeing with other games - where exactly do I copy the extracted files to? Finally, I've got the Extended Mod Loader, do I need to do anything in particular with that or just make sure it's in the same folder as the .exe?
EDIT: Do I need to start a brand new game?
No errors in the log, I just get a red 'no' sign when trying to move people around if all the modules are installed. I've tried removing the modules, kicking everyone out of the party, and then putting all the modules back in but it immediately breaks again. It was working fine at the start of a new game, but at some point around the Millford questline it broke. Oh well, I'll just live without it.
Unfortunately I already blew away the saves because removing the modules and trying to continue obviously led to other things breaking. The bug didn't occur with just eml, like I said I tried running with just the loading speed modules of your mod installed and that particular problem fixed itself. The only other mod I'm using is the faster battle animations mod. I'll try another run with everything installed and see if it happens again.
I've managed to make a save with the same issue - when loading certain modules (haven't tested all of them myself, but from the minimal testing I did it seems like at least image_cache and threaded_imageload are fine and at least slu is broken) you are unable to remove or add people to your battle party. I can link the save either here or discord if you'd like, along with any other info that might be helpful.
I took that idea from Omega from discord
Problem is the way damage is calculated; if you use a [defense = damage reduction] formula you get strongly nonlinear increasing returns for defense (and dodge); e.g. if you increase 98% DR to 99% you have doubled the effective HP of a character. For linear returns a different formula needs to be used; e.g if you wanted 50 defense to be 50% damage reduction something like [damage taken = raw damage * 50 / (50 + defense); in this case a character with 50 defense would take half damage and have double effective hp and a character with 100 defense would take on third damage and have triple effective hp
Basically it does that: [damage taken = raw damage * 50 / (50 + defense)
Just letting you know that one of your mod files undoes a fix from the most recent version of the vanilla game: "Fixed positive trait chance inheritance being too low"
In mod \ConquestTweaks \ tw_slu \ slu_ch_stats.gd
"for tr in mother.get_traits_by_tag('positive') + father.get_traits_by_tag('positive'):
if randf() >= 0.8 or mother.has_profession("breeder") or father.has_profession("breeder"):
add_trait(tr)
The ">" should be "<"
Figured you might want to know so others don't have to do what I did and spend two hours going through the files (and changing things like "var pregduration") and testing clean installs to figure out why none of their kids are inheriting more than one positive trait (and often none) and which mod is doing it and where the issue is. Unless this is intentional, in which case ignore me.
So here's a thought I had, Why is there no tool for Alchemy and Cooking? Of course it would take a lot to create a new tool but there's no reason it can't have an existing tool, I.E. Hunting Knife, I mean it serves the same purpose as a Kitchen knife or a knife for cutting up flowers or other herbs for alchemy.