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Strive: Conquest

A successor to first Strive For Power game, currently at alpha stage · By Strive4Power

Old: Conquest Tweaks

A topic by zeltop created Feb 10, 2022 Views: 39,342 Replies: 112
Viewing posts 1 to 63
(101 edits) (+6)

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MEGA DED

and yea, you should look for hosts that accept a more varied type of content

(2 edits)

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"?

(3 edits)

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:

  • different weights for Ass/Tits/Skin/Hair
  • Bonus weight of only one tag is present
  • Less likely for opposite Sizes of Ass/Tits to appear.

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

(1 edit) (+1)

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.

how does 'add_relatives' work?

(1 edit)

In character creation, under age selection, there is a 2 new selections,

  1.  type of relation  of created character towards selected character .
  2.  character selection, from all characters currently owned.

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

manually replacing each document solve the problem.Thank you for the amazing work!

Could you add optional toggles to the changes of the mod? Some of the features are amazing, but I do not like or two of them personally.

(1 edit)

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.

The feature I want is the ability to assign relationships with beginning characters and image caching. The others are things I have no or negative interest in.

Like i mentioned in post above, i am just not going to add toggles and stuff like that, in your case if i were to post unmerged mod you would only need to edit one line in one file.

I'm comfortable editing files. Although I'd be pleased if you posted an unmerged version, I appreciate the present work.

(2 edits)

Having an issue (though unsure if this mod or random portraits mod)

Date buttons don't appear in the GUI.

Deleted 2 years ago
(+1)

fixed in 1c.0.2, thanks for letting me know, i didn't make a new save so i didn't notice

(1 edit)

Well that works, but now in the date itself the game refers to the character you're dating as "Human Girl" (Or other species) rather than the character's name. Or maybe not. In the same save as posted last, the girl highlighted has that issue, but the other girl didn't. (Demon girl) 

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.

(+1)

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.

The random portrait mod that I installed with the tweak mod doesn't automatically assign portraits. Both mods require pasting  folders into the Conquest program folder. Two of the files from the two mods have the same name. Does it matter which ones are copied first?

you must paste 'random portrait mod' first, and let tweaks overwrite those files

Thanks. After doing that the random portraits are working.

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

(1 edit)

First warning is standard and safe to ignore.

On the other hand the second error you got indicates that you installed the mod on an old version of game(weakref error on a file tweaks doesn't touch). Try to redownload the game and see if that helps.

(1 edit)

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.

fixed in 1c.1.1 (i think, i did add progress formulas but didn't actually test it yet)

(1 edit)

There's a major bug in this version.  In the main story quest you need to fight a battle in Millford to continue.  The 'Combat' button is missing if you have this mod installed.

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.

  • Did you star a new game ?
  • Any errors in console?
  • Do you use cheats?

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 )

(2 edits)

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.

This mod is unlikely to have caused that as it simply doesn't do anything that could cause it.

  • Do you use autosaves? (those are bugged and can cause that)

Also even if it was, with what you told me i can't do anything.

I also noticed with the mod the random slaves generated in towns never spawned with classes/skills.  All the issues I had went away when I restored the original files and loaded my game, so I don't know what else to tell you.

i couldn't observe any of those errors in my game (fresh new save just playing). Millford worked fine and slaves generated properly (with classes). Are you sure you installed it correctly? First random portraits mod (with dl link from this post not original bear's post), then tweaks on top of it.

I encountered the same bug of main quest stuck because of no button in Millford in Guilds Strike Back. This seems to be caused by the file ExplorationModule.gd and, more specifically, the function open_location_actions.

I can't observe this in my game, most likely related to a broken timed event (due to autosave use),

If you send me your save on discord i can check it in more detail.

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.

(2 edits)

Missing stuff sounds like you didn't install it properly (since nothing is missing for me), i dm'd you on dc  (resolved it was bad loaction for /conquestrandportraits folder)

Any sex scenarios present currently or is this for future additions?

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

Can anyone just make this already enabled as a download? I'm sorry, I suck at comprehending how and where to move files, and don't want to screw up to where i cant play the game like I did downloading mods for the first strive game.

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.

where do i put the files in game dir?

Just drag&drop everything from /conquest into your game dir. (its top level where .exe is)

(1 edit)

where do i put it? because i dont have a game dir.

(1 edit)
  1. Right click strive-conquest-win64 and pick 4th winrar option ( extract to strive-conquest-win64 )
  2. Extracted strive-conquest-win64 is now your game directory/folder
  3. Do the same for conquest tweaks
  4. open conquest tweaks dir, in it you wiill fnid /conquest dir
  5. move contents of /conques to your /strive-conquest-win64 dir

Also, you need to innstall random portraits from the same post first, try to follow instructions in readme.txt file included in download.

thanks

(1 edit)

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,

Casual sex scenario is still a thing, i just removed consent bonus from it (bonus on it was just for testing purposes anyways).

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

Fixed in 2.1.1, thanks for helping with bugs :D

(2 edits)

Drag and drop to rearrange the character list is no longer working after applying GUI on wheelz.

Clicking on the button (rest/upgrade etc) don't bring up the schedule (can't reproduce this but it happen sometimes).

both fixed now

It's working now, thanks for the work!

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:

  1. dl new game
  2. install random portraits 
  3. install tweaks
  4. works?

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)

Thanks for the reply. The problem seems to be that for some reason I didn't intall1 of the random portrait components that need to be copied into the Conquest folder. Took a while to chase that down.

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

(1 edit)

You have to manually set up relations for each character, for mc + mother + sister you'd go:

  • MC - nothing special
  • Char 1 - sister
    • Select MC, relation sibling
  • Char 2 - brother
    • Select MC, relation sibling
    • Select Char 1, relation sibling
  • Char 3 - mother 
    • Select MC, relation mother
    • Select Char 1, relation mother
    • Select Char 2, relation mother

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

the problem with that is you can only pick one person that they have relation with for each charater, i can only choose weather the the brother has relations with the sister or the mc, not both 

No, after switching character relation last selected state is maintained, when you select one relation and then switch whatever was relation before character switch is kept.

Pic shows an example of setup you mentioned. (igonre wrong surname xD)

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

  • Updated for 0.6.2
  • Changed random portraits into a module, can be disabled
  • detect grand family -> more family relations, can be disabled, for now only grand parents/children

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).

fixed now, sorry i forgot to copy one thing while updating, also i am not sure what the errors are about, i thhink those are vanilla and happen when you exit the game with "X" button, safe to ignore

The issue I reported is now fixed. Just curious, how did you identify the issue so quickly, I was poking around and had no clue.

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

How does assigning education levels to children work? What determines the level available? I get NONE, SLAVE, and HEIR options, but never ACADEMY, even for children that have the Peon status.

(1 edit)
  • NONE - no requirements
  • SLAVE - 500g
  • ACADEMY - 1500g and academy upgrade 
    • added in 0.6.2a
  • HEIR - 5000g, and child must be between mc and spouse 
    • not sure if conception must happen after marriage, or just marry before birth and conception time doesn't matter
(+1)

I believe the mod may need to be updated for compatibility. A new game in 0.6.2a doesn't have the option to build a Kennel and the crafting recipes are as they are in the base game, but when that game is saved and loaded in 0.6.2, the kennel and other stuff shows up.

Thanks for doing what you do

Ver 2.3.0  conquer ver 6.2a Also have MGEdits and SfCrevamp lastest versions

On selecting a slave in the slave list, this error occurs. So far no additional errors have occurred and the game seems to be progressing OK.

ERROR: set_name: Condition "name == """ is true.

   At: scene/main/node.cpp:934

Do you use optional optimization stuff? If so i think i know what the problem. (otherwise no idea)

btw error should be harmless, for the most part. (if it is what i think)

Yeah, I am trying the optimization.

(1 edit) (+1)

Alright, now time to wait for mod update before I started playing new version of conquest, lol.

Lol Same here, but I will go through first 2 weeks to get a feel of the new version

i for some reason cant get either the eml r your mod to work can you help me please?

ckeck out strive discord, #mods-conquest

I got an error trying to load the mod. where'd I goof


you didn't unpack the game properly, it seems

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.

there was a typo i missed, now it should work

Ok I downloaded all of the mod files, but can someone tell me in what folder do I move them too please? 

Intsall: copy contents of /conquest into game folder

The answer is on the very first page. Just put the files into your game folder like this.

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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.

It's just copy paste from the conquest folder into the main game folder.

The optimization mod prevented the tattoo button from showing up in the equipment page.

Also, the kid is sometimes not selectable in academy.

those should't be related to optimizations, i think tatoo parol is a vanilla bug, nontheless i'll check out both of them when i have some free time

The tattoo bug IS a vanilla issue, which doesn't occur with the tweaks mod installed. I haven't installed the 3.20 version of tweaks so there might be an issue there. 

Seems like a fluke on my side then. I got the menu back sometimes when I removed the mod so I just assumed that its the mod.

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Dont know if i messed up something, a vanilla bug or because of your mod but i get this (it's harmless) for quite a while (sometimes it's going on for half a min)

it shouldn't be mod's fault, but dunno, i didn't touch effects, you can send me your save on discord if you want, mby i'll figure out what caused it

Is there a way to re-enable prostitution pregnancy?

And while we're talking impregnation, is there any way to make so the animals in the kennel can get a slave pregnant?

Prostitution pregnancy module now at MGEdits.

animals can't impregnate but i'll add it next update, tho you'll need breed compatibilty or certrain races (horse + centaur) (dog + wolfkin)

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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?

Some of the modules seem to break the ability to change your party members around, which is kind of a gamebreaker.  For now I've removed everything but the image cache and imageload ones as they seem to behave and make a huge difference on the loading times.

it works fine for me, it'd help a lot if you posted what appears in console, at the top first couple errors if any

otherwise i can't do anything since i dunno how to replicate it.

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.

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can you maybe link your save?
either here or on discord

edit: btw eml had an update mby that could've been 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.

cool, please link it on discord mods-conquest channel (or dm me) it would also help if you could post you [AppData\Roaming\Strive for Power 2\logs] folder

I've been having the same issue, pretty sure its related to the slu, charenc and kennel modules, as removing them fixed the issue.

Interestingly, if you merge all the above mods into one single module the issue seems to fix itself. No clue if that helps.

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Update v3.3.2

  • Fixed enchanted armor crashing cuz of typo

also new optional download

what does defbalance do?

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)

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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.

thanks for letting me know fixed in 3.3.3

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.