For some reason, one of my slaves (Emily) is constantly crawling even though her energy is at max and she doesn't seem to be restrained. I don't know if this is a bug or if I'm just missing something :/
So, a new bug is stopping me from playing almost at all. I uninstalled the previous update I had (6.3.7) from the in-game mod menu, deleted it from the mod folder in %appdata, replaced it with 8.1, and installed that via the mod menu in-game. I now get this error every time I load.
And when I go out of the town and travel almost/look for a fight, the text never changes and I can't see what I've encountered, and this error comes up.
And when I try to fight, if the enemy is "Lone Stranger" then I get this error repeating infinitely along with no combat options or even the ability to end my turn.
EDIT: So apparently, the problem with fights only happens around Wimborn. Tested in Frostford and it worked just fine. Might be because I fought so much around Wimborn, I'll test out passing a few days to see if this changes anything.
EDIT 2: Turns out passing 7 days does nothing for changing up the people around the city.
EDIT 3: When I start a new game, everything seems to work correctly. Must be something with the area around Wimborn and the amount of people I've fought there. I recovered by reverting to a save game I had backed up from a few days before the saves I was using, so not a ton of progress lost, but I hope my report helps iron those out.
The first error isn't a bug. You just failed to look at the folder inside of the Aric's mod folder called IMPORTANT - READ THIS BEFORE INSTALLING and following the instructions contained within there. Part of which includes dropping in that specific file because it doesn't exist in the base game.
Not entirely sure how the other one would be coming about though because Aric's Expansion doesn't change that line or anything relating to what is stored in the variable. Would recommend following the instructions on the install and then seeing if it goes away.
Hey, Aric, found your mods after playing with Strive for a while and wanted to try them out. I had a quick question, what exactly is involved with a wanted pregnancy? From what I can tell it's consent, fetish, and desired children, but my starting slave never has a wanted pregnancy despite having the fetish, all consent, and no children.
Also, I saw ElPresidente mention the consent for "breeding with relatives" was not working and I was having this issue too, so I went on a bit of a scavenger hunt. That was over a week ago, so you may have already gotten this solved anyway! But if not, I think it's because in statstab.gd, for "incestbreeder", person.consentexp.incestpregnancy is set to true when consent is given, but in the actual character data, this consent is stored as "incestbreeder". The mode is right, but the variable is wrong so it's never set and therefore repeats every day. I grabbed some screenshots as well!
I appreciate the details and the screenshot! That particular bug is primarily what’s messing with the WantedPregnancy, but the overall process would be:
Consent (Sex) > Consent (Pregnancy) + Consent (IncestBreeder), if family = WantedPregnancy
The Pregnancy fetish will increase the chances of their giving pregnancy consent as well as having a number of desired offspring higher than their current offspring. Pregnancy consent does have a chance to reset each birth (as the desired offspring number may have been reached).
If the pregnancy isn’t wanted from the start, there’s a chance of her gaining the WantedPregnancy each day. Incredibly short pregnancies are unlikely to see this change, but if you see a dialogue option relating to her wanting to tell you something, it may be that discussion.
Huh so new weird thing is that even after that change the pregnancy is still unwanted. I checked the data and all the consents are there, the text even shows up in the statistics. Is there a random chance for them to not want the pregnancy, or is this weird? I can keep poking around a bit, see if I can find anything. This is the starting slave, the father is my player character. I even increased the number of children wanted to see if that would change anything but nope. I thought that maybe something could have reset pregnancy consent and not the ask option, but she hasn't given birth before, and in the save data all the consents are still 'true'.
EDIT: Tried with some other slaves and it seems kind of up in the air whether a pregnancy registers as wanted or not even with the proper consent. Thinking now that it might be something more on my end, the bug with the repeating incest option caused some funky stuff in the save data. Might try again with a fresh save file.
"If the pregnancy isn’t wanted from the start, there’s a chance of her gaining the WantedPregnancy each day."
It doesn't seem this is the case though? setWantedPregnancy() looks like it's only designed to fire once. And the talk event it can trigger doesn't make any changes to the .wantedpregnancy var.
In any case, it that function doesn't seem to be working properly regardless, even with non-incest pregnancies:
if mother.consentexp.pregnancy == true: mother.pregexp.wantedpregnancy = true
Should mean that preg consent should automatically mean wanted baby, no? Yet despite having consent from every slave I've knocked up, I've still had to edit it to true in the save.
EDIT: Welp, I think I see the problem:
setWantedPregnancy() doesn't appear to ever actually get called in the first place - there's no reference to it outside its declaration in expansion.gd
Update: It’s been a crazy week with the holidays and a loss in my family (my phone...it died too young) but progress is still being made toward the next update. The next update should be an interesting one as it aims to rework the entire Farm, add several new screens and processes, and fix a lot of the milking related issues.
I’d like to thank Alexsis987 for being an awesome help with this update and working with me on the mod! Especially with the holiday madness, this update would take 2-3x longer to release without her help.
1) So whenever I ask my first slave to research the crystal, it goes to 100, but I never learn anything past the "re-enable death" thing. Did I do something wrong again?
2) Someone probably already asked this, but can there be marriage or like actual romance/love in the mod? I sometimes like to imagine that my character and her first slave (a male demon) are husband and wife and decided have kids or start a cult.
The Crystal Ball isn't fully implemented yet and was mostly put in as a teaser, however the research options should be (with a fully upgraded ball): Pregnancy Speed, Immortality (the Reenable Death, which has a bugged name), and Sacrifice (for the Dark path). More options are coming, but that's an update or two away.
Do you have the option to discuss pregnancy speeds with your Headgirl or a slave over 4 Magical Affinity? It sound like you've got the immortality option unlocked, so that may be the end of that path for now (Sacrifice is currently buggy)
Are you open to new jobs? The marriage system could be expanded a lot.
A concubine job: For those who want their waifu to have a sex job withought fucking strangers. With marriage and loyalty, charm etc. boosting the effects of the job?
Possible bonuses:
1. Reputaion increase. Possibly that race effects this. Example a Human concubine would boost rep in whimborn more than Gorn
2. A leadership role similar to Headgirl. Possibly help remove negative traits, or get new ones?
This is just one possibility. with the marriage system, a lot of new possibilities open up. which in the eyes of a management and lewd game lover who happens to be ntrphobic is desperately needed in more adult games, mod or no mod.
I’m always open to more ideas. I feel like the second option is very similar to headgirl /tamer but would be interested to see it flushed out in a unique system. The first option fits very well with the new reputation uses the mod is bringing. Feel free to keep them coming and I’ll see what I can work into a future version!
I've a suggestion to make.
Id like to see more passive interactions between the slaves. I've seen the events where you intervene, but i'd like to have just random day to day of slave interaction. Like one day 2 slaves have sex on their own and get pregnant without you ever having to interact with them. Or if a slave is lactating, another slave could come and relieve them of the pressure without you having to either send them to the farm, or sucking them yourself. Job like fucktoy, but just for your own slaves to get relief. Would generate mana daily, and be less stressful than the fucktoy job itself due to being with your own slaves only.
So i guess what i'm asking is for a In Mansion job, same requirements as Headmaster, but it provides sexual release for all slaves in the mansion ( scales like cleaning does ) Bottom Bitch or something on those lines could be a name for it.
Also could make it that your slaves have free use of anyone in Jail on a daily basis too with the same outcome, but just builds fear and their preferences/permission doesn't matter because they are in jail.
Hey, so I'm a new mod user - for pretty much anything in general - so i was wondering if you could give me a step-by-step on how to do - what is most likely - the most basic stuff when it comes to adding mods to this game. As in, i know next to nothing about modding anything, let alone on PC, and even less when it comes to script and stuff.
so, in short; could you give me a 'beginner's guide to Modding SFP with Aric's Expansion Rebred' please? Word it as though you're trying to show a four year old how to do it.
a very slow four year old.
Translated by Google translator:
Hello, I liked this mod and I saw a few problems.
It takes too much time to get the slave a new fetish or to strengthen it. Besides the fact that it is necessary to click a lot of menus every in-game day, it also takes a huge amount of time with a large number of slaves. And considering that slaves grow and develop too quickly, it’s difficult in principle to manage to introduce more than 3 fetishes.
For example:
"Slave number 1" => "talk" => "Let's talk" => "Let's talk about fetishes" => "some kind of fetish number 1"
"Slave number 2" => "talk" => "Let's talk" => "Let's talk about fetishes" => "some kind of fetish number 13"
....
etc.
When there are 10 or more, it becomes a monotonous pain in the ass every in-game day.
I propose to transfer the introduction of fetishes to slaves from the conversation into a new “interaction mode”, if this is of course possible. Now there are only 2 modes of interaction: “Meet” and “Sex”, is it possible to add a third: “fetishes” where you can introduce/strengthen or weaken them, as in the "Meet" mode.
That's not a bad idea, it will just involve coding a new interaction menu. The Fetish Overhaul update is several updates away, but I will definitely look into that idea when that comes around. It may be a moot point as the proposed Hypnosis spell/update will provide a passive way of setting a fetish/trigger in their mind that will passively increase it without daily interaction that may resolve that convenience issue.
Update:
Still working on the new update. It's coming along nicely and should be a lot of fun. I editted the main post with proper credits, the video guide that was created, and a general overview.
Cross-Post from another thread, but here's a preview from a part of the new Update that I'm pretty excited about:
Combat Stress Reworked
Combatants (on the player side) no longer suffer a base 3/6 Stress each turn. Now Combatants only receive combat stress if they are damaged and their health lost is greater than their Courage.
How It Works
Please note that all incoming damage is weighted 20% more than previously taken HP damage (Effectively giving a Courage penalty to a massive strike).
If the person loses health, it first checks if they are currently below 25% health OR if their health lost is greater than their total Courage. If so, if the Random 0-100 is greater than their Courage + Confidence/4 (for a max of 50 with 100 in each), they take 2-4 stress (twice if Cowardly).
Otherwise, if their health lost is greater than their Courage/2, it checks if the Random 0-100 is greater than their Courage + Confidence/2 (for a max of 100 with 100 in each). If so, they take 2-4 stress (twice if Cowardly).
If their lost health is less than half of their Courage, they shrug it off and no Stress is gained.
Stress is still gained upon losing allies, however. That just seems fitting.
Benefits of the New Stress System
Beyond making stress management in combat slightly more intuitive and less of a chore, this also provides a lot more functionality to the Protect action. As the only ones who will be making Stress checks are those who take damage, having a Bodyguard with high Courage and Confidence will mean that they are not only soaking up the damage for weaker allies, they are also preventing stress.
While the elimination of passive stress gain is awesome, I feel like this is more than a little unbalanced (in the player's favor). Generally speaking, you're going to build your combat party out of slaves with high Courage (like, 60+) in the first place, and then it's going to steadily increase as they fight. Meanwhile, even cheap armor goes a long way toward reducing damage. I don't know if I've ever seen one of my party take more than 20 damage in a single hit, other than against the golem in the ruins.
You might want to consider making Courage/3 the cutoff rather than Courage/2... hell, maybe even /4
I may make it with varying difficulties for player preference. However, that sounds like a party built for end-game content. By that point there are a myriad of ways to handle stress effectively and the stress in combat system starts (for most) becoming more of an annoyance than added difficulty value.
This should balance it out a bit and give a reason for Courageous slaves to be built to fight in early game content.
It would probably help if we knew which parts specifically that you are having trouble with. Otherwise, the Discord(https://itch.io/t/284398/discord) is a great place for fast help.
I'm literally having issues even attempting to wrap my head around installing the mod; i followed your 'READ ME' instructions to the letter, but i feel like there were steps missing or i'm just a dumb-dumb because im not seeing any changes to the game - like, at all - and its not showing up correctly in the 'mod' list in the main menu.
I would join the discord but discord and i are taking a break - purely mutual, i assure you. so i'm just kinda hoping to glean any and every little bit of information about how to correctly download this thing without turning my computer into a schnitzel.
If the mod is not showing up in the mod list, then that means that the mod folder(the one you get after extracting it from the mod's ZIP archive) is not properly located in Strive's folder for mods.
If you have not extracted the mod, try right-clicking it and looking for an extract option. I generally use the WinRar utility for extracting, but other methods can work.
To locate Strive's mods folder, go to the Mods menu (the screen with the mod list) and press "Open Mod Folder". If a folder window pops up, then you simply copy the mod's folder into that folder window.
Restart Strive so that it will check again for mods. If you successfully completed this step, then "AricsExpansion" should be in the mod list.
so im gonna flat out say that im an idiot; i think i did something wrong with the initial extraction of Aric's and i may have been screwed from the beginning; that is to say, i didnt extract the mod and place it into App/data/roaming/strive/mods, but only placed the folder that says something like 'put this in app/data/roaming/strive/mods' in there, and thus may have cocked up any chance i had of the mod working from the start; so im gonna uninstall it, reinstall it, hit myself with a hammer for obvious reasons - it may knock common sense into me, who knows? - and erase strive as well. i barely had any save data anyway, so im not too bothered. ill get rid of both the mod AND the game, reinstall strive, reinstall aric's and actually follow the instructions to the letter instead of going 'i dont know what that means and why its worded like that so blah blah its ignored'.
am vurry big dumb.
Obviously not, as I stated before: "If you successfully completed this step, then "AricsExpansion" should be in the mod list."
Most likely your mod folder path has been changed during your journey, so you will need to fix it. Click the bottom right button with the folder path in it. You will be able to see a "mods" folder listed. Select the "mods" folder once (twice will enter that folder) and press "Select this folder".
so, been playing with the mod and i noticed some things that i thought felt off, and i'm not sure anyone else has mentioned them yet so i'm just gonna list some things i noticed.
1. despite there being an incest scene with Emily and Tisha, and Emily expressing enjoyment over the act, when I 'Talk' to her and ask her how she feels about incest she expresses disgust.
2. Less of an issue and more of an idea; with the option to 'erase' people's personality's and in-game memories (Using amnesia potion on Chloe, getting the bad end of Cali's sidequest and turning her into a pet, etc) i was thinking that you should add a whole new trait to them. For example, you get 'Gratitude' from any NPC you help out in their sidequests, but you can also get it by erasing their memories and turning them into sex-pets; which bothered me for some reason. So maybe you could make a new trait; call it, i dunno, something like 'Ingrained' or 'indebted' or something, for if you take that kind of route when finishing up a character's sidequest.
3. some grammar errors with the 'sex-text' and some issues where instead of flavour text i just get 'error/colour/sample/text_yellow' or something like that.
4. this could just be a base-game issue and i'm being dumb but hey, figured I'd mentioned it. I got a pop-up letting me know about an 'abuse' feature, something about being able to 'abuse' prisoners, and i think its supposed to act as an extra option in the interaction menu but im not sure. Anyway, if this is an option i'm not seeing it show up anywhere, and searching the game's guide and wiki dont bring up anything so i'm leaning toward it being a mod thing. I'd just like tyo know what that actually is, because i can't do it. Whatever 'it' even is.
5. I noticed that if i stuff a character's vagina with nut-butter, she inflates. not an issue. when i nut exclusively in her vagina and the text says "she has started drooling and coughing up cum working its way up from her ass" I'm like 'bruh, bodies don't be like that doe'. pliz explain.
6. I gave my character a massively massive long-schlong, okay? his name is big-dick silver-prick and he aint no small boi in the nut compartment either. I adore Maple. Maple is tiny. I fucked Maple. "Maple's pussy has been stretched, it is now 'tiny'." My long-john-big-schlong should have left that tiny fairy girl gaping like a bystander of 9/11, yet she just struts about all happy and stuff while the text torments me with " Maple's pussy has been stretched. It is now tiny". C e a s e this torment
that's about it. apart from that though, this mod is great!
1) That is a scripted vanilla event and not tied in to the fetish system at all. Unfortunately, altering that to tie into the system would be a huge chore and probably break a lot of things. Maaaaybe one day.
2) I'll keep that idea in mind
3) If you get a screenshot of the issue I'll definitely take a look at it.
4) There used to be a system (in vanilla) to abuse via the Talk system, but all of that was replaced by the Interaction menu. That is where you can torment/torture to your hearts delight, I think the other is just a description from before that change.
5) That description was just a quick "Lets get this thing released" and works off swollen level and not location. It will be fixed in a future version.
6) This one is a weird back and forth issue. I had the system set to stretch fairly quickly and (possibly) accurately, but the primary complaint was that every character was ending up stretched and torn. I drastically lowered the amount that someone will stretch per encounter for popular request, however left the setting as an option in expansion.gd (near the top, under settings) for you to be able to manually select your chance of stretching. The values are: stretchchancevagina = 50, stretchchanceanus = 50.
With regard to stretching: the amount and chance of possible stretching in a single session is currently alright, but tightening is kind of an issue.
1. It happens way too fast. I spent a week trying to stretch Cali enough that I could fuck her without risking tearing, but gave up because she was tightening at least as fast as I was building up stretch.
2. Minimum tightness is a bit too low, particularly on vaginas. Seems like 90% of characters have a minimum (which due to the above problem they're nearly always at) of "tiny," no matter their age. Adults shouldn't naturally tighten below average once stretched past it, and teens should only have a chance of doing so
There aren't at this point. That isn't really something I'm interested in as I feel the prevalence of beastkin/halfkins fills that fetish fairly well. Considering the animals don't persist after the scene and are just there as a temporary "here, have another penis" method, I'm not sure what the benefit would be. I could see it more if the animals were persistent, trainable, had traits, etc...but then that's a whoooole new system.
Breeder - of course, plays as normal
Commander - extra xp and learning points for slaves; however slaves cost more
Lab Master - Free Lab; more modification = higher selling price; slaves faster disobedience
Cultist - can create slaves (cost a lot of mana)
As well as modifications to existing classes
It just seems the vanilla Mansion.gd is a house of glass.
There is currently an issue with the way the game reads multiple partners. It displaying that twice is because it reads and displays all members of the giver/taker groups together. What that would actually mean is that Maple's vagina would be 2 sizes larger than your penis and Chloe's would be 3. Asses are sized differently than vaginas, so that would explain the difference with that. I'm assuming one has a Huge vagina and one has Loose. Is that accurate?
It may be misreading and calculating both together, though I haven't seen that happen in my experience.
Someone else had the same problem, either an installation problem or mod compatibility issue. https://itch.io/post/1058930
Ah, yeah, it's ElPresidente's that's the issue then. Can't figure out where exactly the incompatibility is though
EDIT: Alright what the fuck, on_lab_pressed() is identical between vanilla and EPT, and Aric's doesn't even touch it... how is there even an issue here?!
Another EDIT: Welp, just got rid of laboratory.gd from EPT and somehow it works now. Whatever
I've loaded this up for the first time and my first impression is that it is a little cluttered with information, particularly with the new traits. I think the movement trait can be hidden for walkers so only flyers and crawlers are shown. The genital traits could be in the character description, alongside the genital description, instead of in the trait summary.
Alright, so I have been adoring this mod so far. It gets a little clunky here and there, but not any major complaints about that here. One thing that is really bugging me though is that a few of my girls (particularly the ones with good milk flow traits) lactate so much in a single day that it gives them 800+ stress, even after I've done everything in my power to alleviate it from the previous day. You can imagine how frustrating it is to have your favorites have a mental breakdown each damn day. While I am rolling in cash from a couple of them, the ones I actually want to keep around the mansion are fucked. And not in the good way. Is there any way to help with this (since I'm an absolute dumbass and might not have seen an obvious solution) or should I just wait for updates? I know a few people have asked similar things, but I didn't want to get rid of the mod in the meantime since I'm enjoying it. sincerely, a horny on main lesbian who hopes this comment isn't too unbearably annoying.
Came here to report the same issue. While we're at it, there should probably be a point where slaves stop producing milk if they aren't pregnant or being milked regularly. I have one slave that had a baby once, and now is constantly producing milk (luckily without this bug, so an enchanted sundress is enough to keep her at low stress, but still). It's also just a lot of busywork to have to milk them through sex or rotating them through the farm, adding an option to allow them to milk themselves (which wastes it but keeps them lactating) would be nice.
There is/was that feature, Swgor. If you go to the expansion.gd file in the mod and go to the option in settings (at the very top) named “lactationstops”, just turn that from false to true (lower case). That will trigger the system that will have a chance to stop lactating daily (increasing in chance every day they aren’t milked).
It’s annoying to have to edit the game files, I know, but after the farm overhaul I’ll work on making settings editable in game
just a thought i figured would be nice to throw out there.
SFP is like, the only game of this kind. with enslavement and impregnation and noncon and all sorts of other fetishes; i haven't come across a single other game even remotely similar to this yet and trust me, i've been looking.
just thought i'd throw that out there. makes you appreciate Strive a little bit more.
Free Cities (more specifically, FC Pregmod) is also great for this - though it lacks the RPG elements and involved sex system Strive has. Fantastic in other ways though.
Free Cities, Pytfall(although focuses more on rpg elements over slavery atm), whoremaster (use crazys mod) to name a few. IMO though, free cities and strive will be your best bet. Pytfall feels the most similar to strive. Yet entirely different. Whoremaster is very old, and I havent played it in a very long time, but crazys mod just got updated not long ago, maybe worth a shot. Personally I enjoy them all to some extent.
One thing that really annoyed me in the base game was the amount of time the slaves spent outside the mansion after level up requests. You could easily find half your slaves away on rotation all game long with grade increases and holidays. I fixed this in my own mod and it would be quite easy to put into other mods too.
In jobs&specs.gd, var leveluprequests, add a vacation requirement of 'person.metrics.ownership >= 7' and a slave won't ask for a holiday until they've been with you seven days. Add improvegrade requirement of person.level >= 4 and only the experienced slaves will be asking for a grade increase.
Go ahead.
Adding automatic enchantment naming should be straightforward too. In enchantments.gd there's a line
enchant.descript = "[color=green]" + tempenchant.name.replace('&100v', str(enchant.effectvalue*100)).replace("&v", str(enchant.effectvalue)) + "[/color]"
I made more complex changes in my mod but something like this should work fine.
var desc = tempenchant.name.replace('&100v', str(enchant.effectvalue*100)).replace("&v", str(enchant.effectvalue))
enchant.descript = "[color=green]" + desc + "[/color]"
item.name += ", " + desc
Since you mentioned you're doing a combat overhaul, a nice QoL feature would be if we could set a "standard inventory" the game would try to fill at the start of each day. So, something like automatically put 2 ropes, 5 bandages and 3 supplies in our inventory and put everything else in the mansion at the start of the day.
so, a friend of mine who plays strive almost religiously - he has 14,000 in game days worth of gameplay - told me he was making a mod for it; i didnt catch it all, because he's weird and talks like his mouth is attached to an F1 racing car, but apparently he's making a mod that makes the game more...wholesome?
like, proper wholesome stuff - holding hands and skipping through daisy fields, marriage, monogamy with the person you married, etcetera.
just thought i'd let you all know in case it ever does get done and it shows up here.
its both stupidly insane and insanely stupid and i want him to finish it just to see what that would be like.
Edit: I got more details on what he's adding.
- Consensual romance system (Marriage, friends-to-lovers, captive-to-lovers, etcetera)
- Dating/marriage/mourning (If your partner dies you can mourn them, only enabled when permadeath is enabled)
- Emotions system; adding spells so you can see the emotional state of people, not just their stress levels.
- (Ties in with emotions system) A way for your character to do more than just rape/kill/leave anyone they capture after a battle. Will be adding the ability to 'woo' bandits and enemies, sometimes even bandit capture victims.
- More random first names/surnames, some characters will come with their own nickname.
- This bit confused me but i'll see if anyone here can parse out what he means. "A way for your kids to act independently from their creator, sometimes acting as mercenaries without it being a setting." the only thing i can guess this is, is that the kids your character has can...set their own jobs? idk
- Patricide/Matricide; Setting it so that, if you don't treat your kids well enough, they'll express a desire to leave, kill you, or become disobedient. This one sounds sweet tbh.
So yeah, I'm not seeing how he's gonna do this to be honest, but he's done a lot of modding for different games before so...im just gonna trust him and go 'do it or don't'.
I love seeing new modders hit the scene and add more content! If there's anything that I can do to help your friend, just let me know! I think that'd be a fun addition. The marriage concept has been mentioned and I had something similar slated for a future version but if he makes it and we work out some compatibility, I'd be happy to see it!
The Independent Actors idea (regarding the kids idea) with "squads" that can be sent out is something that is very likely going to be happening in the Town Expanded update building off of the persistent NPCs format. Its tricky to get to play nicely, but very doable. Good luck to him and I look forward to seeing it!
I found a bug months ago where the farm panel was opened in background behind the character detail in the mansion, but only when a character was selected in the character list. I think Ankh fixed this in the main code but this mod still carries the original bug (presumably as it copied an older version of the file).
At the start of on_farm_pressed in mansion.gd you can add the lines
_on_mansion_pressed()
yield(self, 'animfinished')
and this seems to act as a general reset for the UI, fixing this problem.
I have a request, I really like Darin's Chastity mod but its not compatible with the newest version of rebirth. and given his last activity was over 2 months ago I was wondering if you were think of creating something similar, or maybe you could ask if he wants to just have is mod be picked up by you? I really like the idea of orgasm blockers and it kinda sucks that I have to choose between the 2.
Until a recent find, the game has not supported modding on MacOS. This post(https://itch.io/t/628179/how-to-make-mods-work-on-mac-osx-without-wine) details a new method found for enabling mods on MacOS. He even wrote a guide for Aric's mod. If it works, please let us know.
@ankmairdor I followed this guide, and i indeed got the male & female portraits working but when checking the "talk" selection i still have the default 3 options, as well as checking the customization on new game after enabling the Aric mod along with portraits tho im very unexperienced with enabling modes other than hitting apply and opening the game, I'm unaware if something i did not do didn't register or what tho. I may just have to attempt tomorrow on my desktop. any further insight would be appreciated, tho you did already provide tons of assistance.
:D
There were reports of the daily log not appearing, mainly there was an incompatibility with save files from prior versions of the game. https://itch.io/t/542925/bug You'll probably want to edit the save file to fix the problem as my bugfix on Discord is not compatible with Arics Mod. There are some significant differences between 0.5.24 and 0.5.25, so I would not expect Arics Mod to work on it.
As a side note, I am curious if MacOS boots the game with 2 windows: the game and a terminal for error messages.
Gotcha, well i did have the 0.5.25 for all the modding attempts i was doing, seeing it not function i have switched over to .24 as of right now, will attempt running it on my pc tomorrow with the edits after i've completed them. i'll try looking into that fix for log if i can get the mod to work. onto your side note, it does not boot with multiple windows, the terminal is able to be opened in the file(i think, i actually have no clue how to use those) but the game .app is the only thing that boots up on Mac
So, a complaint; a big one.
I have 1000 in game days logged with this character and her starting slave, right? so, i have held off the urge to sex her up because i've been too busy managing the other slaves and playing through the campaign. so, i finish the campaign, i have every upgrade possible and the mansion basically runs itself at this point, so i go 'why not'.
i knock her up.
she accrues 597 stress over the course of ONE NIGHT, and dies after four days because she accrued 1,000 stress after a single day of lactation. she was my favourite slave, broken to all hell with max stats and she could one shot near everything. she was INVALUABLE. she was tough as shit, shrugging off eight bandits wailing on her for five minutes straight with barely a dent to her health.
she died to a single night of lactation.
discuss.
EDIT: no screenshots because i accidentally forgot to, but the point stands.
That is the most extreme version of this bug that I've heard (and I am sorry to hear that about your slave, I really hope you had saves and/or working autosaves to reload) but that general bug is part of what escalated the Farm Expansion update to the one that I've been working on now. That is the active issue that I'm working on and will be fixed.
My files are all over the place with the new update so I haven't tested this specific code yet but this should limit the stress that slaves can get from Lactation (dramatically limit it). If you're comfortable with editing files, open up expansion.gd in Notepad++ or something and search (Ctrl+F) for dailyLactation. Copy/Paste over everything from #Pressure Stress and Swelling to #Keep the Secret with the following. Hopefully that'll let you keep playing on that save (ideally from a day or two before it went haywire) without that issue.
#Pressure Stress and Swelling pressure = person.lactating.milkstorage - person.lactating.milkmax pressure = clamp(pressure, -10, 10) if pressure > 0: #Chance at Swelling if globals.titssizearray.find(person.titssize)*3 < pressure && rand_range(0,100) <= globals.expansion.chancelactationincreasetits + pressure: if globals.titssizearray.back() != person.titssize: text += "$name's "+ str(person.titssize) +" "+str(nameTits())+ " were so filled and full of pressure that $his body could only handle it by "+str(nameStretching()) person.titssize = globals.titssizearray[globals.titssizearray.find(person.titssize)+1] var hpdamage = round(rand_range(pressure,pressure*2.5)) text += " to "+ str(person.titssize) +".\nThis caused damage to $his health. [color=red]" +str(hpdamage)+ " Health Lost[color]" #Inflict Damage. They won't die from it though. if person.health - hpdamage <= 0: person.health = 1 if person.energy - hpdamage >= 0: person.energy -= hpdamage*2 else: person.energy = 0 text += "Due to $his extremely poor health condition, $his energy has been drastically reduced as well by the incident.\n[color=red]" +str(hpdamage*2)+ "Energy Lost[color]\n" else: text += "\n" person.health -= hpdamage #Apply Pressure Stress if globals.fetishopinion.find(person.fetish.lactation) >= 3 || person.traits.has('Masochist'): person.lust += pressure text += "$name's " +str(nameTits())+ " are so "+str(nameStretched())+"that $he would normally feel incredibly stressed by it. Instead, $he is simply [color=green]turned on[/color] by the pain of $his swollen " +str(nameTits())+ ".\n$He gained [color=red]"+str(pressure)+ " Lust[/color]\n" elif globals.expansion.settings.lactationstressenabled == true: person.stress += pressure text += "$name's " +str(nameTits())+ " are so "+str(nameStretched())+" that $he constantly feels the pain from $his achy " +str(nameTits())+ ".\n$He gained [color=red]"+str(pressure)+ " Stress[/color]\n" person.lactating.pressure = pressure #Keep the Secret (if Possible)
unfortunately all of the autosaves are quite literally just after she gets pregnant and accrues stress, so she is essentially an 'dead' character either way. But, i did pull my collective three brain cells together and i added this script in, tested it with a different character, and noticed that the most stress they ever gained was between two and 50.
in short; the script works, my brain doesn't.
"Parse Error: Unexpected indent."
"expansion.gd: 2525"
Edit: 2525 is the line number of the error(though any lines you changed will have the same error, only the first one is listed)
The text in the browser has spaces instead of tabs, which will likely upset the Godot engine when copying the text from the browser to the text editor. It believes you are missing tabs/indent cause there are spaces instead. Replace groups of 4 spaces with a tab. Some text editors have this functionality built in, otherwise use the "Find and Replace"/"Replace...".
I applied the fix and it worked to quell the problem, for the most part, but now I'm getting these and the day end doesn't work properly anymore (no report window opening, tasks/jobs probably aren't working though some seem to, so not entirely sure there).
SCRIPT ERROR: dailyLactation: Invalid get index 'lactationstressenabled' (on base: 'Dictionary').
At: user://mods/AricsExpansion/scripts/aricsexpansion/expansion.gd:2550
SCRIPT ERROR: dailyUpdate: Invalid operands 'String' and 'Nil' in operator '+'.
At: user://mods/AricsExpansion/scripts/aricsexpansion/expansion.gd:1712
SCRIPT ERROR: _on_end_pressed: Invalid operands 'String' and 'Nil' in operator '+'.
At: res://files/scripts/Mansion.gd:712
Hey, so I'm a big dumbdumb and did...something...i'm not even sure what, but it erased the script below, and when i tried to put it back in I couldn't find expansion.gd again, and I've forgotten where it's located. Could you give me a file reference of where it should be? I don't wanna load it up in case my computer fucking explodes or something without it.
Hard to know exactly, but based on the errors, you probably put the fix code in the wrong function. When he says find "dailyLactation" there are 2 cases, it looks like you put it after the first rather than the second.
It's not the simplest instructions for those who don't know how to code. You were supposed to find the code that starts with "#Pressure Stress and Swelling" and ends with "#Keep the Secret (if Possible)" and put the fix there. The code you are replacing should be very similar to the fix.
I think I still use the good ol' everything-in-one (where you get all the portrait packs and just dumb it together) or the Portrait + Bodies MEGA PACK from SoulCaliber (before it was taken down).
Hey Aric, little thing I noticed. It seems that when someone covers up their chest automatically at the end of the day, the text is displayed in the daily log, but they don't actually put clothes back on so it just repeats every day until they are told to cover up again. Seems pretty minor, hopefully an easy fix!
Hey, so i was reading through some of your uh...'reviewesr' of your mod, and thought i would throw out some ideas for extra classes.
maybe more Racial traits for the player character too?
Traits:
Fairy: +2 Magic Affinity +2 Agility -1 Strength, Endurance -1
Drow: +1 Agility, +1 Magic Affinity, -1 Strength. Reputation with Amberguard is Slightly Lowered.
Seraph: Agility +2, Endurance -1, strength +1. Grants a gold increase to all non-sex jobs by 10%. Reputation with all areas slightly increased
Dryad: 15% extra chance to encounter snails. +1 Magic Affinity
Slime: Endurance +2, strength +1. Cannot be experimented on in laboratory. Reputation with Wimborn and Amberguard are slightly lowered
Arachna: Agility +3, Magic Affinity -1, Endurance +1. Reputation with Wimborn slightly lowered, reputation with Frostford slightly increased.
Dragonkin: +2 strength, +1 Endurance, -1 Agility, -2 Magic Affinity
Lamia: +1 Agility, +1 Endurance. -20% toxicity gain.
Classes:
Mercenary: To you, the only thing that matters is getting paid, not getting laid. Sex jobs earn 30% less gold, but all non-sex jobs earn 30% more.
Centurion: All you've known is combat and leadership, so stick with what you're good at. Strength +2, Endurance +1. Starts off with extra Communal Rooms unlocked.
Scientist: They called you mad, you called yourself a visionary. Starts with the laboratory unlocked. Laboratory experiments cost less to use. +1 Magic Affinity
Magician: A genius in the magical arts...but nowhere else, unfortunately. Spells cost 40% less gold to purchase and 50% less mana to cast. -2 Endurance, -3 Strength, +3 Magic Affinity.
Thief: You've trained your whole life picking pockets, it's practically second nature. +2 Agility, -1 strength. +15 Gold at the end of every day.
obviously some of these suggestions are unbalanced, but...i figured i'd spitball, you know?
I really like those ideas as well. But you are right that some of them are a bit unbalanced. For example with the slime class, not being able to experiment on them in the laboratory will pretty much make sure that they cannot gain those 2 bonus points that any other race can get for both strength and agility by using said laboratory. Would that not be a little bit harsh? Maybe instead give them a -2 to magic instead.
As for the thief class that you mentioned, while it is a great idea it also is extra money without a penalty for it. If we would expand upon it a bit then a good thief would not get caught but after a while people would still realise that they are starting to miss money, and eventually would connect the dots, with you being close every time some of their money goes missing.
Would a small loss of reputation at the end of every week in the city where your mansion is located be a sufficient counter penalty for your thief class?
EDIT: Also another small idea, but i truly do not know if this is possible. But maybe set the players stats by race, instead of giving the player the ability to pick their own stats. (What i mean by that is normally after the player picks race they can decide how to divide their stats, with my suggestion your stats would be dependant on what race you pick. For example, the player picks a demon as race instead of getting to decide yous status after that have it literally have the status of an ingame demon.) Namely at the max without improvements 5 to 4 to 4 to 3 in strength, agility, magic and endurance respectively.
With high regards,
Reinyn
I wouldn't give slime strength. Slimes are basically all endurance, because they are so hard to harm. But being very liquid-like means no real strength.
For Dragonkin, I'd say +1 natural armor
Arachna +3 agility is way too much. Arachnas are big, no way they'll be agile. You could give them (and lamias) the poison ability (chance to reduce random enemy stat by 1 per hit or something similar) or webbing (basically natural slow ability, no mana required)
Drayad - since they are plant/tree like, I'd probably give them good STR and END, but low AGI. Slow and steady. Bonus on farm jobs, lumberjacking
Elves - I'd balance them better, give regular elves nature essence, with elves being mostly agi and magic based (drow might be more STR but less MAG)
Angels and Fairies get Flying, which is a great thing, but with proper weight penalties would be better balanced. The STR penalty of fairies would come into play, making them evasive, magic support, since they can't carry as much as angels, nor can they hit as hard in melee.
Angels... heal bonus or bonus on nurturing jobs (Nurse)?
These are great suggestions and I’ll dig more into them after the update, however:
Arachna’s won’t need the Agility updates. They have (as of the v.9 update) a race-specific Mass Web ability. It is similar to a weaker Debilitate with a longer cool down, but should add some fun racial quirks to fights. I needed a distraction from the farm upgrade one night and played with it.
I like the idea of a poison for Lamias. Eventually any race (or person, if added via laboratory) with wings will have the Fly ability. Beyond that, if you think of any others that could be appropriate to various races (vaguely based on existing abilities just for simplicity and sanity), chime in!
So, I've noticed a bug during sex. Not sure if its caused by the mod or not though. When one partner is lactating, and the option of suck/fondle breasts is selected, it states that the person DOING the sucking/fondling is the one that enjoys being milked instead of the receiver (who is lactating) being milked.
Hey there, made an account just to write this. Started playing Strive a couple of days ago with this mod.
I have a problem where a slave that has been impregnated has the "she does not want the child" tag (mind reading), even though she gave consent and also replied positively when asked the first time, stat screen also says she gave consent. Adding to that is the lactation bug which results that the slave accumulates so much stress at the end of the day that her mental stats decrease.
I've seen in some post before that the issue "is resolved in v.9" for the impregnation consent bug. Up for download I can only see v.81 so I'm assuming it still has to be released, or I'm just blind. When will the fix for this be available? As it stands now it makes the game quite unplayable for me.
Is there anything I can do to fix this myself?
I tried already editing the save file just to fix the mental stats but i'm too dumb to do it. I've read it is possible to edit with notepad++ and a plugin called JSToolNPP but when I try to use it it says that it's not compatible with the current version of notepad++. The thread where I read this i also a year old now.
Anyway I could live with the fact that the bug is fixed and that I'll just have to teach the slave her mental stats back in game.
Thanks in advance for the reply and keep up the good work!
so, strive for power fans, i found a game that's...somewhat similar to this; text-based, based around slave management, etcetera...it's not as 'in depth' as strive is, but it's similar to it - at least in concept and sometimes in execution. the game's called 'slavemaker'. ask, and i'll give you the link to download the most up-to-date version of it. i'm not gonna post random links on here if no one's interested. that'd just be weird.
Yeah, good point; To be honest I only recently got into these kinds of games, so I didn't really know about SM until about two weeks ago. I got burned out of SFP and was looking for a game similar to it and found SM...I know, interesting story right?
I would post about it but like you said I'm pretty sure people already know about it, and if they don't they can message and i'll give them the link. I can't be arsed making a whole new thread dedicated to the founding of slave games XD
Unfortunately not atm. This update may have been too ambitious to try to bite off in one chunk. I had a couple people who mentioned assisting but haven't heard back from them in a while and my job has been non-stop since mid-December so I haven't had time for modding on the side. I am still working on this during the weekends, but I don't have an ETA at the moment.
I'm still around and working on this, however. Worse case, I may just strip the farm upgrades section that pushes everything to a new panel (which is the holdup atm) to get something released out with the bugfixes, tweaks, and Ank's BugFix integration. I hate to do that as I think the new farm upgrades will be pretty awesome, but I may end up biting the bullet if I can't get this resolved soon.
I recently downloaded and tried to install this mod but couldn't get it to work. When I opened up the "Put in Strive game files" folder I saw there was no mansion file, but instead a "nope, don't use it yet - mansion" file. Can someone please confirm if this is the problem, or if I just need to go back and read the instructions yet again?
The "nope, don't use it yet - mansion" file can be ignored, it is not relevant. Knowing how it does not work would enable us to make a more specific determination of what went wrong. If nothing changes when applied, chances are it's a folder name/placement issue. Re-reading the instructions is not a bad idea.
(edit fixed misstatement)This mod is not necessarily compatible with all other mods (some smaller mods are compatible depending on order); the specifics have been discussed in this thread, but if you list any you may be using an analysis can be made. Also, my bugfix patch is not compatible with this mod as both change too much.
Hello. I've installed this mod, seems mostly to be working ok at the moment. Not sure if this is related to some of the issues mentioned above around lactating, but I've found an issue in a sex encounter, when I was the Actor for Nipple sucking, the text displayed as if I was receiving (main character is currently a pregnant female):
Just thought you might want to know about a slight hiccup in your sex select in the mansion. It kept reporting all realted individuals as not allowing incest so I took a look and it looks like it just checks if they are related. I changed the if statement to this:
if globals.expansion.relatedCheck(i, r) != 'unrelated':
if r.consentexp.incest == false || i.consentexp.incest == false:
newbutton.set('custom_colors/font_color', Color(1,0.2,0.2))
newbutton.hint_tooltip = i.dictionary(str(r.name)+ ' and ' +str(i.name)+ ' are related have not given consent for incestuous actions.')
Sorry if this has been said before, and I know it's a little thing, and I don't have a screenshot of it. After sex it'll sometimes say "so and so manages to get on her names and knees"
I'm not expert on your intentions but I'm guessing it's meant to be "hands and knees"? A little bit of playing around found this in the scripts\newsexsystem.gd file on line 2182 (Using Notepad++)
If you change every crawling to walking you just temp force fix it , and possibly let even cuffed slaves to walk thus they can escape and wings+flying etc are changed to walking to. The problem seems to be that the cuffed status is permament and slaves keep it even after removing cuffs/equipping different equipment to the same slot and advancing a day . With only a few slaves and small save you possibly can change restrained to none restraints to free , but i can only hardly see wich part of the code goes to wich slave /i have 10+/ so there are possibly some other things that force keep the cuffed status , thus crawling.
edit : needs a bit of testing , but it looks like it changes the movement trait too so even after editing restrains and restrained it still keeps the crawl, i let my eyes rest a bit and try to dig a bit more in the save
edit 2 : Yepp it seems that cuffs set both movement and movement trait to crawling and the 2nd makes it permament . Code seems to show in mod effect settings that the change in both is intended , but maybe there is somethings that should check and change it back if cuffs are removed , but me to find that its a bit too deep.
Please check this thread for possible similarity and fix. https://itch.io/t/630417/the-scrolling-rod-disappers
The mod is not the source of the problem, though it may be related. Also, mouse wheel works if you have one.
This is the new Aric's mod which uses 0.5.25, not 0.5.22b. The game uses the same files for 32-bit and 64-bit, so it won't effect mods at all. Not sure if or how mods work with Wine. If you can't get the mod to work with Wine, then I recommend checking this thread https://itch.io/t/628179/how-to-make-mods-work-on-mac-osx-without-wine
The Public execution might need some work, and yes I know that sounds bad even for a sex slave management game.
If you try to change the execution method, it sometimes defaults to drowning instead of say, burning or throat-slit. The text also implies its a easier death, but there no precedent or order to which death is more "easier".
Never tried the killing feature, as it seems pointless in the face of getting a free slave for a minuscule amount of bad reputation. It might be a good idea to make the consequences of saving or purchasing the condemned more harsh.
Love the Mod so far, this version seems a bit more stable.
Thanks! The Public Execution is really just a way that I’d made to purge the random NPC lists with a little scene (ie: mostly mechanical) but I evolved into a little feature on its own. The ability to save a slave from it was mostly for those moments you fought someone you really wanted but didn’t have a rope and wanted to keep them from getting purged, but I agree that it could use some balance as it makes gathering slaves very easy. If you have any recommendations for what may help it balance the cost/reward of saving a prisoner better, I’d be happy to hear them.
Regarding the Death List, it is weighed by an Array of which sounded worst to me personally, but I will try to add those into a Document in the Library so it is easier to understand the weight value of each death. Definitely taking suggestions on it, like I said it was fairly tacked on to make the purge immersive.
At this moment expanding this feature further (beyond the Reputation aspect for towns) is pretty low on my action list though, as guro isn’t really my fetish. It just kind of made sense for what the feature was, but I’d likely need more feedback on it and/or a writer who gets that fetish a bit more to really know what the community would want expanded with it.
Regarding Stability, I would make sure you have the fix applied for this version (a post or two below has the link). The overproduction was the biggest issue in this version. Thanks for the feedback!
I don't really have anything to add to the mechanical discussion here, but as far as writing I could try my hand at a few scene variants.
I'm not really into guro in the sense of outright killing either though, I'm more of a "lethal peril" sort. Bonus points if the victim has at least a slim chance of escape. This sort of thing (non-guro, don't worry). Could be a whole public spectacle, a "trial by perversion" kinda deal, heh. If you're interested I'll see what I can come up with - got at least one idea already ;)
For some reason, combat is completely broken for me. When I enter combat, none of the icons appear (Block, Escape, Mind read, etc.) except for the basic attack, and when I click the attack icon, my cursor changes like I've selected it, but I can't actually attack anything. I am using 2 other mods, but I removed them and tried again in a sandbox playthrough and got the same issue.
Please double check which version of the mod you have installed. It should be v.08.1, if not, then please update.
Have you installed any prior versions of this mod before? I ask because there have been data corruption issues in prior versions.
There should be 2 windows that open when you start the game; one is the game and one is a terminal that reports error messages. If there are any, please either type them or screenshot(on Windows, Alt + PrtSc) them.
Please include a list of all mods used during the save. Even though they don't seem to be related, I don't want to rule that out yet.
Fixed it! As it turns out, I was using the wrong version of the Bandit Tooltip mod. I had the version designed for vanilla Strive, because I installed it before deciding to use Aric's Expansion. Although, I'm not sure why the sandbox save I used to troubleshoot had the same issue, even though I had uninstalled the tooltip mod beforehand.
Not a spell, a limit to the stress generated. https://itch.io/post/1090470
I've posted under it some fixes to the fix that are needed.
That limits it some, but the next version (which is coming but a series of sicknesses, deaths, job craziness, and breaking the game attempting to build a whole new area has delayed) will address that far better.
Without too much detail, it’ll break down growth into Temporary for pregnant slaves vs Permanent/hyper growth & hyper-lactation for trained cattle. Should provide a happy medium to both sides of the “expanding slaves” and “usable slaves” aisle.
Damn, didn't realize how much you had going on in your life right now (I just figured you were generally busy)... hope you're doing alright, especially given "deaths" being included :|
As far as pregnant slaves' boobs, I hope it'll also be a little less extreme? Most women just gain a few sizes while pregnant IRL. Though (regarding it being temporary) they don't always lose all of them afterward, either - you could make them have a maybe 30% chance of ending the decrease a single size bigger than they were to begin with.
I’m glad you’re hyped! I don’t have an ETA yet. 2020 has been a rush of work and some serious life stuff, but it seems like it’s calming down a bit for me to hopefully get back into finishing the update.
I will hopefully post something soon with an update on the progress if I can make some progress this week.
I do! I use even some of my custom art and gimp edited images to match colours. But even then, this game is too promising. Actually I am discussing with my gf (we are both artist) to start a project to complete this game with art and more events/scenes/custom npc. Would be so great. But its just an idea, for now XD
I can't have children with any of my slaves without them hating it. No matter which of them I impregnate, it always comes out that they don't want the baby and that the pregnancy will be more stressful. I always make sure I have their consent both for sex and to impregnate them. I don't know if I'm doing something wrong or if it's a mistake.
Its a bug. There is currently no reliable way for them to be ok with it if you have their consent (except sometimes randomly), and I think the "sometimes randomly" happens specificaly when you DONT have consent. You can easily edit them to be ok with the baby by editing save files. Open the save file (go to your saves ingame and choose "Open Folder" to easily find their location) in Notepad++ or something similar, then find the slave by searching their first name and from their name find the next instance of "wantedpregnancy" . Change "wantedpregnancy":false to "wantedpregnancy":true AFTER they become pregnant. If you try to do it before, the bug will overwrite it back to false. A bit tedious, but it works as a workaround untill Aric gets us the next version that hopefuly fixes this and the balloonlike expansion of breasts.
First of all, thanks for this great mod, I've just discovered it and I find it exceptional! <3 <3 <3
However, I had a little question about the movement. I just captured a fairy to be a nurse and a dryad for forage. When I captured them, in the "wild" state, one could fly and one could walk. Now both are crawling.
Example for Dryad:
I saw that it could be the size of the breasts (impossible for my dryad), a rules or a "restraints".
Where do you find these last two options? I wish she could go forage but I can't pick the option because she's crawling.
I'm sorry if the question has already been asked, I couldn't find anything in this long topic.
Thanks in advance !
If you used handcuffs on her as I recall there is a bug that makes the handcuff effect permanent, even if you remove the cuffs. I dont usually use them so I havent ran into this bug myself. I can tell from the picture that its not her brest size, nor anything else obvious like no energy or negative str. The only other thing I can think of is if she has the pet harness? If not then its the handcuff bug. Ill see if I can do some save editing magic to remove the effect if/when I can replicate it myself, but from what I remember there was no fix for this when it was being discussed here. Restoring an earlier save without handcuffs may be the only option. If you havent used handcuffs on them and this is some other random bug, a bit of save editing should do the trick to return them to normal.
Well, I managed to find a save editing solution to this problem after all.
Permanent crawling because of handcuffs fix with save editing:
Remove handcuffs ingame from the slave if they still have them, then save. Open the save in notepad++ or some other text editing software. Find the first name of the slave that has permanent crawling, search the next instance of "restrained": and replace "restrained":"cuffed" with "restrained":"none".
When I loaded the save, the game automaticaly detected that this slave should not be crawling and changed back to normal.
I think I found a bug in the farm. Not game breaking but a code mistake. While trying to fix a parse error (One that I did while playing with fire on the scripts trying to make a compatibility patch) I found something quite interesting. At mansion.gd:
At the else, I presume that chefhelped should be false (since chefmod should be 0). Idk if you have noticed it yet. Also, at gold generation (at the end) I added a 1/10 modifier since I think wining 1000 gold per milking slave was a bit too much. I dont know if it was intended or it was another bug but anyway I posted it here in case it helps you. Keep your great work!
Edit: Ignore the obvious parse error on milkproduced, that was the one I was looking for :D
The mod is really good and improves on the game's general experience, i was excited about the incest thing, but when i tested it (with both sister and daughter) i felt it still needs work around it.
Btw, for some reason, the default name that any of your daughters calls you is "Son", sure you can change that with no problems, just wanted to point it out.
Also, something that people already adressed here and i'd like to adress too, is the issue with breast increase and lactation post-pregnancy
As you can see in the image, its clearly broken, Lol
And also, no matter how long u wait, lactation simply wont stop, and i couldnt find a way to, and breasts sometimes wont reduce at all, i used potions to reduce them but they grew back on the next day, and i tried again and they stayed small.
Still didnt test the dark crystal yet tho...
In the end... Amazing mod! I'd really hope if you keep working on it and fix the bugs! Really excited to see the Jail interaction on possible later patches :)
I've been working on a pregnant image pack to go with this mod. It will take advantage of this mod using the same character for all stages. I wanted to ask if you can distinguish between pregnude and pregclothed. Usually I'm able to cover clothed, nude, pregclothed & pregnude all using the same character. Hopefully should have a first draft of the pack in a week or two.
Not sure what i did wrong, but when I tried to apply the mods with what I thought were compatible mods I am no longer able to start a new game and the game doesnt look like it is detecting any of the mods I downloaded
Edit: It looks like there was an error when I was inserting the lactation spell fix into the mods spell file and I was able to initialize a game
Just looking at some if the code (looking around for that consent and wanted pregnancy bug i keep hearing about) when i noticed an If and Elif statement had the same tests:
expasiontalk.gd lines 531 - 536
if person.exposed.chest == true && person.exposed.chestforced == false: choices.append('Can I cover up my ' + str(globals.expansion.getChest(person)) + "?") elif person.exposed.chest == true && person.exposed.chestforced == false: choices.append('Why did you ruin my shirt?') choices.append('Why can I not wear a shirt?') choices.append('Why did you take away my shirt?')
I am pretty sure "person.exposed.chestforced" should be true on line 533 or else the block would never trigger (and changing "person.exposed.chest" to false doesn't particularly make sense given the output
Edit: Either the entire section of code has some not updated elif statements or the elifs of lines 533, 539, and 545 have been purposefully disabled
And in newsexsystem.gd if i am reading the code correct, then there is another error here:
newsexsystem.gd 204-212 (same error is present in the #old #incest at 160-169 which might why be why the error is here)
if person.checkFetish('incest'): text += "[name1] starts to {^panic:hyperventilate:resist:slow down} as [his1] impending orgasm approaches, but it is too late. " text += "[color=yellow]" + person.quirk(person.dictionary("-This is wrong! My " + str(relative) + " isn't supposed to be able to make me cum! ")) text += str(globals.randomitemfromarray(["Fuuuuuck!","Oh...oh! I'm cumming!!!","Fuck! I'm cuuuuuummming!","No, no, nooo-NGH","NNNGH!","MMM!","Cu-cu-CUMMING!"])) + "[/color]\n" else: text += "[name1] starts to {^go faster:go harder:move faster:pant:pant heavily} as [his1] impending orgasm approaches. " text += "[color=yellow]" + person.quirk(person.dictionary("-Oh " + str(relative) + ", I'm...I'm... ")) text += str(globals.randomitemfromarray(["Fuuuuuck!","Oh...oh! I'm cumming!!!","Fuck! I'm cuuuuuummming!","No, no, nooo-NGH","NNNGH!","MMM!","Cu-cu-CUMMING!"])) + "[/color]\n" text = sceneref.decoder(text, lastaction.givers, [self])
currently if the incest fetish check succeeds you get resistant and unhappy text, but if the check fails you get happy and pleasured text. They look swapped which makes things like this happen.
Looks to me that "person.checkFetish('incest')" should be "!person.checkFetish('incest')" so that the results are swapped back to what i believe is the intended result.
For whatever reason, the sexual traits are called different things (wrong trait or just synonymous name uncertain) when hovering over them on this bandit girl ive captured.
Also, can you explain why I am getting a bunch of stress on my girl whenever we are doing "Petting" page actions? Is it a bug with the incest fetish not proccing good results or is it something else that I have yet to notice is an actual part of the games mechanics in the expansion?
I missed the first question on this when I first scanned it. Yes, they are titled different things within the description only. That's purely flavor. I wanted names that added flavor, but for the sake of sanity it's far easier to have the increasing trait lines just do so by finding the old trait's name and adding +1 (thus the Pliability 1, 2, 3, etc).
Milking is through the Farm. You unlock that via Sebastian (in Wimborn) in the story mode and it's automatically unlocked in Sandbox. You place the girl in there and they are milked as their job at the end of the day.
There is a "Milk Her" button during sex scenes as well but with limited functionality.
I am! Self-Isolating as much as possible. Luckily, I can work from home so my job is unaffected so far. I’ve been taking the opportunity to get back in the swing of modding and only have 2 more of Ank’s scripts to apply from the latest bug fix, then it’ll be back to troubleshooting bugs for the next release!
How’re my other Striver’s handling all of this craziness?
All of that is because the code is not finished yet. You are using a mod in alpha on an alpha version of a game. It supposed to come in the next release with the farms revamp, so you just will have to wait and ignore the bottles of piss.
Just and advice for Aric: People is gonna get confused if they see things that are not finished, I'd comment those parts of code so they doo not get notices about things unifnished, or just a red warning about it having not been inished (as the Jail conversation warning for example). Otherwise the mod is amazing. Btw I implemented code so that custom npc (Cali, emily, etc..) Get their sprite changed whenever you undress them or not following yiur code on the matter. Also I completed it so you can force to strip them (It was unfinished and only needed a few conditions and completing the dialogue. Do you want the code?
This is the code, you have to copy&paste it in statstab.gd whenever it says "if nakedspritesdict.has(person.unique):". I did it a few days ago and my memory suck so if it does not work tell me and I'll look if I needed to change more code, but I think that's it.
if nakedspritesdict.has(person.unique): if person.consent:
sprite = [[nakedspritesdict[person.unique].clothcons, 'pos1']] else:
sprite = [[nakedspritesdict[person.unique].clothrape, 'pos1']]
if nakedspritesdict.has(person.unique) && (person.exposed.chest == true && person.exposed.genitals == true || person.exposed.chest == true && person.exposed.ass == true || person.exposed.genitals == true && person.exposed.ass == true):
if person.consent:
sprite = [[nakedspritesdict[person.unique].cons, 'pos1']]
else:
sprite = [[nakedspritesdict[person.unique].rape, 'pos1']]
Well np here's the files: https://mega.nz/#!PktHgbzJ!INRAOz7XhcKncZHjZNpgQlXyGorhSrIzaFS-oObENI4 The code is not difficult to find :)
Edit: I deleted that code that was filling the thread. For god's sake how can you add a spoiler here haha
I know I've suggested before that daily fetish "decay" should be decreased or toggleable in the future, but in the meantime... how would I go about disabling it locally? Got 25 slaves at this point, and having to check on each every day to make sure they're not losing what I want them to have is a slog.
I suspect it has something to do with checkFetish in person, or dailyFetish in expansion, but in both cases I just can't quite parse it well enough to know what to change.
Under dailyFetish(person) in Expansion.gd, remove the lines:
elif person.dailyevents.count([i]) + rand_range(0,2) < globals.fetishopinion.find(person.fetish[i])/3 && rand_range(0,1) <= .1:
if globals.fetishopinion.find(person.fetish[i]) >= 0:
person.fetish[i] = globals.fetishopinion[globals.fetishopinion.find(person.fetish[i])-1]
That will leave the chance of an automatic increase with no chance of automatic decrease. You could also play around with the rand_range to try to lower frequencies, but I haven't found an acceptable frequency that people liked yet so have it disabled but with a setting to reenable it in case people want to add that slight layer of difficulty back in.
Thanks a ton!
That block seemed like it might be it, but I wasn't sure what the "Occuring too frequently" comment was referring to. In hindsight it's obvious it was saying the decrease was too frequent, but for some reason last night it made me think those lines were there in case the ones above were happening too much, heh. Just overthinking on my part :P
Heyy it's me again! I thought I saw something similar to this somewhere, but I wasn't able to find it? Whoops. Basically, I've done the fixes for the tiddie stress, and I recently started a new save, after implementing the fixes. On Day 17 (if that matters) suddenly most of the mansion features stopped working, I couldn't interact with anyone, and only the End Day function works. I had a good start, so I'd rather not restart again, but I will if I have to. This is chump change compared to some of the day counts I've seen, so if I do have to restart it won't be the end of the world, heh. Still loving this mod, and I'm very eager for the next update, but don't overwork yourself, especially with the stress of..well. Current events. This has only happened after using the tiddie stress fixes, so I'm figuring it's part of this mod. Stay safe yall!
Edit: Going back to autosaves didn't have this happen before the specific day. I also noticed that a character developed a good milk flow trait the same day-did that do it?
Exactly that. If you can post the console’s messages (assuming you are playing it on the normal, local install) then that’ll tell me exactly what may be going on.
But for now anyways...”It was a simple mansion owner in a small, medieval town. It was a world-ending problem that seems like it was never there at all. While it is unimaginable for some, it is just another day in this...the Bugfix Zone”.
[Cue Outro music]
[Cue Intro music again]
This episode...on The Bugfix Zone.
Got it to trigger again! Not even sure what I did differently for the next in-game week but oh well.
Thank you for looking at this. :) I don't particularly enjoy Sieglinde being trapped in a time void, unfortunately.
edit: cute intro music lmao
Weird bug I found on the farm upgrades page that if you try to upgrade capacity the 30th time all farm functions bug out. I didn't find a fix and I fresh installed twice and everything else works.
Overall great mod just with the occasional hiccups like everything. Hope development is going smoothly for .9!
So i've found (and fixed?) a few bugs in various parts of the mod.
First: the infinite crawling after equipping handcuffs (or other things if they can cause crawling).
It never resets the person.restrained back to none.
in expansion.gd : func updatePerson(person) : Check and Add Restraints section starting at line 184
I added person.restrained = "none" before the for loop that checks equipped items for restraints. It will just set if back to cuffed if it finds them still equipped.
#Check and Add Restraints
person.restrained = "none"
for i in person.gear.values():
Second: the excessive milk generation values when a character has a milk flow trait.
When calculating milk generation (or storage) when a trait to modify the value is present the end result simplifies to regen * round(regen * (1 + 0.2 * milk flow level))
So if regen were 5 (5 milk generated per day) instead of the expect 6 milk with milk flow 1 you get 30 milk.
In expansion.gd : func dailyLactation(person) : Traits section starting at line 2490
I removed the "regen *" from "regen = regen * traitmod" since if traitmod is > 0 it has already factored in the regen value. (and the same for the milkstorage part)
#Traits
for i in person.traits:
#Set Lactation Regen/Flow Traitline
var trait = globals.origins.trait(i)
if trait.tags.has('lactation-trait') && trait.tags.has('regentrait'):
traitrank = globals.expansion.regentrait.find(i)
if traitrank == 0:
traitmod = round(regen*.5)
text += "[color=red]Milk regeneration hampered by Trait: " + str(i) + ".[/color]\n"
elif traitrank > 0:
traitrank = 1+(traitrank*.2)
traitmod = round(regen*traitrank)
text += "[color=green]Milk regeneration increased by Trait: " + str(i) + ".[/color]\n"
if traitmod > 0:
regen = traitmod
traitmod = 0
if trait.tags.has('lactation-trait') && trait.tags.has('storagetrait'):
traitrank = globals.expansion.storagetrait.find(i)
if traitrank == 0:
traitmod = round(milkstorage*.5)
text += "[color=red]Milk gland capacity lessened by Trait: " + str(i) + ".[/color]\n"
elif traitrank > 0:
traitrank = 1+(traitrank*.2)
traitmod = round(milkstorage*traitrank)
text += "[color=green]Milk gland capacity increased by Trait: " + str(i) + ".[/color]\n"
if traitmod > 0:
milkstorage = traitmod
Technically traitmod is superfluous you could jet set regen or milkstorage to the value you set traitmod to in the same places you set traitmod.
Third: when getting consent for impregnation by family members it doesn't store the value.
This happens because it is trying to store the value in person.consentexp.incestpregnancy, when the actual variable would be person.consentexp.incestbreeder
it can be fixed by changing one of them to match the other, though since it is incestpregnancy only in the consent assignment and incestbreeder everywhere else changing incestpregnancy to incestbreeder makes more sense, at least unless you add impregnating a family member as a separate consent to being impregnated by a family member, though that bring a whole wack of other changes with it.
In statstab.gd : on lines 1167 and 1223
change : person.consentexp.incestpregnancy
to : person.consentexp.incestbreeder
As an aside, I wanted to put the code into the boxes others use but I don't know how to format things with itch.io's forum system as I've not used it before today and there is no formatting guide that i could find easily.
I also don't know html despite being a programmer knowing several other languages.
Aric has said the crawling and pregnancy bugs are fixed in the next update! I think the milk problems are being worked on as well as part of the farm overhaul. If needed, someone posted a while back a little bit of code which adds a "leak" spell for slaves which are having problems with excessive milk.
Yeah I saw he mentioned fixing those like 8 pages or so back while looking for any other issues people have seen and have a fix for. Will be good when the update is finished.
As for the leak spell or numerous other fixes for lactating problems, many of those are treating the symptoms of the milk production being squared, (removing stored milk, reducing the maximum punishment from having too much milk etc.) rather than treating the underlying problem, that being milk production is being squared when they have any of the milk flow traits. It made a huge difference in the stress milk and lust gains for my lactating servants even without the other fixes, and prevents getting thousands of gold from one 'cow' with slightly larger sized udders and a milk flow trait.
Hey Aric, just something I noticed. Maybe not really a bug as much as an exploit? So I think the Breeder specialization for the main character is a good thing to have and fits the game, but right now it's a bit broken. Whenever you have a slave which was bred in the mansion, you can sell it to the guild for the increased price, but then buying that slave from the guild doesn't have an increased price. So, you can sell any mansion-bred slave for more than it costs to buy it back, and with a bit of patience farm as much money as you want. Definitely not a priority since it's something a player has to consciously take advantage of themselves, but I thought I'd mention it so you can decide if you want to worry about it or not!
That's a fantastic catch! I honestly don't know if it's worth messing with the slave guild sell prices to try and remove that potential exploit, but I will definitely look into it. Even Maverik has mentioned that the base game is fairly exploitable by just setting slaves to jobs to handle food and gold influx then just skipping days on days to gather gold effortlessly, so I'm not sure if it's worth the time investment to recode that section to combat that exploit. 'sploiters gonna 'sploit, but I do appreciate you bringing that up though! I hadn't noticed it!
Ank's BugFix is tied in and the vast majority of the new farm coding is up and going, but the extra nodes and panels that someone else had made to tie them into a whole new panel breaks everything when I tie it in. That's what it's holding on at the moment, that and finding the last few things that the BugFix changed that broke a few parts of the mods. Hopefully not too much longer, thank you everyone for your patience!
The constants mod screws with itself, especially if you haven't played recently. It has some faulty code for updating the mod, and there was a slight revision for v0.5.24.
The simplest fix is to manually copy the new "constantsmod.gd" file from the game folder (files/scripts/constantsmoddata) to the constants mod folder in the appdata(i.e. where you added Arics mod folder), and replace the old one.
It's not as fancy as my updated constants mod available on the Discord, though the rest of the patch won't be compatible until Aric finishes his update.
Hello, love the mod but I can't seem to get the leak spell working, plz better explanation of how to implement it
Right now the second they get pregnant they just get lactation forever and stress from it
btw if u select virgin on the char creating for ur first slave it doesn't work
Does the mod work with
Yeah, it's enabled but the only thing its producing is food units and the occasional bottle of piss.
That's the only thing showing and I've tried both with Max Upgraded and UnUpgraded Farm. Produces the same thing.
And this was posted a couple of months back without an answer.
Thanks for all the hard work you've made in this mod.
Hello! I started playing the game recently and added this mod, but while having sex with a servant the options to change what kinds of action I wanna do weren't working! I can click on them, they become selected and I can even select multiple, but the actions shown are only the ones from the initial page. Am I doing something wrong?
Got it. So it looks like the additional file that fixes the strap on feature (missing a code snippet in vanilla) wasn’t applied. Did you copy/paste the files from inside of “Important” into the same folder with your game’s executable? If not, I’d do that now. If you already have, navigate down to the files>scripts>actions and copy/paste the strap on code back into your main game folder. That should fix it for you.
Hey R00tb0x, I'm glad you're enjoying it! So that (along with a couple of the other fetishes) isn't currently implemented in v.08.1 but was set as framework for the piss bottles. They are included in version v.9 (whenever that is finished up). So to answer your question, no you aren't doing anything wrong, it just isn't there yet. Some of the WIP features (like the prison dialogue) was noted by some was missed unfortunately.
I do highly recommend popping in the revised code (should be in a link in this thread) that resolves the stress issue until v.9 drops if you're using the farm so the tits don't expand forever and over-stress your cattle.
First Thanks for the mod.
I really liked the feature where there's a different picture for a naked body. I would like to isolate that feature.
I've found another mod that does a similar thing but is now broken.
Could I isolate your feature from the Expansion easily and if so can you tell me which files contains code that this feature uses?
Or is it better for me to work from the ground up and just redo the mod?
Thanks in advance.
P.S. If I'm successful in isolating your feature I'll link you the new mod for you to add on this thread
You have my permission, go to town. I’d appreciate it if you drop a link or mention this mod in your post as well just letting people know that it was taken from this mod and clarifying in the description that they won’t be compatible together (as they’ll override the same sections) to minimize confusion.
There are a couple snippets of code that make it work scattered throughout but I think the core of it is in expansion.gd. The one thing you’ll need to figure out is how you’re wanting to trigger the strip code. This is currently done in my code via the dialogue in statstab.gd for the conversational strip. You will also have to edit the person.gd class to add in the “exposed” dictionary. The easiest route for you may be using CTRL+Shift+F and doing a find all for anything that touches the exposed.chest/genitals/ass section and tracing it back from there to make sure you get anything relevant.
It has been a stupidly long time since the last update, but rest assured that I've been working hard to get this finished up for release. I don't want to give specifics as there's still a fair amount to do to finish/test/make things work correctly, but it is...close. I ended up redoing some of the panels that I was working on that didn't work correctly and the new ones seem to be functioning far better.
Just as a little teaser, here is the new "Inspect Slave" panel for slaves in the Farm that comes up when a slave in the farm is selected (that replaces the old panel with just the dialogue box, Sell Production, Release, and Close).
So, how close are we to a new release? is it the Silver Mod Studio "Soon™" (meaning 3 months), or is it actually soon?^^
And btw, great mod, I really enjoy it. But there are a few things you should consider. First and foremost, make it clear what fetishes is not yet implemented (best would be ingame notice) fully so one does not waste time with trying to get consent for them. Also, something that was mentioned before, the way e.g. cats talk, a *meow* after each word is a bit much, maybe best at the beginning and at the end of a sentence. furthermore, please, please, please, please incorporate the chastity belt mod, or the ideas of it, or something along those lines.
You have made a great mod and I enjoy it a lot, so keep up the fantastic work.
lastly I have a problem, which might have to do with your mod, as it is the only which I have installed right now. I can't use the potion to make a slaves bodypart bigger, it just says that it has reached max size, even though it is tiny/flat/small/whatever.
We are in the weeks time frame, not months.
After I release this (just to get it out there and start the public bugtesting phase), I plan on going through, checking, and clarifying which are implemented at this point. Some of them have had functions added in this new release, but a few still remain purely roleplay.
The refined voices are going to be a little project to make that work better. Same thing with the Chastity belt mod, that has had compatibility in the past but will need some reworking to make it work again.
Which body parts are affected by the Majorus bug? Breasts only or are there more?
I appreciate the feedback!
You appear to have a file named "000wait (2).gd", which is not a standard file for vanilla or this mod and likely contains incorrect code for a sex action. I recommend either fixing the file, moving it somewhere else, or deleting it.
Also, your farm has been upgraded too many times, as the mod has incorrect data for the limit. You will need a decent text editor to fix it.
- open mansionupgrades.gd, change the level limit for the farmcapacity upgrade from 31 to 30
- if you have saved after upgrading the farm, open the save and search for farmcapacity, there will be a 39 after that, change it to 30 and save
I don't know if I'm being an idiot or not but I can't for the life of me find the consent prompt for asking them to join my party. All I get is the 3 base game options in the Talk menu. The sex consent works through the interaction meet stuff though so I'm not sure what the problem is. Tried reinstalling the mod too to no avail either.Maybe I messed up the install somewhere but did follow the instuctions so I'm not sure.
hey, having issues with two things:
- sometimes a character doesn't lose the "movement: crawling" status. this seems especially the case if given manacles and then unequipping the manacles.
- the income from the farm is pretty insane. with two slaves - big-boobed but not otherwise optimized - i get around 11k per day.
also, more of a nitpick, but in the asking about fetisches menu, it'd be good if the phrases weren't randomized because it takes much longer to find the one you're looking for which is an issue when gui of the game is what it is.
I really want to enjoy the mod, but the ridiculous lactating issue has caused me to not bother with it. The Drain spell linked on the front page doesn't actually do much of anything useful. The Statistics page on the lactating slave still has them listed as having milk and/or holding too much milk, and I'm really getting tired of struggling more with reducing stress/resting for health on lactating slaves than any other aspect of the game. Managing stress during pregnancy is one thing, managing stress because the women in this mod are some sort of biological super-soldiers and never ever stop producing milk even weeks or months after not being pregnant is tiring.
There is another post that automatically reduces the problem at the source, though you'll need to read all my posts under it as the original fix has a couple issues: https://itch.io/post/1090470
The vanilla game has never ending lactation with no option to end it. Aric's mod actually has a way to end lactation, though it is disabled by default. You need to edit the same file to change "lactationstops = false" to true.
Otherwise, Aric has stated the the next version is approaching completion pending final bug fixing. So if you don't feel like worrying about it anymore, just check back in a few weeks.
THANK YOU for this. I'd been browsing posts in an effort to find a fix, but with the sheer number of posts I'd have to wade through it would have taken me a while to stumble upon that particular post. Unfortunately while I am familiar enough with code to tinker with code already provided to me, I'm nowhere near skilled enough to try and fix the issue myself, and since I hadn't seen anyone else talking about it I figured that people just made do with the issue. Limiting the stress due to lactation is what I went for to make the game stay true to being realistic; I just really hated always having slave stress levels in the red despite maxed mansion luxury, sleeping in personal rooms, and selecting all the extra luxury options under a slave's page. I also can stop burning Mass Sedation in an effort to keep them alive while pregnant, as of course I chose Breeder background. Thanks again.
Are you using any other mods or patches? If so, then list them.
If you are playing on Windows, then there should be 2 windows: the game and a terminal that looks like a DOS-prompt. The terminal will display error messages from the game. Please put the terminal somewhere on the screen where you can see it when the game starts, and keep and eye out for any error messages. Either type the entire error messages or screenshot the selected window(Alt + PrtSc) and post them here.
Mods use the in-game mod system; patches use manual file replacement. In this regards, Aric's mod is somewhat of a hybrid. Redle often does patches instead of mods for UI changes. I have a bugfix and improvements patch, which is released on the Strive Discord, though Leo's mod hosts a slightly older version of my patch for his mod.
SCRIPT ERROR: GDScript::reload: Parse Error: Can't index on a value of type 'person'.
At: res://files/globals.gd:2147
ERROR: reload: Method/Function Failed, returning: ERR_PARSE_ERROR
At: modules/gdscript/gdscript.cpp:580
ERROR: Script does not inherit a Node: res://files/globals.gd
At: main/main.cpp:1558
SCRIPT ERROR: _init: Invalid get index 'setfolders' (on base: 'Nil').
At: res://files/scripts/mods/modpanel.gd:9
SCRIPT ERROR: _ready: Invalid call. Nonexistent function 'dir_contents' in base 'Nil'.
At: res://files/scripts/mods/modpanel.gd:25
SCRIPT ERROR: _ready: Invalid get index 'rules' (on base: 'Nil').
At: res://files/scripts/options.tres.gd:47
SCRIPT ERROR: _ready: Invalid get index 'modfolder' (on base: 'Nil').
At: res://files/scripts/mainmenu.gd:130
SCRIPT ERROR: _newgame_creator_reset: Invalid set index 'player' (on base: 'Nil') with value of type 'Nil'.
At: res://files/scripts/mainmenu.gd:321
SCRIPT ERROR: _advance_stage: Invalid get index 'rules' (on base: 'Nil').
At: res://files/scripts/mainmenu.gd:517
SCRIPT ERROR: show: Invalid get index 'setfolders' (on base: 'Nil').
At: res://files/scripts/mods/modpanel.gd:163
New errors appear when I try to access different options. Like clicking New Game causes the newgame_creator_reset and advance_stage error, and clicking mods gives me the 'invalid get index 'setfolders'" error.
The first error listed says that it happened on line 2147 of globals.gd, but my version of Strive with only Aric's mod applied has only 1884 lines. As you did not list any other mods or patches, I must conclude that a significant error most likely occurred when applying the mod. The best bet is to start a fresh new Strive program folder and redo the installation for Aric's mod. The appdata will most likely be fine to leave it unchanged; at this time I don't believe it to be the source of the problem.
Edit: also, make sure that you are playing on Strive v0.5.25
Okay, something has indeed gone horribly wrong. I reinstalled Strive from the .zip I downloaded yesterday from the Itch.io page, and then disabled Aric's mod (which was tagged as active in the mod screen despite having not done the replacements in this new game version), then reset the game. When I loaded it up again, it gave me the same errors.
Edit: I deleted my appdata folder and reinstalled from scratch, and it seems to be working now. Something I did differently this time was deleting the 'important files' from their location inside of the mod folder after I moved them. In addition, I think I had...some kind of mods left over from an earlier installation of the game I forgot about, because previously I had other things in there that weren't just 'Constants.' It was probably a conflict of some kind there, and my bad.
When extracted the mod is inside a folder named "AricsExpansion v0.9.1",
but the game is looking for a folder named "AricsExpansion
". Simply rename the mod folder and it will work. If you don't install with the new mod folder name, the active mod list will be incorrect, but this will not affect gameplay.
Edit: There is another error, the 'shaliq' and 'umbra' reputations were not included in a secondary dictionary named "ghostrep". In globals.gd line 696, it should be:
var ghostrep = {wimborn = 0, frostford = 0, gorn = 0, amberguard = 0, shaliq = 0, umbra = 0}
Also, I've already informed him about the mod size, it should be fixed soon.
Sorry, I forgot there was more than 1 globals.gd file. I was talking about the one in the Strive folder after the mod has been applied. If you change the one in the mod folder, you will need change the one at the highest level(inside the folder that should be named "AricsExpansion") and apply the mod for it to take effect. Changing the one in "Put in Strive Game files" will have no effect at all.
First of all. Good Job with the latest Update! Ive been waiting so long for this :)
Depending to the Changelog, there shoukld be a Hyperlactation Potion, but i cant see is nowhere to be craftet. I also upgraded the Alchemy Lab to max, since its pretty selfexplaining, that a potion is craftet there. Is see that the Sedative potion with the white icon, which needs milk to be craftetm but the second poition is missing.
Is this a bug, or is it just my stupidity that i cant find it? :)
Thanks! The Hyperlactation potion is locked behind two requirements: Alchemy Lab 1 and an unlocked farm. The reason for that is having a slave effected by Hyperlactation without a farm to milk them can end up with some serious health complications and massive stress. Try unlocking the farm and the Hyperlactation potion SHOULD immediately show up for you then (of course, let me know if it doesn't).
Are you in story or sandbox? I think I figured out what the issue is. There are 4 stages for the Farm story/unlock. It unlocks at 4, but I cannot recall exactly what that last phase is (I believe it has something to do with Sebastian, maybe 1 remaining quest?). I adjusted it so it'll unlock on 3 so it'll appear when you first get the farm (it'll change in version 0.9.3)
Did you do the final recommended step of either deleting/renaming your Strive/Backups folder or copying/overriding the files in it? If not, it likely replaced your modded files (that you overrided the vanilla files with) with the vanilla files in backup.
I'd recommend deselecting the mod in the mod panel, closing the game, renaming your backups folder to something like "backup-backups", copying the files inside of "Put in Strive Game Files" to your exe (note that you need the files INSIDE of that in that folder there, not the "Put in Strive Game Files" folder itself. If it makes you override files you're doing it right), then restarting and activating the mod.
I just checked the AricsExpansion v0.9.2 zip and the Put in AppData.Roaming.Strive is definitely inside of"Important - Read this before installing" . If it isn't showing in your zip, your download might have been interrupted. I'd recommend redownloading the mod if that's the case.
Did you follow the instructions on the main post? There was something about when starting a new save game. "8) For New Games - Create your character as normal, Save as soon as you get to the Mansion (ie: as soon as you can), then Load that save. When you see "Aric Expansion v0.9" in the console, all of the features should be loaded up and ready to use. From then on it should be good to go." You don't have "Aric Expansion v0.92" in your console.
Thanks, i guess i was a bit confused about it. I am going to try that now. I tried it for a bit and reread the post about how to install the mod.
I de-installed all the other mods and the former version of your mod. Infact afterwards i deleted the entier game and used my winzip file of the most current version of the game to prevent any problems from showing up. ( like leftover files from mods )
The only thing i did not do was add the bodiesnaked and bodiespregnant file but honestly those are 2 empty files and i had already copied and filled up with portraits. For the rest everything was done as it should.
I still get this error though and i don't know what it is.
Good luck and with high regards,
Reinyn
Your error results from the mod system restoring the game using the "backup" folder before applying mods. To fix it, you must start with vanilla Strive game folder, add the "Put in Strive Game Files" to the game folder, and delete the "backup" folder if it exists. Then you can run the game and apply the mod.
Edit: As long as you have the "bodiesnaked" and "bodiespregnant" folders, it doesn't matter how you added them. The game may have errors without them, but this error is not that.
Thanks for telling me this, small question. Do i have to delete the backup folder or is it enough to place it in another location? Also, something that should be mentioned, whenever you start the game anew ( not load when already in the game but start the game using the exe file ) a new backup is created. So you will have delete the backup file everytime you use the exe file to start the game.
With high regards,
Reinyn
The game doesn't care about the status of that folder, so either deleting it or moving it is fine (though there isn't much value in keeping just the backup folder).
The problem is not the existence of the backup folder, it is a critical part of the modding process and it may not work without it. When the mod system applies mods, it always restores the backup first to prevent redundant application of mods. However, due to the fact that Aric's mod has users pre-patch the Strive game folder, this requires the deletion of the existing backup to prevent the mod system from erasing the pre-patch. When the game starts without the old backup, it will create a new backup which will include and preserve the pre-patch.
Thus it is not necessary to delete the backup more than the first time, as the backup folder is only used for applying the mod and has no other effect. Though given the complex installation it is likely that the backup folder has no value for that Strive game folder, so deleting it again will do nothing but waste time. The scene files(which are not compatible with vanilla) are changed by the pre-patch and the backup folder only handles script files. The simplest way to properly restore the game to vanilla is to start with a fresh copy.
I can't seem to start a new game. It get's stuck at the loading screen at 30%. The issue seems to be with loading files from the aric_expansion_images folder. I do have the folder where it should be, and the files are indeed inside. It might be related to me using a Mac: I've followed the instructions in the fist post, and also tried using wine for a normal Windows installation. Same result.
Here's the log:
OpenGL ES 2.0 Renderer: Intel(R) HD Graphics 6000
**ERROR**: Directional shadow framebuffer status invalid
At: drivers/gles2/rasterizer_scene_gles2.cpp:3369:initialize() - Directional shadow framebuffer status invalid
**ERROR**: Condition ' !f ' is true. returned: ERR_CANT_OPEN
At: scene/resources/texture.cpp:493:_load_data() - Condition ' !f ' is true. returned: ERR_CANT_OPEN
**ERROR**: Failed loading resource: res://.import/hyperlactation.png-dcc5c7ac7f028a4fabdd95900ec859a2.stex
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Failed loading resource: res://files/aric_expansion_images/items/hyperlactation.png
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Condition ' !f ' is true. returned: ERR_CANT_OPEN
At: scene/resources/texture.cpp:493:_load_data() - Condition ' !f ' is true. returned: ERR_CANT_OPEN
**ERROR**: Failed loading resource: res://.import/milkbottle.png-d50e153b77b1007bd5d6b5c4f12ce154.stex
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Failed loading resource: res://files/aric_expansion_images/items/milkbottle.png
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Condition ' !f ' is true. returned: ERR_CANT_OPEN
At: scene/resources/texture.cpp:493:_load_data() - Condition ' !f ' is true. returned: ERR_CANT_OPEN
**ERROR**: Failed loading resource: res://.import/milkbottle.png-d50e153b77b1007bd5d6b5c4f12ce154.stex
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Failed loading resource: res://files/aric_expansion_images/items/milkbottle.png
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Condition ' !f ' is true. returned: ERR_CANT_OPEN
At: scene/resources/texture.cpp:493:_load_data() - Condition ' !f ' is true. returned: ERR_CANT_OPEN
**ERROR**: Failed loading resource: res://.import/milkbottle.png-d50e153b77b1007bd5d6b5c4f12ce154.stex
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Failed loading resource: res://files/aric_expansion_images/items/milkbottle.png
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Condition ' !f ' is true. returned: ERR_CANT_OPEN
At: scene/resources/texture.cpp:493:_load_data() - Condition ' !f ' is true. returned: ERR_CANT_OPEN
**ERROR**: Failed loading resource: res://.import/milkbottle.png-d50e153b77b1007bd5d6b5c4f12ce154.stex
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Failed loading resource: res://files/aric_expansion_images/items/milkbottle.png
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Condition ' !f ' is true. returned: ERR_CANT_OPEN
At: scene/resources/texture.cpp:493:_load_data() - Condition ' !f ' is true. returned: ERR_CANT_OPEN
**ERROR**: Failed loading resource: res://.import/sedative.png-fa5f8a8db1f803612d5d4f6b7f2d8dfe.stex
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Failed loading resource: res://files/aric_expansion_images/items/sedative.png
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Condition ' !f ' is true. returned: ERR_CANT_OPEN
At: scene/resources/texture.cpp:493:_load_data() - Condition ' !f ' is true. returned: ERR_CANT_OPEN
**ERROR**: Failed loading resource: res://.import/hyperlactation.png-dcc5c7ac7f028a4fabdd95900ec859a2.stex
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Failed loading resource: res://files/aric_expansion_images/items/hyperlactation.png
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Condition ' !f ' is true. returned: ERR_CANT_OPEN
At: scene/resources/texture.cpp:493:_load_data() - Condition ' !f ' is true. returned: ERR_CANT_OPEN
**ERROR**: Failed loading resource: res://.import/milkbottle.png-d50e153b77b1007bd5d6b5c4f12ce154.stex
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Failed loading resource: res://files/aric_expansion_images/items/milkbottle.png
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Condition ' !f ' is true. returned: ERR_CANT_OPEN
At: scene/resources/texture.cpp:493:_load_data() - Condition ' !f ' is true. returned: ERR_CANT_OPEN
**ERROR**: Failed loading resource: res://.import/milkbottle.png-d50e153b77b1007bd5d6b5c4f12ce154.stex
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Failed loading resource: res://files/aric_expansion_images/items/milkbottle.png
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Condition ' !f ' is true. returned: ERR_CANT_OPEN
At: scene/resources/texture.cpp:493:_load_data() - Condition ' !f ' is true. returned: ERR_CANT_OPEN
**ERROR**: Failed loading resource: res://.import/milkbottle.png-d50e153b77b1007bd5d6b5c4f12ce154.stex
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Failed loading resource: res://files/aric_expansion_images/items/milkbottle.png
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Condition ' !f ' is true. returned: ERR_CANT_OPEN
At: scene/resources/texture.cpp:493:_load_data() - Condition ' !f ' is true. returned: ERR_CANT_OPEN
**ERROR**: Failed loading resource: res://.import/milkbottle.png-d50e153b77b1007bd5d6b5c4f12ce154.stex
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Failed loading resource: res://files/aric_expansion_images/items/milkbottle.png
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Condition ' !f ' is true. returned: ERR_CANT_OPEN
At: scene/resources/texture.cpp:493:_load_data() - Condition ' !f ' is true. returned: ERR_CANT_OPEN
**ERROR**: Failed loading resource: res://.import/sedative.png-fa5f8a8db1f803612d5d4f6b7f2d8dfe.stex
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Failed loading resource: res://files/aric_expansion_images/items/sedative.png
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Condition ' !f ' is true. returned: ERR_CANT_OPEN
At: scene/resources/texture.cpp:493:_load_data() - Condition ' !f ' is true. returned: ERR_CANT_OPEN
**ERROR**: Failed loading resource: res://.import/farm_vats.png-ff2f1938904a87c322c769d682b1adbf.stex
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Failed loading resource: res://files/aric_expansion_images/farm_vats.png
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: res://files/Mansion.tscn:66 - Parse Error: [ext_resource] referenced nonexistent resource at: res://files/aric_expansion_images/farm_vats.png
At: scene/resources/resource_format_text.cpp:440:poll() - res://files/Mansion.tscn:66 - Parse Error: [ext_resource] referenced nonexistent resource at: res://files/aric_expansion_images/farm_vats.png
Error loading resource: 16
**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:2095:cleanup() - ObjectDB Instances still exist!
**ERROR**: Resources Still in use at Exit!
At: core/resource.cpp:425:clear() - Resources Still in use at Exit!
Those are actually the most important files. You will need to make sure that the .import ends up merging with the existing .import file in or around the Strive.exe. I don't have a Mac so I can't actually troubleshoot with you, but there should be an existing .import file somewhere in there that it can merge with.
First, sorry for not very good English (google translation)
Before you ask, I did everything as indicated in the instructions.
Story mode.
The game does not respond to mouse commands. Clicking the left mouse button on the icons below does not produce results. (for example, I can’t leave the mansion) In general, no reaction.
The game responds to the buttons on the keyboard, BUT only in the form of sounds. Pressing, C buttons, the sound of a door opening, but only that. There is no way out of the mansion.
It looks like the mod is installed incorrectly.
1)Do you have any other mods installed?
2) Did you follow the instructions in “Update and Install Instructions” exactly? Especially check to make sure that you deleted or renamed your strive/backup folder prior to installing the mod and that you overrides the files where there Strive.exe is?
3) Have you followed along with the video in the link? It is from an old version but the process should be the same.
Hello, Darkness, my old friend! This one should have a fix in v0.9.3 using a new function to handle stutters. Regarding the above issue, make sure that when you first are overriding the game files per the instructions in the "Installation and Update" that you delete or rename your "backups" folder or the game will just override the patched code with vanilla code. That should get you up and going.
Was that with the new v0.9.3 update? Did you apply the same process of overriding, etc as last time?
Edit: Scratch that. Redownload the file, make sure you walk through the normal process (deleting backup, etc) and reinstall as usual for the update. Tried to do something that would make it easier without having to manually delete the backup but seems to have backfired. Should be fine now
Sorry, I can't solve the problem that I can't upload pictures here, so I typed an error code。
Please forgive me for any mistakes you may make
Thank you
code:
SCRIPT ERROR: dailyFarm: Invalid get index 'bottledmilk'<on base: 'Dictionary'>.
At:user://mods/Aricsexpansion/scripts/aricsexpansion/expansionfarm.gd:1449
SCRIPT ERROR: _on_end_pressed: Invalid operands 'String' and 'Nil' in operator '+'.
At: res://files/scripts/Mansion.gd: 1282
You can talk to the headgirl to set it ingame, but that error will be fixed in v0.9.4
Edit: That is an odd error. Somehow it seems that your variable for PregDuration was set to 0. I have it set to check for gestation being greater than 0, though as that is all within a check for the person's pregduration being greater than 0 and that is what sets the gestation that seems odd to have even showed up. Should be fixed now
Before getting into bug reports I wanted to say I love the mod. Adds a lot more depth to the game.
I have found some issues with the farm, specifically with snail breeding. I've been correcting them in my game as I come across them and wanted to make you aware.
1) In mansion.gd you are comparing an INT to a STRING when checking the consent. The call is made when you click the "Breed Snails" button on the cattle's panel. Below is the section of code:
func _on_snailbreeding_pressed():
if selectedfarmslave.farmexpanded.breeding.status != 'none':
selectedfarmslave.farmexpanded.breeding.status = 'none'
if selectedfarmslave.farmexpanded.breeding.partner != '-1':
selectedfarmslave.unassignPartner()
selectedfarmslave.farmexpanded.breeding.snails = get_node("MainScreen/mansion/farmpanel/slavefarminsepct/snailbreeding").is_pressed()
farminspect(selectedfarmslave)
2) It looks like you are not handling NIL values. This occurred when evaluating a person's fetishes, specifically eggs. The error popped up after setting cattle to be breed by snails. I resolved this by talking to them until they gave an answer on their preference of for the fetish.
3) The cook snails code overwrites the current value in globals.resources.food to the number of snail eggs cooked. In expansionfarm.gd (line 1267) changing the following corrected it:
globals.resources.food = snailresults CHANGED INTO globals.resources.food = globals.resources.food + snailresults
4) In expansionfarm.gd line 875 there is a variable which is not defined in globals. Removing the entire line corrects the issue.
var overstuffedmod = globals.expansion.settings.snailegglaboroverstuffedmod
5) When setting eggs to auto hatch the following error occurs on next day. Looks to be an issue with the incubators global variable being looped over. Since it would require knowing how the variable was initialized I was not able to resolve this one (just not wanting to dig that deep into the code).
I may have missed a few that I corrected last night but I think this is all of the errors I came across.
The forum is not showing the screenshot I posted for #5.
The error :
SCRIPT ERROR: dailyFarm: Invalid get index 'level' (on base 'String').
At: user://mods/AricsExpansion/scripts/aricsexpansion/expansionfarm.gd:1249
SCRIPT ERROR: _on_end_pressed: Invalid operands 'String' and 'Nil' in operator '+'.
At: res://files/scripts/Mansion.gd:1282
yeah all of the resources tracked by the game (food, gold, etc.) are in resources in the globals file.
i noticed today if i bought an incubator then tried to use it i got a similar issue. however, buying the incubator, saving the game and then restarting seemed to fix it. again it seems like the object is not initialized (at least that is what i would guess with other languages I have worked with). gdscript is not the best language and the lack of error handling (along with other short comings) really makes proper code design impossible
I added in and/or fixed the errors reported in v0.9.4. Thanks so much for your feedback, help, and tracking down/fixing those errors as well. It is greatly appreciated.
The only one I was iffy on was where the 2nd reported issue was. Is there an error code with it? Or was that related to the checkfetish (as that was what was checking oviposition)?
I'm sorry but I don't remember where that one came from. It appeared to be caused by the oviposition fetish variable in the person object being NIL (error basically said it was comparing a STRING to a NIL in an IF statement) . But looking at person.gd I see you are defining that variable as "none" when it is created. So unless the code overwrites the "none" value with NIL at some point I'm not sure what the root cause might be. Is the value reset to NIL when you ask them about the fetish and they refuse to talk about it (the whole "Eww I can't talk about that")?
I also have to compliment you on how responsive you are to bugs. I'm a software developer and I'm not always this responsive to my users LOL. Anyways, great job.
Hey Aric, thanks for all the work! I've only had time to play a little bit so far but it's great. Only bug I've personally found so far is it seems like slaves do not actually cover their chest at the end of a day, it just prints the message as if they did.
Also, what is involved in asking for livestock consent? The option isn't showing up at all for me, not sure if I just need to make more progress. I have the farm and a manager but nothing else yet.
The livestock consent should show up under the Consent option after the very last farm quest has been completed (stage 4). However, as that can get confusing I'll lower it to when the farm is first unlocked at stage 3 in v0.9.4. Thanks for pointing that out!
Regarding the covering their chest, I did find that it was covering an invalid selection (tits instead of chest). Fixed in v0.9.4
Thanks for the feedback!
So I installed 0.93, deleted the backup and started a new story mode game but I can't talk to my slave.
This was the error that appeared:
ERROR: Node not found: Label
At: scene/main/node.cpp:1382
SCRIPT ERROR: dialoguebuttons: Attempt to call function 'set_text' in base 'null instance' on a null instance.
At: res://files/scripts/Mansion.gd:1831
ERROR: Node not found: Label
At: scene/main/node.cpp:1382
SCRIPT ERROR: dialoguebuttons: Attempt to call function 'set_text' in base 'null instance' on a null instance.
At: res://files/scripts/Mansion.gd:1831
ERROR: Node not found: Label
At: scene/main/node.cpp:1382
SCRIPT ERROR: dialoguebuttons: Attempt to call function 'set_text' in base 'null instance' on a null instance.
At: res://files/scripts/Mansion.gd:1831
ERROR: Node not found: Label
At: scene/main/node.cpp:1382
SCRIPT ERROR: dialoguebuttons: Attempt to call function 'set_text' in base 'null instance' on a null instance.
At: res://files/scripts/Mansion.gd:1831
I've already tried just playing with this mod but the problem is still persisting. Did I do something wrong?
It definitely doesn’t seem to be installed right. Just to clarify, you 1) Deleted the backup folder, 2) Overrided everything with the files in Important, 3) only started the game after it was all overrided and the new files were there, 4) Activated the mod in the mod panel, and 5) don’t have any other mods installed (at least during setup)?
Hi Aric, I'm looking forward to trying out the new update and seeing what i find. currently having an issue when installing anything else besides arics expansion.
These pop up when any button is pressed except for the mods button.
the game seems to work fine at the start but when i add the "anyrace" mod, this is what come up. also does the same with constants and random portraits mod as well.
I've followed the install instructions and started a new save, saved at the mansion then restarted. All works fine until i try adding any other mod, it also prevents the warning message from popping up and goes straight to the main menu.
Love your work and I look forward to helping out in this amazing mod.
Just to clarify, it is all working without the other mods? Just with the Ank Bugfixes I added a looot of files and functions that are touched to patch vanilla Strive (not to mention all of the new changes). I think any mods like any race are going to have to be re-checked for compatibility. Constants has always been iffy on compatibility.
The only ones I know work (because I use it myself) are randomportraits and delayed portrait loading. However they both have to be fully uninstalled/deactivated prior to installing Aric’s and only reactivated after Aric’s is up and going. They have to be below it on the mod panel to load afterwards
I don’t think it is installed correctly for you, those errors are definitely indicative that it’s not in there correctly. I would recommend either starting over and following the installation guide carefully (possibly on a freshly extracted strive if you want to be extra safe). All other mods need to be deactivated prior to installing Aric’s too so there isn’t a conflict on install
Love the mod, really inspires me to mess around with the code too. Here are 3 bugs so far this playthrough should you choose to address them at this point.
1. Lactation gets text displayed for giver and taker for some reason:
2. Similar for penis size:
3. Ok, this doesn't really qualify as a bug, it's more of a typo:
in newsexsystem.gd :
###---Added by Expansion---### Incest, Tearing, and Swollen tracking
#Orgasm Variable Text
text += i.person.dictionary(str(globals.randomitemfromarray(['manages to get on $his names and knees','is on $his knees','manages to squat','weakly stands up']))) + i.person.dictionary(" from the ") + str(globals.randomitemfromarray(['floor ','ground ','fluid-soaked floor ','fluid-soaked ground ','stained floor ','stained ground ']))
should be as follows ('names' should be 'hands'):
text += i.person.dictionary(str(globals.randomitemfromarray(['manages to get on $his hands and knees','is on $his knees','manages to squat','weakly stands up']))) + i.person.dictionary(" from the ") + str(globals.randomitemfromarray(['floor ','ground ','fluid-soaked floor ','fluid-soaked ground ','stained floor ','stained ground ']))
Cheers man, you're awesome.
I don't have any other mod installed in fact I just installed the whole game and I installed your mod step-by-step and if I go to the 'Change Portrait', it works fine (I also tried restart the game and then first try the portrait then the body and a few other combination but the same ting happens ).
That should work! The green one looks great but the milk bottle one does still have some pixelated artifacts around it. That may be due to being saved that way, so if you wouldn't mind popping it on Mega or something and linking it that might work better so it doesn't have the pixelated edges. Thanks!
Ok found another one - not high priority b/c it's not immersion breaking or anything, just a bug (and may be a base game bug at that).
When looking through captured slaves outside the mansion, if you click on the race to read the description it's window comes up behind all the other windows (Control and Description) and it always comes up as Human (you can see it behind them above). In the screenshot it should be for Dryad and ideally it would pop up over the other windows so you don't have to close out of the character description and Control window to read it.
Thanks again for all your work, this game needed your mod and I've really enjoyed it.
The one step that you did miss was to delete or rename the "backup" folder inside of the same location as the .exe. That's actually the step that's been messing everyone up since I merged Ank's Bugfixes in this version. If the backup folder isn't renamed or deleted (I just called mine "backup of backup") Strive will override the files you just applied with the vanilla files from backup.
So to clarify, just one step between "overriding the files/hit the green checkmark or hook" and "apply the mod", which is delete or rename the backup folder.
And I'll hit enter more often. Lol. Thanks!
There was an && instead of an ||, so it was checking if the setting to allow lactation to stop OR if they didn't have hyperlactation to allow them to stop lactating. Fixed in v0.9.4
One thing to note, though, the Hyperlactation will either increase the lactation to Hyperlactation if they are lactating already OR make them start lactating. So if it is applied to a non-lactating slave, you'll actually need to give her 2. The text for just lactation says something like "She's started lactating but it doesn't seem to be an abnormal amount"
As long as improved random is activated after Aric’s is fully installed and below it on the mod loader menu it works fine (I use it myself).
That means that you’ll need to apply Aric’s, hit “exit” instead of continue (to be safe), then start the game, select Improved Random, and continue on from there.
Looking forward to trying the updated version. By the way, if you are interested i have a lot of code that i always add to your mod to add some features i want that you are more than welcome to use. I have not updated some of it in a while, but I would be willing to this weekend if you are interested. Below is a quick summary of the code I have.
If you’re willing to have me incorporate it into the mod, that sounds awesome! I’m sure you’ve seen the hybrid race code throughout the scripts that I started on but never finished and housepet was an idea I’ve tossed around, but the rest of that is stuff I hadn’t even considered yet. That sounds pretty awesome! If you have that coded and working I’d love to get it integrated (with full credit, obviously) into the major release.
My only request, especially if you haven’t added it yet, is that you tag your changes in the code like I have by surrounding it with ###—-Added by Expansion—-### Deviate, and closing it with ###—-End Expansion—-###. That way it is obvious what has been changed at a glance for future support, compatibility, and other modders.
Sweet! Those add-ons sound awesome. Can't wait to try them. Thanks deviate!
Hey Aric, I have a bunch of ideas for additions, though I'm still figuring out how I'd make them happen and weighing which would be a good first try candidate since I'm new to gdscript. What's the best editor for this stuff? So far I've just been playing around using Notepad++
Notepad++ is really good for gd script. The language is tab sensitive so you have to use an editor that is very good at handling tabs, which Notepad++ is.
I finished all of the code for the add-ons I mentioned. I am going to do a partial play through and then upload what I have tomorrow. I'll then do a full play through to fully test the code over the next week or so.
Below are two screenshots of the genealogy (hybrid races). I basically had to completely rewrite it because I took short cuts when it was just my code. I think it turned out pretty cool. Genealogy is passed on to children and provides bonuses and/or negatives based on the primary race. The first screenshot shows the person's genealogy breakdown (full blooded is >= 70%). As an elf, the person is getting random bonuses to magic affinity, beauty, wit and charm (you can see the max wit and charm is higher than 100 in the second screenshot). They are also getting a negative to fertility (in most fiction elves are slow breeders).
I used the in-game descriptions and common myths as the criteria on what bonuses/negatives each race gets. For beauty, I used humans as the control since the game describes humans as the most common race (so beauty bonus is based on what humans would find attractive).
I'll provide a full description for all of the add-ons when I post tomorrow.
Love it! I’ll drop it into the code and might tweak it a little if that’s okay, but am really excited to play with it. I love seeing modders take that torch and run with it! Thanks for sharing your script and letting me integrate it so everyone else can enjoy it too.
Regarding Notepad++, I would recommend it for quick changes (ie: opening expansion.gd or variables.gd to change a chance or something), but the best code editor for this (and what I use) is godot’s actual engine that you can download for free on their website.
You’ll have to open it up as a project, but afterwards you can see the code that is color-coded for convenience, it has some auto-checks to find logic errors in your code (though each code usually has at least the one as “globals” isn’t defined per script page but called from everywhere), and let’s you edit scene files it needed. It’s worth using if you’re doing anything regarding adding new code into the game.
@Aric - Alright, I'm going to download it and give it a shot. Does Strive use any C#? Should I get the C# support (mono version) to use the engine for coding Strive?
@deviate - that looks really cool. I can't wait to try breeding some hybrids. Do new characters start with percentages or just one born in the mansion? If it's just in the mansion I'll play it like it's a feature of the dimensional crystal (just a little more lore). Oh man, a whole 'nother level of depth!
Ok, so I downloaded the Godot engine and I was able to open it and play with some sample projects, but how do I open Strive (along with Aric's mod) in the engine? Sorry for the newb question, but you could save my wall some headbutting... :\
Edit: found it in Modding Help in case anyone else was wondering:
... A new project can be created and Strive can be copied into the project folder to allow basic access.
uhhh, odd question, but are people sharing the master bedroom supposed to go from neutral to hostile in two days? not sure if it's some kind of overflow/underflow bug or what, or if it's just base game mechanics, but the three girls sharing the master bedroom all hate each other, the three being chloe, cali, and my starter slave.
using constants and 9.4. Notably, the command prompt shows no errors. shruggerino.
also, thanks for the update, very cool :D
I have the vanilla code slightly modified but the normal behavior is always to run a check at the end of the day for anyone working the same position and sleeping in the same location. It may be a combination of jealousy or sexual preference.
Constants might theoretically be messing with it but I haven’t looked at it in a long time to recall if that changes any part of that code.
Regarding changing relations, I would recommend bringing them into your party to have them fight together or having a 3-4some (that should be the biggest relations increase). A few orgasm together should get them to a positive relation. After they have a positive relation towards each other (and/or their sexuality has shifted towards bi or even gay) they shouldn’t have negative relations afterwards.
ok, for everyone's future reference, it's in the mansions.gd file, and it's filed as person.relations. In other words, in files>scripts>mansion.gd, anywhere you find person.relations is where there is relations based stuff.
For characters without fickle or with monogamous and not already above 200 relation, there is a rand 50 to 100 penalty to relationships. holy fuck. i'm currently changing that so not fickle is 25 to 50 and monogamous is 50 to 100.
Good call. Those numbers were vanilla (I believe) but I think that’s a good range. I’ll make the edit to lower the penalty in the next version
Edit: I just double checked and there’s only a 25-50 penalty for sleep relations. Where were you seeing the other numbers? I’m looking under line 609 in my modded code (different line if you’re looking at applied code)
938 in v9.4 modded code (actually, my changes might not have taken effect because I'm editing the base game applied code, pls tell me if mods override changes in base game)
if all conditions are met, the relations go up by 15 to 30, but otherwise the code says "lol screw you"
editto: if you wanna add it, here's my modded version:
if (person.relations[i.id] <= 200 && !person.traits.has("Fickle")) || person.traits.has("Monogamous"):
if (person.traits.has("Monogamous")):
globals.addrelations(person, i, -rand_range(25,50))
if (!person.traits.has("Fickle")):
globals.addrelations(person, i, -rand_range(25,50))
edit 2 electric boogaloo:
i also was bored and made the tentacle spell a little more user-friendly (i.e. make cases where you can have fun with it, not just pain)
The mod system normally reverts all script files back to the original version before applying any mods. In the case of Aric's mod, the "backup "folder is deleted to create a new reset point for the script files. Any changes made to the base game before replacing files for the mod would be replaced by the file replacement. Any changes made to the base game after a new backup has been generated but before the mod has been applied in-game will erased. So long as you do not use the mod system after applying the mod, any changes you make to the base game will be safe from being erased or overwritten.
Any changes to the scripts in "Put in Strive Game Files" are not guaranteed to appear in the final code, as the mod may overwrite the code when applied. Any changes to the mod's scripts outside of the "IMPORTANT - READ THIS BEFORE INSTALLING" folder will only effect the game if you made the changes before applying the mod, as most files (excluding those in "scripts/aricsexpansion" folder path) are ignored afterwards.
Hi jj177,
I had the same problem under Linux. When installing the mod you have to move two directories from the mod folder to the main game folder (as per the installation instructions), one of which is called '.import' which under Linux is a hidden folder and has to be explicitly shown so it can be moved. I have no experience with Mac, but since it is based on Unix too, perhaps the folder is hidden for you as well. Without the links stored in this folder Godot can not properly read and link all the stuff from the mod thus making loading into the game impossible.
I hope this helps. Good luck and have fun!
I know you’d said that you have deleted backups, but the error code “the following scripts don’t match an existing file” indicates to me that it is looking in backups for the existing file to replace. I could be wrong, but again, no Mac to test and help out unfortunately.
The one thing which may be obvious but I do have to ask is whether the mod was successfully activated from the mod panel after replacing all of the files manually. The only time I can recall seeing anything like that was when I’d just forgotten to activate the mod and started the game with the replaced files but no mod active.
The other option may be to just go into “files/scripts/“ and copy the “Aricsexpansion” folder into your base game as well. That may resolve the issue of it not being able to find and replace the files.
You have to do it from inside of the godot engine while a project is loaded. The issue is that it’ll error out even if you have it loaded from one project and try to show the files in another. It’s finicky as hell.
Basically, I have to load it into my “aricsexpansion” project so it can create the import file specific to that project so it can load. Then I have to pick the files out of .import and add them to the .import that’s copy/pasted in the “Important” folder so it’ll show with the same location and project number for everyone else. Easy!
I could, the issue is that it would involve editing the actual scene files to add it in, arranging it around other functional buttons, etc. It’s doable and if popular request is to make it a full-on feature instead of just a debugging tool I might, it’s just a lot more involved. The fact that it’d be a lot of work for a feature that isn’t commonly used and will be primarily disabled makes it less worthwhile to invest the time in atm
So short answer, I might in the future if that is a common request that shows a lot of people are using that feature (or I just get the overwhelming urge at some point, I suppose)
Small problem, i get an error when I click on one of my slaves at the farm, I get the errors in the pic. also, when the farm slave window opens it shows hairstyle choices in the dropdown menu. some of the errors were displayed when I clicked on extract milk/cum/piss. If you want precisely which errors occurred with what action, I can do that
just found a bug that fires an error in console but does nothing else (but is regardless very annoying to me)
your bottled fluid items (milk, semen, etc) don't have toxicity value entries, so every time they're used the console yells "but there is no toxicity" (loose quote)
the game itself isn't impacted, and I'm pretty sure just setting the toxicity for each to zero should do the trick.
Pallington is correct, it seems your game is either not installed correctly or may be interfered with by another mod. You do have to grow additional tits + develop them. The idea behind the quest (to my understanding) is meant as an introduction to nudge you towards the laboratory.
Edit: I didn’t make any changes to the quest reqs beyond allowing it to accept higher sizes, but perhaps in an older strive version the furry settings would disable that. I can’t recall ever seeing that though
the res://files/scripts/Mansion.gd: 1831 points to a line of code inside the Mansion.gd file. But a small hint when Aric answers: what you need to change is in that line, and not in the line Aric might say - at least that was so in my case. It might be different for all, but if the specific error can not be found in the line Aric will mention it will probably be in line 1831
Aragnier, in your case the code did need to be changed on modded code at those lines. You can change in the error lines listed In that file on your error code, but the issue with changing that file directly (instead of the file line in the mod itself) is that the next time you enable or disable a file that overrides that file, any changes you’ll have made directly to that file will be overridden. Sorry I wasn’t clear about which file needed changing in your case, but those line numbers corresponded to the mod’s line numbers for that file (in mods/aricsexpansion/scripts/mansion.gd)
I’ll examine that issue when I get around my coding PC. Just to clarify, everything else is working?
Exactly. The files in the mod (except for anything in the “Important” folder) are only parts of that modded file that needs to be changed, so the line numbers will only be different. When that file is loaded in in via the mod panel, it’ll add those edited lines to the one in the game folder. If the mod is unloaded, that file is replaced with the file in backups (so any changes to the direct file in the game folder that isn’t also in backups is replaced).
That shows your mod is incorrectly installed. I’d recommend going back through, deactivating everything or starting from a fresh vanilla Strive extraction, and following the “Update and Installation Instructions” carefully. If any part of those is confusing, there is a video as well that will walk you through each step needed to get it working. Hope that helps!
Hi, I really need some help understanding what's wrong.
I have absolutely installed everything correctly, multiple times following all the different instructions on this forum, the readme, etc, and on several fresh installs. And the thing is, everything works in a new save. But for some reason, on my existing savefile, the farm is completely borked. In the farm menu, I can only click on the workers button and add new servant, unless I set one of my slaves as any of the new jobs, then even the workers button stops working. Also, when checking the all-in-one panel for the servants assigned to be milked, every dropdown list has hair options instead of whatever it's supposed to. Finally, finishing the day with a slave assigned to the farm stops the end of day log from showing up, at all.
This what I get by pressing the 4 buttons on the farm menu, changing slave milking options and ending the day, respectively
A couple of details: You said the fresh game works without any issues? Did you test those same features and they worked?
Your old save game, did you ever have other mods installed on it? Are there other mods installed now (including Constants)? Finally, are you willing to provide the save so I can take a look at it myself?
Yes, all the issues i mentioned are nonexistent on a fresh game. The old save has had your mod, advanced random portraits (although I didn't even use it), constants and one that gives all slimes hollow nipples. With or without any of those other mods, it stays the same.
So then, how would I go about giving you the save file? Cause it really seems like it's something in there messing stuff up, especially since it works fine if I just start a new game :/
I think I did this right
Edit: Nevermind, I didn't and just now realized it. NOW it should work: https://mega.nz/file/LpNmQIpZ#0uzHu16iMCfRLn6Iv7TOzZJxslpo2dbHbiTqiCVzh_s
Had the same issue. First, back up your save. Then, create a fresh save and cheat to fully upgrade a farm. Then, select all text between farmexpanded": and foodcaparray" , and delete it in your old save. Then replace what you deleted in your old save with the same material from your new save. Works.
Generally what would be easiest would be to got to menu>options>supporter section>enter passcode (easy to find, just search strive for power supporter code), give yourself a ton of gold, and buy the upgrades.
I also found another issue which I have since patched. You will need to replace all instances of (?<=production)(.*?)(?=farmoutcome) in the old save with the new save version. To do this, make sure your find/replace option does not have wrap around, match case, or backword direction selected. Make sure the search mode is regular expression. Start the search with your cursor at the beginning of the save file code. Again, make sure to back up anything you mess with. You want to replace every instance.
":"default","resistance":-1,"restrained":false,"sedative":0,"stallbedding":"dirt","timesmilked":0,"usesedative":false,"workstation":"free","zones":{"sleep":"dirt","sleepfurnishings":[],"work":"free","workfurnishings":[]}}," was the healthy code for me.
Neither of your suggestions worked, unfortunately. I got the cheat thing done and replaced the text you said but it barely did anything. I can use the work station and daily action dropdowns now, but everything else is still broken. Meaning, everything from the "extract milk" checkbox onward doesn't work still.
Seems these two guys are having a somewhat similar problem, but no solutions that work so far...
The second one, the one about replacing every instance in the file... I don't think I understood your instructions , but although I believe I managed to get somewhere close, the save file, like, resets when I load it? Like it's a new save, tutorial, no slaves or items. Really weird.
So in the end. I'm not quite back to square one, but close. I really wish I understood this stuff better :/
EDIT: wrap around did some weird things. This post has my logic, but it also deletes needed things. My two more recent posts have a working fix.
I haven't given up on this yet, I am actually playing around with your save file directly now.
Also, don't feel bad about not understanding my rambling posts. I'll try and explain it a bit better.
I am using Notepad++ to directly edit the save files. Using a clean install and a working farm I am trying to troubleshoot exactly what code is wrong with the old save, and replace the old code with working, fresh code. When i am writing out code here, the outermost quotation marks designate code. Any additional quotation marks are part of the code.
One of the issues is with code that is on all characters. This code is between the words "production" and "farmoutcome". But, there are a whole lot of these instances. For the save you put on mega, there are 201. So what I use is a regular expression command in the search mode. "(?<=)" is a RegEx command to look behind and "(?=)" means look ahead. Next, I choose "(.*?)" to do a lazy search (first possible solution to problem). So, to select an instance of everything between the word "production" and "farmoutcome", and to have 201 separate matches rather than 1 giant one, I use the RegEx command "(?<=production)(.*?)(?=farmoutcome)" in the search function.
I first use "(?<=production)(.*?)(?=farmoutcome)" in the good save to get the good code. This looks like this "":"default","resistance":-1,"restrained":false,"sedative":0,"stallbedding":"dirt","timesmilked":0,"usesedative":false,"workstation":"free","zones":{"sleep":"dirt","sleepfurnishings":[],"work":"free","workfurnishings":[]}},"" (Reminder: if you want to copy and paste my stuff directly please remove the outer most quotations)
I then go to your save, go to the replace feature, and enter "(?<=production)(.*?)(?=farmoutcome)" for the Find what and that big chunk of code in the Replace with. I then hit replace all.
However, I am having issues with the other fix I managed. You have an instance of ""resource","array":" in your save, which is the start of the code I want to replace. But I can't find where it should end. I am looking through this now and will reply to any comment you leave on this when I find the answer.
Okay well this was miserable, but now you are as far as me. Here is your fixed save. http://s000.tinyupload.com/index.php?file_id=03465742529829150819 Remember for anybody else reading this code is annotated by quotation marks, so if you want to cut and paste remove the out most quotations.
I am most definitely not a programmer, but here is how I did it. I found ""resource","array"" in your save file, put my cursor right before, and pushed enter to send all of that to a new line. I then found "foodcaparray"", put my cursor immediately after that, and pushed enter to put everything after on a new, third line. I then took each line and put them into their own instance of notepad++. Line 1 and Line 3 I ran the RegEx function "(?<=production)(.*?)(?=farmoutcome)" in the Find function and in the replace I put "":"default","resistance":-1,"restrained":false,"sedative":0,"stallbedding":"dirt","timesmilked":0,"usesedative":false,"workstation":"free","zones":{"sleep":"dirt","sleepfurnishings":[],"work":"free","workfurnishings":[]}},""
On Line 2 I just yeeted it all and replaced it with ""resource","array":["day","gold","mana","energy","food","milk","semen","lube","piss"],"day":1,"energy":0,"farmexpanded":{"bottler":{"level":5,"totalproduced":0},"containers":{"bottle":0,"bottles":0,"bucket":0,"canister":0,"cup":0,"jug":0,"pail":0},"extractors":{"hand":-1,"pressurepump":0,"pump":0,"suction":0},"farminventory":{"prods":0},"incubators":{"1":{"filled":false,"growth":0,"level":0,"name":"Incubator 1"},"10":{"filled":false,"growth":0,"level":0,"name":"Incubator 10"},"2":{"filled":false,"growth":0,"level":0,"name":"Incubator 2"},"3":{"filled":false,"growth":0,"level":0,"name":"Incubator 3"},"4":{"filled":false,"growth":0,"level":0,"name":"Incubator 4"},"5":{"filled":false,"growth":0,"level":0,"name":"Incubator 5"},"6":{"filled":false,"growth":0,"level":0,"name":"Incubator 6"},"7":{"filled":false,"growth":0,"level":0,"name":"Incubator 7"},"8":{"filled":false,"growth":0,"level":0,"name":"Incubator 8"},"9":{"filled":false,"growth":0,"level":0,"name":"Incubator 9"},"basecost":200,"upgrademax":10,"upgrademultiplier":2.5},"snails":{"auto":"none","cookwithoutchef":false,"eggs":0,"food":0,"foodperchef":3,"goldperegg":25,"goldpersnail":250,"hatch":0,"neweggs":0,"sell":0},"stallbedding":{"bed":0,"cot":0,"dirt":-1,"hay":0},"vats":{"lube":{"auto":"vat","autobuybottles":false,"basebottlingenergy":6,"bottle2refine":0,"bottle2sell":0,"food":0,"foodper":0,"new":0,"priceper":0,"refine":0,"sell":0,"vat":0},"milk":{"auto":"vat","autobuybottles":false,"basebottlingenergy":5,"bottle2refine":0,"bottle2sell":0,"food":0,"foodper":0,"new":0,"priceper":0,"refine":0,"sell":0,"vat":0},"piss":{"auto":"vat","autobuybottles":false,"basebottlingenergy":7,"bottle2refine":0,"bottle2sell":0,"food":0,"foodper":0,"new":0,"priceper":0,"refine":0,"sell":0,"vat":0},"processingorder":["milk","semen","lube","piss"],"semen":{"auto":"vat","autobuybottles":false,"basebottlingenergy":6,"bottle2refine":0,"bottle2sell":0,"food":0,"foodper":0,"new":0,"priceper":0,"refine":0,"sell":0,"vat":0}},"workstation":{"cage":0,"free":-1,"rack":0}},"food":500,"foodcaparray""
I then put it all back together on one line. Now to fix both of our files, because there is one more error. When workers are assigned to tasks other than farm manager you cannot access the Worker page.
Buckle up buttercups, solution part 2 electric boogaloo. All of this is after doing in my comment I replied to. Start with your cursor at the beginning of your save in Notepad++. Go to the replace function. Select Regular Expression. Make sure all other boxes are unchecked. In the Find what box enter in "(?<=jobskills)(.*?)(?=},"kinks)". In the Replace with box put "{"bottler":0,"cook":0,"farmhand":0,"farmmanager":0,"fucktoy":0,"gatherer":0,"headgirl":0,"hunter":0,"maid":0,"milking":0,"milkmaid":0,"milkmerchant":0,"prostitute":0,"stud":0"
So, gaspar_ghost, here is a link to your (as far as I know) functioning save! http://s000.tinyupload.com/index.php?file_id=35698178043676773337
Edit: But wait, Theres more! You will also need to do the same Regex type but with "(?<="farmexpanded":{"a)(.*?)(?="fetish":{")" in the find and "phrodisiac":0,"autopump":false,"breeding":{"eggsbirthed":0,"forced":false,"partner":"-1","snails":false,"status":"none"},"container":"default","dailyaction":"none","extractcum":{"container":"cup","enabled":false,"fate":"undecided","method":"leak","opinion":[],"resistance":9,"restrained":false,"sessions":0,"totalextracted":0},"extraction":"default","extractmilk":{"container":"cup","enabled":false,"fate":"undecided","method":"leak","opinion":[],"resistance":4,"restrained":false,"sessions":0,"totalextracted":0},"extractpiss":{"container":"cup","enabled":false,"fate":"undecided","method":"leak","opinion":[],"resistance":5,"restrained":false,"sessions":0,"totalextracted":0},"giveaphrodisiac":false,"objects":[],"production":"default","resistance":-1,"restrained":false,"sedative":0,"stallbedding":"dirt","timesmilked":0,"usesedative":false,"workstation":"free","zones":{"sleep":"dirt","sleepfurnishings":[],"work":"free","workfurnishings":[]}},"farmoutcome":false,"fear":0,"fear_mod":1,"
in the replace.
Damn, thank you so much! All that work... I mean, I know it's just a porn game, but still, I really appreciate your help, both in fixing my save and helping me understand it all!
On trying it out, I noticed the day reset (not important, but curious) and that the snail breeding still isn't working. Something about invalid operands?
I can help with this one too. You need to find your Mansion.gd files. I don't know which it is, so check both. One is under appdata\roaming\strive\mods\aricsexpansion\scripts and the other is under files\scripts where your executable is. Search for snailsbreeding. If it says there are two of them, replace snailsbreeding with snailbreeding (misstype) in both.
Unfortunately, I am still trying to hunt down an error where when you go to next day it does not bring up the daily report. Thankfully it appears your save does not have that one (an error for lines 1282). Btw, here is a working save of your stuff to the point I have it. http://s000.tinyupload.com/index.php?file_id=01714155081716566862
Is it normal for the "(?<=jobskills)(.*?)(?=},"kinks)" regex to return 0 results?
(Also, thank you so much for this!)
EDIT: Oh, it was 0 because NP++ says that's an invalid expression
EDIT 2: Ohh, it's the curly brace's fault. Need to make it a literal with \ - so "(?<=jobskills)(.*?)(?=\},"kinks)". Also, add a ": to the beginning of the replacement text for this one, otherwise you wind up with ""jobskills{"bottler":0," and that's a bit of an issue :P
Got a problem. I've tried on a previous install, and multiple fresh installs. Originally, I uninstalled all mods (which is just this, the 'Constants' and Random Portaits), updated, deleted backup, and loaded up the game. Farm was partially messed up, so I did a fresh install. Fresh Install: I load up pure vanilla and make sure no mods are active. I rename 'backup' to 'backup of original' and drop '.import' and 'files' into the area with the .exe, I load up the game and apply only this mod and restart, upon restarting I get the first error (see image) and when I actually try to do anything except click on the 'Mods' button, the following errors pop up and I must exit the game either by clicking x or going through the mod option and exiting that way.
You are probably having install issues as "func quickstartStats():" is declared in the vanilla version of the file and Arics mod does not effect that function. Based on your explanation I believe that the most likely cause is that you are moving the wrong 'files' folder from the mod to the game folder. If you move the 'files' folder immediately inside 'AricsExpansion' into your game folder, it will corrupt the game folder and erase that function.
I think Ank is right. The only files that you need to move (and override) are the ones inside of the “IMPORTANT” folder. Those are full copies of the files that are being replaced with the necessary changes, while the ones in “files” directly in the mod’s primary folder are only the extra changes to those files that affect or add functions (ie: not the full files needed to run the game).
I would recommend starting from a fresh vanilla Strive extraction (as some of the modded files in AricsExpansion/files aren’t ones fully replaced, so using a non-vanilla will still have errors). Delete the backups folder (again) if it’s there. Copy/paste the files in the “Important/Add to Game Folder” files into your strive.exe location, then hop in and activate the mod in the install. I’d bet that’ll fix it up for you
So, I literally just took a fresh from zip Strive and copied it to where I want. I put your mod in "\AppData\Roaming\Strive\mods". I then copied the folders of "files" and "import" from "\AricsExpansion\IMPORTANT - READ THIS BEFORE INSTALLING\Put in Strive Game Files" to where the Strive.exe is located, replacing the 60 files it wanted replaced. Note that at this time, there is no backup folder since I've never even started the .exe from that folder. So I start up the game, apply the mod, and only this mod, and exit. Restarting gives me the exact same errors as before.
I would then recommend double checking that the size of the mod downloaded to your PC is exactly the same as the one in the main link. The issue may be that the mod was interrupted while downloading? This issue seems to be unique to your situation so possibly that could be part of the issue?
Does the game give any errors if loaded without mods?
No, no errors when the game loads on it's own, nor with "Constants" loaded. I'm at a complete loss for whats causing this. I've redownloaded both strive and your mod, and tried setting it up and its still happening. Also, if I take the vanilla 'mainmenu.gd' and replace the one from your mod, I can load a save or start a new one, but then I get more errors once loaded. Never had this sort of problem with either 6.3.7 or 8.1 of your mod, so no idea why its acting like this now.
So uh... Found out how to make the game work. I had to go into "AppData\Roaming\Strive\mods\AricsExpansion\scripts" and REMOVE mainmenu.gd from there. Keep in mind that I have NEVER copied either the folder of 'scripts' or copying the file 'mainmenu.gd' from that exact area, only copying and pasting anything from "IMPORTANT - READ THIS BEFORE INSTALLING". Any idea why this was causing an issue?
Edit: That is peculiar. The game is unlikely to work successfully without the mainmenu.gd file in the mods/aricsexpansion/scripts as that has a lot of the main functions and there isn't one in the "Important" folder (besides the mainmenu.scn which is different). When you load up the game with the mod, are you no longer getting any errors? And do you see the new player specialties (Breeder) or starting slave hobbies (Waifu, perfect specimen, etc) or vagina/ass sizes?
No Errors on loading the game with mod installed and that specific file removed, but I cannot see the new player specialties or slave specialty classes, but I can see the traits like 'stutter, lisp, lactating' and I can see the sizes of vagina/ass/balls etc. only once I'm actually in-game, not in the new game menu.
Edit: So somehow, upon doing the exact same thing I've been doing (with the only difference this time being keeping EVERY window open so I can watch all files get replaced and when) the game is working perfectly? I'll update if anything is broken upon further play.
Edit 2: Trying to use an old save that had partially upgraded the farm, the farm store, snails, and vats are inaccessible. Attempting to rush through a new game and unlock them to see if that is the case there.
First and foremost, my sincerest thanks for taking the time and effort to create this incredible expansion for the game AricTriton!
While dabbling around with the version 0.9.4 I came across a problem with the snail pit Management panel, which boils down to two bugs.
The first one is that when assigning available eggs to sell, the number in between the buttons doesn't in- or decrease, while the text in the box above changes as is intended. Instead the number of 'Unassigned' (Far left of the panel) in- or decreased from or to zero in accordance to how often the sell-buttons are clicked. Actually trying to sell the eggs resulted in the following error message once the day end button is clicked:
SCRIPT ERROR: dailyFarm: Invalid get index 'goldper' (on base: 'Dictionary').
At: user://mods/AricsExpansion/scripts/aricsexpansion/expansionfarm.gd:1291.
SCRIPT ERROR: _on_end_pressed: Invalid operands 'String' and 'Nil' in operator '+'.
At: res://files/scripts/Mansion.gd:1318.
Removing any remaining eggs from the sell option that remained after an attempted sale resolves the error and the game continues normally.
The second error pertains to the 'assign to Hatch' option which, whether an incubator is a available or not, assigns all eggs to cooking for all intents and purposes. No errors occur, since the cooking option works as intended.
While I'm at the topic of snails, is it intended that you have to build the Hatchery for the encounter with the snails to be available? Because no matter what I did at the farm, without the vanilla Hatchery I could not find any.
I also encountered a third problem. After building the Beauty Parlor, I was unable to decorate the nether regions of my female servants, as all options for that area didn't show up. Looking though the slave_tab.gd, I found a simple solution to that particular problem can be implemented in the line 784 (line number according to an Unmoded vanilla script):
if ii.requirement == null || ( person.consent == true && ii.requirement == 'lewdness') || (person.penis != 'none' && person.consent == true && ii.id == 10) || (person.vagina == 'normal' && person.consent == true && (ii.id == 8 || ii.id == 9)):
by simply replacing person.vagina == 'normal' with person.vagina != 'none'
I guess this is due to how the mod classifies vaginas?
Anyway, that's all I could find. Thanks again to everyone that has help bring the mod as far as it is
Fixed issues in hatchery.
Getting this error when trying to post screenshots: body: expected text between 1 and 20480 characters
Got around the issue #2 reported by blacky by autoassigning to the incubators. Seems to work and I get snails.
Fix 1:
snails.goldper => snails.goldperegg in expansionfarm.gd.
Fix 2:
Three instances of division by "/ cattle.send" during a bad egg birthing event, which crashes if the cattle's endurance is 0. Lazily changed the pain reduction modifier to (1+cattle.send) since I'm not sure about the game balance.
https://mega.nz/file/uzglFLrT#6y1y5no3LU9edcrIhon_oTTSKMxO5z6ujL9thQFuwDQ
Sweet! Thanks for all of your hard work on this.
I put in a bit of logic around the fetish. All tagged with: #added oviposition fetish
https://mega.nz/file/z2ISWArK#u34gGSxxMH5keS6thKBsvsTQsfN0zLXfN2PSUVPSZ6o
Math scales (un)enjoyment significantly/non-linearly so that the farther from neutral someone is they react significantly stronger, and will tend to get stuck at either fetish end.
How do you set up the IDE/debugger? There's some odd behavior going on.
Recommend adding a getFetish() function that doesn't affect the fetish value you're pulling.
In checkFetish, changing "clamper = clamp(opinionrank-2, 0.5, 3)" to "clamper = abs(opinionrank-3)" would give consistent behavior whether the fetish is loved or hated. -3 makes uncertain =0.
Would you be open to contributions? I ended up working the fetish into the hatchery code. I could flush out some of the birthing weights and maybe add a mechanic where energy is required to birth, and running out leaves them in until the next day.
If the oviposition fetish is set at night to 0, it comes back the next day at 1. Do you know where or why this happens?
Thanks!
Yes, that's it, but it doesn't seem to output anything in 9.4.
If a topic is taboo, any fetish check will make it dirty the next day which isn't wanted in this case. This isn't handled yet as I didn't want to put in too many workarounds for things you may modify in the future anyway.
Code already includes some workarounds for the checkfetish function because we want to use fetish to modify the experience, without necessary modifying their fetish. It's called a lot during the snail experience, and the built-in increase chance made things weird. You'd fail the fetish check, have an awful time, then be more ok with the fetish. Makes sense to have a check function that doesn't add to daily events.
For daily events, some of this is down to personal taste. I would put in chances to increase a fetish for each successful check, and maybe chances to decrease it for each failed check, both weighted by the check difficulty. (e.g. succeeding a very difficult fetish check would have a high chance for increase).
Nope, that's not it??
Anyway, the latest most cleaned version is available here:
https://mega.nz/file/23ZVzCKb#-xx8M94Ku2UDAfxH8CwUkkVF3YOuWnAo2TidZsyfxWU
I tried erasing any references to oviposition in the dailyevents log from any checkfetish call at the end of the snail event with:
while cattle.dailyevents.find('oviposition') > -1: cattle.dailyevents.erase('oviposition')
but the reduction still happened. I don't see anywhere else in the code that could drive this. Even confirmed absence of oviposition in dailyevent right before the game calls dailyfetish(). It looks like the farm events in my game are from the prior day - dailyevent processes before the farm script.
I'm giving up for now. No idea how that value is going back. Maybe my save is somehow broken.
I reworked the egg laying substantially. Hope you like it.
https://mega.nz/file/avgBzSpJ#xMTPFGpAYmEK7N8f3F0bZXHZjW9eQerYLxuxzFvvLGk
Adds cattle.farmexpanded.breeding['eggsleft'], otherwise no impact to other files.
It would still need a bit more logic to handle unbirthed eggs - right now you can take someone out of a farm with them and there's no easy way to get them all out.
That would be awesome, credit not required.
From working on this a bit I now have an even greater appreciation of how difficult and time consuming it is! The more you build the more can be tweaked and customized, and then it takes a ton of play testing to catch all the bugs because some are hit very rarely.
You must be learning a lot about coding as you go through this! Do you have it under source control?
Updated the script so that if someone is still in the farm but deselected for egg laying, they will try to lay eggs they didn't manage to push out the prior day. Old eggs increase potential discomfort (or enjoyment with fetish check pass), as well as chance for permanent stretching if overstuffed. A new egg layer sleeping on dirt with poor endurance will quickly find themselves gaping, and (usually) stressed and hating it, while better sleeping conditions and endurance will increase the chance of expelling all eggs.
Looks like globals.expansion.settings.futasexualityshift is undefined, and futas cause shift towards preferring males by default (which is a bit weird for a default response to futas tbh).
EDIT 2: Here is the final release of the add-ons. Everything should be working correctly now. I believe all of the add-ons had at least some minor change to them.
EDIT: I was able to correct the issue with the father not being passed to the child so that is now working correctly. I also modified the ovulation cycle durations to use variables.
Aric,
Here are the add-ons I previously mentions. Please keep in mind this a beta and there are bugs in the hybrid/ovulation system. I have not yet done a complete play through. I will be doing that over the next week or two and will update the code with the needed bug fixes. I wanted to go ahead and post this so you guys could take a look and play with it. The code is not fully marked up yet. I will include the mark ups you requested with the final release.
All of the add-ons require the general code (file aricsexpansion_addon_general_beta). Changes are made to the person object so this will break previous game saves.
Standalone Add-ons
These should be fine by themselves. They are very simple modifications and should be relatively bug free.
Dependent Add-on
This add-on is dependent on the main hybrid add-on
Hybrid, Ovulation & Improvements Metrics
These three are too intertwined to use separately, so I included the code together. Please note there is a bug in the ovulation system where the father is not being set so offspring are not being generated correctly. I will identify the issue and correct it during my testing over the next week or two. Be warned you are likely going to run into bugs until then.
Hybrids
Hybrids are handled by generating a genealogy for each person. For generated persons (not born), the race is used to determine the genealogy. For born persons, the race is determined from genealogy which is inherited from the parents.
All races are separated into categories: Humanoid, Uncommon, Magic, Beast and Animals
The idea here was to create a more complex way of breeding slaves and encourage the use of breeding strategies. I tried to apply some basic rules of genetics to give the system more flavor. The beastkin/halfkin are based off of in-game descriptions which suggest that at some point in the past mages experimented on people. I interpreted this as they blended animal stock with people.
Each race gives bonuses and/or negatives to certain stats. I tried to make the bonuses/negatives make sense. The value for each bonus/negative is based on a random range so each person will be a little bit more unique. Since these bonuses/negatives are applied to all persons, both born and generated, overall game balance should be maintained. Just some races will be more suited to certain tasks than others.
Ovulation System
The ovulation system completely replaces the current impregnation system. The vanilla function calls are repurposed to now use the new system, allowing for all previous code to continue to work.
There are two types of ovulation. The standard ovulation type ovulates for 8 days and then rests for 15. The extended type ovulates for 12 days then rests for 15. The ovulation type is determined by the person's race. Each time a male ejaculates into a female an entry is made in an array. This simulates semen remaining in the womb. After 5 days, semen begins to "die off" and is removed from the array. The amount of semen is based on the values used in the expansion for each balls size. The size of the penis determines how much of that semen initially enters the womb. The virility of the male at the time of ejaculation is also stored in the womb to be used later in determining if the semen reaches the egg. If is possible for the semen of multiple males to be simultaneously in the womb competing for the egg.
Each night the female is ovulating the womb array is looped over and each deposit is given a chance to impregnate the egg. This means that a single ejaculation could potential try to fertilize the egg 5-6 times. Also, if there is cum still in the pussy, each night a small percentage will enter into the womb, thus increasing the chances of reaching the egg.
To fertilize the egg, semen must first pass a check to determine if they reach it. Then, the egg must pass a check to determine if it is successfully fertilized. The chance of actually fertilizing the egg is based on:
Scores are determine for both the male and the female. The difficulty of this check is reduced by 25% if the player is a breeder
It is possible for multi-children births. In order for this to happen multiple eggs must be fertilized on the same night. There is also a limit on the number of possible children in a single birth based on the race type.
Improved Metrics
Displayed metrics and person information is changed in multiple locations to accommodate the hybrid and ovulation systems.
Whoa, this is some interesting mod although (I might be wrong) but at the 'Hybrids' section for the 'half-blood' you wrote 50% or higher but wouldn't that overlap the 'full-blood' which is 70% or higher? In my opinion a 'half-blood' would be around either 25%-50% or 50%-69%. Otherwise cant wait to try out this mod I love the idea of this game having more flavor into it.
It’s an if else, meaning if >= 70% then full else if >= 50% half blood.
The idea of the full blood and half blood is these are your most pure blooded. Someone who is say 40% human, 30% elf and 30% gnome is not really half human but a mixed breed.
The percentages and values can be tweaked to some extent very easily and Aric very well may do so. Also, once the code is bug free I’d like to add more depth to the in-game descriptions. That is a lot of creative writing and a good deal of logic so it will wait until the mechanics work flawlessly.
The intent is for Aric to incorporate them into the expansion itself, but anyone is free to use the code. Each file corresponds to one of the add-ons (calling it that because they are not standalone and rely on aric’s expansion mod).
Within each file the code is broken down into sections by the file edited and then either one new code or modified code. Modified code replaces a variable or function while new code adds it.
If you don’t know what your doing you really should make sure you have a backup of your files before attempting anything (probably a good idea even if you do know what your doing). The files are formatted like this so it is easier for Aric (or anyone for that matter) to review exactly what is being changed and walk through the code.
Love what I’m seeing so far and appreciate the write-up. A couple of notes from the systems you explained so far. I’ll dig into the code after work to see more precise details.
Ovulation System - You mentioned precise variables for that system. The issue I can foresee is that it may conflict with edited values if the player changes the pregnancy duration via the Headgirl.
I would recommend changing them from Ovulating 5/8 and resting 15 to Ovulating duration = globals.variables.pregduration * .25 or *30 and resting globals.variables.pregduration * .75 or *.70, whatever your monthly percentage is. If you’d prefer players to have greater control and flexibility, you could also just create a variable in expansion.gd > settings called cyclelength to have the percentages based on, then one of us can tie it into the existing pregnancy length dialogue system to be able to shorten or lengthen durations fluidly.
Secondly, regarding existing game support from the person edit that should be easy to add. Create a function that checks if a person has the dictionary value and adds it if not. Either toss that into backwards compatibility or just call your function from it. There should be examples in the expandPerson function to show how it can work
I really like the variable to modify the on/off cycle lengths so I’ll implement that. I hesitate to use a percent of pregduration because I sometimes set that 90 or 180 days to make the game a bit more realistic so the on/off cycle would be way out of wack in such cases (same thing if the pregduration is really short).
You will notice when you dig into the code I tried to respect all of your expansion’s flags. I wanted the system to feel like a fully integrated part of your mod and not just a bolt-on afterthought. If you notice any I missed please let me know.
As for the person file I did not know that. I’ll read through the code tonight.
One question for you, what is the purpose of the perfectview variable? When displaying metric data I wanted to require a nurse for some information but also wanted to respect any mod variables which should override that requirement. But it looks like the perfectview variable is always set to true.
Perfect Info is a Boolean that will unlock the ability to always see if someone is pregnant or lactating even before they tell you. Otherwise it will not show in statistics until they have told you that they are pregnant/lactating.
It was intended as a debug feature but is also a way for users to circumvent the whole “slave keeping secrets” part of the mod.
Edit: The one thing to keep in mind is that the backwards compatibility formula I’ve been using really works best when checking for values within an existing dictionary in that save game. Otherwise you’ll have to add the entire new dictionary to the person class. That’s a big part of why I implemented the npcexpanded dictionary early on, as that can be an easy catch-all for any new variables added to the person class to be checked with if !person.npcexpanded.has(‘example’):
While it is possible that I missed a function or variable when compiling the list of code changes, that actually sounds like you did not add the code correctly to the game files. The function changerace is not one of my functions, but is called by one of the functions I modified.
The first thing to understand is that the files provided are not game files. They will not work by dropping them into the game folders. Rather the files are excerpts of code. The code has to be inserted into a game file manually. There is a header for each section of code which tells you what game file and whether you are adding new code or replacing existing code. New code can be added anywhere within a script. Though in general it is best practice to place global variables before functions, for simplicity you may want to just add all the new code at the bottom since it is just for your personal use. Modified code, however, must replace the existing variable/function otherwise you will get an error for multiple declarations.
Before making any edits make sure you have a backup of you game files, especially if you have made any other manual modifications.
I prepared them this way because the intent is to allow Aric to easily perform a code review and then add it into the base expansion. It is likely by the time this code is release ready he will be in the middle of working on v0.95.0 so this allows him to easily integrate my work into his current work.
Hope this helps.
right, so i did copy and paste the individual code blocks i'm pretty sure into the correct places, but strive still flips out. does anyone know where changerace() even is?
EDIT: OHHHH, so you wanted me to port the code blocks into ARIC's scripts, not the applied scripts. That makes more sense, since changerace() isn't in the applied constructor.gd but IS in aric's constructor.gd
well, you can disregard me entirely ig.
To clarify (and for anyone else reading) after you have enabled Aric's mod and it is working correctly you would want to insert the code into the game files within the main Strive game folder. Typically when I am writing any code for Strive I edit the game files directly so that I can see code changes immediately upon reloading the game. This of course means that if you go back into the mod options and disable the Aric mod you will lose all of your code changes (which is why I also keep a copy outside of strive). There are also some files which are not part of the base game which reside only in the roaming/strive/mod/AricsExpansion folder. I think the only file in there that is modified is expansion.gd.
So, for base game files put the code into the files located within the main game folder. For expansion only files, put them in the files in the roaming folder.
So I want to clarify: In terms of the Hybrid part of the add-on, if my PC isn't an Uncommon race, the PC can't breed any of those races? The only exception would be if PC was a Seraph, then PC can breed other Seraphs and no other Uncommon races, right? As a Seraph PC I can't have PC breed with say, a fairy, and come up with either a fairy offspring or a Seraph offspring, am I hearing that correctly? That sounds kind of depressing for a Breeder play through, being locked out of an entire category the PC can breed with...
Ah, good to know. Breeder is the only play through I haven't done yet, and with all of the changes with the Farm and stuff I was thinking about finally getting around to running one, but then I was starting to think maybe it wasn't going to be a good idea, especially since I really like almost everything else the additions give to the game.
is there a possibility of releasing the edited files instead of needing to edit them by hand? I was trying to merge the code from your files and messed up a lot of everywhere. by the way, what do you actually merge and where? i tried merging it all into the mod file instead of the game file but some of the files where not there giving me the impression i messed up, also at one point i managed to lose 500 lines of code and i'm kinda throwing in the towel for doing this my self. for reference, I was trying to add all of the addons, not any specific set. thanks in advance
so, i made a thing, with lots of help from redle and ank (thanks again!). Don't know if you want it Arics, but it is compatible with 9.4, and should be compatible with deviate's changes (haven't tested yet).
anyways, craftable equipment is now easy to add! just put a load() over the icon of the equipment you want to craft and over the icon of the equipment you will use to craft (if you want to use equipment to craft equipment) and then go to items.gd and type out a new recipe.
and link the item to the recipe, duh.
warning: probably buggy, hopefully i haven't forgotten any snippets of code elsewhere in the world (i don't think i did). I would do all the icon preloading, but sometimes that's also a bit glitchy, so leave it to you to preload when you want.
Love the concept and congrats on getting the details of that worked out! I’ll check it out and look into adding it as well.
What I’d LOVE to see is a new panel that mirrors Alchemy just for gear to make the game have a fully fleshed out crafting system. It really wouldn’t be that hard to add in “components” and a “deconstruction” feature that can break any item/weapon down to base components to be recrafted into something else.
This is a fantastic idea and if Aric is too busy I would be happy to work on it after I finish the hybrid work. I haven't looked at your code, but it should be fairly straight forward to create a system to craft and break down items. I can envision a system somewhat like WoW, where you can break down magic items for raw magic ingredients, and then use mundane items, magic ingredients and spells to craft new gear. Item values could be dynamically derived from your magic affinity stat and maybe even a new item crafting skill (one which slowly goes up as you use it). As for the GUI, that should be a simple matter of coping the alchemy panel and then making some modifications. Likely also want to add a new mansion upgrade path (maybe Forge).
Pallington, if you are ok with me expanded on your code I will look into it next week.
Okay, I've been trying to figure this out for a day, and it's nearly made me drop the mod. When I start with my sister she is always crawling and I can't seem to figure out how to change it. Her breasts are small, I didn't restrain her in anyway and I'm not even sure what the mod means by "rules" regarding movement, as I can't find anything like this. The only document explaining the mod in the library is the sexuality scale. Any help would be appreciated at this point. Is this a bug?
Edited:
The only other mod I have is the default one and the random portraits. By console you mean the box that opens with the game, yes? Nothing unusual pops up there. I reinstalled the mod and went through the instructs piece by piece. Even reinstalled strive. Nothing. Still get the same bug. Seems to happen with every starting person except the stranger.
Constants killed the radio star. The very top error shows that Constants has an incompatible type.
Try disabling Constants and trying again, I would almost bet that'll resolve it
Edit: This should fix that - https://itch.io/post/1488530
Unfortunately, I already had the mod turned off by now as I was testing. At first, changing the value gave me an error, but it did get rid of the constants errors. Sadly, it seems my girl is still crawling. T.T
It's very difficult for me to test as sometimes they walk, sometimes they crawl for now reason. I began this game with my girl walking, but now, on day 5 she's suddenly begun to crawl again. I wonder if portraits could be causing this by any chance? Is that a long shot?
Edit: Then, I might have to restart my save again for it to work. I'll try that. @.@ Rip.
The factors for checking why she may be crawling are these:
Is she wearing cuffs/restrained (equipped via the inventory)?
Is she set to “permanently crawl” (via slave rules)?
Is she swollen/pregnant/cumfilled (checked on the bottom left panel of Statistics)?
And finally, is her energy bottomed out? (Main page or slave page, fixed via spell or sleeping)
Okay, anyone have a bit of an idea what's going on here? It looks like you're supposed to be able to choose how you want stuff to be extracted with, and the container to use, but instead the drop down windows list hairstyles, of all things. I have a few canisters and pressure pumps I had bought, and couldn't figure out why my farm hands weren't using them. Took another look at this page and that was when I realized that something about this menu didn't seem quite right. Suggestions please?
It looks like Constants broke the game (the very top error). I would recommend disabling Constants and trying again. I can't promise they are compatible.
Edit: The snailsbreeding issue is one that is fixed via the hotfix that I posted in the main post. Deactivate Aric's, drop that into your mansion file in appdata/strive/mods/arics/scripts, and reactivate Aric's. That should clear up the snailsbreeding issue until v0.9.5 is released.
The Constant's error should be resolved via the following - https://itch.io/post/1488530
The constants mod is working fine, it is quite robust and is unlikely to effect the rest of the game. The message is simply a harmless notification that it didn't like the value of a variable. There is a small oversight in the mod system's RegEx, and a variable in variables.gd that has a syntax that has incompatible with the mod system. The rest of the errors are the result of problems solely related to Arics Expansion.
Huh, looks like multiple problems can cause this same symptom, heh. In my case the error message is:
SCRIPT ERROR: farminspect: Invalid get index 'stallbedding' (on base: 'Dictionary').
At: res://files/scripts/Mansion.gd:3651
In fact, all the farm panel buttons are throwing a similar error:
SCRIPT ERROR: _on_vatsbutton_pressed: Invalid get index 'bottler' (on base: 'Dictionary').
At: res://files/scripts/Mansion.gd:5575
SCRIPT ERROR: _on_workersbutton_pressed: Invalid get index 'farmhand' (on base: 'Dictionary').
At: res://files/scripts/Mansion.gd:5846
SCRIPT ERROR: _on_storebutton_pressed: Invalid get index 'containers' (on base: 'Dictionary').
At: res://files/scripts/Mansion.gd:5902
Any errors above this one? Stallbedding or any of the farm panel buttons don't usually through up errors unless it's misinstalled. There is a file as a hotfix in the main post for Mansion.gd that should clear up the issue if it's related to the snailsbreeding node (if that's part of any error code above that one)
Was this a new or existing save? And any other mods installed? Finally, have you reinstalled the mod and/or double checked the install steps or video? That includes deleting the backups folder, as it looks like your Mansion.gd is acting like the farm’s variables aren’t a thing (ie: vanilla code) in your globals & farm file.
Might have the solution for you in my recent comments. Fixed it for myself and one other person. On old saves you don't have all of the code you need so you need it added. Follow the post where I said "Okay well this was miserable" first and then after that do what is in the "Buckle up buttercups" post.
Thanks for the reply, although your edit made me feel kind of dumb. I had found the fix in a previous post before mine (the line of code being "snailsbreeding" instead of "snailbreeding"), but when I made the changes myself it still wouldn't work and I couldn't figure out why. I completely forgot that I had to deactivate and reactivate Aric's if I expected the changes in code to be recognized by the game and not throw those errors.
Might have the solution for you in my recent comments. Fixed it for myself and one other person. On old saves you don't have all of the code you need so you need it added. Follow the post where I said "Okay well this was miserable" first and then after that do what is in the "Buckle up buttercups" post.
For some reason seem to be having an issue whenever I try to use this mod. Once I install it, it causes most of the text in town to disappear, and also seems to make the option for the laboratory in the upgrades tab to vanish entirely, which obviously makes it impossible to progress past the related quest in story and also improvements to characters.
Not quite sure whats causing it. Can't tell anything from what I'm seeing in error log, though it does seem to have a link to the upgrades menu script, and tried reinstalling mods, and even wiping and redownloading the main game.
No (to on existing save). Was originally, but as said in original post have since wiped all saves and game data and reinstalled from scratch with same issue. Wiped folders for both base strive game folder (where .exe is) and the one in app/roaming (where mod folder, bodies act. go) before reinstall.
Do this for me. Pull up your "globals" file from where your exe is and control+f to look for "dimensionalcrystal". Do you come back with any entries? Or one from within mansionupgrades, specifically? Check for "allnpcs" as well (should be var allnpcs).
If you aren't finding those, I would deactivate Arics from the mod panel, exit the game, copy the files for the game folder from Important back to the base game, delete your backups folder, start the game and apply the mod, exit the game again, then start it to see if you have the same issue pop up. You might get away with just copy/pasting the Globals file as that seems to be the main cause of your error log messages (those dictionaries pull from globals) but doing them all should be safer.
Let me know if that clears it up!
Hey AricTriton. Thanks as always for amazing work. I ended up trouble shooting some errors with using old saves in my two posts with "Okay well this was miserable" first and "buckle up buckaroos".
Only mod other than yours was random portraits, and maybe farm label (but I don't think I ever activated it). The issue seemed to be
1: The jobskills did not include new jobs for each character
2: Code between production and farmoutcome did not update for each character
3: The single instance of code between "resource","array" and "foodcaparray" did not update.
Thanks for your work on that, mate! I always try to add in backwards compatibility, but unfortunately some aspects don't seem to successfully add themselves to the old saves (without manually adding it like you did). I need to figure out a good way to force old saves to update with the parts from current classes, but unfortunately I may end up just having to officially break compatibility on major version releases if they won't auto-update
So I'm playing 0.9.4, and am on day 40 or so. The crystal's researched for the immortality and pregnancy acceleration, and bad stuff is starting to happen. So I used the option to feed someone to the crystal. Just a bandit I pulled out of the first area. There are no errors, and the game doesn't crash, instead just soft locking with the dialogue becoming "...." and no choices or anything available. I can't close out of the dialogue and effectively have to shut the client down and reload. I uh, hope nothing bad happens if the crystal gets too hungry...
Bad stuff definitely happens if the Crystal gets too hungry (though it shouldn't lock the game completely like that). The Dialogue only became "..." for that particular slave, but it didn't close their talk panel?
Edit: I may have found part of the issue on why that panel won't close automatically (how it should). That should be fixed in v0.9.5
As an update, it happens on any slave I try to use the crystal with. The dialogue panel displays only four dots, and it doesn't close the talk panel. The game basically soft-locks after that. It also only happens if I try to intentionally feed them to it using that dialogue option. If I get them accidentally eaten by the crystal and just don't bother rescuing them, it works just fine and lowers the hunger properly. Not entirely sure what triggers the accidental eating bit. It appears to be researching or modifying the crystal's settings with a slave with low magic stat? Not every slave I notice has the option to try to research the crystal though.
That is correct. A slave has to have a certain magical affinity to be able to manipulate or research it at all, however if the crystal has gone "Dark" then it has a chance to try and consume someone researching it if their magical affinity is less than the crystal's power + hunger. You should have the option to try and save them, though.
I have to finish the new additions into the game to be able to troubleshoot my fix properly before I can release the fix for that issue, unfortunately
The storyline for it isn't completely fleshed out, but there are abilities and some interesting things that can happen with it so far. It's primarily a teaser for a full new playstyle that is slated for a future version. :)
If you're interested in coding, writing story or dialogue, or anything else you are more than welcome to join in. This is definitely a group project at this point and there's always room to play to whatever strengths you'd like!
What we could do is this then. If you’re interested in writing for a certain event, I can send you the code format to write in so you can just write it, apply that format, and I can drop it into the code.
Examples would be: expanding the dialogue system to have different “conversations”, Intro prompts, etc based off of personalities or flaws. Expanding the combat capture post-dialogue. Adding more quests or end of day material. Etc
Hey Aric, struggling a bit to trouble shoot this bug in my file. When I go to end day, the game processes to the next day but the daily report does not generate. Console gives two errors:
SCRIPT ERROR: dailyFarm: Invalid get index 'hp' (on base: 'Reference (person.gd)').
At: user://mods/AricsExpansion/scripts/aricsexpansion/expansionfarm.gd:1134
SCRIPT ERROR: _on_end_pressed: Invalid operands 'String' and 'Nil' in operator '+'.
At: res://files/scripts/Mansion.gd:1282
This does not occur with fresh saves. What portion of a save do these errors refer to?
Hey! First time user of this mod and I ran into an error as soon as I started the game.
Mod Version v0. Expanding game to latest Aric's Expansion version
Aric's Expansion v.0.81
SCRIPT ERROR: GDScript::reload: Parse Error: Identifier 'participants' is not declared in the current scope.
At: res://files/scripts/newsexsystem.gd:896
ERROR: reload: Method/Function Failed, returning: ERR_PARSE_ERROR
At: modules/gdscript/gdscript.cpp:580
SCRIPT ERROR: _on_startbutton_pressed: Invalid call. Nonexistent function 'startsequence' in base 'Control'.
At: res://files/scripts/Mansion.gd:4221
Error message looks like this while the sex interaction refuses to work; it literally only shows the background picture and won't let me click anything. Was wondering if you could help?
This mod is currently version 0.9.4, and your message declares that your version is 0.8.1. If you intended to play the most recent version, then you have made a mistake during installation. Probably failure to apply the correct version of the mod, but it is important to properly follow the installation instructions.
Right first of all thanks for the quick reply. I dunno why I had the old version installed even after reinstalling everything, but I fixed it. Unfortunately, more errors happened that killed my save file(Unsurprisingly) and prevented me from creating a new one either.
SCRIPT ERROR: getsexfeatures: Invalid get index 'penissizearray' (on base: 'Node (globals.gd)').
At: res://files/scripts/assets.gd:75
SCRIPT ERROR: newslave: Invalid get index 'expansionsetup' (on base: 'Node (globals.gd)').
At: res://files/scripts/characters/constructor.gd:81
SCRIPT ERROR: _ready_newgame_creator: Invalid call. Nonexistent function 'cleartraits' in base 'Nil'.
At: res://files/scripts/mainmenu.gd:270
Loading Backup...
Load Finished
SCRIPT ERROR: _newgame_creator_reset: Invalid set index 'memory' (on base: 'Nil') with value of type 'String'.
At: res://files/scripts/mainmenu.gd:323
SCRIPT ERROR: _stage4: Invalid set index 'race' (on base: 'Nil') with value of type 'String'.
At: res://files/scripts/mainmenu.gd:691
If you saved after all those errors, then yes your save file is probably dead. If you only loaded it, then it is probably fine as the game was likely dead before you even selected the file in the list. Your Strive program folder is probably hopelessly corrupt as this point. There are errors before the backup has loaded, which suggests a botched installation followed by activating the mod system to compound the problem.
I recommend extracting a fresh copy of the game (if you downloaded the zip archive), deleting the mod folder, and making sure you have the correct mod folder in place. It's probably fine to keep the rest of the appdata, but people sometime need to delete that as well.
It is recommended that you start a new progress for the new version of the game, so this is probably for the best. But feel free to keep the saves and try to use them, at worst they will cause errors and you will need to restart the program.
I don't think my first post was posted because of my new account so here's my comment again.
I get an error when I as a half-kin wolf have a child with an elf. I am unable to select the child in the residents window normally. Additionally, when I can select the child it gives me the following inspect window.
Edit: The same problem also occurred when I tested as a Human male with elf female.
I have the same problem. I cant play with my own childs, I have to sell them all at the moment. Reinstalled everything and I am playing on a new save file.
Here the corosponding datas from the save file.
First one is one of my normal slaves:
"340":{"children":[],"father":-1,"halfsiblings":[],"id":"340","mother":-1,"name":"Carrie Sagespirit","race":"Dark Elf","sex":"female","siblings":[],"state":"enslaved"}
this is one of my daughters. I sold her because she wasn't working:
"481":{"children":[],"father":"3","halfsiblings":[],"id":"481","mother":"285","name":"Torbanise Pendragon","race":"Elf","sex":"female","siblings":["957","379"],"state":"left"}
I hope this helps some one to help us xD. thx for helping. ^^
I encountered this problem too. I was able to solve it by changing the "race_display" of any bred slaves in my savefile from "Mixed" to something else (in my case i have only tried setting to Dragonkin). So it seems to encounter some kind of error when trying to display a Mixed race character, which so far only can exist from the players breeding.
Is it just me, or is the "garbage collector" (arrest/execution) system a little... overzealous? The post-combat notifications always make it seem like there's a chance you'll find your opponents again, looking for revenge - yet nearly every single bandit winds up being arrested that very night. Hell, even characters saved from bandits almost inevitably get arrested.
It's a great idea, cutting down on save bloat, but it'd be nice if at least some characters, especially the innocents, were able to persist for a much longer time.
Oh, and speaking of executions, I still need your discord info so I can send you ideas for the "eroticized" executions we discussed a while back
Discord info is in the link Ank sent, I’m easily found on the mods thread most days.
I’ve heard complaints on both sides (ie: too overzealous or not zealous enough on the purge). The system can be lessened to your tastes though, as I try to please everyone. Open up your expansion.gd, go to Settings, and find the town guard capture chance variable. You can lessen/raise that as much as you’d like. Basically, that’s the base chance each NPC has which is then modified by other factors like their notoriety (ie: how many times you’ve fought them), the overall number of NPCs in the NPC system (to lessen bloat), etc.
Keep in mind that lowering it will drastically raise the number of re-encounters. Also, any of them caught have a 33% chance to be sent to the slaves guild (to be bought), 33% to be “executed” which can be rescued or bought from that scene, and just 33%ish to be “sent away” which permanently removes them.
I can't have children with any of my slaves without them disliking it and becoming stressed. No matter which of them I impregnate, it always comes out that they don't want the baby and that the pregnancy will be more stressful even though I have their consent and also their number of wanted pregnancies has not been met. Was this problem addressed in the new 9.5 update or not. If it hasn't been addressed yet is there a workaround or mod to fix this.
Ah, gotcha. And that depends. If the number of pregnancies/births is lower than their desired number of children (which you can again ask about in the Talk menu), they will continue to Consent. If the number goes past how many children they want, they have a chance to no longer want kids (and you’ll have to ask again).
When they actually give birth (ie: the childbirth panel) they will say something along the lines of “I don’t think I want to have any more kids”.
I am having an issue where I can't leave with one specific slave in my party. When I click the leave button it does nothing but add the following errors to the console:
This only happens with one specific slave. I haven't been able to get another to have the same issue yet.
I used a new clean install and a new save for this version (I always just delete all the game and roaming folders and just re-copy everything to be sure that it is clean). I have this mod, and then Random Portraits and Enhanced Slave List loading after this (higher numbers).
So loaded up the game to look and see if it was related to weight and noticed that on my most recent save she now seems to work fine. If I add her to my party I can leave and use my inventory as normal. However, when I go back to any older save she is still broken and can't be used. She has no items in either save.
In the older save I looked into it and the issue definitely is related to weight. When she is in my party I can't add anything to the inventory, it just gives another error message:.
If I try to remove something from the inventory the item will be removed but the weight won't decrease and the same error will occur show in the log. It will either display the old weight or no number at all. Once I swap her out of the party my inventory corrects itself to the correct weight.
During this process of playing around for a trying to figure out why she works in my most recent save and not the older ones I seem to have found a way to fix the issue, in game at least. If I add her to the party, go to the inventory screen, select the slave causing the error, and then switch from mansion inventory to party inventory or vice versa, the inventory weight will correct itself and she becomes usable in a party. Fixing her like this once seems to work permanently (or at least for a long time, she still worked after being removed and re-added to the party, even several days out of it).
Yes. It's working fine now.
I still don't know what caused it or why only that one slave. I even tried getting other slaves to similar stats but they weren't broken like her. I thought it was because she had high strength (5), but I made other slaves with the same strength and they weren't broken. But at least it's working now.
So, I've got a question. I'm messing around with a test save and trying to manually add a Hybrid Character just to mess around. Looking at the code in person.gd it looks like if anything other than the same race or Mixed is set as display_race than it should result in a Hybrid character, but when I save the edit and check, the character is entirely broken. What am I doing something wrong?
Obviously a normal player wouldn't come across something like this, just wondering.
What values are you trying to change in the save file to make the hybrid race? The basic formula (as I understand it, deviate wrote that particular code) is that 70%+ is full blooded for one race while 30%+ is enough for a hybrid to be considered. I don’t believe it handles 3 way hybrids though (ie: 30% for 3 different)
So, I took a character, changed the name and id of them, and then was just trying to make them appear as either mixed or hybrid. I was specifically changing the 'race' and 'race_display' to 'Human' and 'Fox' respectively. I also changed higher up (but in the section for the same character) the values in 'genealogy' of human and fox to 76/24 respectively, just changed them to 65/35 and it still didn't work. Character comes up blank.
It seems that if 'race' and 'race_display' aren't the exact same, then the character page blanks itself. If they're the same, but an invalid character type (Halfkin Dragon for example) then it loads fine but clicking on the highlighted name thats invalid forces me to close, which is expected.
EDIT: My error logs show the exact same errors as Fibian (a few posts above mine) except for the 'slave_tab.gd' number (which isn't surprising) so I'm decently sure his problem has to do with this.
I see a couple of issues there. Editing an existing character might work but that character won't be able to be successfully called if you didn't add in that new ID you'd created manually to globals.slaves (which is how all of the person references are called by the game). As you said, something that isn't vanilla (like Halfkin Dragon) has no racial description so will force a crash for sure.
I'd recommend trying that on an existing slave without effecting the name/id and see if you can get it to manually update like that.
To check, if the person appears near the bottom of the save file where it lists the name, sex, race, id, etc. does that mean that they're in the globals.slaves area?
Edit: If not then I have no idea where to look. About the only bit of coding I've messed with was some C++ in highschool, editing saves on this, and messing with some config files for other games.
Edit 2: Changed a Halfkin Bunny's race (genealogy with orc 37) to Orc and race_display left on Halfkin Bunny, same exact errors.
Hmm....a few comments.
- Milking seems hardly worth it. It takes a lot of slaves to get it working and the income is meh
- seems like sexuality change it still fubared. Futas sleeping with females are becoming straight
- is cum production for no-balls futas even working? Doesn't seem like it. A no-ball futa cummin in someones mouth desn't register for the desire, for example. Perhaps it would be best to simply have no-balls futas have internal balls (they would have balls, with sizes, just internal, not visible. And thus would also have varrying outputs)
- one thing I added some time ago but lost the files: cowgirl sex position. It seems silly that you cannot force vaginal/pentrative sex acts on a male/futa (ride someone when tied up), but you can force yourself on females. I'm half-way implementing it back.
- the after battle action - the rape of defeated opponent - could use varriance and expansion.
Milking doesn’t start maximizing the profits unless you hit a cattle with Hyperlactation (which reverts her to the overlactation that produces a ton). If you really want it maximized, you’ll work on having her milked by hand as Milk Maids can consistently max out production better than machines once they have high job skills.
You can change which way Futa’s shift in expansion.gd > Settings per request. It’s still set to that by default but should be easily changeable through the variable there.
I think the cum prod for no-ball futas were broken with one of deviates changes in this version. Should be fixed again in the next.
I agree, I just haven’t invested the time to write that. I do have a writer who is willing to help out that I may ask to expand and vary those scenes more.
So I was trying to figure out why the Futas were always causing sexuality to change towards straight and I found that there appeared to be an error in the file newsexsystem.gd there is a part of the code that doesn't reference properly as it searches for 'futa' instead of 'futanari' after I adjusted it my game is working correctly.
I replaced 'futa' with 'futanari' in the following lines:
if i.person.sex == 'futa':
if person.sex in ['male','futa']:
if person.sex in ['female','futa']:
I hope this helps I am not sure if there are any other instances of this issue in other files as I haven't done a thorough search.
The setting has it set to female. So, yeah, something there is broken.
I have a hyperlactating cow, the the amount of milk is not really the issue. So far my seller seems to bring in anywhere from 50 to 200. Not bad, but considering that all those slaves could be working as entertainers/escorts, not really that good either. EDIT: Now it's up to 400. Far better.
Also, I can forward the cowgirl and some other fixes, but so far the descriptions are still not wokring as intended.
I’d be interested to see the new positions. Regarding the production going from 200 to 400, what changed on that? I will say that the milk merchant jobs do increase over time as well as being based on their charm and wit, so it will slowly increase (from an RP standpoint, it is to reflect the growing interest as you build the business)
The new positions kinda work, but the descriptions are mostly fubar.
http://www.mediafire.com/file/8fm38qqnlq3frkg/Strive_newPositions.zip/file
Also, at one point you said you'd merge my item mod with yours. I'm all up for it, just so I don't have to re-edit every time you update :P
Honestly, I simply use the milk to supplement my mansion's food income and instead use semen and piss as my primary sources of gold income. This was a fairly decent way to earn gold, especially if you had a stud breeding your cow pretty much every night. Your farmhands would automatically extract leftover cum that had been deposited into your cows, in addition to whatever cum the cow herself provided. Unfortunately 0.9.5 kind of nerfed the crap out of the Breeder playthrough, so I've only barely dabbled with the farm so far on my other playthroughs. I'm not sure yet what the optimal gold making strategy will be overall.
There were a lot of changes to fertility in deviates code that I hadn’t noticed that heavily penalize non-standard races on top of the long ovulation timers. I am working to correct those ASAP though and will release a new version with those modifications heavily reworked to keep from penalizing any non-standard race playthrough soon.
I had the same issue and can confirm that this fixes the issue (at least that it makes you able to interact with them). One thing to note is that for me it seemed that I had to select the race that was listed as 'primary' in the field above/before the 'race_display' field. Trying it the other way (i.e. using the secondary race) had the same error occurring for me.
Never figured out what the issue I was having with previous version of mod was, but thought I'd give it a go with new update. Seem to be having more issues than before though. Did clean install of SfP and mod, following install instructions to the letter, but getting an issue when get to the character customization screen. The race menu has vanished entirely and can't change portrait. Can't even click continue. Attaching resulting error log with screenshot. Hoping can get this sorted so can actually play mod :) Enjoyed it greatly before the previous update started doing wierd things to my game :)
The first 2 errors list missing variables that are added by the initial file patch. If I had to guess, then I'd say that you failed to either do one of these two actions or the order in which you performed them was wrong:
The order can matter just as much as doing the correct actions. The simplified order of steps is:
Yeah, covered all that during original install. Made sure to follow install instructions exactly to avoid any added issues, but still had this happen.
On off chance I missed something, followed instructions again and checked against what you've just said to be sure, but yeah, did it all and still getting exact same errors.
These may be stupid questions, but always worth asking (per those errors):
Did you activate Aric’s and Restart the game before trying to start up the new game? That continue button works fine for 99% of mods, but Aric’s is a special snowflake and edits things that have to be reinitialized with a newly started game.
Are there any other mods involved?
The continue button will only work for mods that only change files that are only loaded and used when a progress starts (i.e. after the loading screen). Continuing without restart, was only intended for people who change their mind about the mods, especially if there were errors, as the mods can still be safely reverted at that point.
Yeah, always restart after mod activation. Usually forces me to anyway, but on rare occasions it doesn't manually close it anyway.
Normally use improved random portraits, but this mods info says that's compatible. And aren't even using it for these tests/reinstalls because want to get this working before try adding another mod.
The vanilla mod system always required a restart after applying mods. My bugfix, which is included as part of Aric's Mod, altered the mod system and added the option to accept the changes without restarting. If you do not receive a longer report after applying the mod or do not have two options afterwards, then it would mean that the files were not replaced properly.
Unless there were errors during the application of the mod, I am unable to determine the source of the problem. If all steps were followed correctly, then folder permissions become a possible source of problems. The patched mod system should report any problems opening or saving files.
The Strive Discord (https://itch.io/t/284398/discord) is a great place to resolve tough issues as we can share a lot of information quickly. Since simple reminders were not enough to fix it, the next steps will involve verifying each step and aspect of the process . Basically it involves checking the mod folder path in-game, the folder names and paths for the mod files and replaced files, and opening script files to verify that they have indeed been altered correctly.
So, I have a problem that follows up with the pregnancy system. So one of my slave's happened to have twins ( ͡° ͜ʖ ͡°) but for some reason the second child just randomly disappeared. I don't know if it's a bug that Deviate has said before and or it's just me going wack. A response would be nice ( ͡° ͜ʖ ͡°)
Deviate introduced a large number of bugs from what I have seen and heard. I think one of them was the fact that the system stores a count of babies separate from the actual number of babies and that these can end up with different values. So it is possible that your slave never had a second baby, only a false count of 2 babies.
I've managed to test twins (and quadruplets and quintuplets) and in every case only one child was ever actually born
The quad and quin were from the player, and a slave respectively, and were after I edited the fertilisation process to prevent ghost babies. (if the mother had ovulation type 2, or gave birth to eggs it would count the first 3 children twice.
I have managed to get the birthing of multiple children working though, with the same quad and quin that weren't working before. All 9 children were successfully born. To fix it instead of repeatedly calling the birthing function, I store the birthing mother in the same manor as the baby being born, then at the end of the birthing function right before closing the birthing panel, if the mother has more children to birth I call the start of the function.
There are 3 relevant blocks of code that were changed/moved to make all this work all of them are in the Mansion.gd file.
First I created a new variable right next to the baby variable above the childbirth function that I called birthing mother, it doesn't really matter where the variable is in the code long as it isn't in a function:
...
var baby
var birthingMother
func childbirth(person,baby_id):
...
next in the nextdayevents function right at the start where it checks for pregnant character to give birth, instead of calling the looping function I set the aforementioned birthingMother variable to the mother giving birth then call the childbirth function directly:
...
func nextdayevents():
get_node("FinishDayPanel").hide()
var player = globals.player
if player.preg.duration > variables.pregduration && player.preg.is_preg == true:
birthingMother = player
childbirth(player, player.preg.unborn_baby[0].id)
checkforevents = true
return
for i in globals.slaves:
###---Added by Expansion---### Hybrid Support
if i.preg.baby != null && (i.preg.duration > variables.pregduration || (i.race.find('Goblin') >= 0 && i.preg.duration > variables.pregduration/2)):
if i.race.find('Goblin') >= 0:
i.away.duration = 2
###---End Expansion---###
else:
i.away.duration = 3
i.away.at = 'in labor'
birthingMother = i
childbirth(i, i.preg.unborn_baby[0].id)
checkforevents = true
return
...
finaly at the end of the babyage function after adding the baby to the list of slaves but before closing the panel I remove the newly born baby from the mother and then if there are any more children to be born call the clidbirth function again for the next baby that they are carrying:
...
globals.slaves = baby
globals.state.relativesdata[baby.id].name = baby.name_long()
globals.state.relativesdata[baby.id].state = 'normal'
globals.state.babylist.erase(baby)
birthingMother.preg.baby_count -= 1
birthingMother.preg.unborn_baby.erase(birthingMother.preg.unborn_baby[0])
baby = null
get_node("birthpanel/raise/childpanel").hide()
if birthingMother.preg.baby_count > 0:
childbirth(birthingMother, birthingMother.preg.unborn_baby[0].id)
else:
birthingMother.metrics.birth += 1
birthingMother.preg.is_preg = false
birthingMother.preg.duration = 0
birthingMother.preg.ovulation_stage = 2
birthingMother.preg.ovulation_day = -5
birthingMother = null
get_node("birthpanel").hide()
...
The bolded lines are the lines that I changed/added or moved from the original state.
And while reviewing this post I realised that I didn't account for if you give away the baby or babies so you could either set it up in one of two ways first:
func _on_giveaway_pressed():
birthingMother.preg.unborn_baby = []
birthingMother.preg.baby_count = 0
birthingMother.metrics.birth += 1
birthingMother.preg.is_preg = false
birthingMother.preg.duration = 0
birthingMother.preg.ovulation_stage = 2
birthingMother.preg.ovulation_day = -5
birthingMother = null
get_node("birthpanel").hide()
That should just delete all of the mother's remaining children when you can't or don't want to keep them, but won't allow you to pass on one and keep a later child
func _on_giveaway_pressed():
birthingMother.preg.unborn_baby.erase(birthingMother.preg.unborn_baby[0])
birthingMother.preg.baby_count -= 1
if birthingMother.preg.baby_count > 0:
childbirth(birthingMother, birthingMother.preg.unborn_baby[0].id)
else:
birthingMother.metrics.birth += 1
birthingMother.preg.is_preg = false
birthingMother.preg.duration = 0
birthingMother.preg.ovulation_stage = 2
birthingMother.preg.ovulation_day = -5
birthingMother = null
get_node("birthpanel").hide()
That should remove the baby being shown, then reload the panel for the next baby, but requires you to manually pass on every child
Well, I have tried to implement this myself. However, I do not see it ever working as it conflicts with the slave_tab.gd (atleast mine) Maybe I'll have to wait for Aric next update. I'll keep trying to see if I can get it through, maybe you can help put a guide where goes where because at least I tried to put it where it suppose to be it, the first time it conflicted with the actual Aric Script than it conflicted with slave_tab.gd. For the mean time, I'll just have to find the gad dang ghost babies ( ͡° ͜ʖ ͡°)
Did everything right I think, but for some reason I can't actually exit the manor.
SCRIPT ERROR: GDScript::reload: Parse Error: Identifier 'rewardslavename' is not declared in the current scope.
At: res://files/scripts/exploration.gd:1473
ERROR: reload: Method/Function Failed, returning: ERR_PARSE_ERROR
At: modules/gdscript/gdscript.cpp:580
SCRIPT ERROR: _ready: Invalid set index 'buttoncontainer' (on base: 'Control') with value of type 'VBoxContainer'.
At: res://files/scripts/Mansion.gd:84
SCRIPT ERROR: _on_leave_pressed: Invalid get index 'zones' (on base: 'Control').
At: res://files/scripts/outside.gd:122
Am I stupid or..?
It appears that you replaced the Strive game scripts with the files in "AricsExpansion/scripts", which erased a variable that exists in the vanilla game. You should only copy the contents of "AricsExpansion/IMPORTANT - READ THIS BEFORE INSTALLING/Put in Strive Game Files" into your Strive game folder. You will need to start the installation over with a fresh Strive folder, since yours has been corrupted.
I've been having a bit of an issue with the pregnancy system and can't seem to have any of the girls ovulating. both main character and starting slave are fairies and i had the 4 cycles all set to 4 days (changed through constants mod, not through the expansion files). Even after cycling through 20 ingame days the main slave still isn't ovulating but doesn't bring up any errors in the log. is changing the cycles having a negative effect? getting them pregnant isn't an issue as i set the ovulation cycles back to normal and they can be impregnated. anyone else having issues with this? I've tested with about 3 different saves. fairies, beastkin and drow, and they all have the same problem when the ovulation cycles are changed.
Edit: started a new save. set in constants to 4 days for all cycles. haven't purchased the crystal to alter pregnancy speeds and slaves are ovulating as per normal. i'll try a separate save and see if the crystal has any involvment
I'm sure you've already found this, but the fix for "broken" Hybrid or Mixed characters is pretty simple. In case you haven't or if anyone (like me) can't wait for the next update, all you have to do is go to your "files\scripts\person\person.gd" file and change line 1654 from
rvar = ' (' || race_display || ')'
to
rvar = ' (' + race_display + ')'
Cheers, appreciate your work!
Got a new one for you. first error at the top was during a sex scene right as all three characters had an orgasm. the emit signal one occurs sometimes when in the slave shop and you hover over a slaves traits. the last script errors occurred when ending the day and one of my slaves is pregnant. Tried uplaoding image but it's having some issues, heres the text log.
erasing C:/Users/Lily Powell/AppData/Roaming/Strive/saves/autosave3
SCRIPT ERROR: member.orgasm: Invalid get index '1' (on base: 'Array').
At: res://files/scripts/newsexsystem.gd:378
SCRIPT ERROR: member.orgasm: Invalid get index '1' (on base: 'Array').
At: res://files/scripts/newsexsystem.gd:378
ERROR: Reference to a Thread object object was lost while the thread is still running...
At: core/bind/core_bind.cpp:2535
Aric's Expansion v0.95
Aric's Expansion v0.95
ERROR: emit_signal: Error calling method from signal 'meta_hover_ended': 'Panel(statspanel.gd)::_on_traittext_meta_hover_ended': Method expected 1 arguments, but called with 0.
At: core/object.cpp:1238
Aric's Expansion v0.95
erasing C:/Users/Lily Powell/AppData/Roaming/Strive/saves/autosave3
ERROR: Reference to a Thread object object was lost while the thread is still running...
At: core/bind/core_bind.cpp:2535
Aric's Expansion v0.95
SCRIPT ERROR: trait: Invalid get index '{conflict:[Weak Milk Flow, Milk Flow 2, Milk Flow 3, Milk Flow 4, Milk Flow 5], description:[color=aqua]Good Milk Flow[/color]: $name produces just slightly more milk than someone of $his race.
[color=green]Milk production increased by 20%[/color], effect:{}, name:Milk Flow 1, tags:[secondary, expansiontrait, lactation-trait, regentrait, rank1]}' (on base: 'Dictionary').
At: res://files/scripts/origins.gd:41
SCRIPT ERROR: add_trait: Invalid get index 'name' (on base: 'Nil').
At: res://files/scripts/person/person.gd:227
SCRIPT ERROR: impregnation: Invalid get index 'id' (on base: 'Nil').
At: res://files/globals.gd:1131
erasing C:/Users/Lily Powell/AppData/Roaming/Strive/saves/autosave3
nope, neither effect from that. the game continued until i closed it later on and the days continued the same but nothing else popped up. also found this one:
ERROR: emit_signal: Error calling method from signal 'meta_hover_ended':
is caused by running the mouse over slaves traits when in the slave shop in all towns.
ok so two questions. One after my slave gives birth and it grows up. when ever i click on it i can never get the pic shown it always a slave above or below it and i am forced to sell them since the game shows me them there but acts like they dont exists,
They second question is I have 4 snails in the farm but i cant get any of the girls to used. All of them are ok with it and it states i have 4 snails but no eggs to hatch and i can no get the option to be clickable to breed with snails.
Possible yes, I would argue it probably wouldn't even be all the difficult, tedious maybe but not exceptionally difficult.
as it is right now you can give a male character boobs with majorus potions (or cheating by editing the save file), though that is a fairly surface difference, and requires you to fill in the gaps, as far as the narrative goes.
I imagine you mean having them randomly generate, and actually be referenced as such in game.
in that case aesthetically you would just need to decide on what to call it, what the gender pronouns for the dialogue replacers would be, and give them a gender icon. I think setting all that up would be reasonably simple, but I don't know where everything that needs to be added lives.
As for mechanically you need to add it to the character generation "if/else" trees for breasts so they generate larger than masculine, or from the mother rather than the father in the case of breeding (fairly simple change could actually streamline that part of the code the way I'm thinking it would look).
And the automatic reassignment from male to shemale when adding breasts to the character or changing from futa to shemale when changing the breasts or genitalia respectively (probably not too difficult either but that raises the question of is a 'male' with any size of breasts over masculine shemale or do you set a size threshold, this does complicate existing things slightly but not overly so).
You would probably also want to set a rule toggle like exists for futa, or futa with balls, for those who don't necessarily want shemales to generate in their game, if you were to implement it for more than personal use. This one is not something I know how to do outside of the "editing the scripts directly" method.
"I imagine you mean having them randomly generate, and actually be referenced as such in game."
Mostly the latter - the former would also be nice and I'll look into it, but my priority is just the text.
"I don't know where everything that needs to be added lives"
Yeah, that's my problem too. Looks like most of it is in person.gd, but I don't know if there are relevant bits elsewhere.
Like he'd said, it is already possible in game using potions, the Mutate spell (though very random), and the laboratory. They are still referred to as "dickgirl", "shemale" (though honestly I have no idea what is different between that and "futa"), etc. If it is just a question of being referred to as a "dickgirl" instead of "futa" situation...theoretically it shouldn't be that hard to code. Just depends on where all it was needing to be seen.