Something odd happening with the impregnation function - on clicking next day button:
SCRIPT ERROR: impregnation: Invalid get index 'id' (on base: 'Nil').
At: res://files/globals.gd:1132
Fantasy Slave Management/RPG Erotic Game · By
Hmm, I think I know what that is from, I had looked it up when someone posted the same error in another thread. Theirs was at 1131, but I imagine that just means you have an extra line of code somewhere before that in your version of globals.gd. The error in question is most likely a result of the impregnation function not being passed a "father" person, like would happen during most of the sex jobs, or randomly to someone being a housepet or sleeping in the kennel. The random events that involve sex with a random "male" character that isn't you or a slave will also pass no father to that function.
Original impregnation would create a random generic person to be the father in those cases but the edits to how breeding slaves works broke that functionality. I have made a bunch of changes to that function and the ones that use the outputs from it myself, but haven't gotten around to testing them yet, if they work when I do test them I will post them.
Hmm not quite as bad as I thought...
Only minor changes to constructor.gd, basically I moved the <type>_race_arrays out of the set genealogy function so that I could look at them in globals, rather than rebuilding the arrays myself. (edit: I am also using the arrays in multiple functions within constructor itself, but that is for an entirely different unfinished thing)
I added entries to races.gd for each of the animal types, a little bit of work to prevent characters generating with an animal race but not that hard, most character generation is either already filtered or used globals.allracesarray when generating characters, so I just had to prevent the animal races from being populated into that array.
For globals.gd I did the aforementioned filtering to keep animal races out of allracesarray
had to make major changes to the impregnation, race_breed_compatible, and fertilize_egg functions,
as well as adding another array for race groups to be used with the getracebygroup function, including adding addition group filters to said function
And lastly in every file that calls globals.impregnation without providing a father person, I had to add a new input to target either a specific race or group of races to generate a father from.
Aric if I can get my internet to cooperate I will try to send the changes on discord, if you need them. It would be quite the wall of text to post it here.
I've got a problem where after I tried installing the mod I had some weird errors and saw where I messed up on the installation, I tried to fix that by deleting both the executable and data folders so I could try the mod installation over with a fresh download. It seemed to mostly work but I ran into two problems where the notifications on the right hand side wouldn't have the letters appear but they would still pop up as well as any portrait and body images not appearing at all. So I once more deleted the data and executable folders to try and revert to a vanilla download with the saves I backed up but now the problem carries into the unmodded version. I'm new to modding and I'm sure I messed up bad but any help would be appreciated.
Please read this thread for similarities and the likely cause: https://itch.io/t/702443/bug-single-color-portraits
Your computer may be different and their solution may not work for you.
Quick suggestion regarding the new breeding system - there should be some way for the the PC to gain the ability, at least temporarily, to impregnate and be impregnated by any race.
Perhaps a very mana-intensive spell that just lasts the day - or even a single sex interaction? Would be a great mana sink for the oceans of the stuff you inevitably wind up with late-game
How is testing going?
Waiting for update, as v0.9.5 is bit unplayable for my playstyle,
due most of the bugs mentioned in these posts on v0.9.5.
And your mod just adds to much good content to ignore.
For future:
I recently realized it is similar mechanic on cross-breeding compared to Strive 2 alpha game.
So having like a breeder trait from Strive 2 alpha would be awesome.
And you could apply also that partially to current MC breeders trait also.
I'm not exactly a fan of this suggestion, as this still feels like a pretty hefty nerf to the Breeder play through. Seems kind of unfair that a specific PC play through would have to jump through so many hoops just to actually be, y'know, a Breeder. Some other way to spend mana might be nice, especially at endgame, but this suggestion isn't a proper solution. Right now, I've essentially quit playing the game until 0.9.6 releases, as the Breeder is the only play though I haven't done yet. I was waiting on Farms to be fully implemented before giving Breeder a go, and then I delayed even more when I heard that 0.9.5 would have a whole bunch of reworked impregnation/races/interactions and stuff. But then the new changes also inadvertently nerfed Breeder almost into the ground, so now I'm just chilling till 0.9.6.
Hi - One question. Is there any way to change the full body images of the unique characters from the story mode in this most recent update? (Portraits still seem to be changeable) I'm guessing this has something to do with the Unique Character Naked Images update with 0.9.5. locking these images as this was doable through the Full Body Image in game button in v0.9.4.
Does anyone know if there's a quick way to get around this by commenting out or deleting some lines from the game files? Since I'm guessing I can't really change the .png.import source files with new ones to get around this.
First off, a big thank you and congratulations to your 0.9.6 release Aric! Your hard work and effort are greatly appreciated. Of course a big thank you also goes to Deviate for sharing not only his ideas with us but also all his code and work. Thank you both!
But as any developer knows, after a release is before the next release. To keep the current momentum strong I have possibly three bugs to report that I came across during my recent play test (of a save file begun with the previous 0.9.5 version). The good news is, I can provide the solution to one of them and can give directions to hopefully quickly resolve the second. For the third one I’m not sure whether it is a bug at all or if this ‘strange behavior’ was inherited from V0.9.5 where I had the same problem. So here goes:
1.) The kennel sleeping place, which together with the housepet job are some of my personal highlights of Deviate’s additions, bugs out the spreadsheet of the Headgirl, making it break the drop down menus and depending on the location of the servant within the hierarchy prevents the spreadsheet’s completion.
To solve this, the following three changes are necessary: 1. In globals.gd the “var sleepdict” needs to be expanded by the entry “kennel = {name = "Dog Kennel"}” 2. In Mansion.gd “func sleeppressd” needs to be expanded by the following four lines:
button.add_item(globals.sleepdict['kennel'].name)
if person.sleep == 'kennel':
button.set_item_disabled(button.get_item_count()-1, true)
button.select(button.get_item_count()-1)
and 3. also in Mansion.gd right under the “func sleeppressed” the “var sleepdict” needs to be expanded by “4 : 'kennel'”
I have verified that this should fix the issue and allow the user to set a sleeping place of his or her choosing for a servant from the Headgirl’s spreadsheet.
2.) The second bug is one I have mentioned during the 0.9.3 Version and pertains to the hatching of snail eggs or rather the plus button on the snail management tab. When I dug through the code I found in the Mansion.tscn that comes with your mod that the assignhatch/add signal ‘pressed’ was connected to “_on_snailpanelfoodadd_pressed” instead of “_on_snailpanelhatchadd_pressed”. Which, from my experience with Godot, should be an easy bug to squash permanently.
3.) Lastly the iffy one. I have problems with the milkproduction of my cows. When they start to lactate normally (whether they start trough the leak spell or by giving them a potion doesn't matter, I haven't tested pregnancy) they give a huge amount (sometimes going up to around 300) of milk on their first day of milking. Thereafter they are dry for days, sometimes even more than a week only to produce another huge load the next time I can milk them. The only feedback I get then from their daytime activity during the dry period is that “ServantName did not successfully produce any milk today”. Administering a hyperlactation potion yields more or less the same result: Cows only give milk in huge bursts and not continually in smaller amounts. On that note a question, is it intended behavior that if the milking fails all other activity, like breeding or harvesting other fluids, fails as well? While I took a quick peek at your code I hadn’t had yet the time to properly find the answer to this one.
Aside from these bugs, I also have two questions. Seeing how with Deviate’s code and the integration of Ankmairdor’s and Dabros’ Tewaks and Bugfixes, I wanted to ask whether you would be interested in integrating more fixes pertaining to the base game, even if these are only minor ones. The second is more like a feature suggestion/request to your mod. Have you ever considered integrating the Entrancement Spell into your mod? I think it would fit in very well with your conversation/fetish/permission system. Depending on how powerful one wants the spell to be it could either add a bonus to the various checks or, as I currently use it since it’s less work, I simply use it as an ‘or’ before the checks thus providing me with a good mana sink and instant positive results to my requests.
Anyway, thanks for for all your hard and continuous work, I very much look forward to how you will develop this expansion further.
Getting this error when trying to run new update with Improved Random Portrait, Anyone able to help?
SCRIPT ERROR: GDScript::reload: Parse Error: Variable 'randPortrait' already defined in the scope (at line: 11).
At: res://files/scripts/slave_tab.gd:22
ERROR: reload: Method/Function Failed, returning: ERR_PARSE_ERROR
At: modules/gdscript/gdscript.cpp:580
SCRIPT ERROR: openslavetab: Invalid call. Nonexistent function 'slavetabopen' in base 'Control'.
At: res://files/scripts/Mansion.gd:613
Generally, this error means that you have installed the Random Portrait mod more than once at the same time, so the duplicate code causes errors. This can happen if Aric's mod is re-installed without removing all the other mods, as the act of deleting the backup folder causes those mods to become part of the default scripts. The simple fix would be to un-apply the Random Portrait mod to see if it remains installed and play like that. Otherwise you will need to start a fresh Strive program folder and reinstall your mods.
Awwww, man...
the Sex menu does not respond after loading my old saves.
Aric's Expansion v0.96
SCRIPT ERROR: updatePerson: Invalid get index 'racialbonusesapplied' (on base: 'Dictionary').
At: user://mods/AricsExpansion/scripts/aricsexpansion/expansion.gd:315
SCRIPT ERROR: charm_get: Invalid get index 'charm_racial' (on base: 'Dictionary').
At: res://files/scripts/person/person.gd:629
SCRIPT ERROR: partner: Invalid operands 'Nil' and 'int' in operator '>'.
At: res://files/scripts/sexdescriptions.gd:793
SCRIPT ERROR: charm_get: Invalid get index 'charm_racial' (on base: 'Dictionary').
At: res://files/scripts/person/person.gd:629
SCRIPT ERROR: partners: Invalid operands 'Nil' and 'int' in operator '>'.
At: res://files/scripts/sexdescriptions.gd:907
SCRIPT ERROR: decoder: Invalid type in function 'replace' in base 'String'. Cannot convert argument 2 from Nil to String.
At: res://files/scripts/sexdescriptions.gd:152
SCRIPT ERROR: startscene: Invalid operands 'String' and 'Nil' in operator '+'.
At: res://files/scripts/newsexsystem.gd:1925
SCRIPT ERROR: charm_get: Invalid get index 'charm_racial' (on base: 'Dictionary').
At: res://files/scripts/person/person.gd:629
SCRIPT ERROR: partner: Invalid operands 'Nil' and 'int' in operator '>'.
At: res://files/scripts/sexdescriptions.gd:793
SCRIPT ERROR: charm_get: Invalid get index 'charm_racial' (on base: 'Dictionary').
At: res://files/scripts/person/person.gd:629
SCRIPT ERROR: partners: Invalid operands 'Nil' and 'int' in operator '>'.
At: res://files/scripts/sexdescriptions.gd:907
SCRIPT ERROR: decoder: Invalid type in function 'replace' in base 'String'. Cannot convert argument 2 from Nil to String.
At: res://files/scripts/sexdescriptions.gd:152
SCRIPT ERROR: startscene: Invalid operands 'String' and 'Nil' in operator '+'.
At: res://files/scripts/newsexsystem.gd:1925
Errors found on 0.9.6:
SCRIPT ERROR: slaves_set: Invalid get index 'npcexpanded' (on base: 'Reference (person.gd)').
At: res://files/globals.gd:312
SCRIPT ERROR: zoneenter: Invalid set index 'location' (on base: 'Control (outside.gd)') with value of type 'String'.
At: res://files/scripts/exploration.gd:56
SCRIPT ERROR: eval: Invalid get index 'expansion' (on base: 'Node (globals.gd)').
At: <built-in>:3
It appears that you have not completed the installation of the mod.
"Passive" is the name of a function in the 'abilities.gd' file, which corresponds to a type of effect applied to combatants. Specifically it results from using the "Armor Breaker" weapon, as that weapon has incorrect data and code, causing it to generate errors and backfire against the person holding the weapon.
I believe that Slimes were changed so that they no longer get pregnant in the same way as other characters, as stated on the first page:
Currently, the only restriction on breeding is Slimes. Slimes can't currently breed or be bred by other races (there's some new functionality coming for them soon to match their lore and give a different breeding option).
It appears that there are some typos in that line of code. On line 1173 of globals.gd, it should probably be:
mother.preg.womb.append({id = father_id, unique = father_unique, semen = cumprod, virility = virility, day = 0,})
since this would use the substitute variables instead of trying to use indexes of the "father" argument. There could be other problems because I haven't tested it, just skimmed through the local code.
There are 2 problems here: the simple irrelevant one that causes the error message, and the more complex issues of string inequality and genetic sums.
Each of the lines like "father.dog" is missing ".genealogy", which is where the animal indexes are found. So "father.dog" should be "father.genealogy.dog". This also needs to be fixed for "bunny", "cow", "cat", "fox", "horse", and "raccoon".
However, just a couple lines later "set_genealogy" is called, which will attempt to re-assigns these same values. At least it would except that the virtual father has his race assigned to "dog", which does not decode to any expected race(the code looks for "Wolf"). So it should blow up at line 513 of constructor.gd. We can prevent this by adding "father.race = " followed by the string found in the "genealogy_decoder" function of constructor.gd that corresponds to each of the animals we fixed above, though it's a rough fix.
This brings us to the next issue, relatively minor, the "fertilize_egg" function in globals.gd is setting a single race's genetics to 100, but it never clears the rest of the percentages that are created for the virtual father. "set_genealogy" also never clears these extra percentages, and while it should equalize to 100 at the end there will likely be some percentage that remains a random race. To fix this, we would need to zero all percentages in the genealogy similar to "var genealogy" in person.gd instead of assigning 100 for each animal, which means deleting the lines that would have been fixed at the top. So copying "var genealogy" into the start of the "fertilize_egg" function and replacing each 100 assignment with "father.genealogy = genealogy" should fix this, again it's a rough fix.
Like Ank pointed out, the racial picker defaults to Human if there isn't a 50+ or 30+ for Halfkin races for the "actual" race. The bonuses are all given via the genetics themselves, but the game has to still have an assigned race for general compatibility. It wasn't the most immersive way of handling it, but it got it functional. I have a new calculation I'm bug-testing that will always try to pick the highest, rarest genetics and give that as the "assigned" race.
Finally managed to solve whatever issue was stopping me from playing with this mod installed - still don't know what the issue was mind you, just reinstalling 100 times did work in end.
Seem to be having an odd issue with the pregnancy system though. As I noticed in above post there's a known issue with genetics showing up over 100%, which I don't really mind since it doesn't affect gameplay, but the genetics of my child seem to be making a mess of it's race. My MC is a pure demon, and girl he's getting pregnant is 74/26 demon/harpy. I've tried having multiple children with her but they keep being harpy. Whilst that's not impossible given female's harpy genetics, the genetic makeup is showing as 91 demon/55 harpy. Doesn't really make any sense even ignoring the over 100%. If she's higher demon than harpy, shouldn't she be a demon? And how exactly does a combination of parents that's basically 87% demon and 13% harpy get a child 55 harpy? Overall, I get the feeling something in the genetics system isn't working properly.
And as a side note on same system, I noticed that sometimes 'impure' characters are being labelled 'pure <race>' and vice versa.
And just whilst noting things, also having an issue where group sex scenes keep having mentions about 'undersized' shafts even when they aren't. Especially doesn't make sense when it says 'undersized decently-sized manhood' :)
Images for above issues below.
Your child was likely given Harpy as a race since it is later on the list of races checked for 50+ genetics. The latter race checked for is always the one chosen, and the order appears arbitrary. This issue would exist with a 50-50 child, so 100+ genetics is not relevant.
There was an issue with the code to change 100+ genetics to 100 in v0.9.5, so if you got someone pregnant in that version then it would persist even in v0.9.6. If not, then I'm not sure of the cause of the 100+ genetics, since I've read the related code multiple times and not seen anything wrong.
I figured it out, all the slaves have 100 genetic sums, but the description only shows the positive genetics so the total appears higher. There are 2 sources of the problem.
The first is "set_genealogy" in constructor.gd does not reset the existing genealogy of a person before adding in the new. This is specifically an issue for impregnation from virtual fathers(prostitution or kennel). This is bugged and unless you fix line 1173 in globals.gd it will never happen. When fixed, "set_genealogy" is used to assign custom genetics to the virtual father, thus always ending up with 200 genetics.
The second cause is that "build_genealogy_equalize" has a small defect as it assumes that for 100+ genetics so long as the current genetic line is positive that you can subtract any amount from it. However, that can only be true for purebreeds, otherwise you can end up with negative genetic lines. Thus 100 is always reached, but it in an unbalanced way. The fix for this is simple, "random_number" needs to limited to at most the current value of the genetic line. A similar fix could be made for the 100- genetics, though once the above problem is fixed this function should almost never be used and it is of questionable value to begin with.
If you were talking about the Random Portrait setting, then that won't change the body image until the next version of Strive or if you use the current bugfix patch (neither are yet compatible with this mod). Otherwise if you meant the Random Portrait button added to the slave tab by the Improved Random Portraits mod... then well... that could be a bit complicated since that mod already does that. Chances are that your portraits and bodies folder paths don't match. Not sure where the difference is, but if you selected only one path, then you may have been effected by a bug introduced by my bugfix patch while expanding the options for selecting paths.
It might not be perfect but here is a transparent version: https://drive.google.com/file/d/1Peh4-D_pC_hn00tzT4LOt6THNU8m-ABR/view?usp=shari...
I have a small problem, and I'm not sure if it has to do with the base game or this mod. My game effectively soft locks for a few minutes after large amounts of fresh slaves are brought to the house. It then loads in a lagging glitched out menu, that can only be fixed by going to main menu. It has a error message in the log, so I'm wondering if I should adjust the file as it is recommended by the game log?
Edit: How would I go about this fix?
I recall having similar errors in vanilla when bringing back 8-12 slaves during a save with a large mansion. I can’t recall if there was a fix for it, but I know that limiting each run to 5-8 slaves resolved it for me. It’s something about the game overloading when trying to add a lot of slaves back to the mansion at once.
This issue is the result of Godot using a static sized queue to handle GUI event messages, which are issued when the GUI is changed. When new slaves are brought back to the mansion they are added to the slave list one at a time and for each one the mansion's GUI listing the slaves is refreshed. The issue is that this refresh involves deleting all of the existing slave listings and creating new ones. Each line in the slave list GUI is fairly complex so this adds up to a lot of messages, especially if the player already has a lot of slaves in the mansion.
I have just recently released a new version for the bugfix patch which addresses this issue by reusing as much of the slave list GUI as possible, which should significantly reduce the number of messages added to the queue. This will be incorporated by Aric at some point, but it's a bit of work.
The error message proposes what seems like it would be a very simple fix to the problem: "increase the size of the queue". However, this is a rather irresponsible approach to solving the problem and may come with unforeseen side effects. The problem is not of a fixed size and increases exponentially so regardless of the new size it will still be possible to trigger it again by simply having more slaves. Warnings aside, it may be a while before the fix is implemented for Aric's mod so it may provide some relief until then.
Using a decent text editor, add these 2 lines(with 1 tab before each line) after _init() in globals.gd, and the new size will go into effect after you start the game to apply the change and restart the game to use the change. After the change has been applied the code can be removed and the effect will continue for that program folder. It creates a file named "project.godot" that stores the new setting for future use.
ProjectSettings.set_setting("memory/limits/message_queue/max_size_kb", 8192) ProjectSettings.save()
This code will increase the size of the queue by 8x, which may or may not be enough, but I would recommend against increasing this number by more than another 8x as it will be hogging a significant amount of RAM.
Please check if it is similar to this problem: https://itch.io/post/1551268
It doesn't seem unrelated to the mod, with 3 people I get about a full second delay after just a few ongoing actions. I haven't looked into the reason, but based on what Aric has said about his changes to the sex system I think I can narrow it down. There aren't many things that can have such a dramatic effect so fast without hanging the game, the dynamic text system is rather inefficient. From the sounds of it, Aric has added text interactions between all participants in the same action, so "decode" is likely called inside a loop that was inside another loop. Thus it would have an efficiency of O(C*N^2) with a rather large value for C.
It's most likely not related to the amount of text, as you would need a lot more to cause issues. The performance impact increases significantly when you have lots of small additions to the text rather than one or two large additions to the text. This lag issue is caused by the amount of calculations performed before the text is displayed.
The core of the problem is that sexdescriptions.gd is quite inefficient and does about 50 times as much work as it needs to. Aric increased the number of times it is called from about 4-8 times per action to about 20-26 times per action (per person with 4 participants in the action, so a single action could result in 100 calls). So just the math for a single function suggests that it needs to perform about 4-5 times as many calculations as before. On top of that, Aric has added a large amount of additional calculations which are performed multiple times per action effect.
In effect the number of times the group of calculations is performed is N^2. Meaning that for 2 participants the group of calculations is performed 4 times. For 3 participants, 9 times. For 4 participants, 16 times. For an orgy of 6 participants, 36 times.
You are missing the changes provided by the contents of the folder "Put in Strive Game Files". It's hard to know exactly what went wrong, but here are some things to check.
any chance you know what i messed up? new game, no backups, directions to a T. These are all found in the script file of the expansion in the roaming app data mods file.
The following mod scripts did not match an existing file:
user://mods/AricsExpansion/scripts/aricsexpansion/backwardscompatibility.gd
user://mods/AricsExpansion/scripts/aricsexpansion/expansion.gd
user://mods/AricsExpansion/scripts/aricsexpansion/expansionfarm.gd
user://mods/AricsExpansion/scripts/aricsexpansion/expansionraces.gd
user://mods/AricsExpansion/scripts/aricsexpansion/expansionsettings.gd
user://mods/AricsExpansion/scripts/aricsexpansion/expansionsetup.gd
user://mods/AricsExpansion/scripts/aricsexpansion/expansiontalk.gd
user://mods/AricsExpansion/scripts/aricsexpansion/old - expansion.gd
user://mods/AricsExpansion/scripts/aricsexpansion/old - expansiontalk.gd
thanks in advance:)
That message doesn’t mean anything was messed up as long as you just got that while activating the mod. It only means those are brand new files that don’t exist in the vanilla game. There’s been some discussion on a way to clarify that message in the mor system to avoid that confusion. You should be good to go if that’s the only message you got
Hello Aric, Thanks for the update.
But I still have some problems for the mod, I have followed every step of installation guide and finally the experience is good. But then I think that this playthrough is not what i want so i created another save.
And this happens whenever there should be a impregnate event.
and no one is getting pregnant........
No, just aric, I even disabled the constant mod from maverik and the error continue to appear. And it is happening on all slaves as well. Whenever I have a slave or multiple slave having cum in womb and is ovulating at the same time, this error appears.
The problem is I have had this working before, but just after a new save this function broke. I even reinstalled the game and the mod again and again, but it just won't work for me.
Looks like this issue(https://itch.io/post/1742260), a bug in the code. Edit: Effects mainly prostitution and sex with animals.
I have attempted a few times now to figure this out, I've done two clean installs, followed instructions exactly. However, every time I do so it leads to me being unable to explore (no text) Or any interactions gives no flavor text for the interaction also, the mod installs fine and the game is functional, just with no text when it comes to interactions, such as chatting.
The errors you posted are mostly secondary errors so they don't give a clear idea of the problem, perhaps the first few errors would be more better. But I think there is enough to make an attempt at correcting the install.
You are missing some changes provided by the mod when the mod is applied through the in-game mod system. There generally are very few causes of this problem.
The simplest being that you forgot to apply the mod during the last install. This can happen because the game will report that a mod is still applied if it was not removed in-game before the next fresh install was started. The active mod list has no idea what mods are actually active, it just tracks in-game mod system changes. Simply make sure the mod is selected in the mod panel and press "Apply".
You may have the mod in Strive's mod folder, but the path may be wrong. This can happen if the mod is inside too many or too few folders or if any of the internal folders was renamed. After applying the mod, there will be a list of files that did not match existing files, if that contains files outside of ".../scripts/aricsexpansion/", then this is the cause.
You may have placed the Strive program folder in a location with restricted privileges for programs to change files. The desktop is generally a great place to avoid this problem. After applying the mod, there will be file read or write errors reported.
One other question. So i understand that we are blessed with the ability to download lots of portrait packs off of this site. Does that mean that in order to get the naked/prego option working we need to sift through these portrait packs and put naked/prego in their respective folders for this to work?
If you find a race/sex combination that the image packs don't cover well, I've enjoyed making characters in Honey Select 2 (or you could use similar character generation software/games like the ones Illusion makes) then making unclothed versions. You can also just do a little photo editing to change hair or eye color on pics from the image packs.
I do this one at a time as I find slaves who need pics b/c I'm borderline OCD about matching their descriptions, but before long I might need to collaborate with the guy who put together the All in One PNG [sic] set to post them all for folks to share.
So... Trying to provide some feedback for bugs and inconsistencies...
When upgrading from vanilla to mod, existing NPCs are not assigned attributes resulting in null assignments for new features etc. It also breaks the farm since old NPCs lack parts assigned. If an assignment is null, mod should be able to assign it some (random) value. It also results in the hilarious situation in the farm. :)
The drop downs are hair style drop downs.
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An inconsistency with "talk" concerns male NPCs (and really Futa's too) where talking to them about their consent to be impregnated is problematic. Wording can be modified to refer to pregnancies in general (be to impregnate others or get impregnated). I am unsure how this is handled for males or if does anything.
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Despite incest consent, NPCs appear as red to each other during selection.
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Specifying a single partner is kind of problematic. One stud can have multiple partners.
Conversely, two person farm stalls could be a nice option. It would save time on micro management as well as on one to one engagement.
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A checkbox to contain sex crazed npcs would be nice. If they are no allowed to masturbate they should be banable from other business as well.
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Talking for consent etc is a bit difficult to keep track of. A spreadsheet would be nice. Likewise perhaps a fetish spreadsheet as well... This can be static to inform of the status.
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Kennel stay almost does nothing. Am I missing something? Actions do not even reduce lust. Are there plans for kennel expansion?
Okay, so, I might be a giant idiot, but I just can NOT get ANYONE pregnant. i checked virility, I checked whether they were ovulating or not, I checked whether they are consuming any contraceptives or not, and whether my character use contraceptives as well. Nothing looked wrong to me, but nothing. Not even a single child. Even those with Egg Strength 2 do not get pregnant on their ovulating day. I've been trying for 40+ in game days, and still no results. The ONLY child I had was when I tried the breeder class, and added Fertile trait to my Perfect Specimen starting servant. So I was wondering whether pregnancy is only possible as the breeder class? I know it sounds stupid, but I don't have any other explanation. It could be grand if someone can explain what I did wrong, please and thank you in advance.
Welp, scratch all of that, someone FINALLY got pregnant. So what it took for it to finally happen was to enlarge your character's testicles to massive, producing 6oz of sperm each shot. Considering you can shoot 7 to 8 times as your slave's lust go higher, that means you can shoot out 42 to 48oz each session. A tad bit excessive, don't you think? But hey, I was finally able to get what I wanted, so I'm not really complaining, but whoo boy. Shoving your slave's vagoos with a jug o' jizz each day. Now that's a lotta damage! Unless she's into it.
I noticed on my 100+ day playthrough that I don't remember anyone's vagina or asshole tightening even once. I checked my list of slaves and most of them had a loose vagina and/or asshole, even though many of them hadn't had sex in weeks or even months. I then checked the scripts and found a problem that prevents any tightening.
In the dailyTighten function you have these lines for vagina and asshole:
if averagesize < globals.vagsizearray.find(person.vagina) && rand_range(0,100) <= globals.expansion.settings.vaginaltightenchance * (age-4):
if hole in ['all','asshole'] && person.asshole != "none" && rand_range(0,100) <= globals.expansion.settings.analtightenchance * (age-4):
You have 4 being subtracted from age (which is 1, 2, or 3) so you end up with either -1, -2, or -3. Then the tighten chance is being multiplied by this number giving you a negative number (ex: 25 * -2 = -50). With rand_range generating a positive number from 0 to 100, this condition is always false and no tightening can occur.
I fixed this by getting the absolute value instead:
if averagesize < globals.vagsizearray.find(person.vagina) && rand_range(0,100) <= abs(globals.expansion.settings.vaginaltightenchance * (age-4)):
if hole in ['all','asshole'] && person.asshole != "none" && rand_range(0,100) <= abs(globals.expansion.settings.analtightenchance * (age-4)):
By doing this, the above example would change from -50 to 50 and you would have a 50% chance for the condition to pass. I tested this and my slaves started occasionally tightening after this change. I probably over explained all this to you but I prefer to be very descriptive just in case to minimize the chance of misunderstandings.
Also noticed something else when checking out this function.
if rand_range(0,100) <= globals.vagsizearray.find(person.vagina) + (difference*10) + (age*5) + (person.sexexpanded.elasticity*20):
if rand_range(0,100) <= globals.assholesizearray.find(person.asshole) + (difference*10) + (age*5) + (person.sexexpanded.elasticity*20):
The age * 5 means that you are making it more likely for older slaves to tighten right? Isn't it supposed to be the opposite or am I missing something?
Awesome catch, you're absolutely right on the negative chance. My original intention was to have the chance be greater the lower the age bracket, so for example 1-4=3. Late night coding means I forgot to remove that negative. The intention for that was to replace the (age-4) with: ((age-4)*-1)
Both of those errors were pretty easily resolved by just having a variable with the inverted age then replacing the (age-4) and the age in (age*5) with ageinverted. It's var ageinverted = (age-4)*-1 if you're curious. All of this is fixed in v0.9.7
Awesome catch, apparently they were listed for bestial and nature. That's fixed in v0.9.7, but if you need it fixed in the meantime you can do so by opening person.gd, searching for essence = 'bestialessenceing', and removing ,'Dryad' from the line above it. Make sure that you remove the comma so there's only one between Centaur and Beastkin
I am trying to install the mod and am not sure what I am doing wrong. After putting all of the files in the right places in appdata once i open the game to activate the mod it doesn't show in the menu.
I am trying to install it on a fresh download of the game and don't have a save file of the unmodded game I want to backup which is the only thing from FurturPlanets guide that I didn't do.
There are 3 reasons that come to mind why Aric's mod would not be listed in the mod menu.
The best way to fix Strive problems fast is the Strive Discord (https://itch.io/t/284398/discord).
1 I did restart it a few times
2 I will redo the installation and test that
3 The game did not do anything weird that I could see, and the console said nothing except that it remade the backup folder the video tells you to delete or rename
Edit: I redid the whole thing for the fourth time and it just started working, thanks for the help!
In your Strive folder in appdata (where the "mods" and "saves" folders are), there should be a path ".../Strive/mods/AricsExpansion/scripts/aricsexpansion/" but the error messages say that this path does not exist or does not contain the expected script files. Potential causes:
There may be other problems, but I can't really tell yet as this problem seems to be dominating the console.
Could anyone give me help with a quest and this mod? Everything seemed to be progressing very smoothly until you are asked for a female lactating Taurus. I've tried so many different sizes and she doesn't seem to accept any of them with the new breast sizes. How would I go about completing this quest? I modified nipple amount and breast sizes, and added a lactating potion to the person but nothing seems to work.
I'm also curious how breeding words in this mod too. Do you need to give them a job in a room after telling them to breed with other slaves or is it automatic?
The quest log entry for the quest should be "Bring Melissa a Taurus girl with huge lactating tits and at least three additional pairs of tits. Size and lactation can be altered with certain potions, while the laboratory lets you add and develop extra tits. ", which explains all the parts needed, but note that the wording here is very specific. It is likely that you had the right number of extra nipples, but the number of extra nipples is not necessarily the same as the number of extra tits. You will need to use the "Develop nipples" operation in the laboratory to change the extra nipples to extra tits.
I'm not that familiar with the mechanics of this mod, but I suspect that there is no method of having slaves impregnate each other outside of the sex interaction with the player character.
You're correct on the "Develop Nipples" operation. That's the confusing part for most people. The extra nipples need to be fully developed to meet the requirements.
You can actually have slaves interbreed without the Sex interaction if you use the Farm and set one as the Breeder and the other as the Stud. It will occur automatically at that point.
Hey guys was wondering if I somehow installed the mod wrong, I followed the video and made sure to change my backup to a different name and everything. Am i missing something or possible didnt do something right? As of current all the other functions work when starting a new game, except for the new added sizes and sexuality and more or less not being able to leave my own house.
SCRIPT ERROR: load_game: Invalid get index 'expansion' (on base: 'Node (globals.gd)').
At: res://files/globals.gd:1689
SCRIPT ERROR: zoneenter: Invalid set index 'location' (on base: 'Control (outside.gd)') with value of type 'String'.
At: res://files/scripts/exploration.gd:56
you need to tweak a bit more. Here's my files btw:
http://www.mediafire.com/file/8fm38qqnlq3frkg/Strive_newPositions.zip/file
I imagine you've already done a lot of debug on the hybrids already, but here goes. I'm having trouble getting taurus blood to result in the endurance stat boost it should produce. See pic of new offspring (father was taurus). It doesn't seem to matter if Taurus father is PC or NPC (I tried with other offspring and none got the stat boost). I can try with a Taurus mother too if that helps.
That is fascinating. The only race that you're seeing that issue with is Taurus? I checked the code and can't see anything obvious that would indicate why that bonus isn't applying. It appears the values for the combination of the other races are working fine for that person. Out of curiosity, can you add a point to endurance and see if that triggers it to update and show the +1?
Ok, I tested some more. Adding endurance didn't help jog things along; just maxed out with no bonus. It's not just taurus, see examples below.
I did monkey with this code (lost the tabs only just now in the copy/paste to below), could that have messed it up? I was trying to make it so sometimes mom or dad had more weighting in their offspring.
[constructor.gd]
func build_genealogy(person, mother, father):
var percent = 0
var parentgenechance = rand_range(0,100)
for race in genealogies:
if parentgenechance >= 75:
person.genealogy[race] = round((mother.genealogy[race] * .4) + (father.genealogy[race] * .6))
if parentgenechance <= 25:
person.genealogy[race] = round((mother.genealogy[race] * .6) + (father.genealogy[race] * .4))
else:
person.genealogy[race] = round((mother.genealogy[race] + father.genealogy[race]) * .5)
percent += person.genealogy[race]
I also played with the stat bonuses themselves but only subtle changes (eg. .6 instead of .4 on existing stat bonus magnitudes only). I'm doing all of this with pregnancy accelerated to 3 days btw.
One other observed bug in my playthru was an occasional offspring sex mismatch in naming (wrong sex name) and See Relatives description vs Inspect description / popup description on offspring. The inspect screen / popup descriptions were aligned with behavior in sex/meet interactions. I'm suspicious that the mismatch occurs as some character traits are set for the offspring during pregnancy and others at birth, but I haven't looked through the code to find out if I'm right.
Here are some other issues that may have been fixed/tweaked already. If any of this isn't specific enough, I can copy/paste code. I have been making some changes here and there to tweak the game, but straight forward changes, nothing I think could have resulted in the below.
Thanks for the heads up. I may have to have the game store the altered variables differently if it isn't saving. Regarding preg durations, going under the semen lifespan will definitely risk that. I have that fixed so childbirth clears all remaining semen from the womb to avoid that issue in v0.9.7. Thanks for reporting it!
Also, two more things - don't forget that I didn't just add new items, I re-balanced the weight of existing items to make sense. (default vales are a joke)
Also, I tweaked post-battle sex for more variation and more slave actions. Trying to add more fetish-specific actions. If I can figure out how to add options, I can expand it even more. Will forward my changes after more testing.
ATM, slaves will try to preserve their virginties, but if no virgin, they might ride futa/male enemies and get pregnant.
The cause of the issue is most likely that your mod system is not the correct version for applying the mod. Part of the installation is to patch the files for the correct mod system with the files found in "Put in Strive Game Files". Then the "backup" folder is to be deleted and then the game can be started.
As a side note, combatdata.gd should be included with the patch files and not with the mod files, as that version of the mod system is not capable of modding that file. Note, changing this may alleviate this specific error message, but it will not fix the core problem behind the error message so something else will take its place.
This error is stating that there was a parse error in the sex system file, which causes the entire file to be declared invalid. The problems in your other posts are the obvious results and add nothing further. The cause of this issue is most likely that you applied the mod files as patch files, thus corrupting your install. The files inside ".../AricsExpansion/scripts/" are to be left in the mod folder and not copied into the game folder. You will need to start over with a fresh install of Strive and carefully follow the instructions. If you still have trouble, I recommend the Strive Discord(https://itch.io/t/284398/discord) as a faster way to communicate and walk you through the install steps.
In case anyone wants them or AricT wants to incorporate them, here're some tweaks I've been applying to my playthru's (no bugs I've found with these). I tended to get bogged down with too many slaves and things to manage in general such that it took me a long time to get through my turns and kept taking advantage of some exploits so see below.
Edit: remember to fix the tabs/indenting or the code may not work
1) nerfed interactions in Mansion.gd:
if globals.player.send >= 2:
globals.state.sexactions = ceil(globals.player.send/3.0) #+ variables.basesexactions
globals.state.nonsexactions = ceil(globals.player.send/3.0) #+ variables.basenonsexactions
else:
globals.state.sexactions = 1 #+ variables.basesexactions
globals.state.nonsexactions = 1 #+ variables.basenonsexactions
2) reduced max allowable beds by tying to days played
globals.gd
var nopoplimit = true
upgradespanel.gd
if upgrade.code in ['mansioncommunal', 'mansionpersonal','jailcapacity'] && globals.state.nopoplimit == true:
limit = int(round(globals.resources.day/upgrade.levels)) + 5 - upgrade.pointscost
mansionupgrades.gd
jailcapacity = {
name = "Capacity",
code = 'jailcapacity',
description = "Adds additional cells to your jail, increasing the maximum number of prisoners it can hold at a time.",
levels = 15,
cost = 299,
pointscost = 3,
valuename = "Jail Cells: ",
},
...
mansioncommunal = {
name = "Communal Room Beds",
code = 'mansioncommunal',
description = "Adds new beds to communal room, providing space for additional residents to sleep. ",
levels = 6,
cost = 199,
pointscost = 1,
valuename = "Total beds: ",
},
mansionpersonal = {
name = "New Personal Room",
code = 'mansionpersonal',
description = "Set up one of the free rooms for living. Personal rooms provide sense of [color=yellow]Luxury[/color] to their hosts. ",
levels = 15,
cost = 549,
pointscost = 3,
valuename = "Total rooms: ",
},
3) disallowed attribute points to upgrade points on new people (seemed like an exploit to me)
slave_tab.gd
func buyattributepoint():
#Ralpho edit - added && person.loyal >=50
if person.skillpoints >= variables.attributepointsperupgradepoint && person.loyal >=50:
4) decrease reputation more for sebastion/umbra sales
outside.gd
globals.state.reputation[globals.weightedrandom(reputationloss)] -= 18 #was 4
5) Add random traits
to all births at low % chance including those for special characters (eg "Sturdy")
at dim crystal level 2 (Note: I haven't actually seen this work yet so I can't be sure it does, but I wanted to be less dependent on the main story characters to aquire their special traits in offspring)
[constructor.gd]
if rand_range(0,100) <= variables.babynewtraitchance:
if rand_range(0,100) <= 20: # 1 in 5 chance
person.add_trait(globals.origins.traits('unique').name)
else:
person.add_trait(globals.origins.traits('any').name)
[origins.gd]
elif tag == 'unique':
for i in traits:
if traits[i]['tags'].has('unique') == true && traits[i]['tags'].has('expansiontrait') != true:
###---Expansion End---###
rval.append(traits[i])
[traits.gd] added to some of the traits the following within "tags": [
"tags": [
"secondary",
"unique",
6) Easier Fetish Talks, etc. (for less time clicking through consent/fetish menus on all the slaves)
statstab.gd
if mode == "stud":
person.dailytalk.append('consentstud')
if (person.loyal*.2) + (person.lewdness*.2) + (person.lust*.3) + person.instinct.reproduce >= 50+(person.metrics.birth*10):
...
if mode == "breeder":
person.dailytalk.append('consentbreeder')
if (person.loyal*.5) + (person.lewdness*.2) + (person.lust*.1) + person.instinct.reproduce >= 75+(person.metrics.birth*10):
...
#Resistance Check
if person.checkFetish(mode, 2) || person.loyal == 100:
person.gd
else:
clamper = alternatemod
if rand_range(0,100) <= 20 + ((opinionrank*10) * clamper) + stats.loyal_cur/10:
7) Quicker Breeder Start (otherwise I always ended up picking mage, so I wanted to make breeder more appealing)
[mainmenu.gd]
elif player.spec == 'Breeder':
globals.state.mansionupgrades.mansionnursery += 1
globals.state.mansionupgrades.dimensionalcrystal += 1
8) Increase spell costs and code change below (makes you play more careful with your mana instead of spamming invigorate and sedate)
[spells.gd]
func spellcost(spell):
var cost = spell.manacost
if globals.state.spec != 'Mage':
cost = cost*2
9) Nerf Fear spell rebelliousness reduction (seemed like an exploit)
[spells.gd]
if person.effects.has('captured') == true:
text += "\n[color=green]$name becomes less rebellious towards you.[/color]"
person.effects.captured.duration -= 1+globals.player.smaf/3
10) Tweaked Tentacle Spell (otherwise I never really used it)
[spells.gd]
person.obed += 75
person.fear += 90
person.lewdness += 5
11) Make food harder to produce with forage/hunting; make cooking more needed (otherwise I never had enough drive to farm; next playthru I'll make food more expensive too b/c it was still too easy to just buy food when hunting/forage didn't cut it)
[jobs&specs.gd]
#forage nerf
###---Added by Expansion---### Ank Bugfix v4
food = min(food, max(person.sstr+person.send, -1)*2+5)
###---End Expansion---###
if person.spec == 'ranger':
food *= 1.5
food = round(food)
text += '$He brought back [color=aqua]'+ str(food) + '[/color] units of food.\n'
person.xp += food/2
...
#hunt nerf
var food = person.awareness(true)*rand_range(1,4) + max(0,person.send*rand_range(3,8))
if person.cour < 60 && rand_range(0,100) + person.cour/4 < 45:
food = food*rand_range(0.25, 0.50)
text += "Due to [color=yellow]lack of courage[/color], $he obtained less food than $he could. \n"
###---Added by Expansion---### Hybrid Support
if person.race.find('Arachna') >= 0:
food = food*1.4
###---End Expansion---###
if person.spec in ['ranger','trapper']:
food *= 1.5
###---Added by Expansion---### Ank Bugfix v4
food = round(min(food, max(person.sstr+person.send, -1)*3+5))
###---End Expansion---###
globals.itemdict.supply.amount += round(food/12)
person.xp += food/3
I appreciate the recommendation. I am not likely to apply those changes myself as I never want to limit playstyle options, which is one of the strong points I think Strive has going for it, but I have been considering adding in "Play Modes" as a character creation option and those tweaks could definitely be a viable "difficulty mode" tweak. Especially the mana change. Whew!
Play modes would be cool, but I don't mind tweaking. I get a little more familiar with gdscript each time by playing with it and experimenting. Truth be told, I didn't stop with that mana tweak, I increased spell costs by several times for invigorate, sedate, fear, and dominate too (~30 mana each, 15 if I'm a mage). It makes me stingy with my mana if one long expedition uses up the fruits of a couple days of copulating (considering the interactions/endurance nerf I use) - after all a sorcerer with a more subdued sex life would need to be at a severe disadvantage in the world of S4P, right?
I might just do that, but probably after I get a little better at it and amass a more comprehensive set. I'll ping the discord channel when I'm having trouble getting something to work the way I think it should. The set so far is just the really simple low-hanging fruit sort of tweaks I could do without any complexity, spread out code, or new global variables (the node extension and overall structure still escape me).
https://itch.io/t/975848/strive-v525-arics-expansion-v097-pre-merged
Download this, run the game from this instead, activate the mod, restart, and you'll be good to go
First off, thanks for all the work you put into this -- been following the mod for ages and it's a ton of fun.
I noticed two things:
1) fresh install of game and mod and a rush to try dog impregnation on a halfkin resulted in an error on globals line 2133. Looking back, it seems that line 2097,
if father_id != null && father_id != '-1' :
doesn't actually catch unique fathers. In my save file the semen deposits (all from random dogs) all have ids not equal to -1, and are only set to -1 in the ELSE side of the above if statement. I made a dummy statement to pass into the "else", loaded the save file, and fertilization went through with no issues at all.
2) I then got the following:
SCRIPT ERROR: dailyPregnancy: Invalid get index 'back' (on base: 'Array'). Did you mean '.back()' or funcref(obj, "back") ? At: user://mods/AricsExpansion/scripts/aricsexpansion/expansion.gd:1771
I made the suggested change from back to back() in the file and it ran fine. Progressed time for a few weeks after these changes and everything else seems to be working.
Looking forward to messing with the rest of the update.
https://itch.io/t/975848/strive-v525-arics-expansion-v097-pre-merged
Download this, run the game from this instead, activate the mod, restart, and you'll be good to go
I just discovered S4P and this mod a few weeks ago and they're both awesome. Thanks for the hard work! I've run across a few bugs though:
Lastly, what's your take on someone modding your mod? I've been making some changes in the mod for my own playthrough and I was thinking of maybe putting together my own mod based on yours. Maybe rework how the sex descriptions work, change how fetishes are learned and influenced and maybe some other stuff as well. I haven't delved too deep into it yet and I don't really know if it would be necessary but I suspect it would make stuff much easier for users and avoid compatibility issues, if I could distribute my mod together with yours(with all due credit of course). Would that be ok?
About #1, the coin flip was the vanilla method of implementing the Dark Elf racial bonus. Though there are more reliable ways of implementing it, as you pointed out it should generally work well enough, so that part was never changed. The ['bandaged','sedated'] part was my addition, because I noticed that those effect durations were functionally cooldowns unlike the other effects. Though I have no idea what I was thinking when I wrote that logic, since it's pretty obviously wrong. Though your explanation is wrong, your condition logic is better than mine. The cause was the "!" and the "&&" instead of "||", not the array check.
I've already done a bit of fixing to the sex system and overhauled sexdescriptions.gd. The results were released in a bugfix patch on the Strive Discord(https://itch.io/t/284398/discord) and already included in the 1.0a release of Strive. Aric will probably try to update his mod to include them but it may take a few weeks.
The Discord is often a better place to share ideas, but either way is fine. I mainly do bug fixes for Strive and Aric is more likely to adopt new ideas. I wish I had known about the Dark Elf problem earlier so it could have been included, but once enough fixes are needed I'll put together a new patch.
Great catches. I'll look into applying those fixes.
In general, I'm cool with anyone making a mod off of mine or modding mine. It may be easier to set your mod to use AricsExpansion as the base (ie: have AricsExpansion loaded first then yours below it to have your mod files change Arics) instead of just patching and re-releasing the whole AricsExpansion with your changes as that will involve reworking your mod every time AricsExpansion is patched/updated, but I'm cool with either. Have at it and I look forward to seeing what ya come up with!
Edit: Fixes applied to v0.9.8. Love the notes on the bugs and you made it exceptionally easy for me to grab and apply those quickly. I appreciate the help!
Hey! I found another bug. The Dog Kennel sleeping option does not show up in the Slave Spreadsheet(the one unlocked by the headgirl). Opening the Slave Spreadsheet will also throw an error in the console and leave the sleeping text cell empty for any slave sleeping in the Dog Kennel. Here's my fix for it:
button.add_item(globals.sleepdict['kennel'].name)
if globals.state.mansionupgrades.mansionkennels == 0:
button.set_item_disabled(button.get_item_count()-1, true)
if person.sleep == 'kennel':
button.set_item_disabled(button.get_item_count()-1, true)
button.select(button.get_item_count()-1)
Sorry about the butchered code formatting. Itch does not seem to have code formatting tools for their forums. Also, the mansion main screen does not properly update after changing sleeping spots within the Slave Spreadsheet, but that's a vanilla issue so I just ignored that. Ideally there should be a rebuild function call within func sleepselect and a rebuild function defined for the mansion main screen but there isn't.
Found and tracked down another bug. Milking gets applied multiple times during group sex. Every milking action milking is applied to every lactating character milked times the number of lactating characters getting milked. So if 3 lactating characters get milked during group sex, they each get milked 3 times for a total of 9 milkings. This is not dependent on the number of people doing the milking, just the people getting milked. Anyway, too much milking and too much text spam. Milking can also currently give weird negative values. The fix is to move the milking logic outside the for loop it's in. I moved it to before the for loop. I also made various changes that made sense to me and fix some aberrant behavior. The code is too long and complex to paste it here without formatting so I put it on pastebin together with lines at the start and end of it which indicate where I placed it in newsexsystem.gd and my comments: https://pastebin.com/VpdqGgJ6
The old milking code and my comments should also be removed before applying this fix. Just in case someone wants to apply my fixes themselves.
Edit: I'm also getting some errors with jobs. Seems like something connected to the guardian job? I'm running a 9.5 save on a fresh 9.7 install based on 5.25. I'll see if I can track it down but my console log is this(ignore the kennel error that is the mod overwriting one of my fixes from before :P):
Okay, I've found the reason for that elusive error I posted about before. It has nothing actually to do with the save. I checked and the job exp and all that stuff was already present on the save. I already had saved it in 9.7. The real reason is that the random events for guardian and slave catcher jobs use the global.evaluate function which relies on the global.currentslave variable. gloabl.currentslave however is only set when the slave tab is opened(the slave which tab it is) or in sexuals.gd on a few occasions. This means that the slave data used in those random job events is the data for the slave which had it's slave tab opened or had sex most recently. This is bad enough as the wrong slave's data is used, but when the game is started freshly and a save is loaded where a slave is assigned to either guardian or slave catcher jobs then the day is passed without doing anything else the game will generate errors in the console as the global.currentslave is nil/null and no end of day report is displayed.
I uploaded the needed changes to jobs&specs.gd to pastebin again: https://pastebin.com/DnjJvAnG
I don't know if anyone has brought this up yet, but is there anyway to keep the farms girls status(don't know what to call it) the same when you put her back in the farm. Every time I take one of the girls off the farm, its just a slog to reset all of the preferences. At this point I just leave them at the farm until they die, Its easier to get new ones to replace the old stock. Anyone know a good work around?
On a side note, cant wait to try the new version.
Do you mean keep any pumps/canisters/studs/etc assigned to her? There is not currently a way to keep those items on her as the game checks the number of slaves currently equipped with those items before showing them up as a valid/invalid selection (similar to how the game calculates beds).
The best workaround would be to create a temp farm storage in person.gd mirroring their originalwhich would assign all of the farm’s factors to before unassigning the slave from the farm, then have it attempt to check/add each of those factors back when reassigned or failing to default if it’s not available. It should work if that’s what you’re talking about, it just may be cumbersome.
Welp, that's a shame.
It occurs to me that I'm literary running a slave farm. A farm that drives its residents mad, near death, constantly mutating, oddly horny, leaking out of every hole, and full of snail eggs . . .
This is a really odd and fun game, your mod has defiantly added more playthroughs than I originally would have played through. Keep up the good work.
If you’re having repeat issues, I recommend grabbing the “Strive v5.25 with AricsExpansion v0.9.7” from the link in the top post and use that install instead. Then you just need to make sure that AricsExpansion (named exactly that, not renamed) is in the AppData/Strive/mods folder. Then you activate it in the mod panel, restart, and are good to go
This is a known bug and fixed for the next version, but currently it's preventing breast size expansion during pregnancies. You can fix it by going to your Aric's Expansion mod files in the appdata folder and in expansion.gd on line 1771 change 'globals.titssizearray.back' to 'globals.titssizearray.back()'.
Not exactly certain of how you managed it, but you have an error on line 2594 of a file that should only have 1846 lines. The only way I can think of for getting that result would be using the patch files portion("Put in Strive Game Files") of aric's mod as the mod folder. The entire "AricsExpansion" folder is generally put into the "/Strive/mods/" folder, though the portion you have there can be left out.
Depending on how it was done you may have corrupted the pre-merged Strive program folder and may need to start with a fresh extraction. Otherwise you may be able to un-apply all mods, correct the mod folder, and re-apply mods.
Can't wait for the next few versions of this mod. I have a question for ElPresidente about something I saw in the forum about his tweaks "slaves will try to preserve their virginties, but if no virgin, they might ride futa/male enemies and get pregnant". Is this a constant feature or is this optional, if it's not optional would it be alright to add a discussion topic with slaves that can enable or disable slaves riding enemies after combat? I can't wait for the new items and tweaks thanks for all the hard work AricTrition, ElPresidente and everyone else on the Arics expansion mod you all have breathed new life into this game and hope you will be able to achieve all your objectives on this project.
FYI, that thing is not in, nor have I forwarded the tweak to Arcis yet, but I will. I've been busy the last few days (job interviews and preparations, leaving my old company).
Don't expect much, it just expands the player (and companion) actions a bit, so it takes into account you (companion) sex bits and hopefully fetishes, and so playing as female you don't get "you enjoy their body immensely", and that's it.
But, since the thing is a text file, it can be edited and changed.
You are probably using the pre-merged version of Aric's Expansion, but that version still requires several installation steps. The pre-merging simply lets you skip moving the contents of the "Put in Strive Game Files" folder and deleting the "backup" folder.
The races are not showing up because you did not apply the AricsExpansion mod to the pre-merged version. It may tell you that it is already applied, but that is because v0.5.25 of Strive did track mod installs per instance of Strive; there is a single record for all instances of Strive on the computer. Simply make sure AricsExpansion is selected and press "Apply" again.
The first post in thread had a video of the steps, feel free to mute it. If you are using the pre-merged then it will not quite be accurate but you can start at about 1: 43 (YouTube Video). From 3:14 to 3:52 it will show how to move the "Put in Strive Game Files" folder and rename "backup" folder, SKIP this part if you have the pre-merged version.
Chances are strong that you have the wrong folder path. But if you are unable to resolve it then I recommend joining the Strive Discord (https://itch.io/t/284398/discord), where we can walk you through the installation steps.
When I select one of my daughters it instead selects the last slave I selected before her, it gives me this error:
Also noteworthy is that her race is listed as just "Halfkin", my character is a 100% Taurus, her mother is a 73% Feline 27% Fox Beastkin Cat.
Bringing her to the slaver guild and trying to sell her creates this error:
There is a pre-merged version of this mod, but that simply reduces the number of steps as I describe in this sub-thread https://itch.io/post/2044534. I don't know that a new video is needed right now, though it really depends on how long it takes for Aric to update his mod for v1.0a of Strive. Given the simplifications offered by the new version's mod system and the existence of pre-merged mod distribution, we may be reaching the end of needing instructions videos.
Cant create a new character at all. Game fails to pass the race section as all the options are gone. The Script feedback gives these errors.
OpenGL ES 2.0 Renderer: GeForce 940M/PCIe/SSE2
SCRIPT ERROR: getsexfeatures: Invalid get index 'expansionsetup' (on base: 'Node (globals.gd)').
At: res://files/scripts/assets.gd:133
SCRIPT ERROR: newslave: Invalid get index 'expansionsetup' (on base: 'Node (globals.gd)').
At: res://files/scripts/characters/constructor.gd:88
SCRIPT ERROR: _ready_newgame_creator: Invalid call. Nonexistent function 'cleartraits' in base 'Nil'.
At: res://files/scripts/mainmenu.gd:283
SCRIPT ERROR: _newgame_creator_reset: Invalid set index 'memory' (on base: 'Nil') with value of type 'String'.
At: res://files/scripts/mainmenu.gd:336
SCRIPT ERROR: _stage4: Invalid set index 'race' (on base: 'Nil') with value of type 'String'.
At: res://files/scripts/mainmenu.gd:706
SCRIPT ERROR: _on_raceconfirm_pressed: Invalid get index 'race' (on base: 'Nil').
At: res://files/scripts/mainmenu.gd:808
Your errors exactly match this one https://itch.io/post/2005618. Thus your problem is related to failure to apply the mod through the mod system. As my reply to that briefly post states, this issue can happen from simply forgoing the application of the mod or if the path to the mod is incorrect.
If you applied the mod in-game. then the path is probably wrong. Strive is VERY strict about file paths and any changes to folder names or the number of folder levels will break stuff. Typically people extract the mod into another folder and have the first path but should have the second path.
Simply fix the path and re-apply the mod.
That just sounds weird, the mod system should never be luck based and the selection of the mod upon boot-up has no impact on the game functionality. It's just for appearances, though it probably means that there was some problems with either the mod system or the file system.
As long as you got it to work, I suppose that's fine.
Bug fixes:
here're some other bugs I actually came up with fixes for if you haven't already yourself
1) New hybrid (pureblood) bonuses were not applying to starting servant or MC properly. The below fixes the MC, for the starting slave I just zero'd out the str_mod and other attributes in expansionsetup.gd func setRaceBonus() after the var declarations near the beginning:
[person.gd] func playercleartraits(): spec = null while !traits.empty(): trait_remove(traits.back()) for i in ['str_base','agi_base', 'maf_base', 'end_base']: stats[i] = 0 for i in ['str_mod','agi_mod','maf_mod','end_mod']: stats[i] = 0 skillpoints = 2 level = 1 xp = 0 [mainmenu.gd] #Connect virgin option get_node("TextureFrame/newgame/stage6/virgin").connect("pressed", self, '_virgin_press') #Initialize newgame variables player = globals.newslave(playerDefaults.race, playerDefaults.age, playerDefaults.sex, playerDefaults.origins) #Prefer to use a constructor/builder #ralph #player.cleartraits() player.playercleartraits() #/ralph ... if stage >= 6: #If backtracking after reaching player specialization stage var spec = player.spec #ralph #player.cleartraits() player.playercleartraits() #/ralph ... func regenerateplayer(): var imageportait = player.imageportait player = globals.newslave(player.race, player.age, player.sex, 'slave') globals.player = player #ralph #player.cleartraits() player.playercleartraits() #/ralph
2) Nereid was missing and Dragonkin was duplicated (fixed below)
[constructor.gd] func set_baby_type(person): if person.race == 'Dragonkin' || person.race == 'Nereid' || person.race == 'Lamia' || person.race == 'Harpy' || person.race == 'Arachna' || person.race == 'Scylla':
3) changed order so correct race bonuses are subtracted before slime race bonuses are added later in the if statement
[globals.gd] if rand_range(0,100) + conversionstrength > strongestgenes: expansionsetup.setRaceBonus(baby, false) baby.race = 'Slime' baby.race_type == 4
Ummm.... so, I recently installed and reinstalled this a few times after not working. But now that the game works I'm getting these errors when I start a game and having lots of problems. I'm not sure if this has happened before. I'd appreciate an assist whenever you have the time.
SCRIPT ERROR: _ready_adult_warning: Invalid get index 'settingsFile' (on base: 'Node (globals.gd)').
At: res://files/scripts/mainmenu.gd:161
SCRIPT ERROR: slaves_set: Invalid get index 'npcexpanded' (on base: 'Reference (person.gd)').
At: res://files/globals.gd:358
SCRIPT ERROR: _init: Invalid get index 'saveDir' (on base: 'Node (globals.gd)').
At: res://files/scripts/Mansion.gd:1766
SCRIPT ERROR: _init: Invalid get index 'appDataDir' (on base: 'Node (globals.gd)').
At: res://files/scripts/imageselect.gd:9
ERROR: Node not found: mansionCategory
At: scene/main/node.cpp:1382
ERROR: Node not found: prisonCategory
At: scene/main/node.cpp:1382
ERROR: Node not found: farmCategory
At: scene/main/node.cpp:1382
ERROR: Node not found: awayCategory
At: scene/main/node.cpp:1382
ERROR: Node not found: awayLabel
At: scene/main/node.cpp:1382
ERROR: move_child: Parameter ' p_child ' is null.
At: scene/main/node.cpp:316
SCRIPT ERROR: rebuild_slave_list: Invalid set index 'visible' (on base: 'null instance') with value of type 'bool'.
At: res://files/scripts/Mansion.gd:542
SCRIPT ERROR: findLowestRange: Unable to iterate on object of type Nil'.
At: res://files/scripts/Mansion.gd:2066
SCRIPT ERROR: build_mansion_info: Invalid operands 'String' and 'Nil' in operator '+'.
At: res://files/scripts/Mansion.gd:2088
SCRIPT ERROR: music_set: Invalid get index 'mansion3' (on base: 'Nil').
At: res://files/scripts/Mansion.gd:1944
ERROR: Node not found: mansionCategory
At: scene/main/node.cpp:1382
ERROR: Node not found: prisonCategory
At: scene/main/node.cpp:1382
ERROR: Node not found: farmCategory
At: scene/main/node.cpp:1382
ERROR: Node not found: awayCategory
At: scene/main/node.cpp:1382
ERROR: Node not found: awayLabel
At: scene/main/node.cpp:1382
ERROR: move_child: Parameter ' p_child ' is null.
At: scene/main/node.cpp:316
SCRIPT ERROR: rebuild_slave_list: Invalid set index 'visible' (on base: 'null instance') with value of type 'bool'.
At: res://files/scripts/Mansion.gd:542
mansionCategory, prisonCategory, farmCategory, awayCategory
They are all GUI controls that were added for v1.0 of Strive.
https://itch.io/post/1996539
Thank you for your response. Unfortunately another problem has arisen. When it gets to race selection, the race list isn't even there.
SCRIPT ERROR: getsexfeatures: Invalid get index 'expansionsetup' (on base: 'Node (globals.gd)').
At: res://files/scripts/assets.gd:133
SCRIPT ERROR: newslave: Invalid get index 'expansionsetup' (on base: 'Node (globals.gd)').
At: res://files/scripts/characters/constructor.gd:88
SCRIPT ERROR: _ready_newgame_creator: Invalid call. Nonexistent function 'cleartraits' in base 'Nil'.
At: res://files/scripts/mainmenu.gd:283
SCRIPT ERROR: _newgame_creator_reset: Invalid set index 'memory' (on base: 'Nil') with value of type 'String'.
At: res://files/scripts/mainmenu.gd:336
SCRIPT ERROR: _stage4: Invalid set index 'race' (on base: 'Nil') with value of type 'String'.
At: res://files/scripts/mainmenu.gd:706
It could be entirely my fault though. I'm not familiar with coding at all.
Adding mods does not require knowledge of coding, but Strive is VERY strict about its file paths.
Basically you have the same problem as this: https://itch.io/post/2005618
If you tried to apply the mod, then the problem is the path. This path should exist if you've done everything correct (replace USER_NAME as relevant). Edit: assumed Windows, if not, then replace the path before "\Strive\" with relevant path for user's app data.
"C:\Users\USER_NAME\AppData\Roaming\Strive\mods\AricsExpansion\info.txt"
Check out my "mod to the mod" here:
https://itch.io/t/1036577/ralphs-modded-arics-mod-097-standalone-hybrid-expansio...
tl;dr: I got a code segment that starts the interactive sex scene when you "rape" baddies. Just tell me if you want it as a feature.
At some point after playing with your mod a bit, I wondered "now that the npcs that I encountered actually sticks around, can I molest the baddies instead of raping them?"(I use this method to mark the baddies when I don't have enough rope (with a tweak to let me recognise the ones I have raped or rescued before)). Then I tweaked the code quite a bit and managed to get the interactive sex scene to appear when I decide to "rape" the baddies. Just wondering if you would like to have this feature in your mod. This code segment has no purpose other than flavour, unless used with your mod(since baddies despawn after encountering without your mod).
Cheers,
FF
I love the concept. I’m definitely interested in looking into it. It will likely be a little while before I’m able to work on new features, though, so if you’d like to get it out in the meantime and it’s an easy replacement, I’d encourage you to release it as a “mod/patch of the mod” option for now. That way everyone can enjoy it before I get the chance to incorporate it
Sorry for the wait. It took some time to separate it from the rest of the tweaks.
https://mega.nz/file/BrokUDDB#YxG_-uaJefygOl_byngin1wNq_py1q2ivEKXp8l90cg
Edit: you can find what I changed by searching " FF"
they will look like these:
/*line of code I tweaked*/ # FF # FF start /*Block of code I tweaked*/ # FF end
Cheers,
FF
Well, I really can't claim to be the elegance guy. I was thinking of maybe making it optional and to weave it into and/or balance it with another attempt I've been working on to try to make it so players have to choose between adventuring and other options each turn/gameday in order to have more days/playthrough for micromanagers like me who Can't Not go adventuring every turn as is habitually. Also, I just think it's a really cool idea and I'm excited you got it to work.
I have noticed that wearing a pet suit will cause slaves to increase confidence rather than decrease it. I'm wondering if it has something to do with the racial bonus mod that is pre-packaged. Also I notice that when using teaching points for some slaves the increase is different then the +1 or +5 that is listed?
Hey, another "not sure if this has been pointed out before" in the statstab.gd file, for me it's line 507 and 508.
elif i == 'lumberjack'
text += "| Affects the Chance of receiving Bonus Gold per day. [color=aqua]- " + str(clamp(person.jobskills.lumberer + (person.energy*1), 1, 50)) + "% Chance[/color] "
I get an error if anyone has any experience in that, the "person.jobskills.lumberer" should be "person.jobskills.lumberjack" maybe?
Sorry to bother you with something that is probably trivial, I don't think this is a bug in the game, I think something happened on my end, just hoping maybe someone can help me figure it out.
I recently had to move everything over to a new hard drive, after loading the game the first time I got an error and it would freeze up when I tried to load my save file, so I backed up my saves and all my images, and reinstalled the game, then copied the save and images back into the other file. It worked fine for awhile, now when I try to save I get:
SCRIPT ERROR: _on_SavePanel_visibility_changed: Invalid call. Nonexistent function 'has' in base 'Nil'.
At: res://files/scripts/Mansion.gd:2084
That particular line in that file is:
if globals.savelist[i].has('date'):
that entire section is:
func _on_SavePanel_visibility_changed():
if get_node("menucontrol/menupanel/SavePanel").visible == false:
return
var node
var pressedsave
var moddedtext
for i in get_node("menucontrol/menupanel/SavePanel/ScrollContainer/savelist").get_children():
if i != get_node("menucontrol/menupanel/SavePanel/ScrollContainer/savelist/Button"):
i.hide()
i.queue_free()
var dir = Directory.new()
if dir.dir_exists("user://saves") == false:
dir.make_dir("user://saves")
var savefiles = globals.dir_contents()
for i in globals.savelist.duplicate():
if savefiles.find(i) < 0:
globals.savelist.erase(i)
pressedsave = get_node("menucontrol/menupanel/SavePanel//saveline").text
for i in savefiles:
node = get_node("menucontrol/menupanel/SavePanel/ScrollContainer/savelist/Button").duplicate()
node.show()
if globals.savelist.has(i):
if globals.savelist[i].has('date'):
node.get_node("date").set_text(globals.savelist[i].date)
node.get_node("name").set_text(i.replacen("user://saves/",''))
else:
node.get_node("name").set_text(i.replacen("user://saves/",''))
get_node("menucontrol/menupanel/SavePanel/ScrollContainer/savelist").add_child(node)
node.set_meta("name", i)
node.connect('pressed', self, 'loadchosen', [node])
There is a very niche bug prior to v1.0a, where the autosave functionality will screw things up if the autosaves are kept but the "progressfile" is not and the player generates either 1 or 2 autosaves from ending the day. While I'm not 100% certain that is your problem, this one is the most likely. The simplest solution is simply to flush the records for the autosaves by starting the game, quick starting a new progress (do no open the load/save menu), and ending the day at least 2 times. Deleting the autosaves and restarting the game, should also work, but I haven't tested it.
hi im having a problem i dont know if in the vanilla game is the same but all my children are the same race as me, they alway are half demon, and the race of the mother but, they always are demons never the other race. i had a son/daughet with tisha,emily, cali, maple, etc, and the offsprings are always demons.
fixed in my version here: https://itch.io/t/1036577/ralphs-modded-arics-mod-097-standalone-hybrid-expansio...
If you want to apply the fix yourself, open constructor.gd in your main game folder/files/scripts/characters/ and add the lines of code in the attachment below ending with #ralph3. Be very careful about the indents/tabs. You need some and they've got to be right.
https://mega.nz/file/cpZxnS7Z#wJ1FAfiWOIt0OvkKtEfuhSKxYPHIlArfqnC6cKlOneg
I remember someone saying that they have issue with the way Aric's mod purge npcs...
Why not add a new option other than ["leave", "rape", "kill"] to remove the npc from the pool without increasing too much fear? Like mercy kill or something? Or make one with a name like "butcher" with the effects of original the "kill".
I don't like that the option would be about killing the character by another name with different effects. How about naming the new option "drive off" and results in a small message on the right "[character name] escapes to far away land is never seen again" instead of the usual message that tells you that the character might appear again. Additionally I would like to see an option to change the default action after combat as well. So I can kill, rape or drive off all characters after every combat without having to go through the dropdown menu for every enemy every time.
Do they have really big lips? I recall that I had made my starting slave have the largest option for lips once and they ended up lisped or mute. (I just checked creating a character like that and they got the mute trait on end of day.) So you may want to try reducing the size of their lips (with a minorus concoction) and see if that helps.
Alright, I have returned with an option to send the npcs into the oblivion. If anyone is interested, you can get it from the link below. Remember to drop the Mansion.tscn into strive\files folder.
https://mega.nz/file/wiYU3bSS#GjMnrOUjD-mLFhrUnkbRz9yEFZBadg151Pkh7OcNvVg
Thank you so much for all the effort you put into this!
I haven't played in a while and wanted to get into the new farm stuff but boy are the pictures a turn off. I'm talking about the icons/menu-background for "Farm Store", "Workers", "Snail Pit" and "Vats". They look out of place to me. Also I REALLY don't want to get confronted with this horrid B-porn tit-picture every time I look into my farm.
I hope there's an option to remove the pictures or use your own in the future. Dropped the mod for now - would like to pick it up again in the future.
I'm sorry, this is only peripherally related but is there any chance you've got detailed notes on the breeding mechanics?
I've built a game in Java and XML, a sort of fantasy-race breeding simulator. It simulates (sort of) genetics, races/bloodlines and spell/item effects. All it now needs is well, content. I've hit a writer's block for ideas and was wondering if you'd be willing to share some of yours so that I can load it into the XML and see how the game works (or doesn't) and build on it from there.
I realise I'm asking for a lot here and obviously if this thing is ever ready to see the light of day I'll see to proper attribution. Figured it couldn't hurt to ask? Happy to give you access to the source repo if you wish.
You've posted this under the wrong mod, Aric's mod does not have bountysell. Ralph's version of Aric's mod has bountysell. https://itch.io/t/1036577/ralphs-modded-arics-mod-097-standalone-hybrid-expansio...
Also, double check that you have the latest version and that you didn't mix up the files between the 2 mods.
Old bug; the first line is your problem, not the errors. https://itch.io/post/199653
I guess I should clarify, you have the same issue now as you dd then and the same solution. The first line of your screenshot says "Godot Engine v3.1.2..., which only appears in version 1.0a of Strive and Aric's mod still only works for version 0.5.25 of Strive. The sub-thread beginning with the linked post explains this same issue and provides a link to the solution (https://itch.io/t/975848/strive-v525-arics-expansion-v097-pre-merged).
Hi, I followed the instructions that you gave, and after I put the mod into the game and I restarted it these errors pop up. I can't click any most buttons and cannot start a game. Is there any way to fix this?, I hope I'm not being too much of a bother.
At: res://files/globals.gd:965
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:1557
SCRIPT ERROR: _init: Invalid get index 'gameDir' (on base: 'Nil').
At: res://files/scripts/mods/modpanel.gd:4
SCRIPT ERROR: scanfolder: Invalid call. Nonexistent function 'dir_exists' in base 'Nil'.
At: res://files/scripts/mods/modpanel.gd:85
SCRIPT ERROR: _ready: Unable to iterate on object of type Nil'.
At: res://files/scripts/mods/modpanel.gd:43
SCRIPT ERROR: _ready: Invalid get index 'rules' (on base: 'Nil').
At: res://files/scripts/options.tres.gd:53
SCRIPT ERROR: run: Invalid get index 'modfolder' (on base: 'Nil').
At: res://files/constmodinstal.gd:10
SCRIPT ERROR: _ready_system_check: Invalid get index 'gameversion' (on base: 'Nil').
At: res://files/scripts/mainmenu.gd:152
SCRIPT ERROR: _ready: Invalid call. Nonexistent function 'clearstate' in base 'Nil'.
At: res://files/scripts/mainmenu.gd:139
SCRIPT ERROR: _newgame_creator_reset: Invalid set index 'player' (on base: 'Nil') with value of type 'Nil'.
At: res://files/scripts/mainmenu.gd:335
SCRIPT ERROR: _advance_stage: Invalid get index 'rules' (on base: 'Nil').
At: res://files/scripts/mainmenu.gd:533
SCRIPT ERROR: show: Invalid get index 'setfolders' (on base: 'Nil').
At: res://files/scripts/mods/modpanel.gd:484
SCRIPT ERROR: _on_applymods_pressed: Invalid get index 'developmode' (on base: 'Nil').
At: res://files/scripts/mods/modpanel.gd:218
SCRIPT ERROR: saveconfig: Invalid get index 'gameversion' (on base: 'Nil').
At: res://files/scripts/mods/modpanel.gd:135
It's difficult to figure out the source of the problem from the errors posted because the top portion is cut off and all of those errors are secondary errors. Think of it like an avalanche of errors that grows larger the more it tumbles through the program. The errors you posted only show the mess afterwards and not the cause.
Common errors are using Strive v1.0a as a base instead of v0.5.25 (or the "pre-merged" version of Arics), using the wrong files from the mod folder to patch the game if not using the "pre-merged" version, or having the mod folder in the wrong position. Strive is VERY strict about where it expects mods to be located; unless you changed the setup, your Strive AppData should have this exact path to the info.txt file "\Strive\mods\AricsExpansion\info.txt".
This mod does not work with the current version of Strive(v1.0d). As it says in the title and in top post, this will only work for v0.5.25, so he has provided a copy in another topic(https://itch.io/t/975848/strive-v525-arics-expansion-v097-pre-merged). However, installation of this mod is rather complex and not recommended for those having trouble with simpler mods.
hey, i'm having the issue that whenever a slave gets pregnant, their breasts very quickly grow a ridiculous amount. I assume this is part of the mod as its a common fetish, but personally id rather they stay closer to "realistic" amounts of growth. I assume this can be changed somehow, but couldn't find the parameters myself. Anyone know what to do?
so i got my girl preg. and now she does stop being pregnant after her 1st pregnancy and i had 3 abortions but it just keeps saying shes pregnant and i havent had sex with her since she got pregnant im on day 20 i even cleaned out her pussy and everything and have her taking herbs not to get pregnant regardless of me not having sex with her anymore
Aric never changed abortions to support his mod, so any attempt to abort a baby will result in a reset pregnancy timer and an error rather than removing the baby. So as long as you keep trying to abort the baby, it will never be born and she will stay pregnant.
The easiest way to fix this is to open person.gd (.../STRIVE_PROGRAM_FOLDER/files/scripts/person/person.gd) and change the contents (the 5 lines after header) of "func abortion():" to:
while !preg.unborn_baby.empty(): globals.miscarriage(self)
Be sure to make a backup of the file first and use a decent text editor. Each line should have leading tabs instead of leading spaces(1 tab instead of 4 spaces) so you will need to change that if you copy and paste this code.
I mean, I’m not one to reinvent the wheel. If you’re okay with me giving it the once over, tweaking it if and where needed, and releasing it (crediting you, obviously), I’d be down to. Honestly, the frustration of having to redo work I’ve already done instead of getting to add new, fun things is the biggest holdup on it so far for me.
Ok, here it is, instructions inside.
Upd. I hope now everything is done, Mutation spell updated to 1.0, meet/interact updated to 1.0. Its happened that game reverted all changes to backuped ones so all previous uploads is wrong =D. randomportrait Updated.
Upd. 04.26.21 For peoples who don't want to download whole game again, here is AER for Strive 1.0d with bugfix 3. Instructions inside.
Aric's Expansion Rebreed v0.9.7 for 1.0d bf 3. For Strive mod system. Archive with AER, ExpandedSex and randomportraits, all updated for AER.
CRC32: 6670FEF5
MD5: 6DBEDF979AA9C9E8C420E16D896B0002
SHA-1: 12199AE2E3C8C25563C3B18DCBF3A89D10A99A9B
Folder in MEGA with separated mods archives.Pre-installed game with already activated AER:
CRC32: 97251EE9
MD5: AD2B4F2B104AAFADEF4893894B49C195
SHA-1: 1397AA6CB771F927D0FDDDBA5DFDC971C533CCCE
Seems like a lot of cleanup work will be needed, as a fair number of things were broken or excluded. Many of those were bugfixes made between v1.0a and v1.0d. It's understandable since there is a lot of code and it can be quite difficult to know all of the nuances of the code.
In expansionfarm.gd , the change from "for cattle in allcattle:" to "for i in allcattle:" breaks everything, since i is never used and cattle is never assigned.
In newsexsystem.gd, there are many issues. In startequence, all the modded member characteristics are updated for an object that is discarded; those should be moved to the member _init function. In actioneffect, augmented tongue code was excluded and duplicate code exists for handling the 'pervert' tag. The rope recovery after sex is missing near the end of endencounter:
for action in ongoingactions: stopongoingaction(action)
In Mansion.gd, the infinite effect duration bug still exists because "(!i.code in ['bandaged','sedated', 'drunk'] && randf() > 0.5)" is used twice instead of "i.code in ['bandaged','sedated', 'drunk'] || randf() > 0.5". updatedescription has not been updated.
In exploration.gd, the Adya jewel duplication fix is missing, and the old uncivilized-tamer resolution still exists (reduces chance of capturing a tamer).
In outside.gd, in _on_slavesellbutton_pressed
else: globals.state.reputation[globals.weightedrandom(reputationloss)] -= 4
should be
reputationloss = globals.weightedrandom(reputationloss) globals.state.reputation[reputationloss] -= 4
There are probably some more issues, but those are what I saw after skimming through the code.
"broken or excluded" Thats might be bc of few things: when 1.0a is out, i update my mod from 5.25 game version and then idea come to my mind: "Hey, there is this Aric's popular mod, how about to finally play it and see how my mod work with his?" And 3 days of my life vent lost for making Aric's mod work for 1.0a. =) There is a lot of decision i make, to do it, like leave Aric's code in few places instead of 1.0, change some functions, cut unnecessary thing like too long descriptions in mansion panel to fit 1.0 new ui(really, Aric, this descriptions of crystal is too long), etc.
"bugfixes made between v1.0a and v1.0d" I might miss something bc, i apply bugfixes by hand, and if there is big arics code i preffered not to mess with it.
"In expansionfarm.gd" Dunno why, but when i try to run game with "cattle" game tell me that "cattle" is already defined before. Same goes for "parent" which i change for "y". During my playing in this mod i didn't use cattles and i didn't use Dimension crystal, just research it, so i cant find this before. I might miss some part of updated code bc for reference i use my mod updated to 1.0d and merged with Aric's, and update 1.0a with copy of 1.0d and hand applied bugfix v2, v3 come out few days ago and i apply it by hand in freshly made copy of 1.0d.
"In newsexsystem.gd" There is a big and scary Aric's code xD, when i do merging i might miss duplicating thing, "augmented tongue code was excluded" and "duplicate code exists for handling the 'pervert' tag" is my bad, its leftovers of 5.25 game version. "rope" my bad, miss this string when merging.
"In Mansion.gd" Again, my bad, i leave merging this string for later and totally forgot. "updatedescription" I may leave this section for later and totally forgot about it =D. Now i wonder if "updatedescription has not been updated" is main cause for broken player relatives in original Aric's mod.
"In outside.gd, in _on_slavesellbutton_pressed" again, slipped past me. Thx for pointing.
Right now i compare 5.25 bf5, 1.0d bf3 and 1.0d bf3 aric mod, to see what else is missing.
Thx for pointing in my flaws, i appreciate it.
As far as the "cattle" and "parent" are concerned, in prior versions of Godot it was fine to do something like this:
var cattle do something with cattle #code considers this scope to be cattle_1 for cattle in allcattle: do something with cattle #code considers this scope to be cattle_2
But in the current version of Godot, they simplified the code by preventing multiple local scope definitions of a single variable name. For "cattle" it would be fine to delete "var cattle" since it was unused, but both "parent" were used so renaming was necessary, though you missed 4 cases of parent within the "for y in ['father','mother']:" loops(2 in first, 1 in each of the last 2).
I use a diff utility to compare files which makes it far easier to see what has changed. TortoiseGit includes a graphical diff utility so I use that, but there are other options.
It is not possible to determine the exact cause of the problem from these errors. Most likely the originating error occurred during a different gameplay session. The save file may have information that can lead to the cause, but it is just as likely to be missing critical data, in which case the best approach will be to simply delete that person.
There isn't enough information to determine the cause of your problem. If you tried to play the mod using the current version(1.0d) of Strive, then the game will tend to crash rather than produce error messages on the debug terminal (the terminal does not appear for every OS). This mod should be installed using https://itch.io/t/975848/strive-v525-arics-expansion-v097-pre-merged.
Otherwise, if you used the correct versions to install, then the source of crash and failure to open would most likely be your OS or anti-virus.
You have somehow messed up the installation process. The most obvious sign is that it claims that your first error is on line 2594 of sexdescriptions.gd, which should only have 1846 lines. All of the other errors appear to be derived from that first error. It feels a bit like it tried to append the contents of the same file to the end of the file. I'm not certain of the cause, as I'm not aware of any normal processes that lead to this result. I would need to know very precisely what steps were taken to reach that result to understand it, but that is likely far more work that it is worth for either of us.
I suggest deleting the mod folder in appdata and the modded program folder to start over from the beginning. If you need further help running through the process I recommend the Strive Discord (https://itch.io/t/284398/discord) as you will get much faster responses. We've gone through the process many times, so it should only take a few minutes to iron out all of the wrinkles.
Very good mod, thanks for giving so much more depth to this already good game. Though I'm playing with Ralph's modded Aric's expansion, I went ahead and tested my findings with the unmodded variant as well, just to be sure.
So here are the findings:
>A person that was rescued and recruited before can still be encountered in the wild. When I successfully recruit them a second time (took a copious amount of bandit slaying to test) they are moved to the bottom of the resident list from where they were before, but it is not really a problem. For the sake of science and since I was already waist deep in bandit blood I did some more testing, when I encountered someone I already recruited again and choose to kill them on the spot the slave in my mansion (surprise, surprise) disappeared.
Since I don't think people go around rescuing and beheading people randomly the issue of moving the character in the resident order is a minor inconvenience at best, but I still think that if possible (successfully) recruited npcs should be removed from the persistent npc pool, so you don't encounter them again.
Originally I encountered this with Ralphs mod, then I did some testing to see if it's still present without the extra mods so I can drop a bugfinding here if it is. Though in Ralphs mod the consequences of re-recruiting are much more dire so I'll drop a finding there as well.
>Farming vat collects even if there is no vat, and ignores capacity, I've encountered this in every run. If you assign a slave to the farm and start collecting without owning the corresponding vat the gathered amount is "saved" and accessible when you get a vat. This number also ignores the capacity of the vat which makes upgrading them pointless.
>A very minor text bug, sometimes when making a slave drink bottled milk the blue text in the dialogue says piss instead of milk.
And finally some suggestions:
>It would be nice if you could add an option to adjust/fix genealogy at the custom game start. Since the genealogy of the main character changes every time you go back to abilities, and the starting slave's changes every time you change it's race/gender I've spent a lot of time manually "rerolling" these until I got the one I wanted (usually purebred). It would be neat if we could adjust these manually(to get the hybrid bonuses or purebred you want), or just have a tick box next to the race selection that will always make the main character and the starting slave 100% of the picked race.
>The daily discussion about the fetishes to try and improve the slave's inclination is a nice feature, but when you want to improve a LOT of fetishes on a LOT of slaves it becomes quite a hassle. Would it be possible to add a way to indoctrinate slaves a bit better?
I had some ideas how it could be done:
-Similar to the trainer-trainee jobs from the training grounds, there could be a master that will impart their own fetishes to the trainees.
-A new option in the brothel that would at the cost of several days away from the mansion and a tidy sum improve the selected fetish of the slave.
-Add an effect to the Entrancement spell to affect the likeliness a slave agrees to improve the fetish in the dialogue option, maybe even how many stages it can go up or down.
Long post but... keep up the good work!
The amount of horny entitlement in this comment is astounding.
Aric's last reply on these threads was less than 2 weeks ago, they're still going through the bug-testing for v1.0.
Please wait patiently like the rest of us, I don't care what you feel like you're owed.
"He said a couple weeks" doesn't matter, Aric doesn't owe you or I anything no matter what he said.
I think you are reading into this things that aren't there. If you check out the comments above this in the thread, FuturPlanet has been quite patient and understanding. This mod is almost a year behind the vanilla game in updates and a couple months ago Aric gave an approximate release date of a couple weeks. Progress appears to be quite slow, even on the Discord.
Also, FuturPlanet was planning to create an updated install video for this mod since the steps were quite complex, but that has recently been resolved. Installing this mod for the most recent version of the game is now 3 easy steps.
Hey, I appreciate all of your patience. Hey look, you are all correct! We are so far past my assessments (multiple) of how long that would take that it's crazy. I don't owe anyone anything, but appreciate you all, especially as I kept estimating deadlines and missing them. Aaaand...progress was super slow. But you might have noticed that.
See? We're all correct, winners, and friends here. Go team! Now, let's go be horny.
ankmairdor and AricTriton, you're both absolutely right. I think I was reading way too far into things. That comment from FuturPlanet just read to me like the horny equivalent of the "Well, we're waiting" meme, which would be completely out of line for a free mod that understandably took lots of time, work, and energy. Which, again, I'm more than likely reading too much into that and I 100% apologize if that's the case. It's hard to get the nuance from text.
Thanks for all of your hard work and dedication.
Hey, no problem at all and I really appreciate the support. People standing up for others is always a good thing, but in this situation I don't believe any ill-will was meant by anyone involved. Even more-so, acknowledging it shows good character as well. I'm grateful to have you in the community!
There is always that side of modding of it being done for free by people who have lives, jobs, etc all pulling away from their time. That said, waiting for a mod release (even with that in mind) can be incredibly frustrating to all involved. I may be experiencing that myself on another game waiting for a mod release to catch up, so its definitely a shared experience.
Question first damn great mod !
sad it don't work with expanded sex and other mod like that but damn really nice one
Just is there any place where you can found a list of prereq for hybrid race ? or if someone can whisper me the one for werewolf, inferno, ogre and red cap it would be ennough for a while =)
Also wich content havent be added in this vers as it's not the final vers of the game ?
Thanks! It isn’t compatible but maybe there’ll be a future change on that.
The “final version” basically incorporated most of the BugFixes that were included in this mod already into an official release along with a few other tweaks and changes (such as renaming Drow to Dark Elf and Dark Elf to Tribal Elf). To my knowledge, no actual content was released in v1 besides some code cleanup in some areas for a little less lag in some parts like sex scenes and that name change.
oh yep remember it was different about ivran !
Well it's sure that it would be nice cause having the female characther only abble to fuck someone with a strap on it's quit depressing when your right hand is a dominant female =(
But yep i was kinda nervous to try this one as i have a bad experience with another big mod like this one (leo mod i think) as not comp with the last vers, so have crash as soon i have exit the city lol =), but yeah so far not problem and the change make the game less repetitiv, the event and the dialog with the npc are nice, havent see much of that crystal thing as most of my servant are brainless orc and troll =) and the future plan (buy a brothel, ... sure will be interessing =) exept maybe the fact that create hybrid is really tricky, mutation is like your parent when you are 6year old and you want a pet lol so yeah spend so much mana trying that i have to use the cheat to boost my mana, it would be nice to make it possible to alter their gen with the lab =)
After about that part maybe it's just me that havent see a obvious hint or something like that (i'm not a really smart person =) but yeah until now with the help of the decription in some quest given by the guild's, and when one pop at a market havent be abble to create one myself
oh yep remember it was different about ivran !
Well it's sure that it would be nice cause having the female characther only abble to fuck someone with a strap on it's quit depressing when your right hand is a dominant female =(
But yep i was kinda nervous to try this one as i have a bad experience with another big mod like this one (leo mod i think) as not comp with the last vers, so have crash as soon i have exit the city lol =), but yeah so far not problem and the change make the game less repetitiv, the event and the dialog with the npc are nice, havent see much of that crystal thing as most of my servant are brainless orc and troll =) and the future plan (buy a brothel, ... sure will be interessing =) exept maybe the fact that create hybrid is really tricky, mutation is like your parent when you are 6year old and you want a pet lol so yeah spend so much mana trying that i have to use the cheat to boost my mana, it would be nice to make it possible to alter their gen with the lab =)
oh yep remember it was different about ivran !
Well it's sure that it would be nice cause having the female characther only abble to fuck someone with a strap on it's quit depressing when your right hand is a dominant female =(
But yep i was kinda nervous to try this one as i have a bad experience with another big mod like this one (leo mod i think) as not comp with the last vers, so have crash as soon i have exit the city lol =), but yeah so far not problem and the change make the game less repetitiv, the event and the dialog with the npc are nice, havent see much of that crystal thing as most of my servant are brainless orc and troll =) and the future plan (buy a brothel, ... sure will be interessing =) exept maybe the fact that create hybrid is really tricky, mutation is like your parent when you are 6year old and you want a pet lol so yeah spend so much mana trying that i have to use the cheat to boost my mana, it would be nice to make it possible to alter their gen with the lab =)
First off, damn nice mod! I haven't checked back on this game in a long time and this mod has really improved it.
Question: I was just wondering if there was a collection of images that go into the preg and naked folders? I was hoping there was a collection somewhere out there, and maybe there is, but I haven't been able to find it. Just thought I would ask. Again, great mod!
Thanks mate! I believe this one adds several images to both of the added folders: https://itch.io/t/988503/small-portrait-pack-arics-compatible
There’s a couple of tweaks and bug fixes, but primarily that is the purpose of it. The biggest in game change is the separation of the settings into its own script so it can be modified manually & easier (like variables), have a ui created for it in game soon, and make it easier for other modders to set “toggles” into their features in the future.
SCRIPT ERROR: get_genealogy: Invalid get index 'hybriddict' (on base: 'Node (dictionary.gd)').
At: res://files/scripts/person/person.gd:1699
SCRIPT ERROR: basics: Invalid operands 'String' and 'Nil' in operator '+'.
At: res://files/scripts/characters/description.gd:31
SCRIPT ERROR: getslavedescription: Invalid operands 'Nil' and 'String' in operator '+'.
At: res://files/scripts/characters/description.gd:12
SCRIPT ERROR: slavetabopen: Invalid type in function 'set_bbcode' in base 'RichTextLabel'. Cannot convert argument 1 from Nil to String.
At: res://files/scripts/slave_tab.gd:108
I get this everytime I try to switch slave on the switch tab...
Edit: And I got this when I try to go to the laboratory:
SCRIPT ERROR: laboratory: Invalid call. Nonexistent function '_on_lab_pressed' in base 'Panel'.
At: res://files/scripts/Mansion.gd:462
Hello, I would like to ask the modder and to everyone else is it just for me that the girls never stop lactating? No matter how many days pass it never ends, I tried to milk them to use leak they never stop lactating, not sure what to do, I already reinstalled once should I do again is it suppose to not stop? I haven't really messed with code in this game I used to mod a few games like these but I kinda don't wanna mess with full game code that could break everything.
Also, I would like to ask the modder if he can add the Pubic Style Customization and Chastity Belt items, the pubic style is probably the easiest since it's just text ( I tried to use it with Arics Mod but it just showed the old textBox) and doesn't actually do anything the Chastity Mod I don't know if it even works with Aric and I haven't tried to not mess it up
Lactation never stops in vanilla, but it was added to this mod as an optional feature. https://itch.io/post/1079646
Pubic style is not just text, it alters the GUI by providing a selection control. It is very difficult to create a mod system that can apply multiple mods that change the GUI directly. Though it shouldn't be too difficult to add it by hand.
Chastity Belt mod is a large mod and has been updated for the current version of the game so it cannot be compatible with Aric's mod.
Ty for the speedy reply I didn't really expect Chastity to work because it seems complex, but about the Pubic Style, I know it changed the GUI but it shouldn't be much right? You could make a button similar to tattoos and Piercings and it could work, I'm just making the argument at this point not telling you to do it, as I said I haven't tried to mod this game yet so I have no idea how complicated it is
It seems like you are misunderstanding some things.
I'm not the author of this mod; I'm the author of the current (fixed and improved) mod system.
I said it was not difficult to add the changes by hand, as in adding in that button to the GUI with the Godot editor or possibly with a diff utility. If Aric wants to add it, then it should only take a couple hours.
However, the file format for GUI scenes is not handled by the mod system, I don't know the exact syntax(though it doesn't look complex) for writing a scene file, and it uses a tree hierarchy which would require a slightly more structural approach to inserting new text. On top of that, Aric's mod uses an out of date modding system because it is still on an older version of Strive. Mods have gotten around this issue by replacing the scene files with edited ones, but this restricts the player to a single GUI changing mod. GUI changes can also be added using code, but few modders are comfortable with that approach.
Hey Aric Sorry to bother you but I've seemed to have run into a problem and while someone else has probably already asked but, when I create a new game it doesn't even show a race menu(elf, human, beast-kin, etc.) and no matter how much I look through this forum I can't find the solution.
SCRIPT ERROR: getsexfeatures: Invalid get index 'expansionsetup' (on base: 'Node (globals.gd)').
At: res://files/scripts/assets.gd:133
SCRIPT ERROR: newslave: Invalid get index 'expansionsetup' (on base: 'Node (globals.gd)').
At: res://files/scripts/characters/constructor.gd:88
SCRIPT ERROR: _ready_newgame_creator: Invalid call. Nonexistent function 'cleartraits' in base 'Nil'.
At: res://files/scripts/mainmenu.gd:283
SCRIPT ERROR: _newgame_creator_reset: Invalid set index 'memory' (on base: 'Nil') with value of type 'String'.
At: res://files/scripts/mainmenu.gd:336
SCRIPT ERROR: _stage4: Invalid set index 'race' (on base: 'Nil') with value of type 'String'.
At: res://files/scripts/mainmenu.gd:706
PLEASE HELP ME IM IN PAIN?
Edit: For anyone wanting to know I'm Stupid turns out you just have to put the actual mod folder from manual install into you mods folder.
IT IS NOT A ALL IN ONE MOD AND GAME DONT BE DUMB LIKE ME.
Question about the main npc
for example ivran, yris, cloe and so
so for example with ivran i was abble to load reload to get a full blooded and the bonus who come with =)
but for those 2 for example i got cloe with 4 % of fairy gene, and yris with 30% of human one, and after a lot of try havent been abble to change that for those two, even with mutation when the change genetic have trigered i havent done anything have do that 4 time with cloe for example and even when i was having the result like feel more "something like " and become mainly gnome and part something else it do nothing to her stat she still is a near fullblooded gnome with a litle of fairy.
So my question is do npc are defined when you start their questline ?
confirmed with yvris you can't seem to change the gene of main npc
Unique NPCs should be checked and their genetics forced to full blooded unless they are explicitly halfbreeds in the game’s lore, but that should occur on game start instead of game load. I’ll dig into this further and see if I can find a workable solution fir the next release of the current forced genetics scripts aren’t working right.
Well to give some intel about my experience, basically for ivran i have reload the day before i collect him so the next day i have been abble to get "him" full blooded, usually i wasnt the case, so i will look into it for emily, her sister, and cally (if it her name not sure), and basically make a save before start their quest
40 days ago it was in early bug testing... so probably another few weeks until it's public. But I can't wait either xD
Go Go AricTriton
Well, there were some major changes made even from 1 to BugFix v1d that threw some complications, but we're past those for the most part. The first alpha bugtest version has been in the hands of some of the modders helping out on the project for a week or two, but the bad news is that they encountered an error that I can't replicate. The good news is that I believe I fixed that error and its back in their hands. As soon as I am sure that it will load a playable game, I'll open it to public bugtesting. :)
Hey Aric, I can't seem to be able to start a new game. Here's my step by step:
- Downloaded a stripped down version of the game for Mac here.
- Downloaded and moved the contents of the Win32 version of the game into said stripped down version (including the .import folder).
- Downloaded and moved the mods to their folder, as well as some image packs.
- Launched the game and enabled Ankmairdor's BugFix v5, then exited the game.
- Launched the game and enabled your mod, then exited the game.
- Launched the game, new game, enable furry, futanary and permadeath, disable the rest.
- Go to story mode, quick start does not work. Move on to customized start.
- Select Wimborn, in the race screen, the list of races does not appear, and I'm stuck there.
I've tried starting a new game with only the bug fix mod, and that works.
Hope any of this helps you identify the issue. Cheers and thanks for your amazing mod!
I gave Aric a pre-release version of the Bugfix mod since there was a vanilla bug that prevents his mod from installing. I figured his mod could be distributed with mine since the mod system and his mod both support packed mod folders. I planned to properly update the bugfix mod later since there was other issues to consider.
The bugfix mod has been updated to V5a, you will need to download it as Aric's mod will not work without at least that version.
Having some issues installing the newest version. I crash to desktop on step 5 where I launch strive after activating Aric's v1 below the bugfixv5 mod. Running as admin on 1.0d. Debugger gives me the following:
SCRIPT ERROR: GDScript::reload: Parse Error: Variable "metrics" already exists in this class (at line: 121).
At: res://files/scripts/person/person.gd:1034
ERROR: reload: Method failed. Returning: ERR_PARSE_ERROR
At: modules/gdscript/gdscript.cpp:599
SCRIPT ERROR: newslave: Invalid call. Nonexistent function 'new' in base 'GDScript'.
At: res://files/scripts/characters/constructor.gd:30
SCRIPT ERROR: _ready_newgame_creator: Invalid call. Nonexistent function 'cleartraits' in base 'Nil'.
At: res://files/scripts/mainmenu.gd:274
As well, when I click apply for Aric's mod in strive I get the following with about 300+ lines of replace all after:
Additional Mod Installation Information:
These are not errors, but may indicate the source of install problems.
The following overlaps were recorded:
Patched over changes: res://files/globals.gd, AricsExpansion
Patches: res://files/Mansion.tscn
Strive-1.0d-Bugfix-V5, AricsExpansion
Patched over changes: res://files/scripts/dating.gd, AricsExpansion
Patched over changes: res://files/scripts/items.gd, AricsExpansion
Patched over changes: res://files/scripts/jobs&specs.gd, AricsExpansion
Patched over changes: res://files/scripts/outside.gd, AricsExpansion
res://files/scripts/combat.gd: func _process
Strive-1.0d-Bugfix-V5: line 43, Remove 17
AricsExpansion: Replace all
Thanks for the help!
Same issue here,
more of a step by step of what I did
1. Extract the mods to a custom mod folder
2. Start the game, enable bugfix v5, apply, exit
3. Start the game active aric below bugfix, apply (get some warnings but no errors), exit (bugfix and aric are the only mods active, order bugfix 0, aric 1)
Now after this when I try to start the game, it crashes during load (the music starts playing but the menu doesn't pop up) and it just closes down.
I figured it might be some issue with the path, so I did the same again but step 1 extract to %AppData%/Strive/mods folder like I was told to, same issue.
Note: Out of desperation I tried it with a fresh x32 copy as well, but had the same issue, except this time the music doesn't even get to start before the initial load crashes.
I get the same warning as described above when applying arics but I figured it was not an issue as it's not an error.
Same issue and same error that Danias reported for me too.
But I may add that with the "regular" .exe the game crash even before the music start playing, but if I use the debug .exe the the game start but it cannot go past the "New game>story mode>quick start".
Then I tried to do a custom start, but I can't go past the portrait choice. Here the debugger report:
SCRIPT ERROR: GDScript::reload: Parse Error: Variable "metrics" already exists in this class (at line: 121).
At: res://files/scripts/person/person.gd:1034
ERROR: reload: Method failed. Returning: ERR_PARSE_ERROR
At: modules/gdscript/gdscript.cpp:599
SCRIPT ERROR: newslave: Invalid call. Nonexistent function 'new' in base 'GDScript'.
At: res://files/scripts/characters/constructor.gd:30
SCRIPT ERROR: _ready_newgame_creator: Invalid call. Nonexistent function 'cleartraits' in base 'Nil'.
At: res://files/scripts/mainmenu.gd:274
SCRIPT ERROR: _newgame_creator_reset: Invalid set index 'memory' (on base: 'Nil') with value of type 'String'.
At: res://files/scripts/mainmenu.gd:326
SCRIPT ERROR: _on_quickstart_pressed: Invalid set index 'race' (on base: 'Nil') with value of type 'String'.
At: res://files/scripts/mainmenu.gd:639
SCRIPT ERROR: _stage4: Invalid set index 'race' (on base: 'Nil') with value of type 'String'.
At: res://files/scripts/mainmenu.gd:706
SCRIPT ERROR: _on_nextport_pressed: Invalid get index '0' (on base: 'Array').
At: res://files/scripts/mainmenu.gd:783
SCRIPT ERROR: _on_prevport_pressed: Invalid get index '-2' (on base: 'Array').
At: res://files/scripts/mainmenu.gd:796
SCRIPT ERROR: _on_raceconfirm_pressed: Invalid get index 'race' (on base: 'Nil').
At: res://files/scripts/mainmenu.gd:808
I'm getting crashes whenever anyone tries to "Fondle Chest" for a character with multiple sets of nipples. As soon as I click "Fondle Chest" with anyone with multiple nipples/breasts the game freezes briefly (less than a second) and crashes to desktop. I started a new game for this version, and it is a new clean install with only this and the bug fix loaded.
A simple vanilla error, one that has managed to be preserved in Aric's mod and slip by despite having been found a long time ago. It's actually the skin cover that is causing it, not the multple nipples. Line 1698 in sexdescriptions.gd is:
return getRandStr(descTitsBodyType[3])
but should be:
return getRandStr(descTitsBodyType[1])
The index 3 should be 1.
Hi ankmairdor,
Ithink that I found a bug. The penis size descriptor in the sexdescriptions are not evaluated correctly. Sinze I couldn't really make sense of what you did there exaclty, I can't tell you much more.
Steps to reproduce:
(Note that I only noticed that, since I have a futa as slaver with a "massive" cock. I don't know if all descriptions are fucked up)
* Slaver: Demon futa, massive cock
* Initiate sex scene with anyone
* check penis size description while using it on anyone.
You can also add a horse for the same effect/bug. Note that the inspect screen is evaluating this correctly, so I don't know why it's not working poperly. I was to lasy to check what the difference between the two (identify screen and sexdescriptions) is to be honest.
It's a pretty simple bug, but it's related to Aric's mod not vanilla. Aric forgot to increase the clamped index range when adding his new sizes to sexdescription.gd. In line 1250 it says:
return getRandStr( descPenisSize[ clamp(limitsPenis[0],0,2) * 2 + int(areAllAttrib_E_val(group, C_AGE, C_CHILD)) ])
but it should be:
return getRandStr( descPenisSize[ clamp(limitsPenis[0],0,5) * 2 + int(areAllAttrib_E_val(group, C_AGE, C_CHILD)) ])
It just changes the max size from 2 to 5.
Thank you very much, I will test that.
I assumed it was a simple error, that's why I tried to fix it myself. That, however, was more difficult that I thought. I didn't even recognise the langage used, so I thought that it would be better if someone who knows what they are doing takes a look at that. (Btw what is the name of the programmig language?)
Her breasts are too large. The structure of the conditions changed between versions and his changes were lost.
Line 1827 of outside.gd is
{reqs = [['race','eq','Taurus'],['sex','neq','male'],['lactation','eq',true],['titssize','eq',5],['titsextradeveloped','eq',true],['titsextra','gte',3]]},
but should be
{reqs = [['race','eq','Taurus'],['sex','neq','male'],['lactation','eq',true],['titssize','gte',5],['titsextradeveloped','eq',true],['titsextra','gte',3]]},
Basically changing the tit size check from equals ('eq') to greater than or equal ('gte').
Hey mate. Youve done great. Whatever you think. Just dont burn yourself out. I guess the installation is quite simple now. So no new vid needed. I take the old one down. It kinda confuses people. If you ever want a vid, just tell me. Its not dfficult for me and wont take long. Right now im studing programming (C#). Doing it for over a year now. And i know how hard it can be. Well then. Was nice meeting you, but i think i wont be needed anymore. -FP
Thanks, I appreciate it! Installation is much simpler now, fortunately, but your video was a huge help for a lot of people for a very long time. Congrats and good luck on your studying coding. I hope you don’t feel like you’re not welcome in the community because the video may not be needed currently; I hope you enjoy the mod and always feel free to swing by the discord or forums and say hello!
This information is too generic to be helpful, since the end of day is probably the largest section of code in the game. There is a Debug mod which can reveal the error message rather than the game crashing. Note that just because the game will not crash does not mean the problem is gone, so it is possible to permanently corrupt your data if you save after an error.
You can find it here: https://itch.io/t/1137280/debugmod-v1
If you get the error code for whatever is happening, feel free to post it so we can get that bug fixed!
This ones a bit tricky, but basically it's complaining that a person was created with an id of '-1' and the code mentioned in the error tried to access a non-existant entry in relativesdata. '-1' is not a standard id as they should all be positive numbers, which means that it was set to '-1' by the mod. This leads us to globals.gd where essentially non-existent fathers, or fathers that are actually animals rather than people, are given ids of '-1' before calling the function that gives the error. In vanilla people do not get relativesdata unless they have relatives, but Aric's mod changes that in expansionsetup.gd by giving it to everyone (I would also note that it attempts to exclude the player, but this fails as "globals.player" is not set until after the person object has been returned, and it would've caused this error if it worked). As the non-existent fathers do not need relativesdata , I will conclude that the fault lies with the constructor code as it incorrectly assumes that everyone would have relativesdata.
The simplest fix is to alter the if statement on line 546 of constructor.gd from
if person.npcexpanded.mansionbred == false:
to
if person.npcexpanded.mansionbred == false && globals.state.relativesdata.has(person.id):
Hi. Maybe I'm blind but I don't see this line in the 1.1 version of the mod. in the Constructor.gd on line 546 I see:
if person.genealogy[temprace] == 0 && rand_range(0,100) <= globals.expansionsettings.secondarybeastracialchance + sametypeweight:
Its in your mod folder right? under directory:
Users\NAME\AppData\Roaming\Strive\mods\AricsExpansion\scripts\characters\constructor.gd
Closest line I can find that matches yours in the constructor.gd is under 406:
#Sibling Match Relatives
if person.npcexpanded.mansionbred == false:
The slave guild abortion and miscarriage potion both use the abortion function. Any attempt at removing a pregnant slave from the mansion results in them using the abortion function. Thus all 3 cases call the same function that was the cause of the old pregnancy resets bug, which in Strive v1.0d results in crashing as the game is no longer running in debug mode. So unless you have already implemented the fix yourself, this is the cause: https://itch.io/post/2931544 The Bugfix mod attempts to clean up loose ends by not keeping unnecessary data, which in this case is babies that will never be born.
Edit: just woke up and overlooked a call of abortion function
The strap-on size is an oversight in the vanilla sex descriptions. It is trying to produce a description of the penis, for which the strap-on acts as a substitute in most conditions requiring a penis. However, the text description function for penis size does not allocate a size for the strap-on (because it has none), so it simply uses the smallest description.
The text function can be easily altered to either produce no text or the largest size. Choosing an custom size of strap-on would likely require and re-working of the concept and a separate action per size. Also, Aric's mod adds functional stuff like stretching, which will also have a size problem with strap-ons. Though this slightly less tricky to resolve, there are 8 instances that need to be changed.
If you edit the file in the mod folder rather than in the program folder, then you will indeed need to re-apply the mod. But there is no reason relevant to this that you would need to start a new save file, as it doesn't effect the save data. It shouldn't even require a restart of the program as returning to the main menu to re-apply the mod would reload the changed file.
The strap-on crash happens because the mod adds code that generates text based on the opposite side of the interaction. When applying strap-ons the action does not require any receivers, so that side will be empty and the new code will crash. The easy fix is to simply add someone to the receivers side of the action. Otherwise open up newsexsystem.gd and replace
var relation = globals.expansion.relatedCheck(cp, partner.person)
with(this can like 2 lines but it's just one line):
var relation = 'unrelated' if partner == null else globals.expansion.relatedCheck(cp, partner.person)
Basically it just adds a new if condition to prevent using a non-existent partner and adds 1 tab to each of those lines under it. The site converts leading tabs to spaces, so copying this text without converting them back to tabs will break it.
The human slave you attempted to give away was likely pregnant, thus triggered this error: https://itch.io/post/4914936
Edit: I failed to notice that the variable 'relation' was used in more locations, fixed the code replacement.
Edit final: Sorry, made a lot of mistakes on this one. I think I got this cleaned up now.
Yo I need help, I'm going insane, I already tried this a million times so I need clarification
Trying to install the new mod it says 1.1 and bugfix says is for 1.d0 I got the new strive from the most recent download put every file in their place open Strive 2 go to mods, and there is 0 mods there, weird checked the folders they were the correct ones, used the editor to create a mod and then just placed the files in there, still nothing... I now assume that made this isn't for 1.0d? So I tried installing the mod on the 5.25 (or whatever the number is) everything goes ape shit, I have no idea wtf I am supposed to do, Strive 2 doesn't read the mod files Strive one crashed hard as soon as I try the bugfix is there some version that I'm not aware of?
I see some print from Strive 1 and then some people talking about 1.0d so... help??
Edit: So yeah I'm dumb, not deleting this because in case there's an idiot like me THERE IS A VERSION 1.0D not the sequel... I thought it stopped updating versions after the sequel demo was announced turns out I was just not seeing it and have been suing AricsExpansion on an old version so Ignore my comment I still haven't checked if I'll have any errors but I'm going to assume this was the problem.
If I don't update this it's cause it worked out
There are 2 Strive games, Strive for Power and Strive: Conquest, which use "Strive" and "Strive for Power 2" respectively. There is no game that uses "Strive 2", though it is possible to rename the "Strive" folder or change the path in project.godot to that. But for a vanilla install it's simpler to just stick with "Strive", which should generate when you start the game. Ignore folders by any other name, at least until you have a better idea of what you are doing
The current version of Aric's mod is 1.1. The current version of Strive is 1.0d, but the next version is pre-released by the Bugfix mod which alters v1.0d. Neither of the mods is compatible with 0.5.25, you will need v1.0d. The Bugfix mod is required to be pre-installed before Aric's mod can be applied, as there were some bugs in the mod system of vanilla 1.0d.
If a slave is pregnant when you use them for a quest it will crash: https://itch.io/post/4914936
The Improved Random Portraits mod is not included in this mod. The vanilla game has a very basic random portraits functionality; it will only match the race. The IRP mod should be applied below Aric's mod, otherwise Aric's will erase parts of IRP.
There should be no need to delete the "backup" folder anymore. The only reason to do so is to permanently change the code of Strive, but if the mod applied a patch then this can create a situation of missing code or files. The current mod system is designed around resetting every file to the vanilla files every time the mod system applies or resets. If there are concerns that the "backup" folder may be incorrect, then the entire program folder should be deleted and a new one extracted.
In this context the pussy and womb are different objects, pussy is part of the description and womb is related to impregnation. It appears that currently the personal baths should remove all cum from the body(except pussy) of slaves. Even without a bath, slaves may remove cum from parts of their bodies(except the womb) if they don't enjoy it or too much accumulates. Also, each day the amount of cum on their body is reduced by a very small amount.
There is no wiki for this mod and Aric prefers people find out through experience, but the mod scripts are text files and gdscript is fairly easy to read even with little experience in programming.
For tracking down the error, I recommend using the Debug mod ( https://itch.io/t/1137280/debugmod-v1 ) as it will usually provide error messages that identify what happened and where. Note that with the Debug mod the game may not crash from errors, but game data can be corrupted and the game will attempt to keep running anyways. If you play with the Debug mod, check for errors before saving.
Please let us know if you do encounter that again so we can make sure any CTD are fully eliminated. Regarding the clean up, the Bath was supposed to fully clean them, but I think that was messed up in the upgrade to v1 so it only partially cleans them daily. That will be addressed in the next update. Thanks for the report!
It really bothers me how limited the ineractions are with futa/male slaves.
You cannot force yourself on them, because the game assumes he one with the dick is always the initiator, so a resisting futa slave cannot be forced to fuck you - nor can you cowgirl her. I tried making a cowgirl sex position and it kinda-sorta works.
If you are working on new sex positions that correct this, hop on in the discord, make a fork for it on GitHub, and let’s mod that annoyance out. I know we’d originally planned on implementing your changes before the big version release, but I’m assuming they’d need to be checked and updated now. If you’ve got any working again on v1d then we can definitely get those included!
Seems there's a Sex Expansion mod already that seems to work (once you remove 3 files - specified in the thread). I doubt my attempt is better, so you can just roll that one in easily (it only needs the NEW action files added)
Regarding my items - I tested them with this update. They work a-is.
Mind you, I didn't change or test the item exchange in Umbra yet, nor did I add the bit of code that adds items to enemies/mobs yet, but I doubt anything changed there either.
FYI - there's still some fuckery going on with sexualty changes. Futa sleeping with women is becoming straight
I tried this:
#Are Futas considered Male, Female, or Both/Bi (for Attraction)
var futasexualitymatch = 'female'
#How the game considers Futa for Sexuality Shifts on the Kinsey Scale. Accepts Male, Female, Bi
var futasexualityshift = 'female'
This one was tricky, it is likely attempting to find the father but they are not appearing in either the mansion slaves or the mod's NPC list. It seems certain that your description of the cause is correct because if it was the player then it is easy to find or if it was an animal then it would create a temporary replacement. The best cause for this that I can come up with is that the male slave had sex with the other two slaves and then was removed from the mansion and vanishing from the world (if the slave was sold to a slave guild, then they will not exist as far as the search is concerned, but may be bought back as a quick fix). The fertilize_egg function cannot handle slave fathers that did exist during sex but not later when the egg is fertilized. The fix for this is easy; open globals.gd(if you edit the one in the mod folder, then you need to re-apply the mod) with a decent text editor and after(use the Find or Search function):
father = globals.state.findslave(father_id)
Add the lines:
if father == null: # father disappeared from world father = globals.newslave(randomfromarray(globals.allracesarray), 'adult', 'male')
These two lines will need the spaces in front of them replaced with tabs(2 and 3 respectively), since this site replaces tabs with spaces.
It should look like this:
if father_id != null && father_id != '-1' && !father_unique in ['','dog','horse']: father = globals.state.findslave(father_id) if father == null: # father disappeared from world father = globals.newslave(randomfromarray(globals.allracesarray), 'adult', 'male') else:
I noticed something strange with names. Under the relatives tab, sometimes the name would be random (both parent in mansion). Then when I check again, it's normal.
And speaking of bugs - what the F is up with milking?
One day I get 1-4 semen/milk. Then sometimes I get hunderds. Usually huge quantities of semen were extracted as leftovers (probably for the stud)?
ALSO: All farm work ceases with no cow. No bottling. No refining. No milk selling.
The first may take some investigation to verify alternate sources of problems, but the cause is that the relativesdata does not update when a slave is renamed and Aric's mod attempts to fix that but only when the slave is not away. There is a fix which was supposed to be in this version of the Bugfix mod, but due to the rushed out version it was missed.
The milk issue was reported a long time ago, but I forget what the cause was. I tracked it down and posted about it, but I don't remember if that was for Aric's or Ralph's.
Definitely not OK.
One cow (taurus, big tits) produced 5 milk, the other (Tisha) producted 1200??? No hyperlactation. None of them are futa, but both are being bred and 600 semen was collected from each. I'm going bankrupt by buying bottles.
Also, profits are weird. 10 empty bottles are 100 gold,I seem to be losing money if 54 bottles yield 270???
Seeling them directly on the market seem far better.
This is very odd. I will investigate further. If you’re comfortable dming or posting your save game, that would help. I haven’t ever encountered that in my farm.
Regarding bottle sales; it’s honestly a placeholder system that was not perfected to try and give the option to generate income and simulate the economy without dragging out the version release back when the farm expansion took so long. It’s on the chopping block to give a lot more interactivity and control over sales, town interactions, etc. My goal is to find the issue here then will likely increase the priority on the updated system originally intended for sales.
Scratch that, definitely found the issue. The extractors should have been running between 0-1 to give a nice .25 or .5 to multiply the resulting production by. What was happening was some had 0-100 as the range, especially in the milkmaids checks, and a couple even have rounding on to give up to 100 times the produced amount. I corrected it in v1.3 and will try pushing that out as soon as I ensure no more bugs related to that, to get that fix out.
As a patch for the milk merchants for now, there’s a final check that will ensure they never sell for less than the cost of a bottle. Just a temp patch to make sure you don’t lose money in case the milk merchant bombs out a towns interest until the rework concludes.
Also fixed the issue of the farm not running at all if no cattle were found. Sneaky little “return text” snuck in there near the top. Corrected. Thanks for the detailed reports mate, they helped me track it down immediately.
Thought - what could be added to fetishes: breeding (as a stud). Like you have cum in vagina, but depositing cum in vagina.
Also, penile virginity?
And one big thing - more post-battle rape reactivity? I did start writing a bit on it sometime ago, have to check if I still have anything. Basically, some checks for penis/vagina for PC an slaves. So the PC (and slaves) can ride dicks (only for non-virgins) and a bit more text/description.
EDIT: Turn out I still have that bit of code.
I’m definitely down to check it out, not a bad idea at all. More post battle options are always appreciated.
Penile Virginity (and separating Anal/Oral virginity) is something that I’ve considered in the past but put on the back burner just due to the fact it would involve adding several more scene elements to main menu to be able to set that for the player and starter. It’s definitely feasible, it would just be time consuming.
You are missing the file "user://mods/AricsExpansion/customScripts/expansion.gd" from your AricExpansion folder. As there are no problems with the paths or line numbers, I must conclude that the failure likely occurred when extracting or moving the folder/files into the "mods" folder. There are no means of achieving these errors through any failed install process within the game.
I suggest deleting your AricsExpansion folder and your Strive program folder (you can keep the Strive user data folder, there appears to be nothing wrong with it), and then start over with extracting each from their folders.
Fetishes can only reveal once perday I think, update at v 1.2 https://itch.io/post/4933703
That’s correct, fetishes can only be revealed once per day at the moment.
An Undiscovered Fetish means that your characters either have a (or possible a couple) Dominant, Submission, Sadistic, or Masochistic traits. The best way to “discover” that trait is to talk to them about how they feel about inflicting pain, feeling pain, taking control, or giving up control. When you find their fetish that has acceptable/mindblowing, it will change from Undiscovered to the actual trait’s name.
Line 1632 of items.gd should say "conf" not "conf_base".
Part of playing with the Debug mod is that the game does not crash when errors occur, but as a result it aborts the current function and usually creates an avalanche of errors that continue until there is no more code in its path. As a result of the item typo, the rest of the end of day was skipped, including any slaves lower in the slave list than the slave holding the sword.
Here's a puzzle. I have a futa MC and all female slaves. The MC started as homosexual and was attracted to every slave during sexual scenes. Then messages appeared after sex saying she was now more attracted to females and her sexuality slid more towards straight. Once she was on the straight side of the continuum, she was no longer attracted to the females slave and was bored during sex. Her sexuality continued to slid towards straight, with messages saying she was now more attracted to females. Though it was obvious the opposite was happening.
Futa are known to be not handled correctly in the current version, the mod is undergoing some significant re-works, including how sex and attraction work. I have noticed some inconsistencies in the text during and after the sex interaction, but we have not gotten to that yet. It will be at least a few days till the next version is out.
Hey. I'm getting this error with your mod. Don't really have much information about it, I have no idea how it happened, and unfortunately I don't have a save because the autosaves already got ovewritten.
SCRIPT ERROR: dailyTownEvents: Invalid get index '[10, 25]' (on base: 'Array').
At: user://mods/AricsExpansion/customScripts/expansion.gd:2618.
SCRIPT ERROR: dictionary: Invalid call. Nonexistent function 'substring' in base 'String'.
At: res://files/scripts/person/person.gd:785.
SCRIPT ERROR: dictionary: Invalid call. Nonexistent function 'replace' in base 'Nil'.
At: res://files/scripts/person/person.gd:748.
SCRIPT ERROR: dialogue: Invalid type in function 'set_bbcode' in base 'RichTextLabel'. Cannot convert argument 1 from Nil to String.
At: res://files/scripts/Mansion.gd:1873.
When I advance to a new day by pressing enter, I get only this:
SCRIPT ERROR: dailyTownEvents: Invalid get index '[10, 25]' (on base: 'Array').
At: user://mods/AricsExpansion/customScripts/expansion.gd:2618.
im also getting this issue. Seems to be from a Side Quest Advance/New day
ERROR:
SCRIPT ERROR: dictionary: Invalid call. Nonexistent function 'substring' in base 'String'.
At: res://files/scripts/person/person.gd:785
SCRIPT ERROR: dictionary: Invalid call. Nonexistent function 'replace' in base 'Nil'.
At: res://files/scripts/person/person.gd:748
SCRIPT ERROR: dialogue: Invalid type in function 'set_bbcode' in base 'RichTextLabel'. Cannot convert argument 1 from Nil to String.
At: res://files/scripts/Mansion.gd:1873
Also off topic. Is there a way to disable some abilities from appearing in the combat menu? Like disabling/hiding Mind Read? I swore I could do it in a prior build.
(no need to reply) I also get this crash (as above) with Side Quest Advance/New day:
Aric's Expansion v1.5
SCRIPT ERROR: dailyTownEvents: Invalid get index '[3, 50]' (on base: 'Array').
At: user://mods/AricsExpansion v1.5/AricsExpansion/customScripts/expansion.gd:2622
SCRIPT ERROR: dailyTownEvents: Invalid get index '[3, 50]' (on base: 'Array').
At: user://mods/AricsExpansion v1.5/AricsExpansion/customScripts/expansion.gd:2622
SCRIPT ERROR: dictionary: Invalid call. Nonexistent function 'substring' in base 'String'.
At: res://files/scripts/person/person.gd:785
SCRIPT ERROR: dictionary: Invalid call. Nonexistent function 'replace' in base 'Nil'.
At: res://files/scripts/person/person.gd:748
SCRIPT ERROR: dialogue: Invalid type in function 'set_bbcode' in base 'RichTextLabel'. Cannot convert argument 1 from Nil to String.
At: res://files/scripts/Mansion.gd:1873
Found a bug that the debug console doesn't seem to pick up.
Right now, whenever there are new children spawning the game thinks they are male while their description shows they are female. When I go to sell slaves, there is a "phantom" slave that I have never had, with a female name, but shown to be male. Clicking on him/her has no response. I am also unable to sell any new slaves that are obtained after that phantom slave. Is there any way to salvage my save?
Not really a bug (at least i do not think so), but l think i am missing a lot of additional text during sex. Incest seems to be working, as well as blowjob orgasm, but additional text on things like stretching and lactating are missing. According to newsexsystem.gd there is supposed to be al lot of additional text.
Great Addon, thanks for this stuff. Unfortunately my whores don't bring back all the money they earned. As you can see in Job Report they earned a few hundert golds.. but I receive only the 52 gold as reported in Global Report.
Disabling your mod would fix this issue (but saves seem not backward compatible, the game crashes when one tries to continue without your mod)
There appears to be no bugs with gold earned, though perhaps some parts of the report could be clarified. Your reports suggest that you were led astray by the fancy coloring and the fact that some tasks that don't report their numbers.
Based on only what I can see, your slaves earned 371 gold, 20 was spent on luxury rules, 52 was the earned gold for the day. Thus there is 299 gold visibly unaccounted for, but the Job Report seems to scroll further down and I don't know how many slaves are not visible.
The job report also says you have a cook that went shopping for food and the Global Report says that "Market pricing for slaves increased", which means that Ralph's tweaks are enabled. Normally the price for food is 10 gold for 20 food, but Ralph's tweaks change that to 40 gold for 20 food. Assuming that you haven't changed how much food is bought by the cook, then you likely bought the default of 200 food for 400 gold. You only gained 61 food that day, that would suggest that you had at least 14 slaves since they eat 10 food each by default, but probably you had a few more due the reduced consumption as a result of the cook.
As not all of the slaves are visible in the report and the default purchase of food would leave our unaccounted for gold at -101, I am going to assume that the remaining slaves in that report earned that much.
Anyone know why the game's error console no longer shows up? I'm getting a crash right before a starting slave's event (the one where they make a mess and you can help them clean it up, if I recall). I hit New Day and instead of the event triggering as I move into the next day the game just crashes to desktop. I can't figure out what's causing this because the game apparently no longer launches with the error console, I guess. Any ideas?
As of Strive 1.0d, the game was no longer released in debug mode. To remedy this, the Debug Mod was released to provide debug mode again. https://itch.io/t/1137280/debugmod-v1
Make sure that you have the most recent version of both mods as it should no longer crash for that event.
I noticed this particular Typo as well, when I recently played with this new version of the mod. It stems from a missing '$' before the 'He' in line 1618 of the file 'jobs&Specs.gd', which can be found under '/mods/AricsExpansion/patch/files/scripts/', for the original file, or '/files/scripts/' in the modded game folder. The same error can also be found in line 1626 in the same script, which I'd guess came from a copy and past action when writing the negative outcome when the placer loses money.
Cheers and happy new year!
Fixed, thanks mate!
Regarding the freezing/crashing, is this a longterm-ish save or one that you've fought a lot in? The only thing I could think of that would slow anything down would be if the NPC pool has grown too large and bloated the save file size. If you go into expansionsettings.gd and change minimum_npcs_to_detain to a lower number like 5-10 and up the townguardefficiency, it should reduce the pool on the next End of Day. See if that fixes the freezing issue
Would it be possible to add some sort of everlasting pregnancy? fetish reasons
One example would be: A pregnancy pausing potion leaving them in there currant state till get counteract potion returning back to normal.
Extreme example: Parasite baby base of living armor/suit get from underground ruins; character that pregnant with the parasite never be able give birth to it and stuck with lust gains and pregnancy debuff in battle/belly inflation in exchange for buff of some sort like +25 health, 15% protection/damage reduction or + 1 Magic Affinity(shameless grab for power).
Basically laboratory thing/potion or trap found in underground ruins.
Damn it I have no idea why but my game crashes every time I end the day. I tried deleting pregnant characters, switching all jobs to library, making sure no new slaves we're going to become pregnant, and i even went and loaded an old save from a few weeks ago and hit end day but it crashed. I wish I had a more clear explanation of what is happening so I could help. All I can determine is it's not based around pregnancies I'm pretty sure cause the old save still crashed, and I don't think its the public nudity because I made everyone stay in the library. Is there any trouble shooting tips or something? Something that could help me determine the cause?
I found the logs in the application data file, but they are cryptic to me. Still here they are.
DEBUG_TRACE
set ovulation start
setbabytype
set random ovulation day
set ovulation finish
racelottery
setgenealogy
set ovulation start
set random ovulation day
set ovulation finish
newslave
set ovulation start
setbabytype
set random ovulation day
set ovulation finish
setgenealogy
set ovulation start
set random ovulation day
set ovulation finish
newslave
set ovulation start
setbabytype
set random ovulation day
set ovulation finish
racelottery
setgenealogy
set ovulation start
set random ovulation day
set ovulation finish
newslave
set ovulation start
setbabytype
set random ovulation day
set ovulation finish
racelottery
setgenealogy
set ovulation start
set random ovulation day
set ovulation finish
newslave
GODOT
Godot Engine v3.2.4.beta4.official - https://godotengine.org
OpenGL ES 2.0 Renderer: NVIDIA GeForce RTX 3090/PCIe/SSE2
OpenGL ES Batching: ON
**WARNING**: BaseButton's Enabled Focus Mode property has been deprecated due to redundancy and will be removed in Godot 4.0. Please use Control.set_focus_mode instead.
At: scene/gui/base_button.cpp:329:set_enabled_focus_mode() - This method has been deprecated and will be removed in the future.
Godot_2022 something something
Godot Engine v3.2.4.beta4.official - https://godotengine.org
OpenGL ES 2.0 Renderer: NVIDIA GeForce RTX 3090/PCIe/SSE2
OpenGL ES Batching: ON
**WARNING**: BaseButton's Enabled Focus Mode property has been deprecated due to redundancy and will be removed in Godot 4.0. Please use Control.set_focus_mode instead.
At: scene/gui/base_button.cpp:329:set_enabled_focus_mode() - This method has been deprecated and will be removed in the future.
Aric's Expansion v1.5
**WARNING**: ObjectDB instances leaked at exit (run with --verbose for details).
At: core/object.cpp:2132:cleanup() - ObjectDB instances leaked at exit (run with --verbose for details).
**ERROR**: Resources still in use at exit (run with --verbose for details).
At: core/resource.cpp:475:clear() - Resources still in use at exit (run with --verbose for details).
Sorry I have no clue what any of this means but I think there is an answer in there somewhere.
The logs you posted are completely useless. If you want useful information, then see this post: https://itch.io/post/5136034
The debug changes how the game reacts to errors, it does not remove them. In debug mode it allows for corrupt behavior and data instead of crashing on error. If you save after the point where you get an error, then your data will most likely be corrupt and require file editing to fix.
The debug mod will provide a terminal that lists errors so that you can find out exactly what is going wrong, but I suspect that your errors were caused by playing the previous version of Aric's mod, which was the cause of crashing for the person who received that post originally.
Are you saying you have only found what Wimborn has? if so doing the mage guild quest line will lead to new weapons or if you need them right away if you go to Gorn (Wimborn Outskirts, Prairies, Gorn Outskirts, Gorn) there are more powerful weapons there but you need to have some gold saved up. Otherwise for early game it would be defeating bandits in the local area which can have very good drops.
Instructions on installations and upgrades on front page rather clear, you wouldn't be able to get pass new game menu if you bonk it unless game non-modded.
Only thing I can add is the file line User/Username/AppData <- this mark as hidden so will need check Hidden items box from view menu that is on top toolbar to access rest of the line, should be able to follow instructions from there on.
If talking about about getting better weapons Gorn has hammers and Frostford has greatswords about strongest weapons player can buy and better versions from chests.
If you mean new gear like Rune sword, Archmage robes, Book of Life etc and more they all obtain from chest found in mountain cave, marsh, underground ruins and elite bosses. Also get new elven gear from elf guards/grove.
Struggling with breeder function in farm. Assigning a stud to a cow causes the game often to hung up at next day change (program not responding, it seems it runs into a program loop). I couldn't figure out which fetishes or consent actually are needed for studs to work. Already the selection list contains guys with and without 'stud' agreed.. and with and without lactation fetish as well. The program hangs with studs who have both.. runs with studs who have neither (and the cow gets breed by a guy who didn't give consent to breed other slaves) .. may run a few days and then hang up at a day change (probably because I unintentionally asked for a certain fetish or consent and the answer changed the assigned studs fetishes or consents?). I did run the game in debug mode but there aren't any failures shown.
Aric's Expansion v1.5
Anyone else experiencing the same problem?
I wished one had not to 'partner' a cow to a specific stud.. but instead the 'studs' would randomly use the available cows if breeding is set and no specific stud got assigned/partnered.
Got on Custom Hybrid Request:
SCRIPT ERROR: slaveReqText: Invalid get index 'race_display' (on base: 'Dictionary').
At: res://files/scripts/outside.gd:1373
SCRIPT ERROR: slavequesttext: Invalid operands 'String' and 'Nil' in operator '+'.
At: res://files/scripts/outside.gd:1342
SCRIPT ERROR: maintext_set: Invalid set index 'bbcode_text' (on base: 'RichTextLabel') with value of type 'Nil'.
At: res://files/scripts/Mansion.gd:204
- request doesn't show
And another one, happening at day change:
Aric's Expansion v1.5
SCRIPT ERROR: trait: Invalid get index '{conflict:[Weak Milk' Flow, Milk Flow 1, Milk Flow 3, Milk Flow 4, Milk Flow 5], description:[color=aqua]Steady Milk Production[/color]: $name produces slightly more milk than others of $his race.
[color=green]Milk production increased by 40%[/color], effect:{}, name:Milk Flow 2, tags:[secondary, expansiontrait, lactation-trait, regentrait, rank2]}' (on base: 'Dictionary').
At: res://files/scripts/origins.gd:48
ERROR: adding non-existant trait {conflict:[Weak Milk Flow, Milk Flow 1, Milk Flow 3, Milk Flow 4, Milk Flow 5], description:[color=aqua]Steady Milk Production[/color]: $name produces slightly more milk than others of $his race.
[color=green]Milk production increased by 40%[/color], effect:{}, name:Milk Flow 2, tags:[secondary, expansiontrait, lactation-trait, regentrait, rank2]} Error code(47): Bug
After this the program hangs on the next night/day change. I removed all cows from the farm and tried again, same error occurs anyway with same result of program not responding at next night.Hi, first of all I wanted to say I love the work you're doing, seems to me you and your team are keeping this game's community alive
I have a couple of questions: in the Expansionsettings there's an option to filter "brutal" and "messy" content, which are set to true by default. What does the "true" mean, does it mean that it is filtered with "true" and unfiltered with "false"? Or maybe the opposite? Exactly what content is filtered through these settings?
Also is there a place where to learn how to mod the game with your expansion in mind? A guide to mod the game that is compatible with this from the get go?
Sorry to be a bother with these questions
For the settings, "true" means the content is enabled and "false" means it is disabled. "brutalcontent" allows explicit npc executions. "messycontent" appears not to be implemented yet.
The game comes with a modding guide in the "Mods" menu, just click the "Help" button, but there is no guide for mods compatible with Aric's mod. The main reason is that this mod is not designed with the intent of being compatible with other mods and Strive's mod system has limited ability for mods to coexist. Also, this mod is currently in active development so any mods made to work with this could become outdated within a week or two. If you wish to add content as part of this mod, it's easiest to simply join the development on Discord, link in the first post.