Fantasy Slave Management/RPG Erotic Game · By
Hint for a quickfix for the impatient ones? I'm looking at the code but can't see what's wrong...
newbutton.get_node("grade").texture = globals.gradeimages[person.origins] <-- implies there' a missing image?
globals has the atypical in it's origins
var originsarray = ['slave','poor','commoner','rich','atypical','noble']
Persistent Enemy sounds like a feature that would work better to either stay modular, or have some kind of in mod function to be turned off because it pretty much kneecaps anyone who want to min/max the slaves they keep around (because of the low max slave capacity unless you cheat) while also role play as a pseudo good karma character.
With how base game's character progression goes, a slave's stats get their potential Maxed out around level 5 or so if I remember correctly, and what makes a Randomly generated slave flat out better than other by a fairly significant margin due to low soft level cap is to either have higher beauty rating (I usually only keep those that's at least at Cute rank), and have one of the four traits with a flat +2 stats bonus to one of the four prime stats. That's not even counting the species a randomly generated NPC belong to and try to grind one of the rarer race.
Granted, I can keep executing the random bandit till I get a new random one with both high beauty AND one of the four best traits. But I generally like to go for a non-lethal playthrough, so that option is kind of kneecapped for me.
Couple of ideas I have is to mitigate this is once again, keep the persistent enemy a modular mod that can work alongside with the big overhaul Expansion, have a function to turn it off in game within the mod, add a new option where player can exile the bandit rather than execute (essentially the same but for those who want to roleplay nonlethal), increase the softcap of every race larger so the +2 stats no longer matter a lot therefore make the four traits less OP overall (would also solve the problem with slime race can't be modded in laboratory problem), or rework the rebellion effect to expire faster either by default or add some late game upgrade to make it go away much quicker so fullfilling one of the slave guild request (particularly the 'good karma' one like bodyguard and merchant helper for those who want to role play a semi-good karma slave owner) so we can turn over the less desirable slave and make a profit much quicker.
After the “cloning” bug is fixed, the next slated improvement for the NPC expanded feature is the option to turn them over to the local authorities for a reputation boost with that town.
Trying to make that system modular right now is going to be incredibly tough and involve rewriting half of that feature and creating dummy holds for the base mod for the features they pull from it, and most of the mod’s features tie together in some way. Hopefully that new option will address some of your concerns with the system!
Thank you very much for the response!
I really like this idea of turning captured bandit to authority for a reputation boost rather than turning them for a profit through selling of fulfilling a job order at slaver's guild. Add an extra layer of role playing a lawful alignment in addition to good/evil which is pretty lacking in base Strife.
That being said... hope reputation would matter more in future update, since beside Maple's optional recruitment quest it doesn't matter in base Strife, which make the entire system pretty pointless (and way too easy to farm in base Strive by keep beating up bandit who try to bully travelers). Maybe have it tie back to the town upgrade system in someways you planned to work on in the future if you haven't planned this already?
I appreciate the feedback! Per v.07, Reputation can be spent to "acquire" prisoners that have been captured and are pending execution (via: Gathering in the Town Square > Hold Execution > Either Option (one uses gold, the other uses rep, both require Reputation > 0).
I do plan on having a myriad of uses for it in the future as well, including being able to affect the town's laws/rules to suit your playstyle (ie: a good town, cruel town, perverted town, etc).
I love the idea, bu it's still buggy.
Seems like both partners need consent to get incestous actions going (even if tied). Also, sexual orientation jumps around like a ping pong. There should be a way to make it permanent, or many any change ever more difficult. Futas seem to make any woman straight???
The system does jump around a lot. I tried basing it off of the way the vanilla game calculated the bi/homosexual change, but I think it’s far more obvious and triggers more with the multiple changes. I do plan on lowering the chance of sexuality shifts.
Regarding Futa, I do have them considered as males for the shifts (due to the penises) but may change that to allow player choice to toggle how they are considered by the system (male/female). I don’t know how to effectively make a third option on the scale beyond having it considered same the same as one of the ends.
If the partner is futa, move the sexuality to middle? That could work. A futa is certainly more feminine than masculine.
Also, balless futas do not trigger the cum actions (partenr wishes to taste cum, if you cum in mount, it's not registered). It appears as they do not produce cum at all. Why not simply make the "balless" futa have internal balls? Code-wise, the only difference between a balless futa and a futa with balls would be the description.
I responded without actually checking my script. I had already applied a check to apply a base cum production of 1 to Futa without balls, but it was never triggering because of an Or instead of And check in the previous check which was only applying based on the ball size (which was obviously 0).
Fixed in 07.1
Is any consent even need for the taker? As long as the giver is willing and the taker is subdued/tied, everything should be available.
I did try to mess with the code and simply changed the instances of disabled, but it stil didn't work. Weird.
Also, I did really loose all of my cowgirl position files. It shouldn't be a problem to re-create the basics (if you're interested in adding that), but the descriptions might be an issue.
Hi Aric, if i havent already said, feel free to use anything from my minor mods from https://itch.io/t/492874/minor-tweaks-mod-v13-for-0524c-or-aricsexpansion522b, they are (very) simple but useful, and i thought worth repeating here as i havent played for months so unlikely to update it till sometime well in future :)
A simple suggestion for flying monstergirls - make the bonus either be active/inactive or scale depending on their encumbrance - based on their size and strength, and weight of equipment carried. Light armor = biggest speed bonus.
Also, I did some cleaning on the items, went trough the entire list to give them proper weights. Also added a few new items while I was at it. Will make the files availalbe later, feel free to use them
That’s a great suggestion, my biggest hinderance would be the randomly attributed weights the game currently has. With a better and more logical weight distribution, I could definitely see that as a valid option!
I’ll look over the file when it’s posted and definitely credit you with the addition if you are okay with me implementing it. Thanks!
ive ran into two bugs.
first the cloning bug, I saw people seeing it in the market, but dunno if anyone mentioned it in wild encounters. Ive seen captured people have the same name, portrait and traits. Happens rather often actually.
The second im unsure if its related to this mod, or something is fucked up on my end. Basically seemingly randomly after a fight the UI goes haywire. Text disapears, no options available aside from hide UI, Quest log, Map, Inventory and control. The only thing I can do is restart the game. I had a potential theory that its related to events or some actions. it doesnt seem to happen all the time, so hard to test.
Basic theory: Possibly party members? Every time it occured something related to my starting slave whos apart of my party happened. She was injured, sent for promotion, or one of her three starting events happened. So maybe game thinks she should be there and bugs out?
Aditionally, after reload ive had it bug out again, but after advancing day it worked.
Also, have three mods active, Standard Harem Profagonist (removed spell tweaks), this and improved portraits. did a quick look and didnt seem to ovelap, but maybe im retarded.
I can’t confirm if standard harem protagonist overlaps, but i’d think it would from the description.
However, it sounds like both of the errors you’re having are actually tied to the fault causing the Cloning issue and not on your side. It can also cause the UI to bug out I found. I MAY have found the fix but am trying to run it through heavy testing to give it plenty of chances to occur before releasing a hotfix.
Hotfix Update: It’s still pending. The duplicate issue SEEMS to be fixed after 20+ combats with no duplicates. The biggest holdup on the fix is the item issue (what is causing the end of Combat failure). I believe that may be fixed but there hasn’t been enough testing to confirm enough for me to release it. Unfortunately, it isn’t an issue that reliably triggers for me and though a handful of combats hasn’t triggered it, I’ve seen it go longer than that before occurring. A far more stable version should be coming very soon!
The Fix will also bring the first Mod Integration with another mod, Minor Tweaks by Dabros. It has a lot of quality of life fixes that pairs well with Arics Expansion and should be a great pairing. I am looking into merging another mod as well and will give more details when I’ve implemented it.
Those major bugs, yes. As soon as I am convinced that the game is reasonably playable with the new features/fixes, it’s released.
V.07.1 is releasing as soon as possible, but ended up having some extra features added into it as well. It will most likely come out next time I’m around my PC for more than a couple of minutes, but please keep in mind that this is a hobby and always comes after work and my personal life. I try to release regularly, add new features, and squash bugs as you guys report them and I appreciate your patience as I try to deliver something we all can enjoy.
I don't know if this is a bug or not but when I went to the execution and when I went to the 'Just Observer', it did the same thing as if I went to the '.... is to good for them' with the difference that it is automaticly choose another punishment. Also when I get to the option where I can take the the girl who were supposed to be executed it did nothing .
That is a bug that is fixed in the update which should be dropping soon.
For clarification though (for the correctly working updated function):
Just Observe simply runs the Execution Scene, no change.
Hold the Execution provides the option to try and snag one or more of the Condemned using Reputation or Gold, though both require at least a reputation of 1 with the city (it should at least show you as Positive).
_ is too good for them will let you pick a new punishment for the chance to gain reputation with the bloodthirsty crowd. Currently it is recommended to just pick a lower item on the list (they are crueler as they go) than the original punishment, but that will change when you can start affecting the Kindness/Cruelty of the town in a future update.
Not yet. The Execution system is primarily intended to clear the NPC lists and keep it from straining memory, and the “Hold Execution” was intended as a last minute “oh crap, I wanted that person but didn’t get the chance to grab them!” method.
If that is a feature that people really like or want more of, I could easily add in some quick descriptors (ie: The race age name is [beauty level]). Going deeper with a secondary “Inspect” option would involve fleshing out several different systems to give a “purchase a Guild Slave” feel instead of the Event/Scene that it is now. That second option would slate it more for a full, focused feature instead of a quick addition.
I really appreciate that question, feedback, and offer! I don't have anything like that set up at this point as I feel like that would be detracting from the guy who created the game that I'm enjoying tinkering with. Though I do sink a lot of time and effort into the mod, it is still primarily a hobby for me and I don't want to steal any of the thunder from the game authors who are depending on supporters to be able to keep making the games that they put their heart and soul into. Authors like Maverik who make quality games, are willing to still release their games to the public for free, and don't lock their games behind a pay-wall so anyone who wants to enjoy them can play them should be supported.
I have a game project idea I am very slowly working on behind the scenes that I will hopefully get to the point of releasing in the future. If that happens, I would definitely create a method of support. Until then, I hope that you'll support the game's developer financially and support me with accolades and feedback on the mod for now!
Since something similar happened to me a moment ago and I confirmed the case in their discord;
Are you running basegame v.525 or have you any of the .525 bugfixes applies - it was confirmed that Aric's mod runs on base .525. and is incompatible with any of the bugfixes on its own.
Also; for updating mods you have to either reset the game to its original files first (reset function via mod menu - but be aware that that doesn't work with files formerly replaced by hand - or just a simple fresh installation/extraction of the game folder) - and it can't hurt to delete 'FileOrder.ini' in the mods folder as well as 'progressdata' & 'settings.ini' in ..user/appdata/roaming/strive.
Not sure what exactly is necessary, but as long as you start a new game, getting fresh versions of those files can't really hurt.
This looks like one of the classic cases of Strive glitching on a mod installation. I would recommend (unless you’ve already got it fully fixed) just unzipping and creating a new game folder (with the Exe, not the app data) to be sure it hasn’t left any duplicated code in their that will mess you up later on. It should be pretty easy and take 1-3 minutes to fix that way and shouldn’t affect your saves or mods.
If you do that, then you do need to delete the FileOrder.ini from your mods folder just to be safe like he said
You are welcome to look at modpanel.gd and try to find that mechanic; however, you are reading between the lines to find mechanics that don't exist.
"func show():" refreshes the mod list GUI, and uses loadorder to sort the mod line, determine which mods have pressed buttons, and get the order number shown beside the mod.
"func _on_applymods_pressed():" uses loadorder without any checks for "enabled" or "disabled". The first thing it tries to do is erase all currently installed mods, so it doesn't care what is installed. Next, it iterates on loadorder to install mods one at a time.
Thus, removing the mod from the load order has a total functional result of forcing you to add it back to the load order.
Bloody hell. Re-installed everything and still getting these when putting slaves in a farm and hitting end turn
SCRIPT ERROR: getFarmFactors: Invalid operands 'bool' and 'String' in operator '=='.
At: user://mods/AricsExpansion/scripts/aricsexpansion/expansion.gd:2677
SCRIPT ERROR: dailyMilking: Invalid get index 'farmmanager' (on base: 'Dictionary').
At: user://mods/AricsExpansion/scripts/aricsexpansion/expansion.gd:2601
SCRIPT ERROR: _on_end_pressed: Invalid operands 'Nil' and 'int' in operator '>'.
At: res://files/scripts/Mansion.gd:1262
Nope. Complete new install, new folder, deleted everything, deleted everything from AppData...
And if you're wondering about line number..I did tweak fetishes a tad
func setFetishes(person):
#Sets Fetishes
var fetishdict = person.fetish
var temp
for i in globals.fetishesarray:
if !fetishdict.has(i):
fetishdict[i] = "none"
if fetishdict[i] == "none" || fetishdict[i] == null:
temp = rand_range(0,globals.fetishopinion.size()-2)
#Racial Additions
if person.findRace(['Taurus']) && str(i) in ['lactation','bemilked']:
temp += round(rand_range(0,2))
elif person.findRace(['Goblin','Bunny']) && str(i) == 'pregnancy':
temp += round(rand_range(0,2))
elif person.findRace(['Cat','Slime','Fox']) && str(i) in ['drinkcum','drinkmilk']:
temp += round(rand_range(0,2))
elif person.findRace(['Wolf','Demon']) && str(i) in ['dominance','exhibitionism']:
temp += round(rand_range(0,2))
elif person.findRace(['Seraph','Gnome']) && str(i) in ['submission','bondage']:
temp += round(rand_range(0,2))
The error messages are pretty useless without that bit of information, since the line numbers are the only way to locate the problem.
Chances are you have the same problem as this guy, I've provided a solution here: https://itch.io/post/1044647
I re-installed everything and started a new game, but I will try re-installing again.
On another note, is it just me or do the races feel.. .lacking? In stats and specials. For example, slimes are gooey, so they should have very high endurance (difficult to hurt) and good agility, but poor strength (gooey). Dryads are plan/wood spirits, so they should be slow and durable, but also strong. Elves could use re-balancing, drow are way OP as are dragonkin. Possibly giving elves nature essence (IIRC; only dryads give nature essence, but you can get other essences from 2 sources ). Some different specials. Dragonkin maybe having natural +1 armor? Succubi/demons healing/reganing stamina from sex?
I'll add what I can into my tweaks, see how that goes.
Regarding stat values I would be careful - from my own experience of testing over the last days character stats are one of the more delicate things to tweak. They range over a relatively short span in general, and the calculation in which they are used are typically relatively simple and make use of multipliers without using much decimals. So even raising stats by 1-2 points can make a huge difference - especially if applied to base stats.
Another problem I see with special stats I see is the way the code is structured - unfortunately the game makes only little use of databases when it comes to variables - instead it often applies calculation-modifying values directly in the functions - so tweaking and changing perc & Co. often includes changing a value in multiple files and lines in the code. This might be not so much a problem for sole mod-content, but modifying the core files with mod-code that is highly different in its logic and data structure could create a huge mess in the long run. But maybe that's just my layman look at this part that makes it more complicated as it actually is. ^^
If you start from a fresh install and just do my mod (no code changes, other mods, or alterations), does it still not seem to be installing the mod incorrectly? If that works, I can look at the items and changes that you've made and see what I can do to fix the compatibility with them.
If it still doesn't, there may be something weird going on in the mod installer. It seems to be applying the mod correctly for me and others I've checked with, but it's Strive modding. Doesn't always play by logical rules. However, I got permission from Ank to include his bugfixes in my mod and I believe he's fixed some quirks in the mod loader, so that may resolve this if its a mod loader quirk.
Nothing from my mod interferes with your code. I just add a few items, that's it. You can easily see it for yourself.
And yes, I did start a 100% fresh install (again), after deleting EVERYTHING, the app data Strive and normal strive folder and re-downlaoding ARCIS0.8. And for some reason the mod isn't fully applied. Most of what is in arcis globals.gd and person.gd gets copied to the globals.gd and person.gd in the main game folder, but not all. The originsarray for example wasn't there, nor was the atypical icon path. Naturally, this breaks the end turn if you have an atypical slave, during luxury calculations.
But what's even stranger is that even after I manually put those in, the game still can't find them. The only explanation I can think off is that if globals aren't properly initialized, the save game is ruined, as adding them after does nothing.
What I can try is a compeltly new game.
Oh, one more question - your globals and person are ADDED to the stock ones, they do not overwrite them as far as I can see (looking at the line numbers, at least it seems that way for globals), right?
If all else fails, maybe someone can forward their scripts folder after succesfull install?
Do you remember any events leading up to the first Error? Did you get any reports from the town’s in your end of day?
The second does pop up on occasion for me and seems to be part of the script that checks and adds attached relatives to the NPC that is “joining” the family. Unfortunately if there’s not a mother/father/sibling already set, that seems to occur but not hurt anything.
I have one save, there ending the day always throw both these errors. Things I did this day was: Interacting with slaves, grinding the Marsh location for chests and rare spawns. Sometimes , after the battle, a slave seems buggy and fires the "atypical error". These slaves I ignore.
The first error is sometimes thrown from line 2155, 2153 or 2151 .
Then I advanced the day several times to look, if there errors are persistent without doing anything else:
- The first error only get thrown one time, but sometimes get thrown again some days later, if the second error has a long run.
- The second one appeared, after I fought some bandits in Winborn outskirts and gets thrown between 2 and 6 times, one time each day.
- While one or both errors show up, the town report for the catched slaves doesn't show up.
- The errors seems to disappear after skipping 3 up to 7 days without doing anything.
Also the amount of stress gain, a pregnancy or the milk production during the pregnancy seems to add up every day, resulting in some high numbers on the report. But the stress factor in the interaction menu only rises up to 55-60% of the bar, despite having a mental breakdown every day.
Edit: The slave agreed to impregnition and the nursery was build during the pregnancy.
The slave is also the starter servant as foster sister, but doesn't want to talk about incest in the fetish section.
I actually just had one of my cows still give 1493 food from milk and she's only got huge boobs and milk flow 2 with no other farm upgrades. All my other cows are reasonable numbers although none of them do have any milk flow modifiers.
Also looking at your code i saw this which doesn't seem to make sense.
var chefhelped = false
if chefmod > 0:
chefhelped = true
else:
chefhelped = true
At that point why bother with the if? Just set it to true
It sounds like that didn’t override the file right. Jobs should now have their location as an array instead of a string as framework for the upcoming job revamp which will allow one job to be chosen then sent to one of multiple valid locations. I’ll check the code and see but that is as intended.
Do you remember the initial job and the newly chosen job? One may have been missed
Its fully working but i didn't really do it as a mod applied on top of yours. Since both of you basically just overwrite the entire files I pretty much just ended up combining the two together into a single file. i also threw in preginfo and this morning got into a bit of a binge and turned Farm label into a fully functional tab with the ability to add slaves to the farm through the sleep options like the jail.
Still getting the plains error.
Think the problem with this is that you're getting 'plains' as your zonecode and then trying to plug it into the database. globals.areas.database in explorationregions.gd lists the zonecode as being called 'prairie' instead.
so as a quick fix could just slap this under your zonecode at line 2210
if zonecode == 'plains':
zonecode = 'prairie'
That’s what was boggling me. Where is plains pulling from to begin with? It’s supposed to be only pulling zonecodes but I haven’t seen one called plains anywhere in the exploration regions. I have no clue where the “plains” are supposed to be originating from. I’ll try that fix, but any idea where prairie is showing it’s code as plains?
Doing a quick findall in the files the only place i see 'plains' listed is your outskirtsarray in expansion.gd where you define it as
Line 77: var outskirtsarray = ['wimbornoutskirts','forest','plains','gornoutskirts','amberguardforest','frostfordoutskirts','shaliq','umbra']
otherwise it exists nowhere else in your code or in the main game code. So must be migrating from there to globals.state.offscreennpcs somehow.
After updating to v.08.1 I got this message upon saving for the second or third time.
OpenGL ES 2.0 Renderer: GeForce GTX 960/PCIe/SSE2
Mod Version v0.8. Expanding game to latest Aric's Expansion version
Aric's Expansion v.0.81
erasing C:/Users/feder/AppData/Roaming/Strive AricsExpansion/saves/autosave3
SCRIPT ERROR: _on_SavePanel_visibility_changed: Invalid call. Nonexistent function 'has' in base 'Nil'.
At: res://files/scripts/Mansion.gd:1945
SCRIPT ERROR: _on_SavePanel_visibility_changed: Invalid call. Nonexistent function 'has' in base 'Nil'.
At: res://files/scripts/Mansion.gd:1945
SCRIPT ERROR: _on_SavePanel_visibility_changed: Invalid call. Nonexistent function 'has' in base 'Nil'.
At: res://files/scripts/Mansion.gd:1945
SCRIPT ERROR: _on_SavePanel_visibility_changed: Invalid call. Nonexistent function 'has' in base 'Nil'.
At: res://files/scripts/Mansion.gd:1945
SCRIPT ERROR: _on_SavePanel_visibility_changed: Invalid call. Nonexistent function 'has' in base 'Nil'.
At: res://files/scripts/Mansion.gd:1945
SCRIPT ERROR: _on_SavePanel_visibility_changed: Invalid call. Nonexistent function 'has' in base 'Nil'.
At: res://files/scripts/Mansion.gd:1945
SCRIPT ERROR: _on_SavePanel_visibility_changed: Invalid call. Nonexistent function 'has' in base 'Nil'.
At: res://files/scripts/Mansion.gd:1945
ERROR: Reference to a Thread object object was lost while the thread is still running...
At: core/bind/core_bind.cpp:2535
SCRIPT ERROR: _on_SavePanel_visibility_changed: Invalid get index 'date' (on base: 'Nil').
At: res://files/scripts/mainmenu.gd:357
No, you are fine. So long as Aric's Expansion is loaded first (lower number in mod list) there should be no problems.
The constants mod has no conflicts as Aric's Exp does not change _ready() in mainmenu.gd.
The random portrait mod adds to _on_slaveconfirm_pressed() in mainmenu.gd, which Aric's Exp overwrites. No conflicts in slave_tab.gd or constructor.gd.
A few things I noticed:
- two incestuos slaves (Sis1, Sis2 )and a non-related slave (Jane). Selecting one of the siblings and the other slave (Sis1, Jane), you can't have them do anything to the other sibling (Sis2), since the game checks the non-related slave for incestuous actions. It treats BOTH of them as related to Sis2. (or to be more precise, it checks if Jane has incestuous consent)
- also, incest always seems to cause stress, regardless of consent.
On a semi-related note, I have been dabbling with Godot and found match x to be so much better than switch on other languages. ATM, I'm expanding the after-battle sex scenes with far more choices. Here's something you can do with match:
var batte_rape_arr = [player.globals.sex,baddie.person.sex]
match battle_rape_arr
['Futanari', 'Female']:
text = 'code for futa on female'
['Futanari', 'Futanari']:
text = 'code for futa on futa'
['Female', 'Futanari']:
text = 'code for female on futa'
etc....
I'll make the code available once I finish it
Thanks for bringing that to my attention, that'll require some major finagling. It seemed as though it would check each giver individually for blocking/unblocking the actions, but it is likely either the case of one overriding the other or checking both per stage then moving to the next. Does it do the same thing if you select them in the reverse order (non-related then related)?
That's a bit peculiar, as Incest should very rarely cause stress.
That code change sounds awesome, and I am very excited to have some modding help on dialogue and fleshing out areas like that. I'll look forward to it!
Just saying, if this match code works as advertised, it will make a lot of things a lot easier, as it can actually do comparisons. It even has dictionary pattern matching!
http://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscrip...
On another note, some more weirdness. Handcuffs seem to set my angel slave to PERMANENT crawling. Removing them leaves them stuck like that and nothing I tried works. I even tried making a potion that will change that. I tried resting, tit reduction, anything that could possibly cause this...
EDIT; I added the code in a txt file inside my mod
https://www.mediafire.com/file/null/T_Strive.7z/file
feel free to take a look. For a companions only a slight adjustment is made that allows companions to suck/ride. Note that it's still WIP (placeholder text in a few places) and needs testing, but it SHOULD work.
Hello I don't know if this is because of the mod or just a general bug but when I ended the 9th day after completing Cali's questline from which after there should have been a sex scene but I think the Emily coming back dialog overwrited that scene or at least seemed like something was coming up but then Emily's dialog took it over or something also the only thing happened in the end of the day is that Cali's Pliable trait changed to Devoted. (Cali's intimacy have been unlocked by consent but I didnt have sex with her and the scene wouldnt triger neither after ther 25th day or if I actually have sex with her).
It didn't work I don't know what could be the problem. I checked the save I made before I ended the day and there was the {"code":"caliproposal","duration":1} . I tried to added back in my next day save file but still didnt work (I had to add some extra to the starting maid sex event so it doesnt overlap but it did delay that event but the cali event didnt come up) and I even tried to delay emily's event but evn though it delayed it the Cali event still didn't trigger. On a side note I noticed that there was the caliparentsdie event still there even though I completed the quest, though when I deleted it didnt make a difference.
PS: So I was wondering does Cali's event really matter or it just for the CG which will be stored in the gallery?
Okay I think I found the problem for some reason it seems to think that I had sex with Cali, so now I have to change it in the code. also on a side-note at Cali's 'dailyevents' section it writes "incestconsentchecked" over 25 times (I didnt count it all) is that normally?
PS: Before anyone says anyhting about that I just forget that I had sex Cali, I am 100% sure I didnt since I knew about the evnt plus I woulkd never ask her consent about fucking family yet it says that I asked her about it so I am sure that something must have happened.
Yeah, the multiple checks is something I've been meaning to patch. It should hurt anything and clears automatically each night, but its checking each person update (when talked, selected, combat, etc) and I forgot to add the block to only have it add one. I might suggest removing it, hopping in, saving, then manually readding the event? Maybe that'll trigger it?
Edit: Fixed the IncestConsentChecked in v.9
The event is not functionally important to the game and can be considered mostly a storyline end-cap. The caliparentsdie event is never cleaned up, thus always occurs regardless of the quest. However, this only matters if the quest is not completed before that event occurs.
If you have the save before the end of the day where the problem occurred, then the simplest fix is to change the durations for events. Though durations do not update the way one may expect, so events that appear like they would execute on separate days can occur on the same day.
If it did nothing when the event was triggered, then one of the conditions was not met. The conditions are that you must have a slave with a unique identifier of 'Cali', that slave must be a virgin("vagvirgin") with loyalty greater than 50, and this event cannot trigger more than once per progress(no idea why that is there). If the event already triggered the first screen but not the second, then you will need to delete "caliproposalseen" from the "decisions" array. If Cali is away the day of the event, then it is rescheduled for 2 days later.
So far, I have not been able to reproduce this problem on my computer.
It is an interdimensional Crystal with magical properties that you may be able to learn to harness and control for your own nefarious means. The realtor didn’t tell you when you bought the Mansion?
It should be able to be raised (for now) by breeding two slaves with that trait together, which should increase the trait level of their offspring. New Slaves should Max at 2, beyond that has to be bred (to level 5). There may be other ways to do that coming up in future versions.
Fetishes have a chance to increase each time they are triggered/called and that increases per the number of times they are called a day. For example, if you want to increase the incest fetish, taking a series of incestuous actions prior to discussing it with the Slave will increase the chance of it increasing their fetish level.
That’s because you have the mainmenu.tscn in correctly (which presents the physical Locations for those buttons and is what you’re seeing) but the mod itself isn’t installed (which is how the game knows what to use those buttons for).
Make sure the mod is in your appdata/strive/mods folder, activated in the Mod Manager Panel, and then you’ll see options show up in those buttons
Edit: MainMenu, not mansion
I have pressed mods, selected your mod and applied, which shutdown the game. When I go back into the game that mod is highlighted but the same thing happens. no options appear
the mansion.tscn file included in the mod is labelled 'nope, dont use it yet - Mansion' so it doesn't replace the original mansion file. should I delete the original or should I rename your mansion file?
I have also copied and pasted both files in the important please read folder. so they are still in my appdata as well as in the game file. should I remove from appdata?
don't know if this is causing the problem or not.
Using the mansion file isn't required at all, just gives a few more options when creating your initial character (those 4 in the 2nd column that are blank in the above screenshot being those options). If you want those options you must rename his mansion.tscn file but i would recommend saving yours elsewhere first. Can also leave the duplicates in the folder they're in, they won't hurt anything. If you don't use his mansion file it will just automatically generate those stats for you.
I did some checking. The issue is definitely there. The names are red and the toolpit tates the consent is not given, tough they willhappily do it and gain stress.
And there are more. Handcuffs applying permanent CRAWLING condition. And futa without balls still not working.
The best way to handle that is to simply give them balls, but only alter the description (either hide it or say internal balls). Balless futa pretty much means scrotumless futa anyway.
EDIT: Interestingly enough, milked slaves still get stress for full breasts, despite being milked
Hi, sorry if this is a redundant question.
Not sure what I'm doing wrong, but after following the steps to the to install the mod I couldn't see any information. There were no new day reports showing up, whenever I clicked on a slave's name their information would not show up. There was also nothing visible on the main mansion tab - where you can see how many rooms you have, and if you've appointed a jailer, head girl, etc.
Could really use some help. Thank you.
Edited: Wanted to say that I'm kinda new to modding so you know...
Im assuming you have several mods active and they're conflicting. The mods on this game are incredibly basic in terms of working together. Pretty much if 2 of them try and edit the same thing, unless 1 intentionally accounts for the others it won't work. Because this is such a large mod that's probably your problem. I would recommend removing all your mods, then loading this mod FIRST. From there check if its working properly. If it is, then its a conflict with your other mods. Keep adding them on until you find which one is breaking your game. Then either don't use it or see if you can find a compatible version
Hint: There's nothing in this mod that will break your game when its by itself and applied to the base game (not yet compatible with bugfixes).
For others right now. Keep in mind that is my first time modding anything. I'm trying to get into. I really liked the additions you made, so I want to start doing the same.
leak = { code = 'leak', name = 'Leak', description = 'Drains excess much milk. ', effect = 'leakeffect', manacost = 20, req = 0, price = 350, personal = true, combat = false, learned = true, type = 'utility', }, func leakeffect(): var spell = globals.spelldict.leak globals.resources.mana -= spellcost(spell) person.lactating.milkstorage = 0 person.lactating.daysunmilked = 0 var text = "You cast Leak on the target." return text
There should be 2 windows that open when the game starts: the game and a terminal that shows error messages. Is there any messages on the second window? If so, I'll need to know what they are to fix it.
If not, then I'm guessing you added it to the mod before or after applying it. If you added it to the mod after applying it, then you need to re-apply the mod.
If you added it to the mod before applying the mod, then the problem is probably the formatting of the text added. The text provided in his post is not the literal code. The first part is to be included in "spelllist" and the second part is a function that goes in any black space towards the bottom of the file. Both parts will have spaces at the beginning of the lines where the game will expect tabs. The vanilla mod system is very literal and will ignore changes that do not exactly match its expectations.
I think that the dialogue for setting the crystal to prevent/allow death might be backwards. In `statstab.gd` the following block occurs. I believe the first block should probably be for `preventsdeath == false` and the second block should be `preventsdeath == true` I switched them for the crystal visit section and it seems to have worked.
if globals.state.mansionupgrades.dimensionalcrystal >= 4 && globals.state.thecrystal.preventsdeath == true:
buttons.append({text = person.dictionary("Use the Crystal to Prevent Death."), function = 'crystalimmortalitytoggle', args = 'enable', tooltip = "Use the Crystal's power to prevent death in your Mansion."})
elif globals.state.mansionupgrades.dimensionalcrystal >= 4 && globals.state.thecrystal.preventsdeath == false:
buttons.append({text = person.dictionary("Remove the Crystal's hold on Death."), function = 'crystalimmortalitytoggle', args = 'disable', tooltip = "Re-enable death inside of your Mansion."})
PPPS: Is it expected for their to be a way to trigger the "sacrifice" knowledge reveal at this point? I don't see any way for the crystal's hunger to decrease, so I'm not sure if it could ever go "dark"
Never mind, I see now that I just need to be a bit extra excessive with wielding the crystal's power...
Ok, final PS:
After making the change I mentioned and triggering the "sacrifice" reveal I've tried feeding a couple of my slaves to the crystal. Each time their text box displays "....", no choices are presented, and I have to restart the game. I don't see any messages in the console, and I have no idea on the cause in code.
If I were to take a wild guess... I'm wondering if what I believe are recursive calls in `crystalconsequences` are causing the character to be killed then trying to set up more dialog with the character when it goes back up the tree? Purely a guess, and I'm afraid I don't have the time to experiment with it right now.
So the Sacrifice is failing to remove them and put you back on the main mansion screen? Good to know, I’ll dig into that.
Good catch on the trigger dialogue, btw. You were correct on that.
The system hasn’t been fleshed out fully but was intended to be able to sacrifice to the Crystal merely to sate its hunger if you went the dark crystal path, so this is definitely a bug. More features are coming for the Dark Crystal path, which is what Alexsis is referencing.
Edit: Fixed in v.9
The incest stress chance "compare" var calculation on line 611 in newsexsystem.gd really needs to be looked at.
I don't know exactly what about it is problematic (maybe globals.fetishopinion.find() isn't returning the right value?), but I do know that until I commented it out, and just set compare to a flat 500, even slaves with maxed incest fetishes would end up with 70+ stress after a single session with a relative (and that's after the reductions from orgasms). I didn't change anything else in the file, so clearly that was the culprit.
I'll check it out, thanks for letting me know!
Edit: The previous value was incapable of reaching the 500 value. I re-evaluated the formula and it should be far more possible to reach that now. Mindblowing will guarantee no Stress on its own, but it is now calculating the Fetish, Beauty, and Lust more accurately. Thanks for bringing that to my attention! Issue resolved in v.9
Elpresidentes tweaks
And improved random portraits
Those 2 are the only other mods I don't figure the portraits would do anything.
ignore original version i was going off of memory for the mods its just those and the constant file that comes with the game
Edit 2-
yep, its incompatibility with ElPresidentes Tweaks. alright
Soooo.... Um... Im having this Problem with my slaves. At some points they just have one Job in their Occupationlist. And when i click on them they dont do anything (why should they).
I tiugth at first, that its is a ne feature or something i missed but my Starting-Slave is now resting since day 30 and im at 280-something....
So i just found out that an Error will come if i hit the the lonly thing in the Joblist:
I use randomportrait and NavInfoCombo....
Tell me if im the idiot here... That will make a lot easier
The basics are this:
1) Make sure that you have a backup of the Strive game files somewhere (doesn't matter where, even the original zip is fine)
2) Put the AricsExpansion mod in the AppData/Mod folder (where all mods go)
3) Copy and Paste the folder that says App Data into the App Data/Roaming/Strive folder (ie: the folder right before the mod folder you just used)
4) Copy and Paste the other folder into the Strive folder with the actual game files. Override anything it asks you to.
5) Go into the game and activate Aric's mod from the mod panel. Restart the game when it asks you too. I'd recommend JUST activating Aric's first and make sure that everything seems to be working fine before trying to add anything else (though there are details on other compatible mods or how to make some compatible all throughout this thread).
Thankya. The low odds of success on increase (from levels not already high, anyway) already serve as enough of an immersive approach to initial aversions to different fetishes - in other words, if you've gotten to "mindblowing" in the first place, the slave's already made up their mind that they're super into it.
"Y'know, I was obsessed with incest, but my mom hasn't eaten me out since Tuesday so I'm not sure I really care that much anymore" on the other hand is just silly :P
It was more of a hold-over idea from other similar game systems. Now that you point it out, there’s not a lot of value added beyond micromanaging.
Beyond that phrase, of course. That made me laugh enough for the entropy system to be worth it.
Edit: Fixed in v.9. in a Setting if anyone wants to re-enable it.
So, a new bug is stopping me from playing almost at all. I uninstalled the previous update I had (6.3.7) from the in-game mod menu, deleted it from the mod folder in %appdata, replaced it with 8.1, and installed that via the mod menu in-game. I now get this error every time I load.
And when I go out of the town and travel almost/look for a fight, the text never changes and I can't see what I've encountered, and this error comes up.
And when I try to fight, if the enemy is "Lone Stranger" then I get this error repeating infinitely along with no combat options or even the ability to end my turn.
EDIT: So apparently, the problem with fights only happens around Wimborn. Tested in Frostford and it worked just fine. Might be because I fought so much around Wimborn, I'll test out passing a few days to see if this changes anything.
EDIT 2: Turns out passing 7 days does nothing for changing up the people around the city.
EDIT 3: When I start a new game, everything seems to work correctly. Must be something with the area around Wimborn and the amount of people I've fought there. I recovered by reverting to a save game I had backed up from a few days before the saves I was using, so not a ton of progress lost, but I hope my report helps iron those out.
The first error isn't a bug. You just failed to look at the folder inside of the Aric's mod folder called IMPORTANT - READ THIS BEFORE INSTALLING and following the instructions contained within there. Part of which includes dropping in that specific file because it doesn't exist in the base game.
Not entirely sure how the other one would be coming about though because Aric's Expansion doesn't change that line or anything relating to what is stored in the variable. Would recommend following the instructions on the install and then seeing if it goes away.
Hey, Aric, found your mods after playing with Strive for a while and wanted to try them out. I had a quick question, what exactly is involved with a wanted pregnancy? From what I can tell it's consent, fetish, and desired children, but my starting slave never has a wanted pregnancy despite having the fetish, all consent, and no children.
Also, I saw ElPresidente mention the consent for "breeding with relatives" was not working and I was having this issue too, so I went on a bit of a scavenger hunt. That was over a week ago, so you may have already gotten this solved anyway! But if not, I think it's because in statstab.gd, for "incestbreeder", person.consentexp.incestpregnancy is set to true when consent is given, but in the actual character data, this consent is stored as "incestbreeder". The mode is right, but the variable is wrong so it's never set and therefore repeats every day. I grabbed some screenshots as well!
I appreciate the details and the screenshot! That particular bug is primarily what’s messing with the WantedPregnancy, but the overall process would be:
Consent (Sex) > Consent (Pregnancy) + Consent (IncestBreeder), if family = WantedPregnancy
The Pregnancy fetish will increase the chances of their giving pregnancy consent as well as having a number of desired offspring higher than their current offspring. Pregnancy consent does have a chance to reset each birth (as the desired offspring number may have been reached).
If the pregnancy isn’t wanted from the start, there’s a chance of her gaining the WantedPregnancy each day. Incredibly short pregnancies are unlikely to see this change, but if you see a dialogue option relating to her wanting to tell you something, it may be that discussion.
Huh so new weird thing is that even after that change the pregnancy is still unwanted. I checked the data and all the consents are there, the text even shows up in the statistics. Is there a random chance for them to not want the pregnancy, or is this weird? I can keep poking around a bit, see if I can find anything. This is the starting slave, the father is my player character. I even increased the number of children wanted to see if that would change anything but nope. I thought that maybe something could have reset pregnancy consent and not the ask option, but she hasn't given birth before, and in the save data all the consents are still 'true'.
EDIT: Tried with some other slaves and it seems kind of up in the air whether a pregnancy registers as wanted or not even with the proper consent. Thinking now that it might be something more on my end, the bug with the repeating incest option caused some funky stuff in the save data. Might try again with a fresh save file.
"If the pregnancy isn’t wanted from the start, there’s a chance of her gaining the WantedPregnancy each day."
It doesn't seem this is the case though? setWantedPregnancy() looks like it's only designed to fire once. And the talk event it can trigger doesn't make any changes to the .wantedpregnancy var.
In any case, it that function doesn't seem to be working properly regardless, even with non-incest pregnancies:
if mother.consentexp.pregnancy == true: mother.pregexp.wantedpregnancy = true
Should mean that preg consent should automatically mean wanted baby, no? Yet despite having consent from every slave I've knocked up, I've still had to edit it to true in the save.
EDIT: Welp, I think I see the problem:
setWantedPregnancy() doesn't appear to ever actually get called in the first place - there's no reference to it outside its declaration in expansion.gd
Update: It’s been a crazy week with the holidays and a loss in my family (my phone...it died too young) but progress is still being made toward the next update. The next update should be an interesting one as it aims to rework the entire Farm, add several new screens and processes, and fix a lot of the milking related issues.
I’d like to thank Alexsis987 for being an awesome help with this update and working with me on the mod! Especially with the holiday madness, this update would take 2-3x longer to release without her help.
1) So whenever I ask my first slave to research the crystal, it goes to 100, but I never learn anything past the "re-enable death" thing. Did I do something wrong again?
2) Someone probably already asked this, but can there be marriage or like actual romance/love in the mod? I sometimes like to imagine that my character and her first slave (a male demon) are husband and wife and decided have kids or start a cult.
The Crystal Ball isn't fully implemented yet and was mostly put in as a teaser, however the research options should be (with a fully upgraded ball): Pregnancy Speed, Immortality (the Reenable Death, which has a bugged name), and Sacrifice (for the Dark path). More options are coming, but that's an update or two away.
Do you have the option to discuss pregnancy speeds with your Headgirl or a slave over 4 Magical Affinity? It sound like you've got the immortality option unlocked, so that may be the end of that path for now (Sacrifice is currently buggy)
Are you open to new jobs? The marriage system could be expanded a lot.
A concubine job: For those who want their waifu to have a sex job withought fucking strangers. With marriage and loyalty, charm etc. boosting the effects of the job?
Possible bonuses:
1. Reputaion increase. Possibly that race effects this. Example a Human concubine would boost rep in whimborn more than Gorn
2. A leadership role similar to Headgirl. Possibly help remove negative traits, or get new ones?
This is just one possibility. with the marriage system, a lot of new possibilities open up. which in the eyes of a management and lewd game lover who happens to be ntrphobic is desperately needed in more adult games, mod or no mod.
I’m always open to more ideas. I feel like the second option is very similar to headgirl /tamer but would be interested to see it flushed out in a unique system. The first option fits very well with the new reputation uses the mod is bringing. Feel free to keep them coming and I’ll see what I can work into a future version!
I've a suggestion to make.
Id like to see more passive interactions between the slaves. I've seen the events where you intervene, but i'd like to have just random day to day of slave interaction. Like one day 2 slaves have sex on their own and get pregnant without you ever having to interact with them. Or if a slave is lactating, another slave could come and relieve them of the pressure without you having to either send them to the farm, or sucking them yourself. Job like fucktoy, but just for your own slaves to get relief. Would generate mana daily, and be less stressful than the fucktoy job itself due to being with your own slaves only.
So i guess what i'm asking is for a In Mansion job, same requirements as Headmaster, but it provides sexual release for all slaves in the mansion ( scales like cleaning does ) Bottom Bitch or something on those lines could be a name for it.
Also could make it that your slaves have free use of anyone in Jail on a daily basis too with the same outcome, but just builds fear and their preferences/permission doesn't matter because they are in jail.
Hey, so I'm a new mod user - for pretty much anything in general - so i was wondering if you could give me a step-by-step on how to do - what is most likely - the most basic stuff when it comes to adding mods to this game. As in, i know next to nothing about modding anything, let alone on PC, and even less when it comes to script and stuff.
so, in short; could you give me a 'beginner's guide to Modding SFP with Aric's Expansion Rebred' please? Word it as though you're trying to show a four year old how to do it.
a very slow four year old.
Translated by Google translator:
Hello, I liked this mod and I saw a few problems.
It takes too much time to get the slave a new fetish or to strengthen it. Besides the fact that it is necessary to click a lot of menus every in-game day, it also takes a huge amount of time with a large number of slaves. And considering that slaves grow and develop too quickly, it’s difficult in principle to manage to introduce more than 3 fetishes.
For example:
"Slave number 1" => "talk" => "Let's talk" => "Let's talk about fetishes" => "some kind of fetish number 1"
"Slave number 2" => "talk" => "Let's talk" => "Let's talk about fetishes" => "some kind of fetish number 13"
....
etc.
When there are 10 or more, it becomes a monotonous pain in the ass every in-game day.
I propose to transfer the introduction of fetishes to slaves from the conversation into a new “interaction mode”, if this is of course possible. Now there are only 2 modes of interaction: “Meet” and “Sex”, is it possible to add a third: “fetishes” where you can introduce/strengthen or weaken them, as in the "Meet" mode.
That's not a bad idea, it will just involve coding a new interaction menu. The Fetish Overhaul update is several updates away, but I will definitely look into that idea when that comes around. It may be a moot point as the proposed Hypnosis spell/update will provide a passive way of setting a fetish/trigger in their mind that will passively increase it without daily interaction that may resolve that convenience issue.
Update:
Still working on the new update. It's coming along nicely and should be a lot of fun. I editted the main post with proper credits, the video guide that was created, and a general overview.
Cross-Post from another thread, but here's a preview from a part of the new Update that I'm pretty excited about:
Combat Stress Reworked
Combatants (on the player side) no longer suffer a base 3/6 Stress each turn. Now Combatants only receive combat stress if they are damaged and their health lost is greater than their Courage.
How It Works
Please note that all incoming damage is weighted 20% more than previously taken HP damage (Effectively giving a Courage penalty to a massive strike).
If the person loses health, it first checks if they are currently below 25% health OR if their health lost is greater than their total Courage. If so, if the Random 0-100 is greater than their Courage + Confidence/4 (for a max of 50 with 100 in each), they take 2-4 stress (twice if Cowardly).
Otherwise, if their health lost is greater than their Courage/2, it checks if the Random 0-100 is greater than their Courage + Confidence/2 (for a max of 100 with 100 in each). If so, they take 2-4 stress (twice if Cowardly).
If their lost health is less than half of their Courage, they shrug it off and no Stress is gained.
Stress is still gained upon losing allies, however. That just seems fitting.
Benefits of the New Stress System
Beyond making stress management in combat slightly more intuitive and less of a chore, this also provides a lot more functionality to the Protect action. As the only ones who will be making Stress checks are those who take damage, having a Bodyguard with high Courage and Confidence will mean that they are not only soaking up the damage for weaker allies, they are also preventing stress.
While the elimination of passive stress gain is awesome, I feel like this is more than a little unbalanced (in the player's favor). Generally speaking, you're going to build your combat party out of slaves with high Courage (like, 60+) in the first place, and then it's going to steadily increase as they fight. Meanwhile, even cheap armor goes a long way toward reducing damage. I don't know if I've ever seen one of my party take more than 20 damage in a single hit, other than against the golem in the ruins.
You might want to consider making Courage/3 the cutoff rather than Courage/2... hell, maybe even /4
I may make it with varying difficulties for player preference. However, that sounds like a party built for end-game content. By that point there are a myriad of ways to handle stress effectively and the stress in combat system starts (for most) becoming more of an annoyance than added difficulty value.
This should balance it out a bit and give a reason for Courageous slaves to be built to fight in early game content.
It would probably help if we knew which parts specifically that you are having trouble with. Otherwise, the Discord(https://itch.io/t/284398/discord) is a great place for fast help.
I'm literally having issues even attempting to wrap my head around installing the mod; i followed your 'READ ME' instructions to the letter, but i feel like there were steps missing or i'm just a dumb-dumb because im not seeing any changes to the game - like, at all - and its not showing up correctly in the 'mod' list in the main menu.
I would join the discord but discord and i are taking a break - purely mutual, i assure you. so i'm just kinda hoping to glean any and every little bit of information about how to correctly download this thing without turning my computer into a schnitzel.
If the mod is not showing up in the mod list, then that means that the mod folder(the one you get after extracting it from the mod's ZIP archive) is not properly located in Strive's folder for mods.
If you have not extracted the mod, try right-clicking it and looking for an extract option. I generally use the WinRar utility for extracting, but other methods can work.
To locate Strive's mods folder, go to the Mods menu (the screen with the mod list) and press "Open Mod Folder". If a folder window pops up, then you simply copy the mod's folder into that folder window.
Restart Strive so that it will check again for mods. If you successfully completed this step, then "AricsExpansion" should be in the mod list.
so im gonna flat out say that im an idiot; i think i did something wrong with the initial extraction of Aric's and i may have been screwed from the beginning; that is to say, i didnt extract the mod and place it into App/data/roaming/strive/mods, but only placed the folder that says something like 'put this in app/data/roaming/strive/mods' in there, and thus may have cocked up any chance i had of the mod working from the start; so im gonna uninstall it, reinstall it, hit myself with a hammer for obvious reasons - it may knock common sense into me, who knows? - and erase strive as well. i barely had any save data anyway, so im not too bothered. ill get rid of both the mod AND the game, reinstall strive, reinstall aric's and actually follow the instructions to the letter instead of going 'i dont know what that means and why its worded like that so blah blah its ignored'.
am vurry big dumb.
Obviously not, as I stated before: "If you successfully completed this step, then "AricsExpansion" should be in the mod list."
Most likely your mod folder path has been changed during your journey, so you will need to fix it. Click the bottom right button with the folder path in it. You will be able to see a "mods" folder listed. Select the "mods" folder once (twice will enter that folder) and press "Select this folder".
so, been playing with the mod and i noticed some things that i thought felt off, and i'm not sure anyone else has mentioned them yet so i'm just gonna list some things i noticed.
1. despite there being an incest scene with Emily and Tisha, and Emily expressing enjoyment over the act, when I 'Talk' to her and ask her how she feels about incest she expresses disgust.
2. Less of an issue and more of an idea; with the option to 'erase' people's personality's and in-game memories (Using amnesia potion on Chloe, getting the bad end of Cali's sidequest and turning her into a pet, etc) i was thinking that you should add a whole new trait to them. For example, you get 'Gratitude' from any NPC you help out in their sidequests, but you can also get it by erasing their memories and turning them into sex-pets; which bothered me for some reason. So maybe you could make a new trait; call it, i dunno, something like 'Ingrained' or 'indebted' or something, for if you take that kind of route when finishing up a character's sidequest.
3. some grammar errors with the 'sex-text' and some issues where instead of flavour text i just get 'error/colour/sample/text_yellow' or something like that.
4. this could just be a base-game issue and i'm being dumb but hey, figured I'd mentioned it. I got a pop-up letting me know about an 'abuse' feature, something about being able to 'abuse' prisoners, and i think its supposed to act as an extra option in the interaction menu but im not sure. Anyway, if this is an option i'm not seeing it show up anywhere, and searching the game's guide and wiki dont bring up anything so i'm leaning toward it being a mod thing. I'd just like tyo know what that actually is, because i can't do it. Whatever 'it' even is.
5. I noticed that if i stuff a character's vagina with nut-butter, she inflates. not an issue. when i nut exclusively in her vagina and the text says "she has started drooling and coughing up cum working its way up from her ass" I'm like 'bruh, bodies don't be like that doe'. pliz explain.
6. I gave my character a massively massive long-schlong, okay? his name is big-dick silver-prick and he aint no small boi in the nut compartment either. I adore Maple. Maple is tiny. I fucked Maple. "Maple's pussy has been stretched, it is now 'tiny'." My long-john-big-schlong should have left that tiny fairy girl gaping like a bystander of 9/11, yet she just struts about all happy and stuff while the text torments me with " Maple's pussy has been stretched. It is now tiny". C e a s e this torment
that's about it. apart from that though, this mod is great!
1) That is a scripted vanilla event and not tied in to the fetish system at all. Unfortunately, altering that to tie into the system would be a huge chore and probably break a lot of things. Maaaaybe one day.
2) I'll keep that idea in mind
3) If you get a screenshot of the issue I'll definitely take a look at it.
4) There used to be a system (in vanilla) to abuse via the Talk system, but all of that was replaced by the Interaction menu. That is where you can torment/torture to your hearts delight, I think the other is just a description from before that change.
5) That description was just a quick "Lets get this thing released" and works off swollen level and not location. It will be fixed in a future version.
6) This one is a weird back and forth issue. I had the system set to stretch fairly quickly and (possibly) accurately, but the primary complaint was that every character was ending up stretched and torn. I drastically lowered the amount that someone will stretch per encounter for popular request, however left the setting as an option in expansion.gd (near the top, under settings) for you to be able to manually select your chance of stretching. The values are: stretchchancevagina = 50, stretchchanceanus = 50.
With regard to stretching: the amount and chance of possible stretching in a single session is currently alright, but tightening is kind of an issue.
1. It happens way too fast. I spent a week trying to stretch Cali enough that I could fuck her without risking tearing, but gave up because she was tightening at least as fast as I was building up stretch.
2. Minimum tightness is a bit too low, particularly on vaginas. Seems like 90% of characters have a minimum (which due to the above problem they're nearly always at) of "tiny," no matter their age. Adults shouldn't naturally tighten below average once stretched past it, and teens should only have a chance of doing so
There aren't at this point. That isn't really something I'm interested in as I feel the prevalence of beastkin/halfkins fills that fetish fairly well. Considering the animals don't persist after the scene and are just there as a temporary "here, have another penis" method, I'm not sure what the benefit would be. I could see it more if the animals were persistent, trainable, had traits, etc...but then that's a whoooole new system.
Breeder - of course, plays as normal
Commander - extra xp and learning points for slaves; however slaves cost more
Lab Master - Free Lab; more modification = higher selling price; slaves faster disobedience
Cultist - can create slaves (cost a lot of mana)
As well as modifications to existing classes
It just seems the vanilla Mansion.gd is a house of glass.
There is currently an issue with the way the game reads multiple partners. It displaying that twice is because it reads and displays all members of the giver/taker groups together. What that would actually mean is that Maple's vagina would be 2 sizes larger than your penis and Chloe's would be 3. Asses are sized differently than vaginas, so that would explain the difference with that. I'm assuming one has a Huge vagina and one has Loose. Is that accurate?
It may be misreading and calculating both together, though I haven't seen that happen in my experience.
Someone else had the same problem, either an installation problem or mod compatibility issue. https://itch.io/post/1058930
Ah, yeah, it's ElPresidente's that's the issue then. Can't figure out where exactly the incompatibility is though
EDIT: Alright what the fuck, on_lab_pressed() is identical between vanilla and EPT, and Aric's doesn't even touch it... how is there even an issue here?!
Another EDIT: Welp, just got rid of laboratory.gd from EPT and somehow it works now. Whatever
I've loaded this up for the first time and my first impression is that it is a little cluttered with information, particularly with the new traits. I think the movement trait can be hidden for walkers so only flyers and crawlers are shown. The genital traits could be in the character description, alongside the genital description, instead of in the trait summary.
Alright, so I have been adoring this mod so far. It gets a little clunky here and there, but not any major complaints about that here. One thing that is really bugging me though is that a few of my girls (particularly the ones with good milk flow traits) lactate so much in a single day that it gives them 800+ stress, even after I've done everything in my power to alleviate it from the previous day. You can imagine how frustrating it is to have your favorites have a mental breakdown each damn day. While I am rolling in cash from a couple of them, the ones I actually want to keep around the mansion are fucked. And not in the good way. Is there any way to help with this (since I'm an absolute dumbass and might not have seen an obvious solution) or should I just wait for updates? I know a few people have asked similar things, but I didn't want to get rid of the mod in the meantime since I'm enjoying it. sincerely, a horny on main lesbian who hopes this comment isn't too unbearably annoying.
Came here to report the same issue. While we're at it, there should probably be a point where slaves stop producing milk if they aren't pregnant or being milked regularly. I have one slave that had a baby once, and now is constantly producing milk (luckily without this bug, so an enchanted sundress is enough to keep her at low stress, but still). It's also just a lot of busywork to have to milk them through sex or rotating them through the farm, adding an option to allow them to milk themselves (which wastes it but keeps them lactating) would be nice.
There is/was that feature, Swgor. If you go to the expansion.gd file in the mod and go to the option in settings (at the very top) named “lactationstops”, just turn that from false to true (lower case). That will trigger the system that will have a chance to stop lactating daily (increasing in chance every day they aren’t milked).
It’s annoying to have to edit the game files, I know, but after the farm overhaul I’ll work on making settings editable in game
just a thought i figured would be nice to throw out there.
SFP is like, the only game of this kind. with enslavement and impregnation and noncon and all sorts of other fetishes; i haven't come across a single other game even remotely similar to this yet and trust me, i've been looking.
just thought i'd throw that out there. makes you appreciate Strive a little bit more.
Free Cities (more specifically, FC Pregmod) is also great for this - though it lacks the RPG elements and involved sex system Strive has. Fantastic in other ways though.
Free Cities, Pytfall(although focuses more on rpg elements over slavery atm), whoremaster (use crazys mod) to name a few. IMO though, free cities and strive will be your best bet. Pytfall feels the most similar to strive. Yet entirely different. Whoremaster is very old, and I havent played it in a very long time, but crazys mod just got updated not long ago, maybe worth a shot. Personally I enjoy them all to some extent.
One thing that really annoyed me in the base game was the amount of time the slaves spent outside the mansion after level up requests. You could easily find half your slaves away on rotation all game long with grade increases and holidays. I fixed this in my own mod and it would be quite easy to put into other mods too.
In jobs&specs.gd, var leveluprequests, add a vacation requirement of 'person.metrics.ownership >= 7' and a slave won't ask for a holiday until they've been with you seven days. Add improvegrade requirement of person.level >= 4 and only the experienced slaves will be asking for a grade increase.
Go ahead.
Adding automatic enchantment naming should be straightforward too. In enchantments.gd there's a line
enchant.descript = "[color=green]" + tempenchant.name.replace('&100v', str(enchant.effectvalue*100)).replace("&v", str(enchant.effectvalue)) + "[/color]"
I made more complex changes in my mod but something like this should work fine.
var desc = tempenchant.name.replace('&100v', str(enchant.effectvalue*100)).replace("&v", str(enchant.effectvalue))
enchant.descript = "[color=green]" + desc + "[/color]"
item.name += ", " + desc
Since you mentioned you're doing a combat overhaul, a nice QoL feature would be if we could set a "standard inventory" the game would try to fill at the start of each day. So, something like automatically put 2 ropes, 5 bandages and 3 supplies in our inventory and put everything else in the mansion at the start of the day.
so, a friend of mine who plays strive almost religiously - he has 14,000 in game days worth of gameplay - told me he was making a mod for it; i didnt catch it all, because he's weird and talks like his mouth is attached to an F1 racing car, but apparently he's making a mod that makes the game more...wholesome?
like, proper wholesome stuff - holding hands and skipping through daisy fields, marriage, monogamy with the person you married, etcetera.
just thought i'd let you all know in case it ever does get done and it shows up here.
its both stupidly insane and insanely stupid and i want him to finish it just to see what that would be like.
Edit: I got more details on what he's adding.
- Consensual romance system (Marriage, friends-to-lovers, captive-to-lovers, etcetera)
- Dating/marriage/mourning (If your partner dies you can mourn them, only enabled when permadeath is enabled)
- Emotions system; adding spells so you can see the emotional state of people, not just their stress levels.
- (Ties in with emotions system) A way for your character to do more than just rape/kill/leave anyone they capture after a battle. Will be adding the ability to 'woo' bandits and enemies, sometimes even bandit capture victims.
- More random first names/surnames, some characters will come with their own nickname.
- This bit confused me but i'll see if anyone here can parse out what he means. "A way for your kids to act independently from their creator, sometimes acting as mercenaries without it being a setting." the only thing i can guess this is, is that the kids your character has can...set their own jobs? idk
- Patricide/Matricide; Setting it so that, if you don't treat your kids well enough, they'll express a desire to leave, kill you, or become disobedient. This one sounds sweet tbh.
So yeah, I'm not seeing how he's gonna do this to be honest, but he's done a lot of modding for different games before so...im just gonna trust him and go 'do it or don't'.
I love seeing new modders hit the scene and add more content! If there's anything that I can do to help your friend, just let me know! I think that'd be a fun addition. The marriage concept has been mentioned and I had something similar slated for a future version but if he makes it and we work out some compatibility, I'd be happy to see it!
The Independent Actors idea (regarding the kids idea) with "squads" that can be sent out is something that is very likely going to be happening in the Town Expanded update building off of the persistent NPCs format. Its tricky to get to play nicely, but very doable. Good luck to him and I look forward to seeing it!
I found a bug months ago where the farm panel was opened in background behind the character detail in the mansion, but only when a character was selected in the character list. I think Ankh fixed this in the main code but this mod still carries the original bug (presumably as it copied an older version of the file).
At the start of on_farm_pressed in mansion.gd you can add the lines
_on_mansion_pressed()
yield(self, 'animfinished')
and this seems to act as a general reset for the UI, fixing this problem.
I have a request, I really like Darin's Chastity mod but its not compatible with the newest version of rebirth. and given his last activity was over 2 months ago I was wondering if you were think of creating something similar, or maybe you could ask if he wants to just have is mod be picked up by you? I really like the idea of orgasm blockers and it kinda sucks that I have to choose between the 2.
Until a recent find, the game has not supported modding on MacOS. This post(https://itch.io/t/628179/how-to-make-mods-work-on-mac-osx-without-wine) details a new method found for enabling mods on MacOS. He even wrote a guide for Aric's mod. If it works, please let us know.
@ankmairdor I followed this guide, and i indeed got the male & female portraits working but when checking the "talk" selection i still have the default 3 options, as well as checking the customization on new game after enabling the Aric mod along with portraits tho im very unexperienced with enabling modes other than hitting apply and opening the game, I'm unaware if something i did not do didn't register or what tho. I may just have to attempt tomorrow on my desktop. any further insight would be appreciated, tho you did already provide tons of assistance.
:D
There were reports of the daily log not appearing, mainly there was an incompatibility with save files from prior versions of the game. https://itch.io/t/542925/bug You'll probably want to edit the save file to fix the problem as my bugfix on Discord is not compatible with Arics Mod. There are some significant differences between 0.5.24 and 0.5.25, so I would not expect Arics Mod to work on it.
As a side note, I am curious if MacOS boots the game with 2 windows: the game and a terminal for error messages.
Gotcha, well i did have the 0.5.25 for all the modding attempts i was doing, seeing it not function i have switched over to .24 as of right now, will attempt running it on my pc tomorrow with the edits after i've completed them. i'll try looking into that fix for log if i can get the mod to work. onto your side note, it does not boot with multiple windows, the terminal is able to be opened in the file(i think, i actually have no clue how to use those) but the game .app is the only thing that boots up on Mac
So, a complaint; a big one.
I have 1000 in game days logged with this character and her starting slave, right? so, i have held off the urge to sex her up because i've been too busy managing the other slaves and playing through the campaign. so, i finish the campaign, i have every upgrade possible and the mansion basically runs itself at this point, so i go 'why not'.
i knock her up.
she accrues 597 stress over the course of ONE NIGHT, and dies after four days because she accrued 1,000 stress after a single day of lactation. she was my favourite slave, broken to all hell with max stats and she could one shot near everything. she was INVALUABLE. she was tough as shit, shrugging off eight bandits wailing on her for five minutes straight with barely a dent to her health.
she died to a single night of lactation.
discuss.
EDIT: no screenshots because i accidentally forgot to, but the point stands.
That is the most extreme version of this bug that I've heard (and I am sorry to hear that about your slave, I really hope you had saves and/or working autosaves to reload) but that general bug is part of what escalated the Farm Expansion update to the one that I've been working on now. That is the active issue that I'm working on and will be fixed.
My files are all over the place with the new update so I haven't tested this specific code yet but this should limit the stress that slaves can get from Lactation (dramatically limit it). If you're comfortable with editing files, open up expansion.gd in Notepad++ or something and search (Ctrl+F) for dailyLactation. Copy/Paste over everything from #Pressure Stress and Swelling to #Keep the Secret with the following. Hopefully that'll let you keep playing on that save (ideally from a day or two before it went haywire) without that issue.
#Pressure Stress and Swelling pressure = person.lactating.milkstorage - person.lactating.milkmax pressure = clamp(pressure, -10, 10) if pressure > 0: #Chance at Swelling if globals.titssizearray.find(person.titssize)*3 < pressure && rand_range(0,100) <= globals.expansion.chancelactationincreasetits + pressure: if globals.titssizearray.back() != person.titssize: text += "$name's "+ str(person.titssize) +" "+str(nameTits())+ " were so filled and full of pressure that $his body could only handle it by "+str(nameStretching()) person.titssize = globals.titssizearray[globals.titssizearray.find(person.titssize)+1] var hpdamage = round(rand_range(pressure,pressure*2.5)) text += " to "+ str(person.titssize) +".\nThis caused damage to $his health. [color=red]" +str(hpdamage)+ " Health Lost[color]" #Inflict Damage. They won't die from it though. if person.health - hpdamage <= 0: person.health = 1 if person.energy - hpdamage >= 0: person.energy -= hpdamage*2 else: person.energy = 0 text += "Due to $his extremely poor health condition, $his energy has been drastically reduced as well by the incident.\n[color=red]" +str(hpdamage*2)+ "Energy Lost[color]\n" else: text += "\n" person.health -= hpdamage #Apply Pressure Stress if globals.fetishopinion.find(person.fetish.lactation) >= 3 || person.traits.has('Masochist'): person.lust += pressure text += "$name's " +str(nameTits())+ " are so "+str(nameStretched())+"that $he would normally feel incredibly stressed by it. Instead, $he is simply [color=green]turned on[/color] by the pain of $his swollen " +str(nameTits())+ ".\n$He gained [color=red]"+str(pressure)+ " Lust[/color]\n" elif globals.expansion.settings.lactationstressenabled == true: person.stress += pressure text += "$name's " +str(nameTits())+ " are so "+str(nameStretched())+" that $he constantly feels the pain from $his achy " +str(nameTits())+ ".\n$He gained [color=red]"+str(pressure)+ " Stress[/color]\n" person.lactating.pressure = pressure #Keep the Secret (if Possible)
unfortunately all of the autosaves are quite literally just after she gets pregnant and accrues stress, so she is essentially an 'dead' character either way. But, i did pull my collective three brain cells together and i added this script in, tested it with a different character, and noticed that the most stress they ever gained was between two and 50.
in short; the script works, my brain doesn't.
"Parse Error: Unexpected indent."
"expansion.gd: 2525"
Edit: 2525 is the line number of the error(though any lines you changed will have the same error, only the first one is listed)
The text in the browser has spaces instead of tabs, which will likely upset the Godot engine when copying the text from the browser to the text editor. It believes you are missing tabs/indent cause there are spaces instead. Replace groups of 4 spaces with a tab. Some text editors have this functionality built in, otherwise use the "Find and Replace"/"Replace...".
I applied the fix and it worked to quell the problem, for the most part, but now I'm getting these and the day end doesn't work properly anymore (no report window opening, tasks/jobs probably aren't working though some seem to, so not entirely sure there).
SCRIPT ERROR: dailyLactation: Invalid get index 'lactationstressenabled' (on base: 'Dictionary').
At: user://mods/AricsExpansion/scripts/aricsexpansion/expansion.gd:2550
SCRIPT ERROR: dailyUpdate: Invalid operands 'String' and 'Nil' in operator '+'.
At: user://mods/AricsExpansion/scripts/aricsexpansion/expansion.gd:1712
SCRIPT ERROR: _on_end_pressed: Invalid operands 'String' and 'Nil' in operator '+'.
At: res://files/scripts/Mansion.gd:712
Hey, so I'm a big dumbdumb and did...something...i'm not even sure what, but it erased the script below, and when i tried to put it back in I couldn't find expansion.gd again, and I've forgotten where it's located. Could you give me a file reference of where it should be? I don't wanna load it up in case my computer fucking explodes or something without it.
Hard to know exactly, but based on the errors, you probably put the fix code in the wrong function. When he says find "dailyLactation" there are 2 cases, it looks like you put it after the first rather than the second.
It's not the simplest instructions for those who don't know how to code. You were supposed to find the code that starts with "#Pressure Stress and Swelling" and ends with "#Keep the Secret (if Possible)" and put the fix there. The code you are replacing should be very similar to the fix.
I think I still use the good ol' everything-in-one (where you get all the portrait packs and just dumb it together) or the Portrait + Bodies MEGA PACK from SoulCaliber (before it was taken down).
Hey Aric, little thing I noticed. It seems that when someone covers up their chest automatically at the end of the day, the text is displayed in the daily log, but they don't actually put clothes back on so it just repeats every day until they are told to cover up again. Seems pretty minor, hopefully an easy fix!
Hey, so i was reading through some of your uh...'reviewesr' of your mod, and thought i would throw out some ideas for extra classes.
maybe more Racial traits for the player character too?
Traits:
Fairy: +2 Magic Affinity +2 Agility -1 Strength, Endurance -1
Drow: +1 Agility, +1 Magic Affinity, -1 Strength. Reputation with Amberguard is Slightly Lowered.
Seraph: Agility +2, Endurance -1, strength +1. Grants a gold increase to all non-sex jobs by 10%. Reputation with all areas slightly increased
Dryad: 15% extra chance to encounter snails. +1 Magic Affinity
Slime: Endurance +2, strength +1. Cannot be experimented on in laboratory. Reputation with Wimborn and Amberguard are slightly lowered
Arachna: Agility +3, Magic Affinity -1, Endurance +1. Reputation with Wimborn slightly lowered, reputation with Frostford slightly increased.
Dragonkin: +2 strength, +1 Endurance, -1 Agility, -2 Magic Affinity
Lamia: +1 Agility, +1 Endurance. -20% toxicity gain.
Classes:
Mercenary: To you, the only thing that matters is getting paid, not getting laid. Sex jobs earn 30% less gold, but all non-sex jobs earn 30% more.
Centurion: All you've known is combat and leadership, so stick with what you're good at. Strength +2, Endurance +1. Starts off with extra Communal Rooms unlocked.
Scientist: They called you mad, you called yourself a visionary. Starts with the laboratory unlocked. Laboratory experiments cost less to use. +1 Magic Affinity
Magician: A genius in the magical arts...but nowhere else, unfortunately. Spells cost 40% less gold to purchase and 50% less mana to cast. -2 Endurance, -3 Strength, +3 Magic Affinity.
Thief: You've trained your whole life picking pockets, it's practically second nature. +2 Agility, -1 strength. +15 Gold at the end of every day.
obviously some of these suggestions are unbalanced, but...i figured i'd spitball, you know?
I really like those ideas as well. But you are right that some of them are a bit unbalanced. For example with the slime class, not being able to experiment on them in the laboratory will pretty much make sure that they cannot gain those 2 bonus points that any other race can get for both strength and agility by using said laboratory. Would that not be a little bit harsh? Maybe instead give them a -2 to magic instead.
As for the thief class that you mentioned, while it is a great idea it also is extra money without a penalty for it. If we would expand upon it a bit then a good thief would not get caught but after a while people would still realise that they are starting to miss money, and eventually would connect the dots, with you being close every time some of their money goes missing.
Would a small loss of reputation at the end of every week in the city where your mansion is located be a sufficient counter penalty for your thief class?
EDIT: Also another small idea, but i truly do not know if this is possible. But maybe set the players stats by race, instead of giving the player the ability to pick their own stats. (What i mean by that is normally after the player picks race they can decide how to divide their stats, with my suggestion your stats would be dependant on what race you pick. For example, the player picks a demon as race instead of getting to decide yous status after that have it literally have the status of an ingame demon.) Namely at the max without improvements 5 to 4 to 4 to 3 in strength, agility, magic and endurance respectively.
With high regards,
Reinyn
I wouldn't give slime strength. Slimes are basically all endurance, because they are so hard to harm. But being very liquid-like means no real strength.
For Dragonkin, I'd say +1 natural armor
Arachna +3 agility is way too much. Arachnas are big, no way they'll be agile. You could give them (and lamias) the poison ability (chance to reduce random enemy stat by 1 per hit or something similar) or webbing (basically natural slow ability, no mana required)
Drayad - since they are plant/tree like, I'd probably give them good STR and END, but low AGI. Slow and steady. Bonus on farm jobs, lumberjacking
Elves - I'd balance them better, give regular elves nature essence, with elves being mostly agi and magic based (drow might be more STR but less MAG)
Angels and Fairies get Flying, which is a great thing, but with proper weight penalties would be better balanced. The STR penalty of fairies would come into play, making them evasive, magic support, since they can't carry as much as angels, nor can they hit as hard in melee.
Angels... heal bonus or bonus on nurturing jobs (Nurse)?
These are great suggestions and I’ll dig more into them after the update, however:
Arachna’s won’t need the Agility updates. They have (as of the v.9 update) a race-specific Mass Web ability. It is similar to a weaker Debilitate with a longer cool down, but should add some fun racial quirks to fights. I needed a distraction from the farm upgrade one night and played with it.
I like the idea of a poison for Lamias. Eventually any race (or person, if added via laboratory) with wings will have the Fly ability. Beyond that, if you think of any others that could be appropriate to various races (vaguely based on existing abilities just for simplicity and sanity), chime in!
So, I've noticed a bug during sex. Not sure if its caused by the mod or not though. When one partner is lactating, and the option of suck/fondle breasts is selected, it states that the person DOING the sucking/fondling is the one that enjoys being milked instead of the receiver (who is lactating) being milked.
Hey there, made an account just to write this. Started playing Strive a couple of days ago with this mod.
I have a problem where a slave that has been impregnated has the "she does not want the child" tag (mind reading), even though she gave consent and also replied positively when asked the first time, stat screen also says she gave consent. Adding to that is the lactation bug which results that the slave accumulates so much stress at the end of the day that her mental stats decrease.
I've seen in some post before that the issue "is resolved in v.9" for the impregnation consent bug. Up for download I can only see v.81 so I'm assuming it still has to be released, or I'm just blind. When will the fix for this be available? As it stands now it makes the game quite unplayable for me.
Is there anything I can do to fix this myself?
I tried already editing the save file just to fix the mental stats but i'm too dumb to do it. I've read it is possible to edit with notepad++ and a plugin called JSToolNPP but when I try to use it it says that it's not compatible with the current version of notepad++. The thread where I read this i also a year old now.
Anyway I could live with the fact that the bug is fixed and that I'll just have to teach the slave her mental stats back in game.
Thanks in advance for the reply and keep up the good work!
so, strive for power fans, i found a game that's...somewhat similar to this; text-based, based around slave management, etcetera...it's not as 'in depth' as strive is, but it's similar to it - at least in concept and sometimes in execution. the game's called 'slavemaker'. ask, and i'll give you the link to download the most up-to-date version of it. i'm not gonna post random links on here if no one's interested. that'd just be weird.
Yeah, good point; To be honest I only recently got into these kinds of games, so I didn't really know about SM until about two weeks ago. I got burned out of SFP and was looking for a game similar to it and found SM...I know, interesting story right?
I would post about it but like you said I'm pretty sure people already know about it, and if they don't they can message and i'll give them the link. I can't be arsed making a whole new thread dedicated to the founding of slave games XD
Unfortunately not atm. This update may have been too ambitious to try to bite off in one chunk. I had a couple people who mentioned assisting but haven't heard back from them in a while and my job has been non-stop since mid-December so I haven't had time for modding on the side. I am still working on this during the weekends, but I don't have an ETA at the moment.
I'm still around and working on this, however. Worse case, I may just strip the farm upgrades section that pushes everything to a new panel (which is the holdup atm) to get something released out with the bugfixes, tweaks, and Ank's BugFix integration. I hate to do that as I think the new farm upgrades will be pretty awesome, but I may end up biting the bullet if I can't get this resolved soon.
I recently downloaded and tried to install this mod but couldn't get it to work. When I opened up the "Put in Strive game files" folder I saw there was no mansion file, but instead a "nope, don't use it yet - mansion" file. Can someone please confirm if this is the problem, or if I just need to go back and read the instructions yet again?
The "nope, don't use it yet - mansion" file can be ignored, it is not relevant. Knowing how it does not work would enable us to make a more specific determination of what went wrong. If nothing changes when applied, chances are it's a folder name/placement issue. Re-reading the instructions is not a bad idea.
(edit fixed misstatement)This mod is not necessarily compatible with all other mods (some smaller mods are compatible depending on order); the specifics have been discussed in this thread, but if you list any you may be using an analysis can be made. Also, my bugfix patch is not compatible with this mod as both change too much.
Hello. I've installed this mod, seems mostly to be working ok at the moment. Not sure if this is related to some of the issues mentioned above around lactating, but I've found an issue in a sex encounter, when I was the Actor for Nipple sucking, the text displayed as if I was receiving (main character is currently a pregnant female):
Just thought you might want to know about a slight hiccup in your sex select in the mansion. It kept reporting all realted individuals as not allowing incest so I took a look and it looks like it just checks if they are related. I changed the if statement to this:
if globals.expansion.relatedCheck(i, r) != 'unrelated':
if r.consentexp.incest == false || i.consentexp.incest == false:
newbutton.set('custom_colors/font_color', Color(1,0.2,0.2))
newbutton.hint_tooltip = i.dictionary(str(r.name)+ ' and ' +str(i.name)+ ' are related have not given consent for incestuous actions.')
Sorry if this has been said before, and I know it's a little thing, and I don't have a screenshot of it. After sex it'll sometimes say "so and so manages to get on her names and knees"
I'm not expert on your intentions but I'm guessing it's meant to be "hands and knees"? A little bit of playing around found this in the scripts\newsexsystem.gd file on line 2182 (Using Notepad++)
If you change every crawling to walking you just temp force fix it , and possibly let even cuffed slaves to walk thus they can escape and wings+flying etc are changed to walking to. The problem seems to be that the cuffed status is permament and slaves keep it even after removing cuffs/equipping different equipment to the same slot and advancing a day . With only a few slaves and small save you possibly can change restrained to none restraints to free , but i can only hardly see wich part of the code goes to wich slave /i have 10+/ so there are possibly some other things that force keep the cuffed status , thus crawling.
edit : needs a bit of testing , but it looks like it changes the movement trait too so even after editing restrains and restrained it still keeps the crawl, i let my eyes rest a bit and try to dig a bit more in the save
edit 2 : Yepp it seems that cuffs set both movement and movement trait to crawling and the 2nd makes it permament . Code seems to show in mod effect settings that the change in both is intended , but maybe there is somethings that should check and change it back if cuffs are removed , but me to find that its a bit too deep.
Please check this thread for possible similarity and fix. https://itch.io/t/630417/the-scrolling-rod-disappers
The mod is not the source of the problem, though it may be related. Also, mouse wheel works if you have one.
This is the new Aric's mod which uses 0.5.25, not 0.5.22b. The game uses the same files for 32-bit and 64-bit, so it won't effect mods at all. Not sure if or how mods work with Wine. If you can't get the mod to work with Wine, then I recommend checking this thread https://itch.io/t/628179/how-to-make-mods-work-on-mac-osx-without-wine
The Public execution might need some work, and yes I know that sounds bad even for a sex slave management game.
If you try to change the execution method, it sometimes defaults to drowning instead of say, burning or throat-slit. The text also implies its a easier death, but there no precedent or order to which death is more "easier".
Never tried the killing feature, as it seems pointless in the face of getting a free slave for a minuscule amount of bad reputation. It might be a good idea to make the consequences of saving or purchasing the condemned more harsh.
Love the Mod so far, this version seems a bit more stable.
Thanks! The Public Execution is really just a way that I’d made to purge the random NPC lists with a little scene (ie: mostly mechanical) but I evolved into a little feature on its own. The ability to save a slave from it was mostly for those moments you fought someone you really wanted but didn’t have a rope and wanted to keep them from getting purged, but I agree that it could use some balance as it makes gathering slaves very easy. If you have any recommendations for what may help it balance the cost/reward of saving a prisoner better, I’d be happy to hear them.
Regarding the Death List, it is weighed by an Array of which sounded worst to me personally, but I will try to add those into a Document in the Library so it is easier to understand the weight value of each death. Definitely taking suggestions on it, like I said it was fairly tacked on to make the purge immersive.
At this moment expanding this feature further (beyond the Reputation aspect for towns) is pretty low on my action list though, as guro isn’t really my fetish. It just kind of made sense for what the feature was, but I’d likely need more feedback on it and/or a writer who gets that fetish a bit more to really know what the community would want expanded with it.
Regarding Stability, I would make sure you have the fix applied for this version (a post or two below has the link). The overproduction was the biggest issue in this version. Thanks for the feedback!
I don't really have anything to add to the mechanical discussion here, but as far as writing I could try my hand at a few scene variants.
I'm not really into guro in the sense of outright killing either though, I'm more of a "lethal peril" sort. Bonus points if the victim has at least a slim chance of escape. This sort of thing (non-guro, don't worry). Could be a whole public spectacle, a "trial by perversion" kinda deal, heh. If you're interested I'll see what I can come up with - got at least one idea already ;)
For some reason, combat is completely broken for me. When I enter combat, none of the icons appear (Block, Escape, Mind read, etc.) except for the basic attack, and when I click the attack icon, my cursor changes like I've selected it, but I can't actually attack anything. I am using 2 other mods, but I removed them and tried again in a sandbox playthrough and got the same issue.
Please double check which version of the mod you have installed. It should be v.08.1, if not, then please update.
Have you installed any prior versions of this mod before? I ask because there have been data corruption issues in prior versions.
There should be 2 windows that open when you start the game; one is the game and one is a terminal that reports error messages. If there are any, please either type them or screenshot(on Windows, Alt + PrtSc) them.
Please include a list of all mods used during the save. Even though they don't seem to be related, I don't want to rule that out yet.
Fixed it! As it turns out, I was using the wrong version of the Bandit Tooltip mod. I had the version designed for vanilla Strive, because I installed it before deciding to use Aric's Expansion. Although, I'm not sure why the sandbox save I used to troubleshoot had the same issue, even though I had uninstalled the tooltip mod beforehand.
Not a spell, a limit to the stress generated. https://itch.io/post/1090470
I've posted under it some fixes to the fix that are needed.
That limits it some, but the next version (which is coming but a series of sicknesses, deaths, job craziness, and breaking the game attempting to build a whole new area has delayed) will address that far better.
Without too much detail, it’ll break down growth into Temporary for pregnant slaves vs Permanent/hyper growth & hyper-lactation for trained cattle. Should provide a happy medium to both sides of the “expanding slaves” and “usable slaves” aisle.
Damn, didn't realize how much you had going on in your life right now (I just figured you were generally busy)... hope you're doing alright, especially given "deaths" being included :|
As far as pregnant slaves' boobs, I hope it'll also be a little less extreme? Most women just gain a few sizes while pregnant IRL. Though (regarding it being temporary) they don't always lose all of them afterward, either - you could make them have a maybe 30% chance of ending the decrease a single size bigger than they were to begin with.
I’m glad you’re hyped! I don’t have an ETA yet. 2020 has been a rush of work and some serious life stuff, but it seems like it’s calming down a bit for me to hopefully get back into finishing the update.
I will hopefully post something soon with an update on the progress if I can make some progress this week.
I do! I use even some of my custom art and gimp edited images to match colours. But even then, this game is too promising. Actually I am discussing with my gf (we are both artist) to start a project to complete this game with art and more events/scenes/custom npc. Would be so great. But its just an idea, for now XD
I can't have children with any of my slaves without them hating it. No matter which of them I impregnate, it always comes out that they don't want the baby and that the pregnancy will be more stressful. I always make sure I have their consent both for sex and to impregnate them. I don't know if I'm doing something wrong or if it's a mistake.
Its a bug. There is currently no reliable way for them to be ok with it if you have their consent (except sometimes randomly), and I think the "sometimes randomly" happens specificaly when you DONT have consent. You can easily edit them to be ok with the baby by editing save files. Open the save file (go to your saves ingame and choose "Open Folder" to easily find their location) in Notepad++ or something similar, then find the slave by searching their first name and from their name find the next instance of "wantedpregnancy" . Change "wantedpregnancy":false to "wantedpregnancy":true AFTER they become pregnant. If you try to do it before, the bug will overwrite it back to false. A bit tedious, but it works as a workaround untill Aric gets us the next version that hopefuly fixes this and the balloonlike expansion of breasts.
First of all, thanks for this great mod, I've just discovered it and I find it exceptional! <3 <3 <3
However, I had a little question about the movement. I just captured a fairy to be a nurse and a dryad for forage. When I captured them, in the "wild" state, one could fly and one could walk. Now both are crawling.
Example for Dryad:
I saw that it could be the size of the breasts (impossible for my dryad), a rules or a "restraints".
Where do you find these last two options? I wish she could go forage but I can't pick the option because she's crawling.
I'm sorry if the question has already been asked, I couldn't find anything in this long topic.
Thanks in advance !
If you used handcuffs on her as I recall there is a bug that makes the handcuff effect permanent, even if you remove the cuffs. I dont usually use them so I havent ran into this bug myself. I can tell from the picture that its not her brest size, nor anything else obvious like no energy or negative str. The only other thing I can think of is if she has the pet harness? If not then its the handcuff bug. Ill see if I can do some save editing magic to remove the effect if/when I can replicate it myself, but from what I remember there was no fix for this when it was being discussed here. Restoring an earlier save without handcuffs may be the only option. If you havent used handcuffs on them and this is some other random bug, a bit of save editing should do the trick to return them to normal.
Well, I managed to find a save editing solution to this problem after all.
Permanent crawling because of handcuffs fix with save editing:
Remove handcuffs ingame from the slave if they still have them, then save. Open the save in notepad++ or some other text editing software. Find the first name of the slave that has permanent crawling, search the next instance of "restrained": and replace "restrained":"cuffed" with "restrained":"none".
When I loaded the save, the game automaticaly detected that this slave should not be crawling and changed back to normal.
I think I found a bug in the farm. Not game breaking but a code mistake. While trying to fix a parse error (One that I did while playing with fire on the scripts trying to make a compatibility patch) I found something quite interesting. At mansion.gd:
At the else, I presume that chefhelped should be false (since chefmod should be 0). Idk if you have noticed it yet. Also, at gold generation (at the end) I added a 1/10 modifier since I think wining 1000 gold per milking slave was a bit too much. I dont know if it was intended or it was another bug but anyway I posted it here in case it helps you. Keep your great work!
Edit: Ignore the obvious parse error on milkproduced, that was the one I was looking for :D
The mod is really good and improves on the game's general experience, i was excited about the incest thing, but when i tested it (with both sister and daughter) i felt it still needs work around it.
Btw, for some reason, the default name that any of your daughters calls you is "Son", sure you can change that with no problems, just wanted to point it out.
Also, something that people already adressed here and i'd like to adress too, is the issue with breast increase and lactation post-pregnancy
As you can see in the image, its clearly broken, Lol
And also, no matter how long u wait, lactation simply wont stop, and i couldnt find a way to, and breasts sometimes wont reduce at all, i used potions to reduce them but they grew back on the next day, and i tried again and they stayed small.
Still didnt test the dark crystal yet tho...
In the end... Amazing mod! I'd really hope if you keep working on it and fix the bugs! Really excited to see the Jail interaction on possible later patches :)
I've been working on a pregnant image pack to go with this mod. It will take advantage of this mod using the same character for all stages. I wanted to ask if you can distinguish between pregnude and pregclothed. Usually I'm able to cover clothed, nude, pregclothed & pregnude all using the same character. Hopefully should have a first draft of the pack in a week or two.
Not sure what i did wrong, but when I tried to apply the mods with what I thought were compatible mods I am no longer able to start a new game and the game doesnt look like it is detecting any of the mods I downloaded
Edit: It looks like there was an error when I was inserting the lactation spell fix into the mods spell file and I was able to initialize a game
Just looking at some if the code (looking around for that consent and wanted pregnancy bug i keep hearing about) when i noticed an If and Elif statement had the same tests:
expasiontalk.gd lines 531 - 536
if person.exposed.chest == true && person.exposed.chestforced == false: choices.append('Can I cover up my ' + str(globals.expansion.getChest(person)) + "?") elif person.exposed.chest == true && person.exposed.chestforced == false: choices.append('Why did you ruin my shirt?') choices.append('Why can I not wear a shirt?') choices.append('Why did you take away my shirt?')
I am pretty sure "person.exposed.chestforced" should be true on line 533 or else the block would never trigger (and changing "person.exposed.chest" to false doesn't particularly make sense given the output
Edit: Either the entire section of code has some not updated elif statements or the elifs of lines 533, 539, and 545 have been purposefully disabled
And in newsexsystem.gd if i am reading the code correct, then there is another error here:
newsexsystem.gd 204-212 (same error is present in the #old #incest at 160-169 which might why be why the error is here)
if person.checkFetish('incest'): text += "[name1] starts to {^panic:hyperventilate:resist:slow down} as [his1] impending orgasm approaches, but it is too late. " text += "[color=yellow]" + person.quirk(person.dictionary("-This is wrong! My " + str(relative) + " isn't supposed to be able to make me cum! ")) text += str(globals.randomitemfromarray(["Fuuuuuck!","Oh...oh! I'm cumming!!!","Fuck! I'm cuuuuuummming!","No, no, nooo-NGH","NNNGH!","MMM!","Cu-cu-CUMMING!"])) + "[/color]\n" else: text += "[name1] starts to {^go faster:go harder:move faster:pant:pant heavily} as [his1] impending orgasm approaches. " text += "[color=yellow]" + person.quirk(person.dictionary("-Oh " + str(relative) + ", I'm...I'm... ")) text += str(globals.randomitemfromarray(["Fuuuuuck!","Oh...oh! I'm cumming!!!","Fuck! I'm cuuuuuummming!","No, no, nooo-NGH","NNNGH!","MMM!","Cu-cu-CUMMING!"])) + "[/color]\n" text = sceneref.decoder(text, lastaction.givers, [self])
currently if the incest fetish check succeeds you get resistant and unhappy text, but if the check fails you get happy and pleasured text. They look swapped which makes things like this happen.
Looks to me that "person.checkFetish('incest')" should be "!person.checkFetish('incest')" so that the results are swapped back to what i believe is the intended result.
For whatever reason, the sexual traits are called different things (wrong trait or just synonymous name uncertain) when hovering over them on this bandit girl ive captured.
Also, can you explain why I am getting a bunch of stress on my girl whenever we are doing "Petting" page actions? Is it a bug with the incest fetish not proccing good results or is it something else that I have yet to notice is an actual part of the games mechanics in the expansion?
I missed the first question on this when I first scanned it. Yes, they are titled different things within the description only. That's purely flavor. I wanted names that added flavor, but for the sake of sanity it's far easier to have the increasing trait lines just do so by finding the old trait's name and adding +1 (thus the Pliability 1, 2, 3, etc).
Milking is through the Farm. You unlock that via Sebastian (in Wimborn) in the story mode and it's automatically unlocked in Sandbox. You place the girl in there and they are milked as their job at the end of the day.
There is a "Milk Her" button during sex scenes as well but with limited functionality.
I am! Self-Isolating as much as possible. Luckily, I can work from home so my job is unaffected so far. I’ve been taking the opportunity to get back in the swing of modding and only have 2 more of Ank’s scripts to apply from the latest bug fix, then it’ll be back to troubleshooting bugs for the next release!
How’re my other Striver’s handling all of this craziness?
All of that is because the code is not finished yet. You are using a mod in alpha on an alpha version of a game. It supposed to come in the next release with the farms revamp, so you just will have to wait and ignore the bottles of piss.
Just and advice for Aric: People is gonna get confused if they see things that are not finished, I'd comment those parts of code so they doo not get notices about things unifnished, or just a red warning about it having not been inished (as the Jail conversation warning for example). Otherwise the mod is amazing. Btw I implemented code so that custom npc (Cali, emily, etc..) Get their sprite changed whenever you undress them or not following yiur code on the matter. Also I completed it so you can force to strip them (It was unfinished and only needed a few conditions and completing the dialogue. Do you want the code?
This is the code, you have to copy&paste it in statstab.gd whenever it says "if nakedspritesdict.has(person.unique):". I did it a few days ago and my memory suck so if it does not work tell me and I'll look if I needed to change more code, but I think that's it.
if nakedspritesdict.has(person.unique): if person.consent:
sprite = [[nakedspritesdict[person.unique].clothcons, 'pos1']] else:
sprite = [[nakedspritesdict[person.unique].clothrape, 'pos1']]
if nakedspritesdict.has(person.unique) && (person.exposed.chest == true && person.exposed.genitals == true || person.exposed.chest == true && person.exposed.ass == true || person.exposed.genitals == true && person.exposed.ass == true):
if person.consent:
sprite = [[nakedspritesdict[person.unique].cons, 'pos1']]
else:
sprite = [[nakedspritesdict[person.unique].rape, 'pos1']]
Well np here's the files: https://mega.nz/#!PktHgbzJ!INRAOz7XhcKncZHjZNpgQlXyGorhSrIzaFS-oObENI4 The code is not difficult to find :)
Edit: I deleted that code that was filling the thread. For god's sake how can you add a spoiler here haha
I know I've suggested before that daily fetish "decay" should be decreased or toggleable in the future, but in the meantime... how would I go about disabling it locally? Got 25 slaves at this point, and having to check on each every day to make sure they're not losing what I want them to have is a slog.
I suspect it has something to do with checkFetish in person, or dailyFetish in expansion, but in both cases I just can't quite parse it well enough to know what to change.
Under dailyFetish(person) in Expansion.gd, remove the lines:
elif person.dailyevents.count([i]) + rand_range(0,2) < globals.fetishopinion.find(person.fetish[i])/3 && rand_range(0,1) <= .1:
if globals.fetishopinion.find(person.fetish[i]) >= 0:
person.fetish[i] = globals.fetishopinion[globals.fetishopinion.find(person.fetish[i])-1]
That will leave the chance of an automatic increase with no chance of automatic decrease. You could also play around with the rand_range to try to lower frequencies, but I haven't found an acceptable frequency that people liked yet so have it disabled but with a setting to reenable it in case people want to add that slight layer of difficulty back in.
Thanks a ton!
That block seemed like it might be it, but I wasn't sure what the "Occuring too frequently" comment was referring to. In hindsight it's obvious it was saying the decrease was too frequent, but for some reason last night it made me think those lines were there in case the ones above were happening too much, heh. Just overthinking on my part :P
Heyy it's me again! I thought I saw something similar to this somewhere, but I wasn't able to find it? Whoops. Basically, I've done the fixes for the tiddie stress, and I recently started a new save, after implementing the fixes. On Day 17 (if that matters) suddenly most of the mansion features stopped working, I couldn't interact with anyone, and only the End Day function works. I had a good start, so I'd rather not restart again, but I will if I have to. This is chump change compared to some of the day counts I've seen, so if I do have to restart it won't be the end of the world, heh. Still loving this mod, and I'm very eager for the next update, but don't overwork yourself, especially with the stress of..well. Current events. This has only happened after using the tiddie stress fixes, so I'm figuring it's part of this mod. Stay safe yall!
Edit: Going back to autosaves didn't have this happen before the specific day. I also noticed that a character developed a good milk flow trait the same day-did that do it?
Exactly that. If you can post the console’s messages (assuming you are playing it on the normal, local install) then that’ll tell me exactly what may be going on.
But for now anyways...”It was a simple mansion owner in a small, medieval town. It was a world-ending problem that seems like it was never there at all. While it is unimaginable for some, it is just another day in this...the Bugfix Zone”.
[Cue Outro music]
[Cue Intro music again]
This episode...on The Bugfix Zone.
Got it to trigger again! Not even sure what I did differently for the next in-game week but oh well.
Thank you for looking at this. :) I don't particularly enjoy Sieglinde being trapped in a time void, unfortunately.
edit: cute intro music lmao
Weird bug I found on the farm upgrades page that if you try to upgrade capacity the 30th time all farm functions bug out. I didn't find a fix and I fresh installed twice and everything else works.
Overall great mod just with the occasional hiccups like everything. Hope development is going smoothly for .9!
So i've found (and fixed?) a few bugs in various parts of the mod.
First: the infinite crawling after equipping handcuffs (or other things if they can cause crawling).
It never resets the person.restrained back to none.
in expansion.gd : func updatePerson(person) : Check and Add Restraints section starting at line 184
I added person.restrained = "none" before the for loop that checks equipped items for restraints. It will just set if back to cuffed if it finds them still equipped.
#Check and Add Restraints
person.restrained = "none"
for i in person.gear.values():
Second: the excessive milk generation values when a character has a milk flow trait.
When calculating milk generation (or storage) when a trait to modify the value is present the end result simplifies to regen * round(regen * (1 + 0.2 * milk flow level))
So if regen were 5 (5 milk generated per day) instead of the expect 6 milk with milk flow 1 you get 30 milk.
In expansion.gd : func dailyLactation(person) : Traits section starting at line 2490
I removed the "regen *" from "regen = regen * traitmod" since if traitmod is > 0 it has already factored in the regen value. (and the same for the milkstorage part)
#Traits
for i in person.traits:
#Set Lactation Regen/Flow Traitline
var trait = globals.origins.trait(i)
if trait.tags.has('lactation-trait') && trait.tags.has('regentrait'):
traitrank = globals.expansion.regentrait.find(i)
if traitrank == 0:
traitmod = round(regen*.5)
text += "[color=red]Milk regeneration hampered by Trait: " + str(i) + ".[/color]\n"
elif traitrank > 0:
traitrank = 1+(traitrank*.2)
traitmod = round(regen*traitrank)
text += "[color=green]Milk regeneration increased by Trait: " + str(i) + ".[/color]\n"
if traitmod > 0:
regen = traitmod
traitmod = 0
if trait.tags.has('lactation-trait') && trait.tags.has('storagetrait'):
traitrank = globals.expansion.storagetrait.find(i)
if traitrank == 0:
traitmod = round(milkstorage*.5)
text += "[color=red]Milk gland capacity lessened by Trait: " + str(i) + ".[/color]\n"
elif traitrank > 0:
traitrank = 1+(traitrank*.2)
traitmod = round(milkstorage*traitrank)
text += "[color=green]Milk gland capacity increased by Trait: " + str(i) + ".[/color]\n"
if traitmod > 0:
milkstorage = traitmod
Technically traitmod is superfluous you could jet set regen or milkstorage to the value you set traitmod to in the same places you set traitmod.
Third: when getting consent for impregnation by family members it doesn't store the value.
This happens because it is trying to store the value in person.consentexp.incestpregnancy, when the actual variable would be person.consentexp.incestbreeder
it can be fixed by changing one of them to match the other, though since it is incestpregnancy only in the consent assignment and incestbreeder everywhere else changing incestpregnancy to incestbreeder makes more sense, at least unless you add impregnating a family member as a separate consent to being impregnated by a family member, though that bring a whole wack of other changes with it.
In statstab.gd : on lines 1167 and 1223
change : person.consentexp.incestpregnancy
to : person.consentexp.incestbreeder
As an aside, I wanted to put the code into the boxes others use but I don't know how to format things with itch.io's forum system as I've not used it before today and there is no formatting guide that i could find easily.
I also don't know html despite being a programmer knowing several other languages.
Aric has said the crawling and pregnancy bugs are fixed in the next update! I think the milk problems are being worked on as well as part of the farm overhaul. If needed, someone posted a while back a little bit of code which adds a "leak" spell for slaves which are having problems with excessive milk.
Yeah I saw he mentioned fixing those like 8 pages or so back while looking for any other issues people have seen and have a fix for. Will be good when the update is finished.
As for the leak spell or numerous other fixes for lactating problems, many of those are treating the symptoms of the milk production being squared, (removing stored milk, reducing the maximum punishment from having too much milk etc.) rather than treating the underlying problem, that being milk production is being squared when they have any of the milk flow traits. It made a huge difference in the stress milk and lust gains for my lactating servants even without the other fixes, and prevents getting thousands of gold from one 'cow' with slightly larger sized udders and a milk flow trait.
Hey Aric, just something I noticed. Maybe not really a bug as much as an exploit? So I think the Breeder specialization for the main character is a good thing to have and fits the game, but right now it's a bit broken. Whenever you have a slave which was bred in the mansion, you can sell it to the guild for the increased price, but then buying that slave from the guild doesn't have an increased price. So, you can sell any mansion-bred slave for more than it costs to buy it back, and with a bit of patience farm as much money as you want. Definitely not a priority since it's something a player has to consciously take advantage of themselves, but I thought I'd mention it so you can decide if you want to worry about it or not!
That's a fantastic catch! I honestly don't know if it's worth messing with the slave guild sell prices to try and remove that potential exploit, but I will definitely look into it. Even Maverik has mentioned that the base game is fairly exploitable by just setting slaves to jobs to handle food and gold influx then just skipping days on days to gather gold effortlessly, so I'm not sure if it's worth the time investment to recode that section to combat that exploit. 'sploiters gonna 'sploit, but I do appreciate you bringing that up though! I hadn't noticed it!
Ank's BugFix is tied in and the vast majority of the new farm coding is up and going, but the extra nodes and panels that someone else had made to tie them into a whole new panel breaks everything when I tie it in. That's what it's holding on at the moment, that and finding the last few things that the BugFix changed that broke a few parts of the mods. Hopefully not too much longer, thank you everyone for your patience!
The constants mod screws with itself, especially if you haven't played recently. It has some faulty code for updating the mod, and there was a slight revision for v0.5.24.
The simplest fix is to manually copy the new "constantsmod.gd" file from the game folder (files/scripts/constantsmoddata) to the constants mod folder in the appdata(i.e. where you added Arics mod folder), and replace the old one.
It's not as fancy as my updated constants mod available on the Discord, though the rest of the patch won't be compatible until Aric finishes his update.
Hello, love the mod but I can't seem to get the leak spell working, plz better explanation of how to implement it
Right now the second they get pregnant they just get lactation forever and stress from it
btw if u select virgin on the char creating for ur first slave it doesn't work
Does the mod work with
Yeah, it's enabled but the only thing its producing is food units and the occasional bottle of piss.
That's the only thing showing and I've tried both with Max Upgraded and UnUpgraded Farm. Produces the same thing.
And this was posted a couple of months back without an answer.
Thanks for all the hard work you've made in this mod.
Hello! I started playing the game recently and added this mod, but while having sex with a servant the options to change what kinds of action I wanna do weren't working! I can click on them, they become selected and I can even select multiple, but the actions shown are only the ones from the initial page. Am I doing something wrong?
Got it. So it looks like the additional file that fixes the strap on feature (missing a code snippet in vanilla) wasn’t applied. Did you copy/paste the files from inside of “Important” into the same folder with your game’s executable? If not, I’d do that now. If you already have, navigate down to the files>scripts>actions and copy/paste the strap on code back into your main game folder. That should fix it for you.
Hey R00tb0x, I'm glad you're enjoying it! So that (along with a couple of the other fetishes) isn't currently implemented in v.08.1 but was set as framework for the piss bottles. They are included in version v.9 (whenever that is finished up). So to answer your question, no you aren't doing anything wrong, it just isn't there yet. Some of the WIP features (like the prison dialogue) was noted by some was missed unfortunately.
I do highly recommend popping in the revised code (should be in a link in this thread) that resolves the stress issue until v.9 drops if you're using the farm so the tits don't expand forever and over-stress your cattle.
First Thanks for the mod.
I really liked the feature where there's a different picture for a naked body. I would like to isolate that feature.
I've found another mod that does a similar thing but is now broken.
Could I isolate your feature from the Expansion easily and if so can you tell me which files contains code that this feature uses?
Or is it better for me to work from the ground up and just redo the mod?
Thanks in advance.
P.S. If I'm successful in isolating your feature I'll link you the new mod for you to add on this thread
You have my permission, go to town. I’d appreciate it if you drop a link or mention this mod in your post as well just letting people know that it was taken from this mod and clarifying in the description that they won’t be compatible together (as they’ll override the same sections) to minimize confusion.
There are a couple snippets of code that make it work scattered throughout but I think the core of it is in expansion.gd. The one thing you’ll need to figure out is how you’re wanting to trigger the strip code. This is currently done in my code via the dialogue in statstab.gd for the conversational strip. You will also have to edit the person.gd class to add in the “exposed” dictionary. The easiest route for you may be using CTRL+Shift+F and doing a find all for anything that touches the exposed.chest/genitals/ass section and tracing it back from there to make sure you get anything relevant.
It has been a stupidly long time since the last update, but rest assured that I've been working hard to get this finished up for release. I don't want to give specifics as there's still a fair amount to do to finish/test/make things work correctly, but it is...close. I ended up redoing some of the panels that I was working on that didn't work correctly and the new ones seem to be functioning far better.
Just as a little teaser, here is the new "Inspect Slave" panel for slaves in the Farm that comes up when a slave in the farm is selected (that replaces the old panel with just the dialogue box, Sell Production, Release, and Close).
So, how close are we to a new release? is it the Silver Mod Studio "Soon™" (meaning 3 months), or is it actually soon?^^
And btw, great mod, I really enjoy it. But there are a few things you should consider. First and foremost, make it clear what fetishes is not yet implemented (best would be ingame notice) fully so one does not waste time with trying to get consent for them. Also, something that was mentioned before, the way e.g. cats talk, a *meow* after each word is a bit much, maybe best at the beginning and at the end of a sentence. furthermore, please, please, please, please incorporate the chastity belt mod, or the ideas of it, or something along those lines.
You have made a great mod and I enjoy it a lot, so keep up the fantastic work.
lastly I have a problem, which might have to do with your mod, as it is the only which I have installed right now. I can't use the potion to make a slaves bodypart bigger, it just says that it has reached max size, even though it is tiny/flat/small/whatever.
We are in the weeks time frame, not months.
After I release this (just to get it out there and start the public bugtesting phase), I plan on going through, checking, and clarifying which are implemented at this point. Some of them have had functions added in this new release, but a few still remain purely roleplay.
The refined voices are going to be a little project to make that work better. Same thing with the Chastity belt mod, that has had compatibility in the past but will need some reworking to make it work again.
Which body parts are affected by the Majorus bug? Breasts only or are there more?
I appreciate the feedback!
You appear to have a file named "000wait (2).gd", which is not a standard file for vanilla or this mod and likely contains incorrect code for a sex action. I recommend either fixing the file, moving it somewhere else, or deleting it.
Also, your farm has been upgraded too many times, as the mod has incorrect data for the limit. You will need a decent text editor to fix it.
- open mansionupgrades.gd, change the level limit for the farmcapacity upgrade from 31 to 30
- if you have saved after upgrading the farm, open the save and search for farmcapacity, there will be a 39 after that, change it to 30 and save
I don't know if I'm being an idiot or not but I can't for the life of me find the consent prompt for asking them to join my party. All I get is the 3 base game options in the Talk menu. The sex consent works through the interaction meet stuff though so I'm not sure what the problem is. Tried reinstalling the mod too to no avail either.Maybe I messed up the install somewhere but did follow the instuctions so I'm not sure.
hey, having issues with two things:
- sometimes a character doesn't lose the "movement: crawling" status. this seems especially the case if given manacles and then unequipping the manacles.
- the income from the farm is pretty insane. with two slaves - big-boobed but not otherwise optimized - i get around 11k per day.
also, more of a nitpick, but in the asking about fetisches menu, it'd be good if the phrases weren't randomized because it takes much longer to find the one you're looking for which is an issue when gui of the game is what it is.
I really want to enjoy the mod, but the ridiculous lactating issue has caused me to not bother with it. The Drain spell linked on the front page doesn't actually do much of anything useful. The Statistics page on the lactating slave still has them listed as having milk and/or holding too much milk, and I'm really getting tired of struggling more with reducing stress/resting for health on lactating slaves than any other aspect of the game. Managing stress during pregnancy is one thing, managing stress because the women in this mod are some sort of biological super-soldiers and never ever stop producing milk even weeks or months after not being pregnant is tiring.
There is another post that automatically reduces the problem at the source, though you'll need to read all my posts under it as the original fix has a couple issues: https://itch.io/post/1090470
The vanilla game has never ending lactation with no option to end it. Aric's mod actually has a way to end lactation, though it is disabled by default. You need to edit the same file to change "lactationstops = false" to true.
Otherwise, Aric has stated the the next version is approaching completion pending final bug fixing. So if you don't feel like worrying about it anymore, just check back in a few weeks.
THANK YOU for this. I'd been browsing posts in an effort to find a fix, but with the sheer number of posts I'd have to wade through it would have taken me a while to stumble upon that particular post. Unfortunately while I am familiar enough with code to tinker with code already provided to me, I'm nowhere near skilled enough to try and fix the issue myself, and since I hadn't seen anyone else talking about it I figured that people just made do with the issue. Limiting the stress due to lactation is what I went for to make the game stay true to being realistic; I just really hated always having slave stress levels in the red despite maxed mansion luxury, sleeping in personal rooms, and selecting all the extra luxury options under a slave's page. I also can stop burning Mass Sedation in an effort to keep them alive while pregnant, as of course I chose Breeder background. Thanks again.
Are you using any other mods or patches? If so, then list them.
If you are playing on Windows, then there should be 2 windows: the game and a terminal that looks like a DOS-prompt. The terminal will display error messages from the game. Please put the terminal somewhere on the screen where you can see it when the game starts, and keep and eye out for any error messages. Either type the entire error messages or screenshot the selected window(Alt + PrtSc) and post them here.
Mods use the in-game mod system; patches use manual file replacement. In this regards, Aric's mod is somewhat of a hybrid. Redle often does patches instead of mods for UI changes. I have a bugfix and improvements patch, which is released on the Strive Discord, though Leo's mod hosts a slightly older version of my patch for his mod.
SCRIPT ERROR: GDScript::reload: Parse Error: Can't index on a value of type 'person'.
At: res://files/globals.gd:2147
ERROR: reload: Method/Function Failed, returning: ERR_PARSE_ERROR
At: modules/gdscript/gdscript.cpp:580
ERROR: Script does not inherit a Node: res://files/globals.gd
At: main/main.cpp:1558
SCRIPT ERROR: _init: Invalid get index 'setfolders' (on base: 'Nil').
At: res://files/scripts/mods/modpanel.gd:9
SCRIPT ERROR: _ready: Invalid call. Nonexistent function 'dir_contents' in base 'Nil'.
At: res://files/scripts/mods/modpanel.gd:25
SCRIPT ERROR: _ready: Invalid get index 'rules' (on base: 'Nil').
At: res://files/scripts/options.tres.gd:47
SCRIPT ERROR: _ready: Invalid get index 'modfolder' (on base: 'Nil').
At: res://files/scripts/mainmenu.gd:130
SCRIPT ERROR: _newgame_creator_reset: Invalid set index 'player' (on base: 'Nil') with value of type 'Nil'.
At: res://files/scripts/mainmenu.gd:321
SCRIPT ERROR: _advance_stage: Invalid get index 'rules' (on base: 'Nil').
At: res://files/scripts/mainmenu.gd:517
SCRIPT ERROR: show: Invalid get index 'setfolders' (on base: 'Nil').
At: res://files/scripts/mods/modpanel.gd:163
New errors appear when I try to access different options. Like clicking New Game causes the newgame_creator_reset and advance_stage error, and clicking mods gives me the 'invalid get index 'setfolders'" error.
The first error listed says that it happened on line 2147 of globals.gd, but my version of Strive with only Aric's mod applied has only 1884 lines. As you did not list any other mods or patches, I must conclude that a significant error most likely occurred when applying the mod. The best bet is to start a fresh new Strive program folder and redo the installation for Aric's mod. The appdata will most likely be fine to leave it unchanged; at this time I don't believe it to be the source of the problem.
Edit: also, make sure that you are playing on Strive v0.5.25
Okay, something has indeed gone horribly wrong. I reinstalled Strive from the .zip I downloaded yesterday from the Itch.io page, and then disabled Aric's mod (which was tagged as active in the mod screen despite having not done the replacements in this new game version), then reset the game. When I loaded it up again, it gave me the same errors.
Edit: I deleted my appdata folder and reinstalled from scratch, and it seems to be working now. Something I did differently this time was deleting the 'important files' from their location inside of the mod folder after I moved them. In addition, I think I had...some kind of mods left over from an earlier installation of the game I forgot about, because previously I had other things in there that weren't just 'Constants.' It was probably a conflict of some kind there, and my bad.
When extracted the mod is inside a folder named "AricsExpansion v0.9.1",
but the game is looking for a folder named "AricsExpansion
". Simply rename the mod folder and it will work. If you don't install with the new mod folder name, the active mod list will be incorrect, but this will not affect gameplay.
Edit: There is another error, the 'shaliq' and 'umbra' reputations were not included in a secondary dictionary named "ghostrep". In globals.gd line 696, it should be:
var ghostrep = {wimborn = 0, frostford = 0, gorn = 0, amberguard = 0, shaliq = 0, umbra = 0}
Also, I've already informed him about the mod size, it should be fixed soon.
Sorry, I forgot there was more than 1 globals.gd file. I was talking about the one in the Strive folder after the mod has been applied. If you change the one in the mod folder, you will need change the one at the highest level(inside the folder that should be named "AricsExpansion") and apply the mod for it to take effect. Changing the one in "Put in Strive Game files" will have no effect at all.
First of all. Good Job with the latest Update! Ive been waiting so long for this :)
Depending to the Changelog, there shoukld be a Hyperlactation Potion, but i cant see is nowhere to be craftet. I also upgraded the Alchemy Lab to max, since its pretty selfexplaining, that a potion is craftet there. Is see that the Sedative potion with the white icon, which needs milk to be craftetm but the second poition is missing.
Is this a bug, or is it just my stupidity that i cant find it? :)
Thanks! The Hyperlactation potion is locked behind two requirements: Alchemy Lab 1 and an unlocked farm. The reason for that is having a slave effected by Hyperlactation without a farm to milk them can end up with some serious health complications and massive stress. Try unlocking the farm and the Hyperlactation potion SHOULD immediately show up for you then (of course, let me know if it doesn't).
Are you in story or sandbox? I think I figured out what the issue is. There are 4 stages for the Farm story/unlock. It unlocks at 4, but I cannot recall exactly what that last phase is (I believe it has something to do with Sebastian, maybe 1 remaining quest?). I adjusted it so it'll unlock on 3 so it'll appear when you first get the farm (it'll change in version 0.9.3)
Did you do the final recommended step of either deleting/renaming your Strive/Backups folder or copying/overriding the files in it? If not, it likely replaced your modded files (that you overrided the vanilla files with) with the vanilla files in backup.
I'd recommend deselecting the mod in the mod panel, closing the game, renaming your backups folder to something like "backup-backups", copying the files inside of "Put in Strive Game Files" to your exe (note that you need the files INSIDE of that in that folder there, not the "Put in Strive Game Files" folder itself. If it makes you override files you're doing it right), then restarting and activating the mod.
I just checked the AricsExpansion v0.9.2 zip and the Put in AppData.Roaming.Strive is definitely inside of"Important - Read this before installing" . If it isn't showing in your zip, your download might have been interrupted. I'd recommend redownloading the mod if that's the case.
Did you follow the instructions on the main post? There was something about when starting a new save game. "8) For New Games - Create your character as normal, Save as soon as you get to the Mansion (ie: as soon as you can), then Load that save. When you see "Aric Expansion v0.9" in the console, all of the features should be loaded up and ready to use. From then on it should be good to go." You don't have "Aric Expansion v0.92" in your console.
Thanks, i guess i was a bit confused about it. I am going to try that now. I tried it for a bit and reread the post about how to install the mod.
I de-installed all the other mods and the former version of your mod. Infact afterwards i deleted the entier game and used my winzip file of the most current version of the game to prevent any problems from showing up. ( like leftover files from mods )
The only thing i did not do was add the bodiesnaked and bodiespregnant file but honestly those are 2 empty files and i had already copied and filled up with portraits. For the rest everything was done as it should.
I still get this error though and i don't know what it is.
Good luck and with high regards,
Reinyn
Your error results from the mod system restoring the game using the "backup" folder before applying mods. To fix it, you must start with vanilla Strive game folder, add the "Put in Strive Game Files" to the game folder, and delete the "backup" folder if it exists. Then you can run the game and apply the mod.
Edit: As long as you have the "bodiesnaked" and "bodiespregnant" folders, it doesn't matter how you added them. The game may have errors without them, but this error is not that.
Thanks for telling me this, small question. Do i have to delete the backup folder or is it enough to place it in another location? Also, something that should be mentioned, whenever you start the game anew ( not load when already in the game but start the game using the exe file ) a new backup is created. So you will have delete the backup file everytime you use the exe file to start the game.
With high regards,
Reinyn
The game doesn't care about the status of that folder, so either deleting it or moving it is fine (though there isn't much value in keeping just the backup folder).
The problem is not the existence of the backup folder, it is a critical part of the modding process and it may not work without it. When the mod system applies mods, it always restores the backup first to prevent redundant application of mods. However, due to the fact that Aric's mod has users pre-patch the Strive game folder, this requires the deletion of the existing backup to prevent the mod system from erasing the pre-patch. When the game starts without the old backup, it will create a new backup which will include and preserve the pre-patch.
Thus it is not necessary to delete the backup more than the first time, as the backup folder is only used for applying the mod and has no other effect. Though given the complex installation it is likely that the backup folder has no value for that Strive game folder, so deleting it again will do nothing but waste time. The scene files(which are not compatible with vanilla) are changed by the pre-patch and the backup folder only handles script files. The simplest way to properly restore the game to vanilla is to start with a fresh copy.
I can't seem to start a new game. It get's stuck at the loading screen at 30%. The issue seems to be with loading files from the aric_expansion_images folder. I do have the folder where it should be, and the files are indeed inside. It might be related to me using a Mac: I've followed the instructions in the fist post, and also tried using wine for a normal Windows installation. Same result.
Here's the log:
OpenGL ES 2.0 Renderer: Intel(R) HD Graphics 6000
**ERROR**: Directional shadow framebuffer status invalid
At: drivers/gles2/rasterizer_scene_gles2.cpp:3369:initialize() - Directional shadow framebuffer status invalid
**ERROR**: Condition ' !f ' is true. returned: ERR_CANT_OPEN
At: scene/resources/texture.cpp:493:_load_data() - Condition ' !f ' is true. returned: ERR_CANT_OPEN
**ERROR**: Failed loading resource: res://.import/hyperlactation.png-dcc5c7ac7f028a4fabdd95900ec859a2.stex
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Failed loading resource: res://files/aric_expansion_images/items/hyperlactation.png
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Condition ' !f ' is true. returned: ERR_CANT_OPEN
At: scene/resources/texture.cpp:493:_load_data() - Condition ' !f ' is true. returned: ERR_CANT_OPEN
**ERROR**: Failed loading resource: res://.import/milkbottle.png-d50e153b77b1007bd5d6b5c4f12ce154.stex
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Failed loading resource: res://files/aric_expansion_images/items/milkbottle.png
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Condition ' !f ' is true. returned: ERR_CANT_OPEN
At: scene/resources/texture.cpp:493:_load_data() - Condition ' !f ' is true. returned: ERR_CANT_OPEN
**ERROR**: Failed loading resource: res://.import/milkbottle.png-d50e153b77b1007bd5d6b5c4f12ce154.stex
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Failed loading resource: res://files/aric_expansion_images/items/milkbottle.png
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Condition ' !f ' is true. returned: ERR_CANT_OPEN
At: scene/resources/texture.cpp:493:_load_data() - Condition ' !f ' is true. returned: ERR_CANT_OPEN
**ERROR**: Failed loading resource: res://.import/milkbottle.png-d50e153b77b1007bd5d6b5c4f12ce154.stex
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Failed loading resource: res://files/aric_expansion_images/items/milkbottle.png
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Condition ' !f ' is true. returned: ERR_CANT_OPEN
At: scene/resources/texture.cpp:493:_load_data() - Condition ' !f ' is true. returned: ERR_CANT_OPEN
**ERROR**: Failed loading resource: res://.import/milkbottle.png-d50e153b77b1007bd5d6b5c4f12ce154.stex
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Failed loading resource: res://files/aric_expansion_images/items/milkbottle.png
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Condition ' !f ' is true. returned: ERR_CANT_OPEN
At: scene/resources/texture.cpp:493:_load_data() - Condition ' !f ' is true. returned: ERR_CANT_OPEN
**ERROR**: Failed loading resource: res://.import/sedative.png-fa5f8a8db1f803612d5d4f6b7f2d8dfe.stex
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Failed loading resource: res://files/aric_expansion_images/items/sedative.png
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Condition ' !f ' is true. returned: ERR_CANT_OPEN
At: scene/resources/texture.cpp:493:_load_data() - Condition ' !f ' is true. returned: ERR_CANT_OPEN
**ERROR**: Failed loading resource: res://.import/hyperlactation.png-dcc5c7ac7f028a4fabdd95900ec859a2.stex
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Failed loading resource: res://files/aric_expansion_images/items/hyperlactation.png
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Condition ' !f ' is true. returned: ERR_CANT_OPEN
At: scene/resources/texture.cpp:493:_load_data() - Condition ' !f ' is true. returned: ERR_CANT_OPEN
**ERROR**: Failed loading resource: res://.import/milkbottle.png-d50e153b77b1007bd5d6b5c4f12ce154.stex
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Failed loading resource: res://files/aric_expansion_images/items/milkbottle.png
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Condition ' !f ' is true. returned: ERR_CANT_OPEN
At: scene/resources/texture.cpp:493:_load_data() - Condition ' !f ' is true. returned: ERR_CANT_OPEN
**ERROR**: Failed loading resource: res://.import/milkbottle.png-d50e153b77b1007bd5d6b5c4f12ce154.stex
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Failed loading resource: res://files/aric_expansion_images/items/milkbottle.png
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Condition ' !f ' is true. returned: ERR_CANT_OPEN
At: scene/resources/texture.cpp:493:_load_data() - Condition ' !f ' is true. returned: ERR_CANT_OPEN
**ERROR**: Failed loading resource: res://.import/milkbottle.png-d50e153b77b1007bd5d6b5c4f12ce154.stex
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Failed loading resource: res://files/aric_expansion_images/items/milkbottle.png
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Condition ' !f ' is true. returned: ERR_CANT_OPEN
At: scene/resources/texture.cpp:493:_load_data() - Condition ' !f ' is true. returned: ERR_CANT_OPEN
**ERROR**: Failed loading resource: res://.import/milkbottle.png-d50e153b77b1007bd5d6b5c4f12ce154.stex
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Failed loading resource: res://files/aric_expansion_images/items/milkbottle.png
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Condition ' !f ' is true. returned: ERR_CANT_OPEN
At: scene/resources/texture.cpp:493:_load_data() - Condition ' !f ' is true. returned: ERR_CANT_OPEN
**ERROR**: Failed loading resource: res://.import/sedative.png-fa5f8a8db1f803612d5d4f6b7f2d8dfe.stex
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Failed loading resource: res://files/aric_expansion_images/items/sedative.png
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Condition ' !f ' is true. returned: ERR_CANT_OPEN
At: scene/resources/texture.cpp:493:_load_data() - Condition ' !f ' is true. returned: ERR_CANT_OPEN
**ERROR**: Failed loading resource: res://.import/farm_vats.png-ff2f1938904a87c322c769d682b1adbf.stex
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Failed loading resource: res://files/aric_expansion_images/farm_vats.png
At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: res://files/Mansion.tscn:66 - Parse Error: [ext_resource] referenced nonexistent resource at: res://files/aric_expansion_images/farm_vats.png
At: scene/resources/resource_format_text.cpp:440:poll() - res://files/Mansion.tscn:66 - Parse Error: [ext_resource] referenced nonexistent resource at: res://files/aric_expansion_images/farm_vats.png
Error loading resource: 16
**ERROR**: Condition ' _first != __null ' is true.
At: ./core/self_list.h:111:~List() - Condition ' _first != __null ' is true.
**ERROR**: Condition ' _first != __null ' is true.
At: ./core/self_list.h:111:~List() - Condition ' _first != __null ' is true.
**WARNING**: ObjectDB Instances still exist!
At: core/object.cpp:2095:cleanup() - ObjectDB Instances still exist!
**ERROR**: Resources Still in use at Exit!
At: core/resource.cpp:425:clear() - Resources Still in use at Exit!
Those are actually the most important files. You will need to make sure that the .import ends up merging with the existing .import file in or around the Strive.exe. I don't have a Mac so I can't actually troubleshoot with you, but there should be an existing .import file somewhere in there that it can merge with.
First, sorry for not very good English (google translation)
Before you ask, I did everything as indicated in the instructions.
Story mode.
The game does not respond to mouse commands. Clicking the left mouse button on the icons below does not produce results. (for example, I can’t leave the mansion) In general, no reaction.
The game responds to the buttons on the keyboard, BUT only in the form of sounds. Pressing, C buttons, the sound of a door opening, but only that. There is no way out of the mansion.
It looks like the mod is installed incorrectly.
1)Do you have any other mods installed?
2) Did you follow the instructions in “Update and Install Instructions” exactly? Especially check to make sure that you deleted or renamed your strive/backup folder prior to installing the mod and that you overrides the files where there Strive.exe is?
3) Have you followed along with the video in the link? It is from an old version but the process should be the same.
Hello, Darkness, my old friend! This one should have a fix in v0.9.3 using a new function to handle stutters. Regarding the above issue, make sure that when you first are overriding the game files per the instructions in the "Installation and Update" that you delete or rename your "backups" folder or the game will just override the patched code with vanilla code. That should get you up and going.
Was that with the new v0.9.3 update? Did you apply the same process of overriding, etc as last time?
Edit: Scratch that. Redownload the file, make sure you walk through the normal process (deleting backup, etc) and reinstall as usual for the update. Tried to do something that would make it easier without having to manually delete the backup but seems to have backfired. Should be fine now
Sorry, I can't solve the problem that I can't upload pictures here, so I typed an error code。
Please forgive me for any mistakes you may make
Thank you
code:
SCRIPT ERROR: dailyFarm: Invalid get index 'bottledmilk'<on base: 'Dictionary'>.
At:user://mods/Aricsexpansion/scripts/aricsexpansion/expansionfarm.gd:1449
SCRIPT ERROR: _on_end_pressed: Invalid operands 'String' and 'Nil' in operator '+'.
At: res://files/scripts/Mansion.gd: 1282
You can talk to the headgirl to set it ingame, but that error will be fixed in v0.9.4
Edit: That is an odd error. Somehow it seems that your variable for PregDuration was set to 0. I have it set to check for gestation being greater than 0, though as that is all within a check for the person's pregduration being greater than 0 and that is what sets the gestation that seems odd to have even showed up. Should be fixed now
Before getting into bug reports I wanted to say I love the mod. Adds a lot more depth to the game.
I have found some issues with the farm, specifically with snail breeding. I've been correcting them in my game as I come across them and wanted to make you aware.
1) In mansion.gd you are comparing an INT to a STRING when checking the consent. The call is made when you click the "Breed Snails" button on the cattle's panel. Below is the section of code:
func _on_snailbreeding_pressed():
if selectedfarmslave.farmexpanded.breeding.status != 'none':
selectedfarmslave.farmexpanded.breeding.status = 'none'
if selectedfarmslave.farmexpanded.breeding.partner != '-1':
selectedfarmslave.unassignPartner()
selectedfarmslave.farmexpanded.breeding.snails = get_node("MainScreen/mansion/farmpanel/slavefarminsepct/snailbreeding").is_pressed()
farminspect(selectedfarmslave)
2) It looks like you are not handling NIL values. This occurred when evaluating a person's fetishes, specifically eggs. The error popped up after setting cattle to be breed by snails. I resolved this by talking to them until they gave an answer on their preference of for the fetish.
3) The cook snails code overwrites the current value in globals.resources.food to the number of snail eggs cooked. In expansionfarm.gd (line 1267) changing the following corrected it:
globals.resources.food = snailresults CHANGED INTO globals.resources.food = globals.resources.food + snailresults
4) In expansionfarm.gd line 875 there is a variable which is not defined in globals. Removing the entire line corrects the issue.
var overstuffedmod = globals.expansion.settings.snailegglaboroverstuffedmod
5) When setting eggs to auto hatch the following error occurs on next day. Looks to be an issue with the incubators global variable being looped over. Since it would require knowing how the variable was initialized I was not able to resolve this one (just not wanting to dig that deep into the code).
I may have missed a few that I corrected last night but I think this is all of the errors I came across.
The forum is not showing the screenshot I posted for #5.
The error :
SCRIPT ERROR: dailyFarm: Invalid get index 'level' (on base 'String').
At: user://mods/AricsExpansion/scripts/aricsexpansion/expansionfarm.gd:1249
SCRIPT ERROR: _on_end_pressed: Invalid operands 'String' and 'Nil' in operator '+'.
At: res://files/scripts/Mansion.gd:1282
yeah all of the resources tracked by the game (food, gold, etc.) are in resources in the globals file.
i noticed today if i bought an incubator then tried to use it i got a similar issue. however, buying the incubator, saving the game and then restarting seemed to fix it. again it seems like the object is not initialized (at least that is what i would guess with other languages I have worked with). gdscript is not the best language and the lack of error handling (along with other short comings) really makes proper code design impossible
I added in and/or fixed the errors reported in v0.9.4. Thanks so much for your feedback, help, and tracking down/fixing those errors as well. It is greatly appreciated.
The only one I was iffy on was where the 2nd reported issue was. Is there an error code with it? Or was that related to the checkfetish (as that was what was checking oviposition)?
I'm sorry but I don't remember where that one came from. It appeared to be caused by the oviposition fetish variable in the person object being NIL (error basically said it was comparing a STRING to a NIL in an IF statement) . But looking at person.gd I see you are defining that variable as "none" when it is created. So unless the code overwrites the "none" value with NIL at some point I'm not sure what the root cause might be. Is the value reset to NIL when you ask them about the fetish and they refuse to talk about it (the whole "Eww I can't talk about that")?
I also have to compliment you on how responsive you are to bugs. I'm a software developer and I'm not always this responsive to my users LOL. Anyways, great job.
Hey Aric, thanks for all the work! I've only had time to play a little bit so far but it's great. Only bug I've personally found so far is it seems like slaves do not actually cover their chest at the end of a day, it just prints the message as if they did.
Also, what is involved in asking for livestock consent? The option isn't showing up at all for me, not sure if I just need to make more progress. I have the farm and a manager but nothing else yet.
The livestock consent should show up under the Consent option after the very last farm quest has been completed (stage 4). However, as that can get confusing I'll lower it to when the farm is first unlocked at stage 3 in v0.9.4. Thanks for pointing that out!
Regarding the covering their chest, I did find that it was covering an invalid selection (tits instead of chest). Fixed in v0.9.4
Thanks for the feedback!
So I installed 0.93, deleted the backup and started a new story mode game but I can't talk to my slave.
This was the error that appeared:
ERROR: Node not found: Label
At: scene/main/node.cpp:1382
SCRIPT ERROR: dialoguebuttons: Attempt to call function 'set_text' in base 'null instance' on a null instance.
At: res://files/scripts/Mansion.gd:1831
ERROR: Node not found: Label
At: scene/main/node.cpp:1382
SCRIPT ERROR: dialoguebuttons: Attempt to call function 'set_text' in base 'null instance' on a null instance.
At: res://files/scripts/Mansion.gd:1831
ERROR: Node not found: Label
At: scene/main/node.cpp:1382
SCRIPT ERROR: dialoguebuttons: Attempt to call function 'set_text' in base 'null instance' on a null instance.
At: res://files/scripts/Mansion.gd:1831
ERROR: Node not found: Label
At: scene/main/node.cpp:1382
SCRIPT ERROR: dialoguebuttons: Attempt to call function 'set_text' in base 'null instance' on a null instance.
At: res://files/scripts/Mansion.gd:1831
I've already tried just playing with this mod but the problem is still persisting. Did I do something wrong?
It definitely doesn’t seem to be installed right. Just to clarify, you 1) Deleted the backup folder, 2) Overrided everything with the files in Important, 3) only started the game after it was all overrided and the new files were there, 4) Activated the mod in the mod panel, and 5) don’t have any other mods installed (at least during setup)?
Hi Aric, I'm looking forward to trying out the new update and seeing what i find. currently having an issue when installing anything else besides arics expansion.
These pop up when any button is pressed except for the mods button.
the game seems to work fine at the start but when i add the "anyrace" mod, this is what come up. also does the same with constants and random portraits mod as well.
I've followed the install instructions and started a new save, saved at the mansion then restarted. All works fine until i try adding any other mod, it also prevents the warning message from popping up and goes straight to the main menu.
Love your work and I look forward to helping out in this amazing mod.
Just to clarify, it is all working without the other mods? Just with the Ank Bugfixes I added a looot of files and functions that are touched to patch vanilla Strive (not to mention all of the new changes). I think any mods like any race are going to have to be re-checked for compatibility. Constants has always been iffy on compatibility.
The only ones I know work (because I use it myself) are randomportraits and delayed portrait loading. However they both have to be fully uninstalled/deactivated prior to installing Aric’s and only reactivated after Aric’s is up and going. They have to be below it on the mod panel to load afterwards
I don’t think it is installed correctly for you, those errors are definitely indicative that it’s not in there correctly. I would recommend either starting over and following the installation guide carefully (possibly on a freshly extracted strive if you want to be extra safe). All other mods need to be deactivated prior to installing Aric’s too so there isn’t a conflict on install
Love the mod, really inspires me to mess around with the code too. Here are 3 bugs so far this playthrough should you choose to address them at this point.
1. Lactation gets text displayed for giver and taker for some reason:
2. Similar for penis size:
3. Ok, this doesn't really qualify as a bug, it's more of a typo:
in newsexsystem.gd :
###---Added by Expansion---### Incest, Tearing, and Swollen tracking
#Orgasm Variable Text
text += i.person.dictionary(str(globals.randomitemfromarray(['manages to get on $his names and knees','is on $his knees','manages to squat','weakly stands up']))) + i.person.dictionary(" from the ") + str(globals.randomitemfromarray(['floor ','ground ','fluid-soaked floor ','fluid-soaked ground ','stained floor ','stained ground ']))
should be as follows ('names' should be 'hands'):
text += i.person.dictionary(str(globals.randomitemfromarray(['manages to get on $his hands and knees','is on $his knees','manages to squat','weakly stands up']))) + i.person.dictionary(" from the ") + str(globals.randomitemfromarray(['floor ','ground ','fluid-soaked floor ','fluid-soaked ground ','stained floor ','stained ground ']))
Cheers man, you're awesome.