know what's wrong?
Fantasy Slave Management/RPG Erotic Game · By
Getting this error when encountering bandits, only seems to happen after the first couple of encounters if i let the enemies live so im guessing its todo with the persistent enemies. If i go into battle with the encounter then atleast one of the enemies will have no portrait and the error log fills with this.
Hola sorry tengo un error bastante curioso, resultante que no me deja vende los esclavos, en cada ocasión que lo intento venta que solo tengo 1 disponible una humana llamada maria eso incluso si reinicio el juego desde 0, en el primer dia también aparece solamente con salir de la manción e ir directamente al gremio de esclavos, incluso eliminar el juego completo lo descargue desde 0 (todos los juegos y mosds), lo reinstale con los modos incluidos y sigue apareciendo el error.
resumen
no se ven los esclavos de la mancion
se genera 1 de la nada y tampoco pararece en la mancion
no deja vender esclavos
sempre se llama maria y es humana
norte importa cuandos esclavos tenga solo aparece maria y nisiquiera es esta en la mancion
mil erro que registra es
unagradesco cordialmente cualquier ayuda me encanta el juego, y el mod esta genial
una disculapa por no post en ingles no soy muy bueno , si jugue apunta de diccionario de ingles XD
Cn eso se demuestra que lo que me gusta el juego , enfin me a servido de practica .
Lo siento, no sé mucho español, así que estoy usando Google Translate. Se puede hacer muy poco para arreglarlo desde su final, a menos que sepa cómo programar. Su error se debe a que usa el nombre de variable incorrecto. En esa función debería ser "person" en lugar de "selectedslave". Actualmente hay muchos errores en el mod y él está trabajando para solucionarlos. Sea paciente y busque actualizaciones en los próximos días.
V.06 is here. It's got a couple popups. Traitlines increasing at birth still don't want to work, and born slaves to NPCs in the wild seem to give a popup when the relations or relatives tabs are pulled up. If it works, I'll call it a win. I mean...random NPCs are getting impregnated from the orgy scenes, fighting with relatives, and getting captured by town guards. There's some crazy new content in here! And it usually seems to work! Enjoy!
Also, there are a variety of settings at the top of the Expansion.gd that tweak some chances and whatnot for those who like or dislike certain content. I'll try to clean up the look towards release, but it should be somewhat explained in the file.
I completely agree. I’ve been trying to just work out the kinks on the brand new system to a point where it’s somewhat stable (hopefully it is now) but then I’m added onto that system a “Reputation” value and check so Bandits/Baddies don’t pull Captured/Innocent NPCs (and Vice Versa), Rep Change from Execution/Rape is only for “good” NPCs, and bad NPCs can be turned in to the Town Guard for a large Reputation boost.
It’s going to involve several possibly game-Breaking changes though so I’m going to try to release it very carefully. It is coming, though.
The breeder and stud jobs haven’t been implemented into this version yet. I have a full remake of those mapped out in the next Jobs Expanded update, I just haven’t had the chance to push that through yet due to trying to clean up the bugs from other features.
It is coming back soon and even better (I think, at least)! If it takes more than an update or two I’ll pop the old one back in as a temp measure, I just haven’t to try and prevent save game compatibility issues.
I was so glad that you added breeder as a starting job and give nursery as the starting upgrade.....
I get into the game, didn't do anything else but go straight to ask for consent and then impregnate my starting slave, thinking I don't need to go out and catch slaves anymore, I will just breed more and more to fill the mansion.
after a few days, the baby comes out, and then I have to give it away because my guild rank is not high enough????
I thought you added this job to make breeding slave a way of gaining progression in this game......How do i start to progress if I can't keep my babies?
It sounds like you just haven’t bought the nursery. You’ll need to buy the Nursery to keep babies, and that will also unlock the dimensional crystal to adjust pregnancy speeds and even get babies with higher starting stats!
The guild rank dialogue regarding the nursery is Vanilla. I may have to change that if it’s confusing.
Let me know after you try it!
Edit:
Also note - Pregnancy Changes are done via a conversation with the Head Girl or any Slave with Magic Affinity over 4 (only they can magically alter the crystal) after it’s unlocked to at least level 1.
In the bug report (secondary black box), are you getting any errors show at the end of the day? That is when it should clear so maybe it’s being blocked from clearing that.
Edit: As it stands the Anus won’t resize smaller and the vagina will have a very small chance based on them being teenaged, but the height won’t encourage resizing. A Minorus Concoctus should work for it though
The bug error is a work in progress as Ank said, but should not impede gameplay for the moment.
The Preg Speed Dialogue currently is given to the headgirl and any Slave with a Magical Affinity of over 4 (they can manipulate the magical energies of the crystal). This is mostly to make it easier to test and mess with game options for newer games that can’t get a headgirl yet but want to try the breeding features.
The Swollen factors take into account their frame size (ie: height), vagina/asshole size, and pregnancy status. If a tiny and/or small race Slave with tiny holes was cum into once and impregnated, it could occur. It may not be a bug, but just to check: What is the race, height, Swollen number from Statistics, and are they pregnant?
Do you mind uploading a savegame, especially if there's no bugs showing? I'd love to help ya get this resolved. It sounds like she's definitely pregnant, as that's the primary swelling feature for Tits. That level of growth shouldn't happen, it should cap at a potential 1 per day (and have a chance of losing 1 size per day after birth). The swollen feature hasn't had this issue for me, so I'm curious if there's a factor that wasn't there in my games that I may have missed.
Hopefully this works,
https://mega.nz/#!9G4QhY7D!rDQ8YrMto2_qxZnOmUep0SdIX4BxW_RZK3JZfY23ClY
So not sure if this is just a game issue or caused by the mod but there is a interesting exploit. Basically if your on your last interaction and request intimacy then say no the counter will hit 0 but you will still be in the interaction page. From there you can stay on that page as long as you like until you end it normally. Basically your able to use the teach option or anything else until you leave the page. No error or anything shows up sense your not stuck on the page.
Heyo, kudos for undertaking this mod! Here is a couple of things i found on 06.1 with a couple quick start new games (and a v06 savegame):
When trying to access the gear page of beastkin and half kin, it sometimes refuses to display properly and prints these errors! I'm still able to change gear, but the page displays as if i had nothing until i hover over the icon where it should have been. Also prevents me from unequipping it, only by replacing with the same type gear will i be able to retrieve the gear back. (e.g. have a sundress equipped, and to get it back i equip a maid uniform or the like. Or having a rusty dagger and equipping a dagger to get the rusty dagger):
This one with a beastkin wolf starter and another with halfkin cat starter :
The above problem i would consider a minor problem with the workaround. the one below is a bit more major than that.
When ending the day, sometimes(more than half the time for me) this error below occurs and prevents some jobs from occurring (like cleaning) and the reports page from showing up . Day counter and mansion cleanliness still updates (gl cleaning only using slave cleaners) with the errors, but not coin and food. i think this is a similar problem to the one StrangeHornedNinja above mentioned.
Hope it helps!
If you don't have any errors, or don't think they are related, then try this: https://itch.io/t/517674/alise-on-day-end. Otherwise, sharing errors(especially if not already posted here) from the console helps.
Edit: Any error can cause problems in semi-related sections, as errors cause the current function to immediately abort and return only a null value. So if an error occurs during the end of day functions before Alise is displayed, then it may never reach that part.
Are there errors before the top one? Often with non-fatal errors you get cascading errors caused by a single problem that starts an avalanche. That top error is probably not the first, since String plus a Nil from a function usually means the function had an error and aborted. Also, a new version has been released, be sure to update. I am curious about your error for allnpcs, though I suspect I need to see your save file, it would seem that the state variable is messed up.
Edit: That last error seems to be related to v0.05 and is not present in any later versions. So a proper update seems to be the solution.
The Strive Discord is a great place to quickly resolve errors and has drag and drop file upload: https://itch.io/t/284398/discord
By proper update I mean trying to ensure that the old files are removed and the new files are applied. I felt like maybe you had tried to update, but I'm not certain. Not everyone understands the process and they find ways to mess stuff up. There are 2 approaches to updating the mod; I recommend the first unless problems continue.
1) The low effort way. Delete the old AricsExpansion mod folder in AppData and add newest mod folder. Run the game and apply the mod.
2) The highly effective way. Rename "Strive" folder in AppData and extract a new set of downloaded game files. Run game to main menu and quit in order to generate a new" Strive" folder, add newest AricsExpansion mod folders, and apply the mod.
line 650 in statstab says: resource.cum it should say resources.cum it fixed the problem of not being about to talk to the farm manager about the farm. 608 says: expansion.quirk , i believe it's supposed to say: person.quirk . this fixes an option inside the farm managers "menu".
I'm still getting the last two errors on the log above, I'm not sure how to fix them.
Really liking what the mod has to offer already. Just got a few things to report:
-Upon talking and selecting the lactation dialogue option the following error message appears
Looking at the script in line 790 'getitemfromarray' should probably be replaced by 'randomitemfromarray'. Trying this seemed to resolve the issue on my end. (also add an extra space to the beginning of the string appended below this line)
-As mentioned above sometimes ending the day causes the following error to appear without advancing to the next day
Comparing to the similar block of code above in the script, replacing the code on line 1764 from
clamper = globals.assholesizearray[globals.assholesizearray.find(person.asshole)-1]
to
clamper = globals.assholesizearray.find(person.asshole)-1
seemed to fix the issue for me as it seems to return a number rather than a string, but from the posts above some people seem to be having issues with the block of code above so who knows. (why is the clamper variable defined differently between the two when they basically do the same anyway? may be an error? )
-the day after a slave gets pregnant, as long as there is any jizz in pussy inspect will give this
(also gives the text that shes massively swollen)
which seems rather excessive, as it will even give the text when there is no more jizz in pussy.
Anyway, can't wait for the next update. Good luck.
There needs to be a filter for the corrupted data to fix the allnpcs error, inside globals.gd load_game(text) and immediately inside of:
for i in currentline.allnpcs:
Add the following lines(add 2 tabs for first line, 3 tabs for second line):
if typeof(i) == TYPE_STRING
continue
It will probably appear in the next update.
Indeed, not the most graceful fix, but it is safe and chances are most of that data was beyond repair anyways. Edit2: Actually, re-save and re-load will only be effective on version 6.1, before that the corrupt data will be preserved.
Edit: Otherwise, get the latest version, which should filter out the corrupted data on the first load.
I diffed the mod files in the last 2 versions, and unless there were multiple uploads named v.06.2.1 it looks to me that most of the changes made it into v.06.2.1. Only a couple files are different(maybe 20 lines total) and those are fairly minor. Though I don't have v.06.2 to verify the extent of the mistake, it does not appear to explain the errors continuing to propagate. Perhaps end user mistakes(edit: or corrupt data).
I also suspect that unclear communications are the more likely cause, as many times you state that an error has been addressed before the fixes are released and without stating which version will contain the fixes.
That may be the case. I try to always say it in the changelog, but don’t always in the replies. I just figured would check the changelog to see.
I haven’t had the chance yet but I’m wondering if testing the uploaded saves will clarify if the data has been corrupted in save games or if it just needs to be patched differently between versions.
Getting an error when I interact with a slave without incest consent, no text shows on physical interactions (Touch, Hug, Hold Hands, or kissing) and the text window doesn't reset so the environmental influence messages just stack up. I haven't had the chance to do this with anyone actually related to me but I imagine it's the same.
Please update the mod, see this post if you need instructions: https://itch.io/post/1009788
Just to build on what Ank said, it does look like maybe it was either not updated or updated using the "drag into the same folder and replace" method. The fetishopinion array isn't one that is tied to the global state, so it if isn't finding it that means that your Globals script hasn't been updated.
If you have updated it, I would be sure the start the game, deselect Arics and apply (which will restart again) then reapply the mod. That will reset your globals file.
Hello im completely new to the game and was just setting up my game before i started (art packs and better portrait mod) when i came across this mod. I'm having a hard time understanding what the mod is, could you write a short paragraph on what your mod basically does? It'd be nice for newcomers who haven't installed your mod to know what the mod is basically. Also do you recomennd your mod for a new player or should i just play vanilla first? Hope im not bothering
The mod is a complete overhaul of the majority of the systems to add a lot of variety and replay-ability to the game. As a brand new player, I don’t recommend this mod until you’ve played through the story and feel comfortable with vanilla game mechanics.
However, after you do a run through of the main story, hopefully you’ll give it a shot!
The issue seems to be related to you converting person IDs to strings when checking if a person has parents. In previous lines you converted both sides to strings, but in the section producing errors you only converted one side.
The conversion to strings is quite intriguing as IDs will be equal regardless of being a mix of integers and floats, thus the string conversion appears to simply be an inefficient source of errors. Probably leftovers from an early version of Strive.
I tried ignoring the string conversion at first when I ran it and that produced faaar more errors, but I agree that it seems inefficient. IDs are only ever integers, so I don't see the point in the conversion. But I went back to try to convert all of the called ids into strings and missed some in that really tedious block of code (that mostly works!).
Corrected all of the ID string conversions I could find. They are fixed in v.07. The other issue I'm assuming must be from the original error but am unsure. That may involve more investigation.
Hi, i have found a bug that has been quite consistent in this mod you have made. Great mod by the way, itreally adds a lot to the game. As for the bug. Sometimes when i have a battle in the outsides after winning i don't get the battle endscreen. Instead the screen is blank and the only way out is by quitting the game.
I have a few screenshots with this happening, as well as the log.
With high regards,
Reinyn
There seems to be a bug with consent, she told me she wanted to have my baby butnow that she is pregnant it says it's unwanted?
http://prntscr.com/pk9hy8
That is a feature that was halfway in progress when I started the bugfixes. It is going to operate like the Lactation feature. Basically, when she is pregnant she will not automatically know. When she finds out, if she wants it or passes a loyalty check, she will tell you (prompting a dialogue button) . Otherwise she will try to hide it from you as long as possible.
Like I said, it's implementation was interrupted by a bugfix spree but should be there in v.07.
ah, ok so it will be fixed soon. Also I wanted to make a few suggestions on dialogue. The current cum dialouges in inspection aren't to good.
I'm talking of the dialouge for after you cum inside them and when you check inspection it falls out of them and they close their legs to keep it in, i believe it'd sound better if you added different lines like "she/he seemed sad (your name or prefix) semen had fallen out and quickly closes their legs to keep the rest inside them" idk the current dialogue seems as if it's not the masters semen in them because they are embarrassed when you see it fall out of them, they shouldn't be embarrassed if its your semen.
also change the dialouge for when they filled with cum after sex, the stomach bulge should clear up by the next day it's troublesome seeing the stomach bulge for days after days even if you don't have sex with them (was testing how to get rid of the text). So it should be the current day of sex and when you inspect the bulge is there but then new day you inspect not there but if you want it to be there just cum inside them again.
pregnancy dialouge (this is for when you get more done with your pregnancy system) after a few days and a bulge from being pregnant is noticable and they find out they are pregnant depending on if they want it or not they say different things when you click "talk" with them.
if they want the baby they say "she gazes adoringly at her stomach while rubbing it me and masters..." or "master our child is growing she smiles happily" etc..
if they dont want it they can say things like "i-i'll be okay right master? she seems nervous looking at her baby bump" "im so tired..." etc...
Just tested the reset of globals.gd when simply applying mod again(easy to test by simply adding anything to the file). There were no problems and the file was restored to original before the mod was applied.
Edit: Though I have seen cases where the mod system had an error while changing globals.gd when applying a mod and the file was not completely changed. This would not be changed by an additional reset. Only applying a mod that doesn't conflict with the mod system can fix that.
To my knowledge nobody has gotten any mods to work on MacOS, due to the differences in folder/file structure (download a Windows version to see the differences). The files are all inside .pck archives, which the mod system currently cannot access. I don't have MacOS so it is a tad difficult to resolve. It may be possible with the cooperation of someone with MacOS, but I would need to do a fair amount of investigation first.
I'm still trying to figure out how to automatically add in a new dictionary to existing savegames for backwards compatibility, it that is possible. The save game you're playing on didn't have the dietexpanded dictionary in the "person" classes when they were created prior to the savegame, which that function is trying to call.
I believe I have a temporary workaround for v.07 that will circumvent that particular process.
the show log after resting doesn't show up sometimes it makes it hard to play as i can't talk to my slaves after speaking to them the previous day or the mansion doesn't get cleaned and it doesn't save the game. the only thing it gives me is the money but its hard to play with it not showing. please help
That function was last located on that line of the file in version 0.06.1. The current version of the mod is 0.06.3, and many bug fixes have been added since then. Please update to the current version and see if there are any further issues. There are still some bugs that need to be resolved, but it should be a bit better and a new version will probably be out soon.
I've tried following the download instructions to a T. Fresh installs and all, but no matter what, slaves are grayed out whenever I try to put them into my party. Didn't see anything in the features that changed how this works, and I haven't seen it mentioned here yet, so I thought I'd throw a message up to see if it's a legitimate bug or if I actually am doing something wrong.
There aren't any sort of errors in the log either. Whenever I deactivate the mod, I can assign followers, just not while it's active.
Hey really loving the mod! Id just like to ask if there any way you could add support for some extra Body/ Portrait options? Ideally id like to be able to have an exposed/nude and pregnant version of all my pics so they look different for example
https://gelbooru.com/index.php?page=post&s=view&id=4304247&tags=bishop_(company) - Pregnant
https://gelbooru.com/index.php?page=post&s=view&id=4304243&tags=bishop_(company) - Nude/Exposed
https://gelbooru.com/index.php?page=post&s=view&id=4304236&tags=bishop_(company) - Normal
Thanks for any help you can provide!
FYI if theirs already a mod that does this please let me know :)
Make sure that you read the Install Instructions in the mod when you extract it. As long as you copy/paste the folders into the correct locations, you'll have two new folders in your App Data/Strive with nude/preg. Just make sure that the names of the pictures in it are exactly the same name as the portrait and default body (which would be the clothed body in this case). Then just pick the picture ingame, have assigned to both checked, and it'll automatically switch pictures for you.
A new progress may get you around that first error. The cause is an error resulting from a slave, which does not have "captured" effect, being given the nudity rule. The line "var captured" doesn't provide a initial value, but tries to use that variable for math in an "if" statement regardless.
Line 1682 of expansion.gd should be something like: var captured = 0
I'v been taging my pics like this so far https://mega.nz/#F!GhI3HAIT!9Lxw9803NVDWy1M2BPB37g
Not sure how to get it too work in-game
The mod is not designed to treat "pregnant" or "naked" as a tags, only alternate directories to "bodies". In order for them to work, they must be located in the "bodiespreg" or "bodiesnaked" folders provided by the mod and they must have identical relative paths inside of their top level folder("bodies", "bodiespreg", or "bodiesnaked"). For example:
.../bodies/Human/Female/Teen/Black SkinL TitsH AssB [f688dac6].png
.../bodiespreg/Human/Female/Teen/Black SkinL TitsH AssB [f688dac6].png
.../bodiesnaked/Human/Female/Teen/Black SkinL TitsH AssB [f688dac6].png
Thank you so much for doing this mod. The breeder option and the crystal look exactly like my cup of cum.
Two critical observations and a question or two:
I feel like the amount of cum that people hold and can be hindered by is somewhat off. I have a female Dark Elf slave that got 4 'injections' in one session from one guy that does 5oz a pop, which is roughly 600ml added up. It says now her belly makes her look double her size and she also couldn't walk for the last 5 days - her status doesn't seem to change as well.
To me the consent system oftentimes doesn't add immersion. A slave to whom 'nothing is more important than me and my will' answers 'are you kidding' and 'dream on'. You don't want to fight for me, dear bought property? Looks like you fancy Umbra for a new working environment.
I'm looking forward to Dimensional Crystal Level 2. The bonus from Level 1 looks amazing for late game. It also says it 'reveals the secrets about every pregnancy it can sense' - where does it reveal them? Depending on how much faster pregnancies go on Level 2, to make money from Breeder-spec will come into play close to the time when I'll be able to defeat Hade. So it looks like a specialization that starts to be useful after the story line ended. Would it be game breaking if the speed buff is Level 1 and the possible stat-push is Level 2?
Again, thanks for all the work and more power to you.
I appreciate the feedback! I'll try to respond to each point as you made them.
The amount being in Oz was 100% just a testing/flavor thing and not at all supported by math. The system is pending enhancement anyways, but then I may math out what the actual numerical values would be. Possibly. I'll always choose fun over reality in my mods and the reality of fetishes like cum inflation haven't really met reality, so I may just remove the oz part and leave it to imagination.
The consent system is fairly rudimentary right now, but should be using a new check function that will check obedience, loyalty, fear, lust, etc vs the request to add a lot of other factors and variety into the system. It is fairly flat with a basic check right now, but until I work the kinks out on that I will recommend checking their loyalty and obedience. That is the biggest factor at the moment, with Loyalty far over Obedience. Keep in mind that just because they accepted you as their master (no captured effect), they may not want to willingly risk their life for you yet!
The "secrets" are revealed in the stats tab, though v.07 is expanding on that even further. The Dimensional Crystal 2 will allow you to shorten the time down to a single day pregnancy if you want and it also compares the maximum potential stats from the mother/father and will give the baby the stronger of the two. That means you could breed hyper-intelligent orcs or any other weird game-breaking offspring you desire. All that to say...it is very game-breaking, but hopefully fun! It (hopefully) will provide either a different game-play style entirely (using the Breeder Specialization) or, like you said, add additional game-play options for after the main story.
Regarding Cali - I'll work on patching that for v.07. That would be immersion breaking
Thank you for taking the time to respond.
I'm with you when it comes to the fantasy. The thing is when sexed my females are going into the mode of being immobilized. I can't even change their occupation to rest. They still do the jobs they were assigned to, prior to the sex, but are immovable, cum-coughing balloons until they deliver their child, when pregnant.
So, the question is: is this working as intended? I think there should be a way for them to walk maybe one or two days later. As I said, I'm fine with the fantasy as long as it doesn't block any action for 13 days. It works quite differently for males - one of my guys took 10 loads and he's walking just fine.
on a sidenote: the first children are born in my mansion! A dark elf-/wolfkin-breed with slutty and quick - not maxed out, I know, but I like her! :D
I hope you have a good day.
Congrats on the new offspring! It isn’t operating as intended with the immediate immobilization, for sure. In v.07 I’ve heavily reworked the Swollen system as part of implementing the “hidden pregnancies” feature. That is still in testing but should ideally fix the quick immobilization issues.
Regarding that, however, what is the Endurance of the immobilized Slaves? The new system calculates endurance and Strength, but the old one heavily relied on their endurance to “support” their increased weight.
Regarding the males, the old system calculated anal capacity as double that of vaginal, which is likely a large component of why they were less effected. Did the system feel more natural for them?
When you mentioned Endurance I thought that's it because my females are really just breeding stock, never being part of any serious leveling, but the Dark Elf, inflated and immobilized for 13 days, actually had max Endurance (4).
When your females blow up, what is the intended system for them to deflate again? Because it looked like they were just stuck.
Since the guys were never incapacitated because of sexual interaction I would say it felt better. The flavour text could mention them blowing up more, as long as they maybe wash themselves over night and are able to walk.
If you have a cum inflation kink when it comes to guys, it looks difficult to produce the more hefty flavour texts. You would have to keep low Endurance guys around and hope high Beauty, high level dudes come with a low endurance preset.
They are supposed to auto-deflate at night, except for due to pregnancies, but that seems to only partially trigger due to the option for them to want to keep it in to get pregnant. Eventually I intend for it to be enforced via Rules (keep it in/wash), conversations (Release it), or items (plugging it up).
That’s still pending though. Hopefully v.07 will fix a lot of the larger issues with inflation not resetting or occurring too sporadically and the extra features will resolve the rest.
I'm not sure if anyone has seen this but I'm not getting the end of the day dialog if I have someone in the milking system at the farm. Unfortunately I can't upload a picture (phone won't let me and computer can't connect to the internet anymore) of the error. I'll keep trying to get a image of the error but if someone else can that would be helpful.
How do you use the Dimesional Crystal after getting it in the Masion Upgrade because it says that I can accelarate the rate of birth of my slaves but I didn't find that anywhere also I was wondering if it is possible that the feature which come with the strive 0.5.25 where it show your party members status like how tired,stressed or healthy they were can be add back or toggle it or something since I myself found that quite help full because I always had a problem to tell how much energy a slave needs to do it works instead 'not able to complete its work because of exhaustion' even though I though it will be fine it had more than one quarter of its full energy., plus it feels more immersive that you can actually tell the state of your slaves instead of there status numbers.
The pregnancy speeds can be altered by talking to your Headgirl OR a slave with over 4 Magical Affinity (configurable through the expansion.gd settings).
Regarding the 5.25 status, where was it telling you that prior to mod installation? Most of the files modified came from a fresh 5.25 install but there may be something that carried over that changed a new vanilla option.
if you are using a windows then I can help you! (I was confused at first). Firstly, put the AricsExpansion folder in C:\Users\*your_username*\AppData\Roaming\Strive\mods. Then after go into the folder *IMPORTANT - READ...*. for the first one (name is appdata roaming), put it before the mods folder (so C:\Users\*your_username*\AppData\Roaming\Strive). As for the second one, take the files and put it in the root directory of the game (which you will see strive.exe and other stuff, and there is a folder with the same name as files)! After that, go into the game and don't forget to put the mod in priority of all others.)
edit: there is no .exe, only some files..?
I have had the same issue, I also encountered something similar with the Captured status for Slaves where it never goes away like it normally would when the game would say ".... has grown accustom to your ownership." or something like that. @feral_dragon if you know how to edit your save file you can fix it that way, at least that is how I do it.
Here's a sendspace link to the culprit save :D
https://www.sendspace.com/file/s4dvtd
Let me know if it works.
Thanks!
A question, how would I edit the looks of the player from an existing save? For example, the mod seems to have given my character a minuscule penis when it was set to large originally. I'd preferable like to use the save I currently have, so help would be appreciated.
EDIT: After playing around for a while in the save, I figured it out.
This is, how I got it working, maybe it helps:
1.) put the whole mod from the zip, the folder AricsExpansion in AppData/Roaming/Strive/mods/ folder.
2.) do the "IMPORTANT -..."stuff, that means the two empty folder bodiespreg and bodiesnaked in AppData/Roaming/Strive/ folder
and the files folder from the "Put in Strive Game Files" in the game folder with the strive.exe
3.) start the game, activate the mod within the main menu: just use the "Mods"Option in the main menu, then klick on the entry AricsExpansion and then on the "Apply" button.
4.) restart the game and enjoy
The errors in the picture state that the source of the problems is that it could not find the file "user://mods/AricsExpansion/scripts/aricsexpansion/expansion.gd". Given that it appears to have successfully modified the game files so that they will request the file, the issue appears to be acutely related to the "aricsexpansion" folder and it's contents.
My path to this file(Windows 7, no itch.io launcher) is "C:\Users\USERNAME\AppData\Roaming\Strive\mods\AricsExpansion\scripts\aricsexpansion", and it contains the files:
"expansion.gd", "expansionfarm.gd", "expansionraces.gd", "expansionsetup.gd", "expansiontalk.gd", "old - expansion.gd", "old - expansiontalk.gd"
Whenever I add someone to the Farm and press Next Day, the day advances, but I don't get the actual popup for the end of the day. I still receive gold, food still goes up/down, and the amount of time for people being gone still changes, but no children are born and no quest events happen. There is also a bug where i try to talk to the person in charge of the Farm about running the farm, but nothing happens. For both of these bugs, the CMD in the background does show errors. I can copy/paste them if you'd like.
V.07 is out. The reported issues should* be fixed, but the new frameworks, scenes, and such may bring some new issues. Hopefully not, but they always seem to! You know the drill, just let me know what's broken and I'll try to hotfix it asap so we can get back to putting in the next round of new goodies and flushing out what's there. I'll hold off on starting new features for a few days to stay prepped for hotfixes.
*Should means I've likely tested them in my game and they don't seem to replicate. The circumstances are generally very different and my saves for testing don't typically last longer than a couple of in-game weeks, and even then it is likely a quick hop through the weeks and not 2+ weeks of active game-play each day.
The last issue for me is, that people I rescued from bandits sometimes getting cloned. This result in bandit encounters with bystanders in which the same person is a captured victim and a bandit at the same time. On the next day the same person can get captured multiple times by the town guards, resulting in a slave market full of clones, if you grind e.g. Wimborn Outskirts on a day. The console screenshot shows scripts errors, that happened by grinding bandits, but they don't necessarily show any script errors for the cloning issue.
This two erros seem to cause the cloning of people.
I restartet the game, loaded a save, go to Winborn Outskirts and rescure one victim without any error thrown.
On the next encounter, this both errors get thrown. Then I win the battle and both bandits, and the one victim are all clones of the same person I rescued in the encounter before.
Hi, just wanted to know if i installed this right. Becaues last time i checked the jailer, nurse, chef and combat group were not displayed on the main screen. Furthermore, i don't know if this is a bug or not but i can take my starter slave with me in to battle from the start (despite not having her consent for that)
I would say you installed it right since it shows the 'Dimesional Crystal' there, the jailer, nurse, chef and combat group were displayed on the main screen either because in the previous build it was a bug that it didn't show it or my request at the matter was approved. Furthermore even if its your starter slave she isnt excluded from the 'Constent System' which means you can only bring her to combat if you get her consent about it
Thanks for answering my questions, at the least i know that i did not do something wrong now. And about my starter slave, I could take her with me regardless of consent. (What i mean is when i asked her if she would fight for me the answer was a clear no, but i still could select her in the companions screen.)
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Thanks, that was actually the first time i tried to use mega to upload something. I guess i screwed up with that one a little bit. I hope it works this time.
I think it works now. The first one is the link and the second one is the key for opening the link.
Unfortunately non-direct relations (ie: grandparents, uncles/aunts, cousins, etc) aren't really tracked in-game like relatives. It is theoretically possible but would be kind of a pain and involve a series of other checks (essentially "check relative of relatives") for each place it's implemented, which would be fairly cumbersome. Maaaaybe in the future but I don't see it happening smoothly
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).