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Strive for Power

Fantasy Slave Management/RPG Erotic Game · By Strive4Power

Aric's Expansion Rebred

A topic by AricTriton created Sep 23, 2019 Views: 471,337 Replies: 2,460
Viewing posts 301 to 500 of 737 · Next page · Previous page · First page · Last page

Hello. You maybe recognise me. My Video is on ur front, thanks 4 that again. I thougth about making a installation-vid just 4 ur mod. It will be shorter. Are u intersted? Or do u think my old vid will do just fine?

That is fine by me. I'm working hard on the v.9 which will need to be installed similarly, but if you do make a new one I'd be happy to add it to the post!

Well, then i wait 4 ur v.9. I will wait then some weeks (like 2-3) so that i can be sure nothing big changes in the isntallation-progress.

(+2)

It has been a stupidly long time since the last update, but rest assured that I've been working hard to get this finished up for release. I don't want to give specifics as there's still a fair amount to do to finish/test/make things work correctly, but it is...close.  I ended up redoing some of the panels that I was working on that didn't work correctly and the new ones seem to be functioning far better.

Just as a little teaser, here is the new "Inspect Slave" panel for slaves in the Farm that comes up when a slave in the farm is selected (that replaces the old panel with just the dialogue box, Sell Production, Release, and Close).

So, how close are we to a new release? is it the Silver Mod Studio "Soon™" (meaning 3 months), or is it actually soon?^^

And btw, great mod, I really enjoy it. But there are a few things you should consider. First and foremost, make it clear what fetishes is not yet implemented (best would be ingame notice)   fully so one does not waste time with trying to get consent for them. Also, something that was mentioned before, the way e.g. cats talk, a *meow* after each word is a bit much, maybe best at the beginning and at the end of a sentence. furthermore, please, please, please, please incorporate the chastity belt mod, or the ideas of it, or something along those lines.

You have made a great mod and I enjoy it a lot, so keep up the fantastic work.

lastly I have a problem, which might have to do with your mod, as it is the only which I have installed right now. I can't use the potion to make a slaves bodypart bigger, it just says that it has reached max size, even though it is tiny/flat/small/whatever.

(+2)

We are in the weeks time frame, not months.

After I release this (just to get it out there and start the public bugtesting phase), I plan on going through, checking, and clarifying which are implemented at this point. Some of them have had functions added in this new release, but a few still remain purely roleplay.

The refined voices are going to be a little project to make that work better. Same thing with the Chastity belt mod, that has had compatibility in the past but will need some reworking to make it work again.

Which body parts are affected by the Majorus bug? Breasts only or are there more?

I appreciate the feedback!

(+1)

well, the size 'bug', as far as I have tested, is with only dick and balls, even though they are only small or tiny

Deleted 2 years ago

This showed up when I opened the game.

Also can't choose my race


If you don't have any issues when playing vanilla Strive, then you messed up the installation of the mod. You probably messed up the placement of the mod files or you renamed a mod folder. Re-read the instructions and try again.

(1 edit)

I messed up the mod's folder name hahaha. Thanks for the help!

Um... Do u have an patrion-acc? Or something else you want to see on the end of my vid? Like idk this post here or something...

Just link them back to this post. No Patreon for a couple of reasons, one of which being that if my job keeps me from updating for a month or three then I am not taking money for no product. I appreciate you checking in regarding it though!

Understandable. Got it! 

(2 edits)

my sex menu actions aren't showing up, and this is what is says in the other menu, could someone help?


You appear to have a file named "000wait (2).gd", which is not a standard file for vanilla or this mod and likely contains incorrect code for a sex action. I recommend either fixing the file, moving it somewhere else, or deleting it.

Also, your farm has been upgraded too many times, as the mod has incorrect data for the limit. You will need a decent text editor to fix it.

- open mansionupgrades.gd, change the level limit for the farmcapacity upgrade from 31 to 30
- if you have saved after upgrading the farm, open the save and search for farmcapacity, there will be a 39 after that, change it to 30 and save

thank you so much

I don't know if I'm being an idiot or not but I can't for the life of me find the consent prompt for asking them to join my party. All I get is the 3 base game options in the Talk menu. The sex consent works through the interaction meet stuff though so I'm not sure what the problem is. Tried reinstalling the mod too to no avail either.Maybe I messed up the install somewhere but did follow the instuctions so I'm not sure.

Of course as soon as I post I find the solution. I think it was conflicting with Leo's Mod somehow so I shifted the load order around and the options are appearing now. So all good now thankfully.

Perfect, I’m glad you figured it out! Strive is really finicky with mods that touch the same functions

How do you get the both mods to work with each other?

hey, having issues with two things:

- sometimes a character doesn't lose the "movement: crawling" status. this seems especially the case if given manacles and then unequipping the manacles.

- the income from the farm is pretty insane. with two slaves - big-boobed but not otherwise optimized - i get around 11k per day.

also, more of a nitpick, but in the asking about fetisches menu, it'd be good if the phrases weren't randomized because it takes much longer to find the one you're looking for which is an issue when gui of the game is what it is.

v.9 should have the fix for for the first 2. The last is a somewhat easy fix, I can change that around fairly easily. I may put a settings toggle on it.

V.9 has all the panels and scripts done, just in the final stage of major bugfixes before releasing.

Deleted 2 years ago

A custom action for what? Is this for dating, combat, sex, etc?

Deleted 2 years ago
(+1)

Hey, It's me again. Im rly busy rigth now. Can you pls text me in THIS Reply when u puplish the new mod version? So i dont need to look it up every now and then. Thx, and pls tell me if you dont. Thats more important than doing it. k cya

As requested, this is your notification that v0.9 has released. Enjoy!

(1 edit)

Then lets go to work!!!

(1 edit)

I really want to enjoy the mod, but the ridiculous lactating issue has caused me to not bother with it. The Drain spell linked on the front page doesn't actually do much of anything useful. The Statistics page on the lactating slave still has them listed as having milk and/or holding too much milk, and I'm really getting tired of struggling more with reducing stress/resting for health on lactating slaves than any other aspect of the game. Managing stress during pregnancy is one thing, managing stress because the women in this mod are some sort of biological super-soldiers and never ever stop producing milk even weeks or months after not being pregnant is tiring.

There is another post that automatically reduces the problem at the source, though you'll need to read all my posts under it as the original fix has a couple issues: https://itch.io/post/1090470

The vanilla game has never ending lactation with no option to end it. Aric's mod actually has a way to end lactation, though it is disabled by default. You need to edit the same file to change "lactationstops = false" to true.

Otherwise, Aric has stated the the next version is approaching completion pending final bug fixing.  So if you don't feel like worrying about it anymore, just check back in a few weeks.

(1 edit)

THANK YOU for this. I'd been browsing posts in an effort to find a fix, but with the sheer number of posts I'd have to wade through it would have taken me a while to stumble upon that particular post. Unfortunately while I am familiar enough with code to tinker with code already provided to me, I'm nowhere near skilled enough to try and fix the issue myself, and since I hadn't seen anyone else talking about it I figured that people just made do with the issue. Limiting the stress due to lactation is what I went for to make the game stay true to being realistic; I just really hated always having slave stress levels in the red despite maxed mansion luxury, sleeping in personal rooms, and selecting all the extra luxury options under a slave's page. I also can stop burning Mass Sedation in an effort to keep them alive while pregnant, as of course I chose Breeder background. Thanks again.

"lactationstops = false" Is on expansion.gd? I could not find it.

(+1)

If you could not find the file, it is in your mod folder with path "AricExp\AricsExpansionRebredv.08.1\AricsExpansion\scripts\aricsexpansion\expansion.gd".

If you could not find the value, it should be on line 23. The quotes are delimiters and not apart of the search.

Whenever I replace the vanilla game's mainmenu.scn, it immediately breaks the game and makes it so that I cannot load games, start new games, or even look at the active mods.  I don't have this problem until the mod becomes active.  Any idea what's going on?

Are you using any other mods or patches? If so, then list them.

If you are playing on Windows, then there should be 2 windows: the game and a terminal that looks like a DOS-prompt. The terminal will display error messages from the game. Please put the terminal somewhere on the screen where you can see it when the game starts, and keep and eye out for any error messages. Either type the entire error messages or screenshot the selected window(Alt + PrtSc) and post them here.

Patches what are those, I've heard of them a lot but never saw them only mods.

Mods use the in-game mod system; patches use manual file replacement. In this regards, Aric's mod is somewhat of a hybrid. Redle often does patches instead of mods for UI changes. I have a bugfix and improvements patch, which is released on the Strive Discord, though Leo's mod hosts a slightly older version of my patch for his mod.

And where do you get this patches because when I checked the discord I only could find the mentioning of it.

It would have been faster to ask on Discord, but if you use the Discord search bar to find "change log" it should be easy to locate.

SCRIPT ERROR: GDScript::reload: Parse Error: Can't index on a value of type 'person'.
          At: res://files/globals.gd:2147
ERROR: reload: Method/Function Failed, returning: ERR_PARSE_ERROR
   At: modules/gdscript/gdscript.cpp:580
ERROR: Script does not inherit a Node: res://files/globals.gd
   At: main/main.cpp:1558
SCRIPT ERROR: _init: Invalid get index 'setfolders' (on base: 'Nil').
          At: res://files/scripts/mods/modpanel.gd:9
SCRIPT ERROR: _ready: Invalid call. Nonexistent function 'dir_contents' in base 'Nil'.
          At: res://files/scripts/mods/modpanel.gd:25
SCRIPT ERROR: _ready: Invalid get index 'rules' (on base: 'Nil').
          At: res://files/scripts/options.tres.gd:47
SCRIPT ERROR: _ready: Invalid get index 'modfolder' (on base: 'Nil').
          At: res://files/scripts/mainmenu.gd:130
SCRIPT ERROR: _newgame_creator_reset: Invalid set index 'player' (on base: 'Nil') with value of type 'Nil'.
          At: res://files/scripts/mainmenu.gd:321
SCRIPT ERROR: _advance_stage: Invalid get index 'rules' (on base: 'Nil').
          At: res://files/scripts/mainmenu.gd:517
SCRIPT ERROR: show: Invalid get index 'setfolders' (on base: 'Nil').
          At: res://files/scripts/mods/modpanel.gd:163


New errors appear when I try to access different options.  Like clicking New Game causes the newgame_creator_reset and advance_stage error, and clicking mods gives me the 'invalid get index 'setfolders'" error.

(1 edit)

The first error listed says that it happened on line 2147 of globals.gd, but my version of Strive with only Aric's mod applied has only 1884 lines. As you did not list any other mods or patches, I must conclude that a significant error most likely occurred when applying the mod. The best bet is to start a fresh new Strive program folder and redo the installation for Aric's mod. The appdata will most likely be fine to leave it unchanged; at this time I don't believe it to be the source of the problem.

Edit: also, make sure that you are playing on Strive v0.5.25

(1 edit)

Okay, something has indeed gone horribly wrong.  I reinstalled Strive from the .zip I downloaded yesterday from the Itch.io page, and then disabled Aric's mod (which was tagged as active in the mod screen despite having not done the replacements in this new game version), then reset the game.  When I loaded it up again, it gave me the same errors.


Edit:  I deleted my appdata folder and reinstalled from scratch, and it seems to be working now.  Something I did differently this time was deleting the 'important files' from their location inside of the mod folder after I moved them.  In addition, I think I had...some kind of mods left over from an earlier installation of the game I forgot about, because previously I had other things in there that weren't just 'Constants.'  It was probably a conflict of some kind there, and my bad.

Version v0.9 has been released. Let me know of any bugs, feedback on the new systems, and any questions on the new stuff!

Fresh install of the game. Aric's Expansion Rebred v0.9.1

(1 edit)

When extracted the mod is inside a folder named "AricsExpansion v0.9.1", but the game is looking for a folder named "AricsExpansion". Simply rename the mod folder and it will work. If you don't install with the new mod folder name, the active mod list will be incorrect, but this will not affect gameplay.

Edit: There is another error, the 'shaliq' and 'umbra' reputations were not included in a secondary dictionary named "ghostrep". In globals.gd line 696, it should be:

var ghostrep = {wimborn = 0, frostford = 0, gorn = 0, amberguard = 0, shaliq = 0, umbra = 0}

Also, I've already informed him about the mod size, it should be fixed soon.

(1 edit)

Which globals.gd? In the "Put in Strive Game files"?

My line 696 for that is    if father == null:

ghostrep for me is at line 533 var ghostrep = {wimborn = 0, frostford = 0, gorn = 0, amberguard = 0}

Sorry, I forgot there was more than 1 globals.gd file. I was talking about the one in the Strive folder after the mod has been applied. If you change the one in the mod folder, you will need change the one at the highest level(inside the folder that should be named "AricsExpansion") and apply the mod for it to take effect. Changing the one in "Put in Strive Game files" will have no effect at all.

Fixed thanks! Not receiving any error at the moment.

(2 edits)

I found tow bugs,Let me give you some feedback。

Version number is 0.9.1

 No text for communication, Can't choose virgin at the beginnin。
The game process can't be promoted。so the rest hasn't been tested

Have you renamed the folder from AricsExpansion v0.9.1 to AricsExpansion per the post right above this one? Are you receiving any errors in the console when virgin can't be selected? And what are the details of the starting slave you were trying to create (race, sex, etc)?

(2 edits)

reply

1.Yes  It has been renamed

2.Yse As shown in the figure below

3.seraph famale teen  clever+waifu。Other details seem to have no effect

I believe I found the source of the error. Thanks for reporting it! It’ll be patched in the next hotfix (v0.9.3)

First of all. Good Job with the latest Update! Ive been waiting so long for this :)
Depending to the Changelog, there shoukld be a Hyperlactation Potion, but i cant see is nowhere to be craftet. I also upgraded the Alchemy Lab to max, since its pretty selfexplaining, that a potion is craftet there. Is see that the Sedative potion with the white icon, which needs milk to be craftetm but the second poition is missing.

Is this a bug, or is it just my stupidity that i cant find it? :)

Thanks! The Hyperlactation potion is locked behind two requirements: Alchemy Lab 1 and an unlocked farm. The reason for that is having a slave effected by Hyperlactation without a farm to milk them can end up with some serious health complications and massive stress. Try unlocking the farm and the Hyperlactation potion SHOULD immediately show up for you then (of course, let me know if it doesn't).

Thanks for your replay. Ive unlocked the Farm and got the Vat and Bottler as well. I coublechecked but the potion isnt there. I Restarted the game without any change. Ive also collected some Bottled milk. Below there's the list from my Lab, in case its just the naming or some other issue :)

Are you in story or sandbox? I think I figured out what the issue is. There are 4 stages for the Farm story/unlock. It unlocks at 4, but I cannot recall exactly what that last phase is (I believe it has something to do with Sebastian, maybe 1 remaining quest?). I adjusted it so it'll unlock on 3 so it'll appear when you first get the farm (it'll change in version 0.9.3)

Im playing Story. Curently on the Quest which requires to build the Laboratory.

Im sure i did something wrong. All my flavor text is missing and my Talk command is empty.

(+1)

This definitely looks like something wasn’t installed correctly. Did you copy the files in “Important - Read This”/Game Files to the same location as your strive.exe prior to activating the mod in your mod menu?

yes i copied it to the strive.exe spot and enabled this mod.

even after deleting and reinstalling everything i have the same problem.

my only mods now are Aric and improved randomportraits 1.0

i also noticed that the "Put in AppData.Roaming.Strive" files are  missing in Aric 0.9.1

(+2)

Did you do the final recommended step of either deleting/renaming your Strive/Backups folder or copying/overriding the files in it? If not, it likely replaced your modded files (that you overrided the vanilla files with) with the vanilla files in backup.

I'd recommend deselecting the mod in the mod panel, closing the game, renaming your backups folder to something like "backup-backups", copying the files inside of "Put in Strive Game Files" to your exe (note that you need the files INSIDE of that in that folder there, not the "Put in Strive Game Files" folder itself. If it makes you override files you're doing it right), then restarting and activating the mod.

I just checked the AricsExpansion v0.9.2 zip and the Put in AppData.Roaming.Strive is definitely inside of"Important - Read this before installing" . If it isn't showing in your zip, your download might have been interrupted. I'd recommend redownloading the mod if that's the case.

huge thanks for all your suggestions!

I deleted the old backup folder and deselected improvedrandomportraits and it seems to work.

(+1)

Sweet! Improved Random Portraits should work fine with it (I use it too), just needs to be loaded after.

(1 edit)

Hi, love your work as always. I don't know if i found something or not because ingame nothing happened but i did find something in the console so i just thought i would show it.


And i found another one




Alright, good luck.


With high regards,


Reinyn

Did you follow the instructions on the main post? There was something about when starting a new save game. "8) For New Games - Create your character as normal, Save as soon as you get to the Mansion (ie: as soon as you can), then Load that save. When you see "Aric Expansion v0.9" in the console, all of the features should be loaded up and ready to use. From then on it should be good to go." You don't have "Aric Expansion v0.92" in your console.

(1 edit)

Thanks, i guess i was a bit confused about it. I am going to try that now. I tried it for a bit and reread the post about how to install the mod.

I de-installed all the other mods and the former version of your mod. Infact afterwards i deleted the entier game and used my winzip file of the most current version of the game to prevent any problems from showing up. ( like leftover files from mods )

The only thing i did not do was add the bodiesnaked and bodiespregnant file but honestly those are 2 empty files and i had already copied and filled up with portraits. For the rest everything was done as it should.

I still get this error though and i don't know what it is.

Good luck and with high regards,

Reinyn

Both bodiesnaked and bodiespregnant are important folders. You should add them and new instructions have been added on the main post, look into it.

(1 edit)

Your error results from the mod system restoring the game using the "backup" folder before applying mods. To fix it, you must start with vanilla Strive game folder, add the "Put in Strive Game Files" to the game folder, and delete the "backup" folder if it exists. Then you can run the game and apply the mod.

Edit: As long as you have the "bodiesnaked" and "bodiespregnant" folders, it doesn't matter how you added them. The game may have errors without them, but this error is not that.

(1 edit)

Thanks for telling me this, small question. Do i have to delete the backup folder or is it enough to place it in another location? Also, something that should be mentioned, whenever you start the game anew ( not load when already in the game but start the game using the exe file ) a new backup is created. So you will have delete the backup file everytime you use the exe file to start the game.

With high regards,


Reinyn

(+2)

The game doesn't care about the status of that folder, so either deleting it or moving it is fine (though there isn't much value in keeping just the backup folder).

The problem is not the existence of the backup folder, it is a critical part of the modding process and it may not work without it.  When the mod system applies mods, it always restores the backup first to prevent redundant application of mods. However, due to the fact that Aric's mod has users pre-patch the Strive game folder, this requires the deletion of the existing backup to prevent the mod system from erasing the pre-patch. When the game starts without the old backup, it will create a new backup which will include and preserve the pre-patch.

Thus it is not necessary to delete the backup more than the first time, as the backup folder is only used for applying the mod and has no other effect. Though given the complex installation it is likely that the backup folder has no value for that Strive game folder, so deleting it again will do nothing but waste time. The scene files(which are not compatible with vanilla) are changed by the pre-patch and the backup folder only handles script files. The simplest way to properly restore the game to vanilla is to start with a fresh copy.

Clicking on "Facilities" in mansion upgrades menu makes this error show up. Will show the same when clicking on again on "Facilities". 


Clicking on "Facilities" many times. Same result.

Won't be able to get a laboratory with this error since laboratory upgrade doesn't show up.

Do you have any additional mods activated as well? And out of curiosity, did you do the final suggested step if deleting or copying over your Strive/backup files as well? It looks like upgrades.gd reverted to vanilla for you

(+2)

Nope, no additional mods (might add in improvedrandomportraits though, if it works). Re-installed the mod with new instructions and no longer get the error and see lab upgrade now, thanks!

Updated the Installation and/or Update Instructions. Read the Clarification carefully, I believe that the backup folder is causing 90% of the problems with installing the mod.

I can't seem to start a new game. It get's stuck at the loading screen at 30%. The issue seems to be with loading files from the aric_expansion_images folder. I do have the folder where it should be, and the files are indeed inside. It might be related to me using a Mac: I've followed the instructions in the fist post, and also tried using wine for a normal Windows installation. Same result.

Here's the log:

OpenGL ES 2.0 Renderer: Intel(R) HD Graphics 6000
**ERROR**: Directional shadow framebuffer status invalid
   At: drivers/gles2/rasterizer_scene_gles2.cpp:3369:initialize() - Directional shadow framebuffer status invalid
**ERROR**: Condition ' !f ' is true. returned: ERR_CANT_OPEN
   At: scene/resources/texture.cpp:493:_load_data() - Condition ' !f ' is true. returned: ERR_CANT_OPEN
**ERROR**: Failed loading resource: res://.import/hyperlactation.png-dcc5c7ac7f028a4fabdd95900ec859a2.stex
   At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Failed loading resource: res://files/aric_expansion_images/items/hyperlactation.png
   At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Condition ' !f ' is true. returned: ERR_CANT_OPEN
   At: scene/resources/texture.cpp:493:_load_data() - Condition ' !f ' is true. returned: ERR_CANT_OPEN
**ERROR**: Failed loading resource: res://.import/milkbottle.png-d50e153b77b1007bd5d6b5c4f12ce154.stex
   At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Failed loading resource: res://files/aric_expansion_images/items/milkbottle.png
   At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Condition ' !f ' is true. returned: ERR_CANT_OPEN
   At: scene/resources/texture.cpp:493:_load_data() - Condition ' !f ' is true. returned: ERR_CANT_OPEN
**ERROR**: Failed loading resource: res://.import/milkbottle.png-d50e153b77b1007bd5d6b5c4f12ce154.stex
   At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Failed loading resource: res://files/aric_expansion_images/items/milkbottle.png
   At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Condition ' !f ' is true. returned: ERR_CANT_OPEN
   At: scene/resources/texture.cpp:493:_load_data() - Condition ' !f ' is true. returned: ERR_CANT_OPEN
**ERROR**: Failed loading resource: res://.import/milkbottle.png-d50e153b77b1007bd5d6b5c4f12ce154.stex
   At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Failed loading resource: res://files/aric_expansion_images/items/milkbottle.png
   At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Condition ' !f ' is true. returned: ERR_CANT_OPEN
   At: scene/resources/texture.cpp:493:_load_data() - Condition ' !f ' is true. returned: ERR_CANT_OPEN
**ERROR**: Failed loading resource: res://.import/milkbottle.png-d50e153b77b1007bd5d6b5c4f12ce154.stex
   At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Failed loading resource: res://files/aric_expansion_images/items/milkbottle.png
   At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Condition ' !f ' is true. returned: ERR_CANT_OPEN
   At: scene/resources/texture.cpp:493:_load_data() - Condition ' !f ' is true. returned: ERR_CANT_OPEN
**ERROR**: Failed loading resource: res://.import/sedative.png-fa5f8a8db1f803612d5d4f6b7f2d8dfe.stex
   At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Failed loading resource: res://files/aric_expansion_images/items/sedative.png
   At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Condition ' !f ' is true. returned: ERR_CANT_OPEN
   At: scene/resources/texture.cpp:493:_load_data() - Condition ' !f ' is true. returned: ERR_CANT_OPEN
**ERROR**: Failed loading resource: res://.import/hyperlactation.png-dcc5c7ac7f028a4fabdd95900ec859a2.stex
   At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Failed loading resource: res://files/aric_expansion_images/items/hyperlactation.png
   At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Condition ' !f ' is true. returned: ERR_CANT_OPEN
   At: scene/resources/texture.cpp:493:_load_data() - Condition ' !f ' is true. returned: ERR_CANT_OPEN
**ERROR**: Failed loading resource: res://.import/milkbottle.png-d50e153b77b1007bd5d6b5c4f12ce154.stex
   At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Failed loading resource: res://files/aric_expansion_images/items/milkbottle.png
   At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Condition ' !f ' is true. returned: ERR_CANT_OPEN
   At: scene/resources/texture.cpp:493:_load_data() - Condition ' !f ' is true. returned: ERR_CANT_OPEN
**ERROR**: Failed loading resource: res://.import/milkbottle.png-d50e153b77b1007bd5d6b5c4f12ce154.stex
   At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Failed loading resource: res://files/aric_expansion_images/items/milkbottle.png
   At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Condition ' !f ' is true. returned: ERR_CANT_OPEN
   At: scene/resources/texture.cpp:493:_load_data() - Condition ' !f ' is true. returned: ERR_CANT_OPEN
**ERROR**: Failed loading resource: res://.import/milkbottle.png-d50e153b77b1007bd5d6b5c4f12ce154.stex
   At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Failed loading resource: res://files/aric_expansion_images/items/milkbottle.png
   At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Condition ' !f ' is true. returned: ERR_CANT_OPEN
   At: scene/resources/texture.cpp:493:_load_data() - Condition ' !f ' is true. returned: ERR_CANT_OPEN
**ERROR**: Failed loading resource: res://.import/milkbottle.png-d50e153b77b1007bd5d6b5c4f12ce154.stex
   At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Failed loading resource: res://files/aric_expansion_images/items/milkbottle.png
   At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Condition ' !f ' is true. returned: ERR_CANT_OPEN
   At: scene/resources/texture.cpp:493:_load_data() - Condition ' !f ' is true. returned: ERR_CANT_OPEN
**ERROR**: Failed loading resource: res://.import/sedative.png-fa5f8a8db1f803612d5d4f6b7f2d8dfe.stex
   At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Failed loading resource: res://files/aric_expansion_images/items/sedative.png
   At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Condition ' !f ' is true. returned: ERR_CANT_OPEN
   At: scene/resources/texture.cpp:493:_load_data() - Condition ' !f ' is true. returned: ERR_CANT_OPEN
**ERROR**: Failed loading resource: res://.import/farm_vats.png-ff2f1938904a87c322c769d682b1adbf.stex
   At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: Failed loading resource: res://files/aric_expansion_images/farm_vats.png
   At: core/io/resource_loader.cpp:285:_load() - Method/Function Failed, returning: RES()
**ERROR**: res://files/Mansion.tscn:66 - Parse Error: [ext_resource] referenced nonexistent resource at: res://files/aric_expansion_images/farm_vats.png
   At: scene/resources/resource_format_text.cpp:440:poll() - res://files/Mansion.tscn:66 - Parse Error: [ext_resource] referenced nonexistent resource at: res://files/aric_expansion_images/farm_vats.png
Error loading resource: 16
**ERROR**: Condition ' _first != __null ' is true.
   At: ./core/self_list.h:111:~List() - Condition ' _first != __null ' is true.
**ERROR**: Condition ' _first != __null ' is true.
   At: ./core/self_list.h:111:~List() - Condition ' _first != __null ' is true.
**WARNING**: ObjectDB Instances still exist!
   At: core/object.cpp:2095:cleanup() - ObjectDB Instances still exist!
**ERROR**: Resources Still in use at Exit!
   At: core/resource.cpp:425:clear() - Resources Still in use at Exit!

The hidden ".import" folder inside of "Put in Strive Game Files" is also needed.

Those are actually the most important files. You will need to make sure that the .import ends up merging with the existing .import file in or around the Strive.exe. I don't have a Mac so I can't actually troubleshoot with you, but there should be an existing .import file somewhere in there that it can merge with.

First, sorry for not very good English (google translation)
Before you ask, I did everything as indicated in the instructions.
Story mode.
The game does not respond to mouse commands. Clicking the left mouse button on the icons below does not produce results. (for example, I can’t leave the mansion) In general, no reaction.
The game responds to the buttons on the keyboard, BUT only in the form of sounds. Pressing, C buttons, the sound of a door opening, but only that. There is no way out of the mansion.


It looks like the mod is installed incorrectly.
1)Do you have any other mods installed? 

2) Did you follow the instructions in “Update and Install Instructions” exactly? Especially check to make sure that you deleted or renamed your strive/backup folder prior to installing the mod and that you overrides the files where there Strive.exe is?

3) Have you followed along with the video in the link? It is from an old version but the process should be the same.

(+1)

Already solved the problem. )
Different versions. Put another version, and it worked)

Deleted 2 years ago
(+1)

Did you delete the backup folder? You need to delete it and have the game make a new backup folder with the files in "Put in Strive" folder.

Deleted 2 years ago

Hello, Darkness, my old friend! This one should have a fix in v0.9.3 using a new function to handle stutters. Regarding the above issue, make sure that when you first are overriding the game files per the instructions in the "Installation and Update" that you delete or rename your "backups" folder or the game will just override the patched code with vanilla code. That should get you up and going.

(2 edits)

Was that with the new v0.9.3 update? Did you apply the same process of overriding, etc as last time?

Edit: Scratch that. Redownload the file, make sure you walk through the normal process (deleting backup, etc) and reinstall as usual for the update. Tried to do something that would make it easier without having to manually delete the backup but seems to have backfired. Should be fine now

(+1)

Yes the new update. Made a new Strive installation then overwrote the strive folder with the new update files.

Fixed. Redownload when you can.

Anyone else have problems with this version, in that adding the files to strive.exe made the game just stop working?

Yup, having some errors in log

Redownload it now. I goofed up one of the patch files with the modded file.

Well,Another bug was found

I've done what the instructions say

When there were cows on the farm,The revenue can't be settled in a round

As shown in the figure

Please fix it again

thank you

Just want to point out that this is the second time your figure is not visible to me as you seem to create a second post each time that is completely empty.

I also can't see any error codes posted. Can you try reposting the image or just the text in it?

Sorry, I can't solve the problem that I can't upload pictures here, so I typed an error code。

Please forgive me for any mistakes you may make

Thank you

code:

SCRIPT ERROR: dailyFarm: Invalid get index 'bottledmilk'<on base: 'Dictionary'>.

At:user://mods/Aricsexpansion/scripts/aricsexpansion/expansionfarm.gd:1449

SCRIPT ERROR: _on_end_pressed: Invalid operands 'String' and 'Nil' in operator '+'.

At: res://files/scripts/Mansion.gd: 1282

When giving birth.

What do you have set as the length of pregnancy in your mansion? It looks like it's getting a zero for gestation period somehow.

(1 edit)

You can talk to the headgirl to set it ingame, but that error will be fixed in v0.9.4

Edit: That is an odd error. Somehow it seems that your variable for PregDuration was set to 0. I have it set to check for gestation being greater than 0, though as that is all within a check for the person's pregduration being greater than 0 and that is what sets the gestation that seems odd to have even showed up. Should be fixed now

I think ive encountered something, that shouldnt be.
Due to the new hotfix i started a new game, and everything i bought(bottles & stuff in the farmstore) in the playthrough before, is availabe in the new game as well. Before starting the new game i havnt restarted the game.

I see that too now. It wasn't refreshing the resources each new game as it should have. Fixed in v0.9.4

Before getting into bug reports I wanted to say I love the mod. Adds a lot more depth to the game. 

I have found some issues with the farm,  specifically with snail breeding. I've been correcting them in my game as I come across them and wanted to make you aware.

1) In mansion.gd you are comparing an INT to a STRING when checking the consent. The call is made when you click the "Breed Snails" button on the cattle's panel. Below is the section of code:

func _on_snailbreeding_pressed():
    if selectedfarmslave.farmexpanded.breeding.status != 'none':
        selectedfarmslave.farmexpanded.breeding.status = 'none'
    if selectedfarmslave.farmexpanded.breeding.partner != '-1':
        selectedfarmslave.unassignPartner()
    selectedfarmslave.farmexpanded.breeding.snails = get_node("MainScreen/mansion/farmpanel/slavefarminsepct/snailbreeding").is_pressed()
    farminspect(selectedfarmslave)

I corrected the fourth line to be a STRING.

2) It looks like you are not handling NIL values. This occurred when evaluating a person's fetishes, specifically eggs. The error popped up after setting cattle to be breed by snails. I resolved this by talking to them until they gave an answer on their preference of for the fetish.

3) The cook snails code overwrites the current value in globals.resources.food to the number of snail eggs cooked. In expansionfarm.gd (line 1267) changing the following corrected it:

globals.resources.food = snailresults CHANGED INTO globals.resources.food = globals.resources.food + snailresults

4) In expansionfarm.gd line 875 there is a variable which is not defined in globals. Removing the entire line corrects the issue.

var overstuffedmod = globals.expansion.settings.snailegglaboroverstuffedmod

5) When setting eggs to auto hatch the following error occurs on next day. Looks to be an issue with the incubators global variable being looped over. Since it would require knowing how the variable was initialized I was not able to resolve this one (just not wanting to dig that deep into the code).


I may have missed a few that I corrected last night but I think this is all of the errors I came across.

The forum is not showing the screenshot I posted for #5.

The error :

SCRIPT ERROR: dailyFarm: Invalid get index 'level' (on base 'String').

          At: user://mods/AricsExpansion/scripts/aricsexpansion/expansionfarm.gd:1249

SCRIPT ERROR: _on_end_pressed: Invalid operands 'String' and 'Nil' in operator '+'.

          At: res://files/scripts/Mansion.gd:1282

Looks like this is where incubators comes from, it's in globals.gd

yeah all of the resources tracked by the game (food, gold, etc.) are in resources in the globals file.

i noticed today if i bought an incubator then tried to use it i got a similar issue. however, buying the incubator, saving the game and then restarting seemed to fix it. again it seems like the object is not initialized (at least that is what i would guess with other languages I have worked with). gdscript is not the best language and the lack of error handling (along with other short comings) really makes proper code design impossible

Yeah, you're probably right, I've never used Godot myself so gdscript isn't something I know a lot about. At least restarting helps with the incubators. Was it just auto-hatch that was throwing errors? I'll try it myself once I get a snail and make sure it gives the same thing lol

no it was  anytime an egg was assigned to be hatched

Remembered one more. In epansionfarm.gd (line 437 I believe) one of the the function calls 'checkFetish' is 'checkfetish'. Simply correcting the case resolves the issue.

I added in and/or fixed the errors reported in v0.9.4. Thanks so much for your feedback, help, and tracking down/fixing those errors as well. It is greatly appreciated.

The only one I was iffy on was where the 2nd reported issue was. Is there an error code with it? Or was that related to the checkfetish (as that was what was checking oviposition)?

I'm sorry but I don't remember where that one came from. It appeared to be caused by the oviposition fetish variable  in the person object being NIL (error basically said it was comparing a STRING to a NIL in an IF statement) . But looking at person.gd I see you are defining that variable as "none" when it is created. So unless the code overwrites the "none" value with NIL at some point I'm not sure what the root cause might be. Is the value reset to NIL when you ask them about the fetish and they refuse to talk about it (the whole "Eww I can't talk about that")?


I also have to compliment you on how responsive you are to bugs. I'm a software developer and I'm not always this responsive to my users LOL. Anyways, great job.

I really appreciate that! It’s nice to be noticed when you put in effort!

Regarding the Nil, the only thing I can think is either the person didn’t pull correctly OR it was regarding the checkfetish instead of checkFetish

Hey Aric, thanks for all the work! I've only had time to play a little bit so far but it's great. Only bug I've personally found so far is it seems like slaves do not actually cover their chest at the end of a day, it just prints the message as if they did.

Also, what is involved in asking for livestock consent? The option isn't showing up at all for me, not sure if I just need to make more progress. I have the farm and a manager but nothing else yet.

The livestock consent should show up under the Consent option after the very last farm quest has been completed (stage 4). However, as that can get confusing I'll lower it to when the farm is first unlocked at stage 3 in v0.9.4. Thanks for pointing that out!

Regarding the covering their chest, I did find that it was covering an invalid selection (tits instead of chest). Fixed in v0.9.4

Thanks for the feedback!

Ok, gotcha, I def just hadn't gotten far enough for it to show up then. Thanks!

No worries, that is confusing which is why it needed to be changed. Same thing on hyperlactation potion. I thought farm quest was 3 and the unlock was 4 but 3 is the actual unlock. Thanks for bringing it to my attention!

So I installed 0.93, deleted the backup and started a new story mode game but  I can't talk to my slave.

This was the error that appeared:

ERROR: Node not found: Label
   At: scene/main/node.cpp:1382
SCRIPT ERROR: dialoguebuttons: Attempt to call function 'set_text' in base 'null instance' on a null instance.
          At: res://files/scripts/Mansion.gd:1831
ERROR: Node not found: Label
   At: scene/main/node.cpp:1382
SCRIPT ERROR: dialoguebuttons: Attempt to call function 'set_text' in base 'null instance' on a null instance.
          At: res://files/scripts/Mansion.gd:1831
ERROR: Node not found: Label
   At: scene/main/node.cpp:1382
SCRIPT ERROR: dialoguebuttons: Attempt to call function 'set_text' in base 'null instance' on a null instance.
          At: res://files/scripts/Mansion.gd:1831
ERROR: Node not found: Label
   At: scene/main/node.cpp:1382
SCRIPT ERROR: dialoguebuttons: Attempt to call function 'set_text' in base 'null instance' on a null instance.
          At: res://files/scripts/Mansion.gd:1831

I've already tried just playing with this mod but the problem is still persisting. Did I do something wrong?

It definitely doesn’t seem to be installed right. Just to clarify, you 1) Deleted the backup folder, 2) Overrided everything with the files in Important, 3) only started the game after it was all overrided and the new files were there, 4) Activated the mod in the mod panel, and 5) don’t have any other mods installed (at least during setup)?

(+1)

Nvm I was just tired and keep the wrong files when moving them to Strive.

Hi Aric, I'm looking forward to trying out the new update and seeing what i find. currently having an issue when installing anything else besides arics expansion.
These pop up when any button is pressed except for the mods button.


the game seems to work fine at the start but when i add the "anyrace" mod, this is what come up. also does the same with constants and random portraits mod as well.

I've followed the install instructions and started a new save, saved at the mansion then restarted. All works fine until i try adding any other mod, it also prevents the warning message from popping up and goes straight to the main menu.

Love your work and I look forward to helping out in this amazing mod.

Just to clarify, it is all working without the other mods? Just with the Ank Bugfixes I added a looot of files and functions that are touched to patch vanilla Strive (not to mention all of the new changes). I think any mods like any race are going to have to be re-checked for compatibility. Constants has always been iffy on compatibility.

The only ones I know work (because I use it myself) are randomportraits and delayed portrait loading. However they both have to be fully uninstalled/deactivated prior to installing Aric’s and only reactivated after Aric’s is up and going. They have to be below it on the mod panel to load afterwards

works perfectly with constants now, but it has to be after your mod. I'll have another look at any race to see if i can get it to work and report the bugs that pop up

(1 edit)

found a new one for you. Started new save and can't select any text for the slave.


Think this one is also related to the issue of not being able to talk to the slave as slave shop isn't showing any personal text for the purchasable slaves.

I don’t think it is installed correctly for you, those errors are definitely indicative that it’s not in there correctly. I would recommend either starting over and following the installation guide carefully (possibly on a freshly extracted strive if you want to be extra safe). All other mods need to be deactivated prior to installing Aric’s too so there isn’t a conflict on install

I didn't have it installed correctly, i made a fresh extract and reinstall. the step where you delete the backup file, i messed up the order but it's all working properly now.

Glad to hear it! I hope you enjoy!

I can't find the consensual livestock option anywhere.

"The livestock consent should show up under the Consent option after the very last farm quest has been completed (stage 4). However, as that can get confusing I'll lower it to when the farm is first unlocked at stage 3 in v0.9.4." -AricTriton

That is the problem, in the consent menu there is no option related to that.

Will be fixed in v0.9.4

There is one final quest stage related to the farm and it will show up after that’s complete, but in v0.9.4 it’ll automatically show when the farm is unlocked

Love the mod, really inspires me to mess around with the code too.  Here are 3 bugs so far this playthrough should you choose to address them at this point.

1. Lactation gets text displayed for giver and taker for some reason:


2. Similar for penis size:


3. Ok, this doesn't really qualify as a bug, it's more of a typo:

in newsexsystem.gd :
###---Added by Expansion---### Incest, Tearing, and Swollen tracking
#Orgasm Variable Text
text += i.person.dictionary(str(globals.randomitemfromarray(['manages to get on $his names and knees','is on $his knees','manages to squat','weakly stands up']))) + i.person.dictionary(" from the ") + str(globals.randomitemfromarray(['floor ','ground ','fluid-soaked floor ','fluid-soaked ground ','stained floor ','stained ground ']))

should be as follows  ('names' should be 'hands'):
text += i.person.dictionary(str(globals.randomitemfromarray(['manages to get on $his hands and knees','is on $his knees','manages to squat','weakly stands up']))) + i.person.dictionary(" from the ") + str(globals.randomitemfromarray(['floor ','ground ','fluid-soaked floor ','fluid-soaked ground ','stained floor ','stained ground ']))

Cheers man, you're awesome.

Awesome, thanks for the feedback and catching those bugs! There is something weird about the way that Strive’s sex menu handles multiple partners, unfortunately. Do those same grammatical issues happen with  just 1 partner too?

The 1 on 1 works fine for sex but on nipple sucking it applies the wrong giver/taker (I'm not sure which is which in the code for this).


Got it. Everything but the 2+ people in sex is fixed in v0.9.4

Noice!

Hopefully someone can explain something to me. AricTriton is often explaining, that certain things are linked to the 4. stage of the farm. But i cant figure out how to get there. Does someone have an Idea about how to do that?

I know sandbox sets it as stage 4 but will have to dig around for any sort of quest code that sets it too. I will be trying to put everyone back to stage 3 though

So I don't know if this is a bug or something else but when I wen to my character page and 'Set Body Image' so I can reset my body image (because of the random portrait) this is what happened:


That’s a new one. Any other mods installed? And if you restart the game then hit Portrait instead, does it pop up as normal? I’d suggest hitting portrait then select “set as both” for now

(+1)

I don't have any other mod installed in fact I just installed the whole game and I installed your mod step-by-step  and if I go to the 'Change Portrait', it works fine (I also tried restart the game and then first try the portrait then the body and a few other combination but the same ting happens ).

Dumb question. Where is the Strive .exe? I don't see it anywhere in the strive folders, yet the game still functions normally.  What folder is the .exe supposed to be in?

Strive.exe IS your strive game folder.  

It is the actual executable that you click on the run the game. So whatever icon/button you're clicking to run it is strive.exe (though it may just say Strive)

So I have not a bug but a suggestion (I think?). I noticed that at the alchemy lab the icon for the 'Sedative' isn't transparent like so:


Honestly I just grabbed a quick image offline that would work. If anyone is good at photo-manipulations and wants to shoot me over that image without the white background, I'll happily incorporate it. I'm not great at those myself

(1 edit)

Here are the corrected images (you should be able to get them by left-click them and 'save image as..., but if you want me to send it in a different way just say the word):


That should work! The green one looks great but the milk bottle one does still have some pixelated artifacts around it. That may be due to being saved that way, so if you wouldn't mind popping it on Mega or something and linking it that might work better so it doesn't have the pixelated edges. Thanks!

Yeah sorry about that its just hard some times to get everything when its all white. Here is the corrected image (I would use the mega but there seems to be some problem there so I just upload the image here) :


Also made a bit of correction on the Sedative not much but I think it looks better:


Awesome, that looks great!

Ok found another one - not high priority b/c it's not immersion breaking or anything, just a bug (and may be a base game bug at that). 

When looking through captured slaves outside the mansion, if you click on the race to read the description it's window comes up behind all the other windows (Control and Description) and it always comes up as Human (you can see it behind them above).  In the screenshot it should be for Dryad and ideally it would pop up over the other windows so you don't have to close out of the character description and Control window to read it.

Thanks again for all your work, this game needed your mod and I've really enjoyed it.

I'm pretty sure that is a base vanilla game issue. I'll make a note to see what I can do for the future to get that resolved though, but I'll have to see what all is involved and why it's not popping up right. Thanks for the feedback!

Hi

I just wanted to ask that how do I do that when I give a nickname for a slave it uses its nickname for interaction and stuff like that instead of 'nickname' "real name" because I remember there was an option for that just cant remember where.

Here you go... Sry one of my saves died. So it took a bit longer...

Tell me if i said something wrong or missed soemhting. I will reedit the video then.


The one step that you did miss was to delete or rename the "backup" folder inside of the same location as the .exe. That's actually the step that's been messing everyone up since I merged Ank's Bugfixes in this version. If the backup folder isn't renamed or deleted (I just called mine "backup of backup") Strive will override the files you just applied with the vanilla files from backup.

So to clarify, just one step between "overriding the files/hit the green checkmark or hook" and "apply the mod", which is delete or rename the backup folder.

And I'll hit enter more often. Lol. Thanks!

Will do.... and thx

(1 edit)

Im done. Did i do it rigth? 

Perfect! And well renamed as well. Thanks man, I'll add it in now! Hopefully this helps a lot of people

Same. when you got rid of most of the bugs i will start a new game. Well then, thx 4 your work

Should be pretty close. This next version has all of the reported bugs removed. Should be releasing soon

Yay!

There. Released!

(1 edit)

Okay.... That was fast. Lets see if you pressed enter :D

Is the Lactation granted by the Hyperlactation Poition supposed to time out at random times? I have to feed them new potions every 1-2 weeks

There was an && instead of an ||, so it was checking if the setting to allow lactation to stop OR if they didn't have hyperlactation to allow them to stop lactating. Fixed in v0.9.4

One thing to note, though, the Hyperlactation will either increase the lactation to Hyperlactation if they are lactating already OR make them start lactating. So if it is applied to a non-lactating slave, you'll actually need to give her 2. The text for just lactation says something like "She's started lactating but it doesn't seem to be an abnormal amount"

Version 0.9.4 released. I also changed around the format. I will start announcing releases in the "Aric Expansion Release Updates" thread. Subscribe/follow that thread if you're just interested in being notified regarding new releases.

Hello, will it cause any issues when used with improved random portraits?

As long as improved random is activated after Aric’s is fully installed and below it on the mod loader menu it works fine (I use it myself).

That means that you’ll need to apply Aric’s, hit “exit” instead of continue (to be safe), then start the game, select Improved Random, and continue on from there.

Looking forward to trying the updated version. By the way, if you are interested i have a lot of code that i always add to your mod to add some features i want that you are more than welcome to use. I have not updated some of it in a while, but I would be willing to this weekend if you are interested. Below is a quick summary of the code I have.

  • modify pregnancy mechanic - replaces the standard mechanic with an ovulation system, supports multiple live births and egg clutches
  • hybrid races - adds hybrid races. basically each person has a primary race which is stored in their race variable, then each has a genealogy array with the percent of each race type they have. the primary race is determined by the race percents. race percents are passed down from parents to children. if you have a nurse you can see the person's genealogy on the stats tab. i was planning to eventually add racial bonuses and slave market prices based on the genealogy but never did, though it would be fairly easy to do
  • unique character naked image support - adds support of displaying the vanilla naked images for unique characters (Emily, Cali, Tisha, etc.) when they are naked
  • cum drip mechanic - modifies the behavior of characters removing cum from their bodies during the end of day based on their fetishes, pregnancy desire, bath rule and the overall quantity of cum
  • improved metrics display - some minor changes to metrics display to include random encounters and track animal sex encounters
  • beastkin/halfkin wolf pregnancy by dog - allows beastkin/halfkin races to be impregnated by dog, when used with hybrid race modification allows for dogs and halfkin to produce a full beastkin offspring
  • housepet job - adds new job of housepet, pet reduces stress of slaves sleeping in mansion, potential for random animal sex encounter which will increase characters lewdness, obedience and loyalty and reduce wit
  • kennel sleep - allows having slaves sleep in kennel, created as immersion for housepets

can I? can i? I'd love to see some of that code and tinker with it :D (and consequently stay up to 5:00 in the morning)

If you’re willing to have me incorporate it into the mod, that sounds awesome! I’m sure you’ve seen the hybrid race code throughout the scripts that I started on but never finished and housepet was an idea I’ve tossed around, but the rest of that is stuff I hadn’t even considered yet. That sounds pretty awesome! If you have that coded and working I’d love to get it integrated (with full credit, obviously) into the major release.

My only request, especially if you haven’t added it yet, is that you tag your changes in the code like I have by surrounding it with ###—-Added by Expansion—-### Deviate, and closing it with ###—-End Expansion—-###. That way it is obvious what has been changed at a glance for future support, compatibility, and other modders.

I’ll go through the code this weekend and update/test it. It’ll probably be Sunday before I post it. I’ll put just the new code into a pastebin with instructions so you can review it and incorporate it into your code as you see fit. 

Awesome, look forward to it!

Sweet!  Those add-ons sound awesome.  Can't wait to try them.  Thanks deviate!

Hey Aric,  I have a bunch of ideas for additions, though I'm still figuring out how I'd make them happen and weighing which would be a good first try candidate since I'm new to gdscript.  What's the best editor for this stuff?  So far I've just been playing around using Notepad++

Notepad++ is really good for gd script. The language is tab sensitive so you have to use an editor that is very good at handling tabs, which Notepad++ is.


I finished all of the code for the add-ons I mentioned. I am going to do a partial play through and then upload what I have tomorrow. I'll then do a full play through to fully test the code over the next week or so.

Below are two screenshots of the genealogy (hybrid races). I basically had to completely rewrite it because I took short cuts when it was just my code. I think it turned out pretty cool. Genealogy is passed on to children and provides bonuses and/or negatives based on the primary race. The first screenshot shows the person's genealogy breakdown (full blooded is >= 70%).  As an elf, the person is getting random bonuses to magic affinity, beauty, wit and charm (you can see the max wit and charm is higher than 100 in the second screenshot). They are also getting a negative to fertility (in most fiction elves are slow breeders).

I used the in-game descriptions and common myths as the criteria on what bonuses/negatives each race gets. For beauty, I used humans as the control since the game describes humans as the most common race (so beauty bonus is based on what humans would find attractive).

I'll provide a full description for all of the add-ons when I post tomorrow.


Love it! I’ll drop it into the code and might tweak it a little if that’s okay, but am really excited to play with it. I love seeing modders take that torch and run with it! Thanks for sharing your script and letting me integrate it so everyone else can enjoy it too.

Regarding Notepad++, I would recommend it for quick changes (ie: opening expansion.gd or variables.gd to change a chance or something), but the best code editor for this (and what I use) is godot’s actual engine that you can download for free on their website.

You’ll have to open it up as a project, but afterwards you can see the code that is color-coded for convenience, it has some auto-checks to find logic errors in your code (though each code usually has at least the one as “globals” isn’t defined per script page but called from everywhere), and let’s you edit scene files it needed. It’s worth using if you’re doing anything regarding adding new code into the game.

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@Aric - Alright, I'm going to download it and give it a shot.  Does Strive use any C#?  Should I get the C# support (mono version) to use the engine for coding Strive?

@deviate - that looks really cool.  I can't wait to try breeding some hybrids.  Do new characters start with percentages or just one born in the mansion?  If it's just in the mansion I'll play it like it's a feature of the dimensional crystal (just a little more lore).  Oh man, a whole 'nother level of depth!

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Ok, so I downloaded the Godot engine and I was able to open it and play with some sample projects, but how do I open Strive (along with Aric's mod) in the engine?  Sorry for the newb question, but you could save my wall some headbutting... :\

Edit: found it in Modding Help in case anyone else was wondering:

ankmairdor159 days ago

...  A new project can be created and Strive can be copied into the project folder to allow basic access. 

uhhh, odd question, but are people sharing the master bedroom supposed to go from neutral to hostile in two days? not sure if it's some kind of overflow/underflow bug or what, or if it's just base game mechanics, but the three girls sharing the master bedroom all hate each other, the three being chloe, cali, and my starter slave.

using constants and 9.4. Notably, the command prompt shows no errors. shruggerino.

also, thanks for the update, very cool :D

Same thing here. Suppose this is base game mechanics, but seems strange. Maybe it's jealousy or sexual preference? There's no harem fetish and I can't find any way to change their relations. Maybe I could search through game scripts, but chances are low, I'm too lazy

I have the vanilla code slightly modified but the normal behavior is always to run a check at the end of the day for anyone working the same position and sleeping in the same location. It may be a combination of jealousy or sexual preference.

Constants might theoretically be messing with it but I haven’t looked at it in a long time to recall if that changes any part of that code.

Regarding changing relations, I would recommend bringing them into your party to have them fight together or having a 3-4some (that should be the biggest relations increase). A few orgasm together should get them to a positive relation. After they have a positive relation towards each other (and/or their sexuality has shifted towards bi or even gay) they shouldn’t have negative relations afterwards.

the issue is, i did have a 3 some, and they went to friendly, and the next day immediately back to hostile. I've been tinkering with code so i'll see if I can find and modify it. i'll tell you what files need to be modified if I get it to work

ok, for everyone's future reference, it's in the mansions.gd file, and it's filed as person.relations. In other words, in files>scripts>mansion.gd, anywhere you find person.relations is where there is relations based stuff.

For characters without fickle or with monogamous and not already above 200 relation, there is a rand 50 to 100 penalty to relationships. holy fuck. i'm currently changing that so not fickle is 25 to 50 and monogamous is 50 to 100.

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Good call. Those numbers were vanilla (I believe) but I think that’s a good range. I’ll make the edit to lower the penalty in the next version

Edit: I just double checked and there’s only a 25-50 penalty for sleep relations. Where were you seeing the other numbers? I’m looking under line 609 in my modded code (different line if you’re looking at applied code)

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938 in v9.4 modded code (actually, my changes might not have taken effect because I'm editing the base game applied code, pls tell me if  mods override changes in base game)

if all conditions are met, the relations go up by 15 to 30, but otherwise the code says "lol screw you"

editto: if you wanna add it, here's my modded version:

if (person.relations[i.id] <= 200 && !person.traits.has("Fickle")) || person.traits.has("Monogamous"):
    if (person.traits.has("Monogamous")):
        globals.addrelations(person, i, -rand_range(25,50))
    if (!person.traits.has("Fickle")):
        globals.addrelations(person, i, -rand_range(25,50))

edit 2 electric boogaloo:

i also was bored and made the tentacle spell a little more user-friendly (i.e. make cases where you can have fun with it, not just pain)

The mod system normally reverts all script files back to the original version before applying any mods. In the case of Aric's mod, the "backup "folder is deleted to create a new reset point for the script files. Any changes made to the base game before replacing files for the mod would be replaced by the file replacement. Any changes made to the base game after a new backup has been generated but before the mod has been applied in-game will erased. So long as you do not use the mod system after applying the mod, any changes you make to the base game will be safe from being erased or overwritten.

Any changes to the scripts in "Put in Strive Game Files" are not guaranteed to appear in the final code, as the mod may overwrite the code when applied. Any changes to the mod's scripts outside of the "IMPORTANT - READ THIS BEFORE INSTALLING" folder will only effect the game if you made the changes before applying the mod, as most files (excluding those in "scripts/aricsexpansion" folder path) are ignored afterwards.

ok so thank goodness i have copied my edited scripts outside of strive then :D

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Hi jj177, 

I had the same problem under Linux. When installing the mod you have to move two directories from the mod folder to the main game folder (as per the installation instructions), one of which is called '.import' which under Linux is a hidden folder and has to be explicitly shown so it can be moved. I have no experience with Mac, but since it is based on Unix too, perhaps the folder is hidden for you as well. Without the links stored in this folder Godot can not properly read and link all the stuff from the mod thus making loading into the game impossible.

I hope this helps. Good luck and have fun!

I know you’d said that you have deleted backups, but the error code “the following scripts don’t match an existing file” indicates to me that it is looking in backups for the existing file to replace. I could be wrong, but again, no Mac to test and help out unfortunately.

The one thing which may be obvious but I do have to ask is whether the mod was successfully activated from the mod panel after replacing all of the files manually. The only time I can recall seeing anything like that was when I’d just forgotten to activate the mod and started the game with the replaced files but no mod active.

The other option may be to just go into “files/scripts/“ and copy the “Aricsexpansion” folder into your base game as well. That may resolve the issue of it not being able to find and replace the files.

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“the following scripts don’t match an existing file” is not an error message, especially as the files mentioned are the files that are used in mod folder rather than applied to existing files.

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Hey,

I just read the changelog,  I didn't know the  hyperlactation's image wasn't transparent either. So here is the corrected image if you still don't have it (this one was a bit more problematic so I plan to edit it further tomorrow but for now here is the current one):


You’re awesome, thanks mate!

uhh, how do we convert these into the import files that godot seems super picky about? or do we just edit the resource loader?

You have to do it from inside of the godot engine while a project is loaded. The issue is that it’ll error out even if you have it loaded from one project and try to show the files in another. It’s finicky as hell.

Basically, I have to load it into my “aricsexpansion” project so it can create the import file specific to that project so it can load. Then I have to pick the files out of .import and add them to the .import that’s copy/pasted in the “Important” folder so it’ll show with the same location and project number for everyone else. Easy!

got it, thanks very much :D

Can you make cheat button available like actual button, maybe in library or main mansion screen instead of dialogue option?

I could, the issue is that it would involve editing the actual scene files to add it in, arranging it around other functional buttons, etc. It’s doable and if popular request is to make it a full-on feature instead of just a debugging tool I might, it’s just a lot more involved. The fact that it’d be a lot of work for a feature that isn’t commonly used and will be primarily disabled makes it less worthwhile to invest the time in atm 

So short answer, I might in the future if that is a common request that shows a lot of people are using that feature (or I just get the overwhelming urge at some point, I suppose)

Small problem, i get an error when I click on one of my slaves at the farm, I get the errors in the pic. also, when the farm slave window opens it shows hairstyle choices in the dropdown menu. some of the errors were displayed when I clicked on extract milk/cum/piss. If you want precisely which errors occurred with what action, I can do that

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Edit: Found the issue. On mansion.gd line 2626 and 2627, remove the s in snailsbreeding. Both lines should be “snailbreeding”

just found a bug that fires an error in console but does nothing else (but is regardless very annoying to me)

your bottled fluid items (milk, semen, etc) don't have toxicity value entries, so every time they're used the console yells "but there is no toxicity" (loose quote)

the game itself isn't impacted, and I'm pretty sure just setting the toxicity for each to zero should do the trick.

That issue should have been fixed in v0.9.4, did you reapply each of the files in "Important" and redelete your backup while it was uninstalled? I'm thinking that it overrided the v0.9.4 with the v0.9.3 items.gd file

huh, i swear i did move it, but maybe I forgot :D

it is true that it's pretty obvious as far as bugs go, but idk

You likely did but forgot to delete the backups folder again, so it just undid what you’d just done. No worries, it’s a common mistake atm!

Hi. Your mod seems to mess with the third quest. It's impossible to complete the taurus quest. And if I remember correctly (not sure), in the vanilla ver. you don't even have to grow more tits if you don't play with the option activated for furry.

check if you installed it correctly? it worked fine for me

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Pallington is correct, it seems your game is either not installed correctly or may be interfered with by another mod. You do have to grow additional tits + develop them. The idea behind the quest (to my understanding) is meant as an introduction to nudge you towards the laboratory.

Edit: I didn’t make any changes to the quest reqs beyond allowing it to accept higher sizes, but perhaps in an older strive version the furry settings would disable that. I can’t recall ever seeing that though

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I encountered a similar bug in version 0.9.4. I wasn't sure this was coming from the mod in the first place but I see that a line of Aragnier's error log is strictly identical. This bug happened when I was speaking to my first slave and when I met Emily for the first time. In both cases : no buttons which factually blocks me in the dialogue window. The identical line is the second one. I'm not sure what it points to... Is it a file's location or a line in a file ?


the res://files/scripts/Mansion.gd: 1831 points to a line of code inside the Mansion.gd file. But a small hint when Aric answers: what you need to change is in that line, and not in the line Aric might say - at least that was so in my case. It might be different for all, but if the specific error can not be found in the line Aric will mention it will probably be in line 1831

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Aragnier, in your case the code did need to be changed on modded code at those lines. You can change in the error lines listed In that file on your error code, but the issue with changing that file directly (instead of the file line in the mod itself) is that the next time you enable or disable a file that overrides that file, any changes you’ll have made directly to that file will be overridden. Sorry I wasn’t clear about which file needed changing in your case, but those line numbers corresponded to the mod’s line numbers for that file (in mods/aricsexpansion/scripts/mansion.gd)

I’ll examine that issue when I get around my coding PC. Just to clarify, everything else is working?

okay, just so I am sure I understand it. The numbers you give is for mods/aricsexpansion/scipts/mansion.gd and the error only tells it for the mansion.gd in the game files?

Exactly. The files in the mod (except for anything in the “Important” folder) are only parts of that modded file that needs to be changed, so the line numbers will only be different. When that file is loaded in in via the mod panel, it’ll add those edited lines to the one in the game folder. If the mod is unloaded, that file is replaced with the file in backups (so any changes to the direct file in the game folder that isn’t also in backups is replaced).

im experiencing some difficulties such as the lack of any text in the game, if anyone could help that would be great


That shows your mod is incorrectly installed. I’d recommend going back through, deactivating everything or starting from a fresh vanilla Strive extraction, and following the “Update and Installation Instructions” carefully. If any part of those is confusing, there is a video as well that will walk you through each step needed to get it working. Hope that helps!

Hi, I really need some help understanding what's wrong.

I have absolutely installed everything correctly, multiple times following all the different instructions on this forum, the readme, etc, and on several fresh installs. And the thing is, everything works in a new save. But for some reason, on my existing savefile, the farm is completely borked. In the farm menu, I can only click on the workers button and add new servant, unless I set one of my slaves as any of the new jobs, then even the workers button stops working. Also, when checking the all-in-one panel for the  servants assigned to be milked, every dropdown list has hair options instead of whatever it's supposed to. Finally, finishing the day with a slave assigned to the farm stops the end of day log from showing up, at all. 

This what I get by pressing the 4 buttons on the farm menu, changing slave milking options and ending the day, respectively

A couple of details: You said the fresh game works without any issues? Did you test those same features and they worked?

Your old save game, did you ever have other mods installed on it? Are there other mods installed now (including Constants)? Finally, are you willing to provide the save so I can take a look at it myself?

Yes, all the issues i mentioned are nonexistent on a fresh game. The old save has had your mod, advanced random portraits (although I didn't even use it), constants and one that gives all slimes hollow nipples. With or without any of those other mods, it stays the same. 

So then, how would I go about giving you the save file? Cause it really seems like it's something in there messing stuff up, especially since it works fine if I just start a new game :/

The save file is under “saves” in App Data (where the mod folder is). You can copy/paste it in the the discord or upload to something like nopy or mega and link it here

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I think I did this right

Edit: Nevermind, I didn't and just now realized it. NOW it should work: https://mega.nz/file/LpNmQIpZ#0uzHu16iMCfRLn6Iv7TOzZJxslpo2dbHbiTqiCVzh_s

Small bump to make sure you've seen the correct link to my savefile

I do see it now, thanks for the bump!

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Had the same issue. First, back up your save. Then, create a fresh save and cheat to fully upgrade a farm. Then, select all text between farmexpanded": and foodcaparray" , and delete it in your old save. Then replace what you deleted in your old save with the same material from your new save.  Works.

When you say cheat, do you mean using something like cheat engine or there is another method?

Generally what would be easiest would be to got to menu>options>supporter section>enter passcode (easy to find, just search strive for power supporter code), give yourself a ton of gold, and buy the upgrades. 

I also found another issue which I have since patched. You will need to replace all instances of (?<=production)(.*?)(?=farmoutcome) in the old save with the new save version. To do this, make sure your find/replace option does not have wrap around, match case, or backword direction selected. Make sure the search mode is regular expression. Start the search with your cursor at the beginning of the save file code. Again, make sure to back up anything you mess with. You want to replace every instance.

":"default","resistance":-1,"restrained":false,"sedative":0,"stallbedding":"dirt","timesmilked":0,"usesedative":false,"workstation":"free","zones":{"sleep":"dirt","sleepfurnishings":[],"work":"free","workfurnishings":[]}}," was the healthy code for me. 

Neither of your suggestions worked, unfortunately. I got the cheat thing done and replaced the text you said but it barely did anything. I can use the work station and daily action dropdowns now, but everything else is still broken. Meaning, everything from the "extract milk" checkbox onward doesn't work still.

Seems these two guys are having a somewhat similar problem, but no solutions that work so far...

The second one, the one about replacing every instance in the file... I don't think I understood your instructions , but although I believe I managed to get somewhere close, the save file, like, resets when I load it? Like it's a new save, tutorial, no slaves or items. Really weird.

So in the end. I'm not quite back to square one, but close. I really wish I understood this stuff better :/

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EDIT: wrap around did some weird things. This post has my logic, but it also deletes needed things. My two more recent posts have a working fix. 

I haven't given up on this yet, I am actually playing around with your save file directly now.

Also, don't feel bad about not understanding my rambling posts. I'll try and explain it a bit better. 

I am using Notepad++ to directly edit the save files. Using a clean install and a working farm I am trying to troubleshoot exactly what code is wrong with the old save, and replace the old code with working, fresh code. When i am writing out code here, the outermost quotation marks designate code. Any additional quotation marks are part of the code. 

One of the issues is with code that is on all characters. This code is between the words "production" and "farmoutcome". But, there are a whole lot of these instances. For the save you put on mega, there are 201. So what I use is a regular expression command in the search mode. "(?<=)" is a RegEx command to look behind and "(?=)" means look ahead. Next, I choose "(.*?)" to do a lazy search (first possible solution to problem). So, to select an instance of everything between the word "production" and "farmoutcome", and to have 201 separate matches rather than 1 giant one, I use the RegEx command "(?<=production)(.*?)(?=farmoutcome)" in the search function.

I first use "(?<=production)(.*?)(?=farmoutcome)" in the good save to get the good code. This looks like this "":"default","resistance":-1,"restrained":false,"sedative":0,"stallbedding":"dirt","timesmilked":0,"usesedative":false,"workstation":"free","zones":{"sleep":"dirt","sleepfurnishings":[],"work":"free","workfurnishings":[]}},"" (Reminder: if you want to copy and paste my stuff directly please remove the outer most quotations)

I then go to your save, go to the replace feature, and enter "(?<=production)(.*?)(?=farmoutcome)" for the Find what and that big chunk of code in the Replace with. I then hit replace all. 

However, I am having issues with the other fix I managed. You have an instance of ""resource","array":" in your save, which is the start of the code I want to replace. But I can't find where it should end. I am looking through this now and will reply to any comment you leave on this when I find the answer. 

(+1)

Okay well this was miserable, but now you are as far as me. Here is your fixed save. http://s000.tinyupload.com/index.php?file_id=03465742529829150819 Remember for anybody else reading this code is annotated by quotation marks, so if you want to cut and paste remove the out most quotations. 


I am most definitely not a programmer, but here is how I did it. I found ""resource","array"" in your save file, put my cursor right before, and pushed enter to send all of that to a new line. I then found "foodcaparray"", put my cursor immediately after that, and pushed enter to put everything after on a new, third line. I then took each line and put them into their own instance of  notepad++. Line 1 and Line 3 I ran the RegEx function "(?<=production)(.*?)(?=farmoutcome)" in the Find function and in the replace I put "":"default","resistance":-1,"restrained":false,"sedative":0,"stallbedding":"dirt","timesmilked":0,"usesedative":false,"workstation":"free","zones":{"sleep":"dirt","sleepfurnishings":[],"work":"free","workfurnishings":[]}},""


On Line 2 I just yeeted it all and replaced it with ""resource","array":["day","gold","mana","energy","food","milk","semen","lube","piss"],"day":1,"energy":0,"farmexpanded":{"bottler":{"level":5,"totalproduced":0},"containers":{"bottle":0,"bottles":0,"bucket":0,"canister":0,"cup":0,"jug":0,"pail":0},"extractors":{"hand":-1,"pressurepump":0,"pump":0,"suction":0},"farminventory":{"prods":0},"incubators":{"1":{"filled":false,"growth":0,"level":0,"name":"Incubator 1"},"10":{"filled":false,"growth":0,"level":0,"name":"Incubator 10"},"2":{"filled":false,"growth":0,"level":0,"name":"Incubator 2"},"3":{"filled":false,"growth":0,"level":0,"name":"Incubator 3"},"4":{"filled":false,"growth":0,"level":0,"name":"Incubator 4"},"5":{"filled":false,"growth":0,"level":0,"name":"Incubator 5"},"6":{"filled":false,"growth":0,"level":0,"name":"Incubator 6"},"7":{"filled":false,"growth":0,"level":0,"name":"Incubator 7"},"8":{"filled":false,"growth":0,"level":0,"name":"Incubator 8"},"9":{"filled":false,"growth":0,"level":0,"name":"Incubator 9"},"basecost":200,"upgrademax":10,"upgrademultiplier":2.5},"snails":{"auto":"none","cookwithoutchef":false,"eggs":0,"food":0,"foodperchef":3,"goldperegg":25,"goldpersnail":250,"hatch":0,"neweggs":0,"sell":0},"stallbedding":{"bed":0,"cot":0,"dirt":-1,"hay":0},"vats":{"lube":{"auto":"vat","autobuybottles":false,"basebottlingenergy":6,"bottle2refine":0,"bottle2sell":0,"food":0,"foodper":0,"new":0,"priceper":0,"refine":0,"sell":0,"vat":0},"milk":{"auto":"vat","autobuybottles":false,"basebottlingenergy":5,"bottle2refine":0,"bottle2sell":0,"food":0,"foodper":0,"new":0,"priceper":0,"refine":0,"sell":0,"vat":0},"piss":{"auto":"vat","autobuybottles":false,"basebottlingenergy":7,"bottle2refine":0,"bottle2sell":0,"food":0,"foodper":0,"new":0,"priceper":0,"refine":0,"sell":0,"vat":0},"processingorder":["milk","semen","lube","piss"],"semen":{"auto":"vat","autobuybottles":false,"basebottlingenergy":6,"bottle2refine":0,"bottle2sell":0,"food":0,"foodper":0,"new":0,"priceper":0,"refine":0,"sell":0,"vat":0}},"workstation":{"cage":0,"free":-1,"rack":0}},"food":500,"foodcaparray""


I then put it all back together on one line. Now to fix both of our files, because there is one more error. When workers are assigned to tasks other than farm manager you cannot access the Worker page. 

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Buckle up buttercups, solution part 2 electric boogaloo. All of this is after doing in my comment I replied to. Start with your cursor at the beginning of your save in Notepad++. Go to the replace function. Select Regular Expression. Make sure all other boxes are unchecked. In the Find what box enter in "(?<=jobskills)(.*?)(?=},"kinks)". In the Replace with box put "{"bottler":0,"cook":0,"farmhand":0,"farmmanager":0,"fucktoy":0,"gatherer":0,"headgirl":0,"hunter":0,"maid":0,"milking":0,"milkmaid":0,"milkmerchant":0,"prostitute":0,"stud":0"


So, gaspar_ghost, here is a link to your (as far as I know) functioning save! http://s000.tinyupload.com/index.php?file_id=35698178043676773337


Edit: But wait, Theres more! You will also need to do the same Regex type but with "(?<="farmexpanded":{"a)(.*?)(?="fetish":{")" in the find and "phrodisiac":0,"autopump":false,"breeding":{"eggsbirthed":0,"forced":false,"partner":"-1","snails":false,"status":"none"},"container":"default","dailyaction":"none","extractcum":{"container":"cup","enabled":false,"fate":"undecided","method":"leak","opinion":[],"resistance":9,"restrained":false,"sessions":0,"totalextracted":0},"extraction":"default","extractmilk":{"container":"cup","enabled":false,"fate":"undecided","method":"leak","opinion":[],"resistance":4,"restrained":false,"sessions":0,"totalextracted":0},"extractpiss":{"container":"cup","enabled":false,"fate":"undecided","method":"leak","opinion":[],"resistance":5,"restrained":false,"sessions":0,"totalextracted":0},"giveaphrodisiac":false,"objects":[],"production":"default","resistance":-1,"restrained":false,"sedative":0,"stallbedding":"dirt","timesmilked":0,"usesedative":false,"workstation":"free","zones":{"sleep":"dirt","sleepfurnishings":[],"work":"free","workfurnishings":[]}},"farmoutcome":false,"fear":0,"fear_mod":1," 

in the replace.

Damn, thank you so much! All that work... I mean, I know it's just a porn game, but still, I really appreciate your help, both in fixing my save and helping me understand it all!

On trying it out, I noticed the day reset (not important, but curious) and that the snail breeding still isn't working. Something about invalid operands?

(+1)

I can help with this one too. You need to find your Mansion.gd files. I don't know which it is, so check both. One is under appdata\roaming\strive\mods\aricsexpansion\scripts and the other is under files\scripts where your executable is. Search for snailsbreeding. If it says there are two of them, replace snailsbreeding with snailbreeding (misstype) in both. 


Unfortunately, I am still trying to hunt down an error where when you go to next day it does not bring up the daily report. Thankfully it appears your save does not have that one (an error for lines 1282). Btw, here is a working save of your stuff to the point I have it. http://s000.tinyupload.com/index.php?file_id=01714155081716566862

(3 edits)

Is it normal for the "(?<=jobskills)(.*?)(?=},"kinks)" regex to return 0 results?

(Also, thank you so much for this!)

EDIT: Oh, it was 0 because NP++ says that's an invalid expression
EDIT 2: Ohh, it's the curly brace's fault. Need to make it a literal with \ - so "(?<=jobskills)(.*?)(?=\},"kinks)". Also, add a ": to the beginning of the replacement text for this one, otherwise you wind up with ""jobskills{"bottler":0," and that's a bit of an issue :P

Did you get your save working? If not I could look at it and try and fix it. 

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Yup! Just made those adjustments to that find/replace and it's all working fine now.

Thanks again :D

Got a problem. I've tried on a previous install, and multiple fresh installs. Originally, I uninstalled all mods (which is just this, the 'Constants' and Random Portaits), updated, deleted backup, and loaded up the game. Farm was partially messed up, so I did a fresh install. Fresh Install: I load up pure vanilla and make sure no mods are active. I rename 'backup' to 'backup of original' and drop '.import' and 'files' into the area with the .exe, I load up the game and apply only this mod and restart, upon restarting I get the first error (see image) and when I actually try to do anything except click on the 'Mods' button, the following errors pop up and I must exit the game either by clicking x or going through the mod option and exiting that way.


You are probably having install issues as "func quickstartStats():" is declared in the vanilla version of the file and Arics mod does not effect that function. Based on your explanation I believe that the most likely cause is that you are moving the wrong 'files' folder from the mod to the game folder. If you move the 'files' folder immediately inside 'AricsExpansion' into your game folder, it will corrupt the game folder and erase that function.

I think Ank is right. The only files that you need to move (and override) are the ones inside of the “IMPORTANT” folder. Those are full copies of the files that are being replaced with the necessary changes, while the ones in “files” directly in the mod’s primary folder are only the extra changes to those files that affect or add functions (ie: not the full files needed to run the game).

I would recommend starting from a fresh vanilla Strive extraction (as some of the modded files in AricsExpansion/files aren’t ones fully replaced, so using a non-vanilla will still have errors). Delete the backups folder (again) if it’s there. Copy/paste the files in the “Important/Add to Game Folder” files into your strive.exe location, then hop in and activate the mod in the install. I’d bet that’ll fix it up for you

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So, I literally just took a fresh from zip Strive and copied it to where I want. I put your mod in "\AppData\Roaming\Strive\mods". I then copied the folders of "files" and "import" from "\AricsExpansion\IMPORTANT - READ THIS BEFORE INSTALLING\Put in Strive Game Files" to where the Strive.exe is located, replacing the 60 files it wanted replaced. Note that at this time, there is no backup folder since I've never even started the .exe from that folder. So I start up the game, apply the mod, and only this mod, and exit. Restarting gives me the exact same errors as before.

I would then recommend double checking that the size of the mod downloaded to your PC is exactly the same as the one in the main link. The issue may be that the mod was interrupted while downloading? This issue seems to be unique to your situation so possibly that could be part of the issue?

Does the game give any errors if loaded without mods?

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No, no errors when the game loads on it's own, nor with "Constants" loaded. I'm at a complete loss for whats causing this. I've redownloaded both strive and your mod, and tried setting it up and its still happening. Also, if I take the vanilla 'mainmenu.gd' and replace the one from your mod, I can load a save or start a new one,  but then I get more errors once loaded. Never had this sort of problem with either 6.3.7 or 8.1 of your mod, so no idea why its acting like this now.

So uh... Found out how to make the game work. I had to go into "AppData\Roaming\Strive\mods\AricsExpansion\scripts" and REMOVE mainmenu.gd from there. Keep in mind that I have NEVER copied either the folder of 'scripts' or copying the file 'mainmenu.gd' from that exact area, only copying and pasting anything from "IMPORTANT - READ THIS BEFORE INSTALLING". Any idea why this was causing an issue?

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Edit: That is peculiar. The game is unlikely to work successfully without the mainmenu.gd file in the mods/aricsexpansion/scripts as that has a lot of the main functions and there isn't one in the "Important" folder (besides the mainmenu.scn which is different). When you load up the game with the mod, are you no longer getting any errors? And do you see the new player specialties (Breeder) or starting slave hobbies (Waifu, perfect specimen, etc) or vagina/ass sizes?

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No Errors on loading the game with mod installed and that specific file removed, but I cannot see the new player specialties or slave specialty classes, but I can see the traits like 'stutter, lisp, lactating' and I can see the sizes of vagina/ass/balls etc. only once I'm actually in-game, not in the new game menu.

Edit: So somehow, upon doing the exact same thing I've been doing (with the only difference this time being keeping EVERY window open so I can watch all files get replaced and when) the game is working perfectly? I'll update if anything is broken upon further play.

Edit 2: Trying to use an old save that had partially upgraded the farm, the farm store, snails, and vats are inaccessible. Attempting to rush through a new game and unlock them to see if that is the case there.

First and foremost, my sincerest thanks for taking the time and effort to create this incredible expansion for the game AricTriton!

While dabbling around with the version 0.9.4 I came across a problem with the snail pit Management panel, which boils down to two bugs.

The first one is that when assigning available eggs to sell, the number in between the buttons doesn't in- or decrease, while the text in the box above changes as is intended. Instead the number of 'Unassigned' (Far left of the panel) in- or decreased from or to zero in accordance to how often the sell-buttons are clicked. Actually trying to sell the eggs resulted in the following error message once the day end button is clicked:

SCRIPT ERROR: dailyFarm: Invalid get index 'goldper' (on base: 'Dictionary').
   At: user://mods/AricsExpansion/scripts/aricsexpansion/expansionfarm.gd:1291.
SCRIPT ERROR: _on_end_pressed: Invalid operands 'String' and 'Nil' in operator '+'.
   At: res://files/scripts/Mansion.gd:1318.

Removing any remaining eggs from the sell option that remained after an attempted sale resolves the error and the game continues normally.

The second error pertains to the 'assign to Hatch' option which, whether an incubator is a available or not, assigns all eggs to cooking for all intents and purposes. No errors occur, since the cooking option works as intended.

While I'm at the topic of snails, is it intended that you have to build the Hatchery for the encounter with the snails to be available? Because no matter what I did at the farm, without the vanilla Hatchery I could not find any.


I also encountered a third problem. After building the Beauty Parlor, I was unable to decorate the nether regions of my female servants, as all options for that area didn't show up. Looking though the slave_tab.gd, I found a simple solution to that particular problem can be implemented in the line 784 (line number according to an Unmoded vanilla script):

if ii.requirement == null || ( person.consent == true && ii.requirement == 'lewdness') || (person.penis != 'none' && person.consent == true && ii.id == 10) || (person.vagina == 'normal' && person.consent == true && (ii.id == 8 || ii.id == 9)):

by simply replacing person.vagina == 'normal' with person.vagina != 'none'

I guess this is due to how the mod classifies vaginas?

Anyway, that's all I could find. Thanks again to everyone that has help bring the mod as far as it is

The vanilla game specifies that players can only encounter snails after they have built a hatchery. It is controlled by a condition in explorationregions.gd, you should be able to search for "snail" if you wish to change it.

Thanks for the reply. I will look into this and see if I can change it to the farm unlocking.

I appreciate the feedback and will look into getting these changes added for v0.9.5!

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Fixed issues in hatchery. 

Getting this error when trying to post screenshots: body: expected text between 1 and 20480 characters

Got around the issue #2 reported by blacky by autoassigning to the incubators.  Seems to work and I get snails.


Fix 1:

snails.goldper => snails.goldperegg in expansionfarm.gd.

Fix 2:

Three instances of  division by "/ cattle.send" during a bad egg birthing event, which crashes if the cattle's endurance is 0. Lazily changed the pain reduction modifier to  (1+cattle.send) since I'm not sure about the game balance.

https://mega.nz/file/uzglFLrT#6y1y5no3LU9edcrIhon_oTTSKMxO5z6ujL9thQFuwDQ

Perfect and appreciated. You've learned my trick to avoid division by 0, I see. Lol. Thanks for all of the work on the bugfixes and it'll be resolved in v0.9.5

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Sweet! Thanks for all of your hard work on this.

I put in a bit of logic around the fetish.  All tagged with:  #added oviposition fetish

https://mega.nz/file/z2ISWArK#u34gGSxxMH5keS6thKBsvsTQsfN0zLXfN2PSUVPSZ6o

Math scales (un)enjoyment significantly/non-linearly so that the farther from neutral someone is they react significantly stronger, and will tend to get stuck at either fetish end. 

How do you set up the IDE/debugger?  There's some odd behavior going on.

Recommend adding a getFetish() function that doesn't affect the fetish value you're pulling.   

In checkFetish,  changing "clamper = clamp(opinionrank-2, 0.5, 3)" to "clamper = abs(opinionrank-3)"  would give consistent behavior whether the fetish is loved or hated.  -3 makes uncertain =0.

Would you be open to contributions? I ended up working the fetish into the hatchery code.  I could flush out some of the birthing weights and maybe add a mechanic where energy is required to birth, and running out leaves them in until the next day.

If the oviposition fetish is set at night to 0, it comes back the next day at 1.  Do you know where or why this happens?

Thanks!  

Do you get a text log in the end of the day report? There is a dailyFetish inside of expansion.gd that has a chance of increasing a fetish daily but it should trigger a “$name feels like fetish is now {opinion}”

Yes, that's it, but it doesn't seem to output anything in 9.4.

  • if person.dailyevents.count([i]) + rand_range(0,2) >= globals.fetishopinion.find(person.fetish[i])*2: 
  • if person.fetish[i] != globals.fetishopinion.back(): 
  • person.fetish[i] = globals.fetishopinion[globals.fetishopinion.find(person.fetish[i])+1]

If a topic is taboo, any fetish check will make it dirty the next day which isn't wanted in this case.  This isn't handled yet as I didn't want to put in too many workarounds for things you may modify in the future anyway.

Code already includes some workarounds for the checkfetish function because we want to use fetish to modify the experience, without necessary modifying their fetish.  It's called a lot during the snail experience, and the built-in increase chance made things weird.  You'd fail the fetish check, have an awful time, then be more ok with the fetish.  Makes sense to have a check function that doesn't add to daily events.

For daily events, some of this is down to personal taste. I would put in chances to increase a fetish for each successful check, and maybe chances to decrease it for each failed check, both weighted by the check difficulty. (e.g. succeeding a very difficult fetish check would have a high chance for increase).  

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Nope, that's not it??

Anyway, the latest most cleaned version is available here:

https://mega.nz/file/23ZVzCKb#-xx8M94Ku2UDAfxH8CwUkkVF3YOuWnAo2TidZsyfxWU

I tried erasing any references to oviposition in the dailyevents log from any checkfetish call at the end of the snail event with:

while cattle.dailyevents.find('oviposition') > -1: cattle.dailyevents.erase('oviposition') 

but the reduction still happened.  I don't see anywhere else in the code that could drive this.  Even confirmed absence of oviposition in dailyevent right before the game calls dailyfetish().  It looks like the farm events in my game are from the prior day - dailyevent processes before the farm script.

I'm giving up for now.  No idea how that value is going back.  Maybe my save is somehow broken.

I reworked the egg laying substantially.  Hope you like it.

https://mega.nz/file/avgBzSpJ#xMTPFGpAYmEK7N8f3F0bZXHZjW9eQerYLxuxzFvvLGk

Adds cattle.farmexpanded.breeding['eggsleft'], otherwise no impact to other files.

It would still need a bit more logic to handle unbirthed eggs - right now you can take someone out of a farm with them and there's no easy way to get them all out.

Sorry for not seeing the other posts, I’m always welcome to more contributions! I’ll check it out. Are you alright with any modifications being merged into the main code (with credit)?

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That would be awesome, credit not required.  

From working on this a bit I now have an even greater appreciation of how difficult and time consuming it is!  The more you build the more can be tweaked and customized, and then it takes a ton of play testing to catch all the bugs because some are hit very rarely.

You must be learning a lot about coding as you go through this!  Do you have it under source control?

Updated the script so that if someone is still in the farm but deselected for egg laying, they will try to lay eggs they didn't manage to push out the prior day.  Old eggs increase potential discomfort (or enjoyment with fetish check pass), as well as chance for permanent stretching if overstuffed.  A new egg layer sleeping on dirt with poor endurance will quickly find themselves gaping, and (usually) stressed and hating it, while better sleeping conditions and endurance will increase the chance of expelling all eggs.

Looks like globals.expansion.settings.futasexualityshift is undefined, and futas cause shift towards preferring males by default (which is a bit weird for a default response to futas tbh).

Hi, i just installed Aric's Expansion Mod on a new Strive for Power install. It's my first time playing the game. I made a new save. Whenever I save the game I get these errors. Would anyone know what would cause this. When I try to load a save it doesn't show any saves other than autosaves. None of my named saves show up on the save file list. Thanks.

This is a vanilla error related to deleting the "progressdata" file but keeping the autosaves, or transferring the saves without the "progressdata" file. Either end the day 3 times without viewing save list or delete the autosaves from your save folder.

Thank you for the quick reply. This resolved the error. Thanks!

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Oh hell yeah, update is out! I hadn't even realized 0.9 was up, much less already fully bug free :D

Time to finally start my farm... now if only I could remember which slave I had intended to be the manager, heh.

Appreciate your work as always Aric <3

I would say “mostly” bug free, but I hope you enjoy it!

Is the "lactating giant-titted cow" quest broken? I've done it dozens of times past, but now Melissa doesn't seem to want any of my slaves who seem to be on the target.

Have 3 tits or more and develop them with lab

I got 4 pairs, lactating, and pumping them from "rather huge" all the way to the end and trying to give her to Melissa inbetween every shot to no avail.

The actual extra tits have to be “developed” as well (usually in a laboratory). It’s a vanilla quest meant to be an introduction to the laboratory system.

That's the missing ingredient. Thanks!

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No problem. I may have to edit that quest’s text to clarify it more, it’s a common confusion

Edit: Further clarification to the text added in v0.9.5

(2 edits) (+4)

EDIT 2: Here is the final release of the add-ons. Everything should be working correctly now. I believe all of the add-ons had at least some minor change to them.

Release Download

EDIT: I was able to correct the issue with the father not being passed to the child so that is now working correctly. I also modified the ovulation cycle durations to use variables.


Aric,

Here are the add-ons I previously mentions. Please keep in mind this a beta and there are bugs in the hybrid/ovulation system. I have not yet done a complete play through. I will be doing that over the next week or two and will update the code with the needed bug fixes. I wanted to go ahead and post this so you guys could take a look and play with it. The code is not fully marked up yet. I will include the mark ups you requested with the final release.

All of the add-ons require the general code (file aricsexpansion_addon_general_beta). Changes are made to the person object so this will break previous game saves.

Standalone Add-ons

These should be fine by themselves. They are very simple modifications and should be relatively bug free.

  • Housepet -


    • adds a housepet job
    • slave must have advanced brand for job
    • provides stress relief for slaves resting in mansion
    • random encounters with dogs increases obedience and loyalty (basically they are becoming more of a housepet)
  • Kennel Sleep Location
    • adds kennel as a sleep location
    • no limit on number of slaves sleeping in kennel because they don't need much space
    • random encounters with dogs increases obedience and loyalty (basically they are becoming more of a housepet)
  • Body Cum Handling


    • modifies how the expansion handles cum removal from body
    • removal is based on bath rule (for body and face), pregnancy desire (for pussy) and fetishes
    • slaves will want to remove cum from themselves unless they have a desire or fetish
    • a decay will gradually reduce cum no matter what desire or fetish is, simulates minimum daily cleaning
  • Unique Character Naked Images
    • extends the expansion's naked image support to the unique characters
    • have not completed a full play-through and tested all characters but it should work just fine

Dependent Add-on

This add-on is dependent on the main hybrid add-on

  • Beast Breeding
    • Simple mod that modifies the sex scene code to allow animals to attempt to impregnate slaves
    • There are breeding restrictions based on race in the hybrid add-on which determines if it is possible to impregnate

Hybrid, Ovulation & Improvements Metrics

These three are too intertwined to use separately, so I included the code together. Please note there is a bug in the ovulation system where the father is not being set so offspring are not being generated correctly. I will identify the issue and correct it during my testing over the next week or two. Be warned you are likely going to run into bugs until then.

Hybrids

Hybrids are handled by generating a genealogy for each person. For generated persons (not born), the race is used to determine the genealogy. For born persons, the race is determined from genealogy which is inherited from the parents.

All races are separated into categories: Humanoid, Uncommon, Magic, Beast and Animals

  • Humanoid : Human, Elf, Dark Elf, Drow, Orc, Gnome, Goblin, Demon and Dragonkin
    • can breed with any humanoid race or beast race
    • full blood is 70% or higher
    • half blood is 50% or higher
  • Uncommon : Fairy, Seraph, Dryad, Lamia, Harpy, Arachna, Nereid and Scylla
    • can only breed with a member of their own race
    • always full blooded
  • Magic : Slime
    • cannot breed - game description describes slimes as a magic mutation
    • have highest possible bonuses since cannot breed
    • always full blooded (idea is they are no longer whatever they previously were when turned into a slime)
  • Beast : Centaur, Taurus, Beastkin and Halfkin
    • can breed with any humanoid race or beast race
    • can breed with corresponding animal (beastkin wolf can breed with dog, centaur can breed with horse, etc.)
    • beastkin is 70% or higher of animal stock
    • halfkin is 50% or higher of animal stock
    • because genealogy is determined by taking half of each parent, breeding a beastkin and halfkin of same type will result in halfkin, breeding two of different type is likely to result in a mixed blood
    • breeding a halfkin with the corresponding animal will produce a beastkin
  • Animals : Bunny, Cat, Cow, Dog, Fox, Horse and Raccoon
    • can only breed with corresponding beastkin/halfkin type

The idea here was to create a more complex way of breeding slaves and encourage the use of breeding strategies. I tried to apply some basic rules of genetics to give the system more flavor. The beastkin/halfkin are based off of in-game descriptions which suggest that at some point in the past mages experimented on people. I interpreted this as they blended animal stock with people.

Each race gives bonuses and/or negatives to certain stats. I tried to make the bonuses/negatives make sense. The value for each bonus/negative is based on a random range so each person will be a little bit more unique. Since these bonuses/negatives are applied to all persons, both born and generated, overall game balance should be maintained. Just some races will be more suited to certain tasks than others.

Ovulation System

The ovulation system completely replaces the current impregnation system. The vanilla function calls are repurposed to now use the new system, allowing for all previous code to continue to work.

There are two types of ovulation. The standard ovulation type ovulates for 8 days and then rests for 15. The extended type ovulates for 12 days then rests for 15. The ovulation type is determined by the person's race. Each time a male ejaculates into a female an entry is made in an array. This simulates semen remaining in the womb. After 5 days, semen begins to "die off" and is removed from the array. The amount of semen is based on the values used in the expansion for each balls size. The size of the penis determines how much of that semen initially enters the womb. The virility of the male at the time of ejaculation is also stored in the womb to be used later in determining if the semen reaches the egg. If is possible for the semen of multiple males to be simultaneously in the womb competing for the egg.

Each night the female is ovulating the womb array is looped over and each deposit is given a chance to impregnate the egg. This means that a single ejaculation could potential try to fertilize the egg 5-6 times. Also, if there is cum still in the pussy, each night a small percentage will enter into the womb, thus increasing the chances of reaching the egg.

To fertilize the egg, semen must first pass a check to determine if they reach it. Then, the egg must pass a check to determine if it is successfully fertilized. The chance of actually fertilizing the egg is based on:

  • Male - penis size, balls size, base fertility, racial fertility bonus/negative, viritility, fertile trait
  • Female - breast size, butt size, base fertility, racial fertility bonus/negative,, egg strength, fertile trait

Scores are determine for both the male and the female. The difficulty of this check is reduced by 25% if the player is a breeder

It is possible for multi-children births. In order for this to happen multiple eggs must be fertilized on the same night. There is also a limit on the number of possible children in a single birth based on the race type.

Improved Metrics

Displayed metrics and person information is changed in multiple locations to accommodate the hybrid and ovulation systems.

Whoa, this is some interesting mod although (I might be wrong) but at the 'Hybrids' section for the 'half-blood' you wrote 50% or higher but wouldn't that overlap the 'full-blood' which is 70% or higher? In my opinion a 'half-blood' would be around either 25%-50% or 50%-69%. Otherwise cant wait to try out this mod I love the idea of this game having more flavor into it.

It’s an if else, meaning if >= 70% then full else if >= 50% half blood. 

The idea of the full blood and half blood is these are your most pure blooded. Someone who is say 40% human, 30% elf and 30% gnome is not really half human but a mixed breed.

The percentages and values can be tweaked to some extent very easily and Aric very well may do so. Also, once the code is bug free I’d like to add more depth to the in-game descriptions. That is a lot of creative writing and a good deal of logic so it will wait until the mechanics work flawlessly.

Are those files useable by everyone, or are they just for Aric, so that they can be implemanted in the mod?
If they are useable by everyone, please give us a short guide how to handle the files

The intent is for Aric to incorporate them into the expansion itself, but anyone is free to use the code. Each file corresponds to one of the add-ons (calling it that because they are not standalone and rely  on aric’s expansion mod). 

Within each file the code is broken down into sections by the file edited and then either one new code or modified code. Modified code replaces a variable or function while new code adds it.

If you don’t know what your doing you really should make sure you have a backup of your files before attempting anything (probably a good idea even if you do know what your doing).  The files are formatted like this so it is easier for Aric (or anyone for that matter) to review exactly what is being changed and walk through the code.

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Love what I’m seeing so far and appreciate the write-up. A couple of notes from the systems you explained so far. I’ll dig into the code after work to see more precise details.

Ovulation System - You mentioned precise variables for that system. The issue I can foresee is that it may conflict with edited values if the player changes the pregnancy duration via the Headgirl.

I would recommend changing them from Ovulating 5/8 and resting 15 to Ovulating duration = globals.variables.pregduration * .25 or *30 and resting globals.variables.pregduration * .75 or *.70, whatever your monthly percentage is. If you’d prefer players to have greater control and flexibility, you could also just create a variable in expansion.gd > settings called cyclelength to have the percentages based on, then one  of us can tie it into the existing pregnancy length dialogue system to be able to shorten or lengthen durations fluidly.


Secondly, regarding existing game support from the person edit that should be easy to add. Create a function that checks if a person has the dictionary value and adds it if not. Either toss that into backwards compatibility or just call your function from it. There should be examples in the expandPerson function to show how it can work

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I really like the variable to modify the on/off cycle lengths so I’ll implement that. I hesitate  to use a percent of pregduration because I sometimes set that 90 or 180 days to make the game a bit more realistic so the on/off cycle would be way out of wack in such cases (same thing if the pregduration is really short).

You will notice when you dig into the code I tried to respect all of your expansion’s flags. I wanted the system to feel like a fully integrated part of your mod and not just a bolt-on afterthought. If you notice any I missed please let me know.

As for the person file I did not know that. I’ll read through the code tonight.

One question for you, what is the purpose of the perfectview variable? When displaying metric data I wanted to require a nurse for some information but also wanted to respect any mod variables which should override that requirement. But it looks like the perfectview variable is always set to true.

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Perfect Info is a Boolean that will unlock the ability to always see if someone is pregnant or lactating even before they tell you. Otherwise it will not show in statistics until they have told you that they are pregnant/lactating.

It was intended as a debug feature but is also a way for users to circumvent the whole “slave keeping secrets” part of the mod.

Edit: The one thing to keep in mind is that the backwards compatibility formula I’ve been using really works best when checking for values within an existing dictionary in that save game. Otherwise you’ll have to add the entire new dictionary to the person class. That’s a big part of why I implemented the npcexpanded dictionary early on, as that can be an easy catch-all for any new variables added to the person class to be checked with if !person.npcexpanded.has(‘example’):

 i tried moving your stuff in, but strive immediately said that "changerace" isn't defined. I also can't find it anywhere, but it's in your code for constructor.gd.

please help.

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While it is possible that I missed a function or variable when compiling the list of code changes, that actually sounds like you did not add the code correctly to the game files. The function changerace is not one of my functions, but is called by one of the functions I modified.

The first thing to understand is that the files provided are not game files. They will not work by dropping them into the game folders. Rather the files are excerpts of code. The code has to be inserted into a game file manually. There is a header for each section of code which tells you what game file and whether you are adding new code or replacing existing code. New code can be added anywhere within a script. Though in general it is best practice to place global variables before functions, for simplicity you may want to just add all the new code at the bottom since it is just for your personal use. Modified code, however, must replace the existing variable/function otherwise you will get an error for multiple declarations.


Before making any edits make sure you have a backup of you game files, especially if you have made any other manual modifications.

I prepared them this way because the intent is to allow Aric to easily perform a code review and then add it into the base expansion. It is likely by the time this code is release ready he will be in the middle of working on v0.95.0 so this allows him to easily integrate my work into his current work.  

Hope this helps.

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right, so i did copy and paste the individual code blocks i'm pretty sure into the correct places, but strive still flips out. does anyone know where changerace() even is?


EDIT: OHHHH, so you wanted me to port the code blocks into ARIC's scripts, not the applied scripts. That makes more sense, since changerace() isn't in the applied constructor.gd but IS in aric's constructor.gd

well, you can disregard me entirely ig.

To clarify (and for anyone else reading) after you have enabled Aric's mod and it is working correctly you would want to insert the code into the game files within the main Strive game folder. Typically when I am writing any code for Strive I edit the game files directly so that I can see code changes immediately upon reloading the game. This of course means that if you go back into the mod options and disable the Aric mod you will lose all of your code changes (which is why I also keep a copy outside of strive). There are also some files which are not part of the base game which reside only in the roaming/strive/mod/AricsExpansion folder. I think the only file in there that is modified is expansion.gd.

So, for base game files put the code into the files located within the main game folder. For expansion only files, put them in the files in the roaming folder.

I'm adding in the changes and working on getting the backwards compatibility set up (so you don't focus on that). Loving everything I'm seeing so far, mate! I'll touch base if I have more questions as I go through and add these in.

Sounds good and I'm glad you like it. I've encountered a few more bugs during my full play through test, but I think I will complete that by the end of the weekend and will have a release ready version of everything for you by Sunday.

And just so we are on the same page, you are not adding any dialog for the setting variables correct? I am planning to hook into that as soon as I complete the full play through test. Going to add it as a option when talking to the Headgirl about pregnancies.

Negative. I'm only adding in backwards compatibility (as I find it). Love the extra dialogue and descriptions but will definitely hold off on any further until you are wrapped up with it.

One of these days I need to do a github so we can collaborate easier.

I just updated the add-on files with a final release version. Included is the dialog to modify the duration.

Got it

So I want to clarify: In terms of the Hybrid part of the add-on, if my PC isn't an Uncommon race, the PC can't breed any of those races? The only exception would be if PC was a Seraph, then PC can breed other Seraphs and no other Uncommon races, right? As a Seraph PC I can't have PC breed with say, a fairy, and come up with either a fairy offspring or a Seraph offspring, am I hearing that correctly? That sounds kind of depressing for a Breeder play through, being locked out of an entire category the PC can breed with...

That is currently being entirely reworked as that does invalidate multiple playthrough options and limit player versatility. 

Ah, good to know. Breeder is the only play through I haven't done yet, and with all of the changes with the Farm and stuff I was thinking about finally getting around to running one, but then I was starting to think maybe it wasn't going to be a good idea, especially since I really like almost everything else the additions give to the game.

It should be a fun play through once these pregnancy  issues are corrected

is there a possibility of releasing the edited files instead of needing to edit them by hand? I was trying to merge the code from your files and messed up a lot of everywhere. by the way, what do you actually merge and where? i tried merging it all into the mod file instead of the game file but some of the files where not there giving me the impression i messed up, also at one point i managed to lose 500 lines of code and i'm kinda throwing in the towel for doing this my self. for reference, I was trying to add all of the addons, not any specific set. thanks in advance

These are already included into v0.9.5. They weren’t intended to be added on separately.

oh wow, i seriously need to learn how to read, thank you for clearing that up for me and keep up the god work!

so, i made a thing, with lots of help from redle and ank (thanks again!). Don't know if you want it Arics, but it is compatible with 9.4, and should be compatible with deviate's changes (haven't tested yet).

anyways, craftable equipment is now easy to add! just put a load() over the icon of the equipment you want to craft and over the icon of the equipment you will use to craft (if you want to use equipment to craft equipment) and then go to items.gd and type out a new recipe.

and link the item to the recipe, duh.

mega link

warning: probably buggy, hopefully i haven't forgotten any snippets of code elsewhere in the world (i don't think i did). I would do all the icon preloading, but sometimes that's also a bit glitchy, so leave it to you to preload when you want.

Love the concept and congrats on getting the details of that worked out! I’ll check it out and look into adding it as well.

What I’d LOVE to see is a new panel that mirrors Alchemy just for gear to make the game have a fully fleshed out crafting system. It really wouldn’t be that hard to add in “components” and a “deconstruction” feature that can break any item/weapon down to base components to be recrafted into something else.

i can't gui so sorry but i can't help you there. feel free to add that if you feel like it

This is a fantastic idea and if Aric is too busy I would be happy to work on it after I finish the hybrid work. I haven't looked at your code, but it should be fairly straight forward to create a system to craft and break down items. I can envision a system somewhat like WoW, where you can break down magic items for raw magic ingredients, and then use mundane items, magic ingredients and spells to craft new gear. Item values could be dynamically derived from your magic affinity stat and maybe even a new item crafting skill (one which slowly goes up as you use it). As for the GUI, that should be a simple matter of coping the alchemy panel and then making some modifications. Likely also want to add a new mansion upgrade path (maybe Forge).

Pallington, if you are ok with me expanded on your code I will look into it next week.

bump: i edidded mansion.gd so that everything intelligently loads, so you don't have to put load() functions over the items icons and suffer from thanos'd equip icons. will upload to mega shortly.

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Okay, I've been trying to figure this out for a day, and it's nearly made me drop the mod. When I start with my sister she is always crawling and I can't seem to figure out how to change it. Her breasts are small, I didn't restrain her in anyway and I'm not even sure what the mod means by "rules" regarding movement, as I can't find anything like this. The only document explaining the mod in the library is the sexuality scale. Any help would be appreciated at this point. Is this a bug?

Edited:

definitely a bug, is there anything in the console logs? any other mods?

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The only other mod I have is the default one and the random portraits. By console you mean the box that opens with the game, yes? Nothing unusual pops up there. I reinstalled the mod and went through the instructs piece by piece. Even reinstalled strive. Nothing. Still get the same bug. Seems to happen with every starting person except the stranger.

Updated my original post with the image of the console (?)

huh, not sure what's going on there.

Yeah.. Sometimes it happens and sometimes it doesn't? I can't seem to figure out what is causing it.

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Constants killed the radio star. The very top error shows that Constants has an incompatible type.

Try disabling Constants and trying again, I would almost bet that'll resolve it

Edit: This should fix that - https://itch.io/post/1488530

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Unfortunately, I already had the mod turned off by now as I was testing. At first, changing the value gave me an error, but it did get rid of the constants errors. Sadly, it seems my girl is still crawling. T.T

It's very difficult for me to test as sometimes they walk, sometimes they crawl for now reason. I began this game with my girl walking, but now, on day 5 she's suddenly begun to crawl again. I wonder if portraits could be causing this by any chance? Is that a long shot?

Edit: Then, I might have to restart my save again for it to work. I'll try that. @.@ Rip.

The factors for checking why she may be crawling are these:

Is she wearing cuffs/restrained (equipped via the inventory)?

Is she set to “permanently crawl” (via slave rules)?

Is she swollen/pregnant/cumfilled (checked on the bottom left panel of Statistics)?

And finally, is her energy bottomed out? (Main page or slave page, fixed via spell or sleeping)

Thanks for your help. :D

It did happen at the beginning, so my best guess would be the permanent crawl rule, but I have no idea where I'd find that? I've looking at all the menus for talking to them, but there is nothing like that in there.

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Okay, anyone have a bit of an idea what's going on here? It looks like you're supposed to be able to choose how you want stuff to be extracted with, and the container to use, but instead the drop down windows list hairstyles, of all things. I have a few canisters and pressure pumps I had bought, and couldn't figure out why my farm hands weren't using them. Took another look at this page and that was when I realized that something about this menu didn't seem quite right. Suggestions please?

Weird coincidence, I came to post this exact same thing - except for me the "work station" and "daily action" menus are also hairstyles :P

check the console error log, first and foremost.

expansionfarms.gd may be having a bad day.

The primary culprit seems to be this node.cpp thing. Problem is, I have no idea where its located and doing a quick search didn't turn it up either. Did I somehow botch the install and I'm missing something?

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It looks like Constants broke the game (the very top error). I would recommend disabling Constants and trying again. I can't promise they are compatible.

Edit: The snailsbreeding issue is one that is fixed via the hotfix that I posted in the main post. Deactivate Aric's, drop that into your mansion file in appdata/strive/mods/arics/scripts, and reactivate Aric's. That should clear up the snailsbreeding issue until v0.9.5 is released.

The Constant's error should be resolved via the following - https://itch.io/post/1488530

The constants mod is working fine, it is quite robust and is unlikely to effect the rest of the game. The message is simply a harmless notification that it didn't like the value of a variable. There is a small oversight in the mod system's RegEx, and a variable in variables.gd that has a syntax that has incompatible with the mod system. The rest of the errors are the result of problems solely related to Arics Expansion.

Huh, looks like multiple problems can cause this same symptom, heh. In my case the error message is:

SCRIPT ERROR: farminspect: Invalid get index 'stallbedding' (on base: 'Dictionary').
      At: res://files/scripts/Mansion.gd:3651

In fact, all the farm panel buttons are throwing a similar error:
SCRIPT ERROR: _on_vatsbutton_pressed: Invalid get index 'bottler' (on base: 'Dictionary').

          At: res://files/scripts/Mansion.gd:5575
SCRIPT ERROR: _on_workersbutton_pressed: Invalid get index 'farmhand' (on base: 'Dictionary').
          At: res://files/scripts/Mansion.gd:5846
SCRIPT ERROR: _on_storebutton_pressed: Invalid get index 'containers' (on base: 'Dictionary').
          At: res://files/scripts/Mansion.gd:5902

Any errors above this one? Stallbedding or any of the farm panel buttons don't usually through up errors unless it's misinstalled. There is a file as a hotfix in the main post for Mansion.gd that should clear up the issue if it's related to the snailsbreeding node (if that's part of any error code above that one)

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No other errors. Here's a full console - started up the game, loaded the save, added a slave to the (previously empty) farm, then tried clicking the panel buttons (the workers button, oddly, worked fine this time. Maybe because I had no farmhands assigned)

Was this a new or existing save? And any other mods installed? Finally, have you reinstalled the mod and/or double checked the install steps or video? That includes deleting the backups folder, as it looks like your Mansion.gd is acting like the farm’s variables aren’t a thing (ie: vanilla code) in your globals & farm file.

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Existing save - which turns out to have been the problem, as revelealed by fsadfasdfasdfasfdaaa's excellent sleuthing :P

Excellent! Unfortunately it looks like a few of the backwards compatibility aspects may not be able to apply automatically on existing saves (or at least how I have been doing it, hopefully there's another way to).

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Might have the solution for you in my recent comments. Fixed it for myself and one other person. On old saves you don't have all of the code you need so you need it added. Follow the post where I said "Okay well this was miserable" first and then after that do what is in the "Buckle up buttercups" post.

Thanks for the reply, although your edit made me feel kind of dumb. I had found the fix in a previous post before mine (the line of code being "snailsbreeding" instead of "snailbreeding"), but when I made the changes myself it still wouldn't work and I couldn't figure out why. I completely forgot that I had to deactivate and reactivate Aric's if I expected the changes in code to be recognized by the game and not throw those errors.

Nothing dumb about it! I was incredibly tired when I posted the first reply (pre-edit) so I should have seen that right away too. Good catch and way to fix it solo!

Might have the solution for you in my recent comments. Fixed it for myself and one other person. On old saves you don't have all of the code you need so you need it added. Follow the post where I said "Okay well this was miserable" first and then after that do what is in the "Buckle up buttercups" post.

For some reason seem to be having an issue whenever I try to use this mod. Once I install it, it causes most of the text in town to disappear, and also seems to make the option for the laboratory in the upgrades tab to vanish entirely, which obviously makes it impossible to progress past the related quest in story and also improvements to characters.

Not quite sure whats causing it. Can't tell anything from what I'm seeing in error log, though it does seem to have a link to the upgrades menu script, and tried reinstalling mods, and even wiping and redownloading the main game.


Is this on an existing savegame? It seems as though either it isn't installed properly OR there's something in that savegame that is preventing the global's file from gaining the allnpc dictionary (which a lot of the npc expanded features are based on). Have you tried this on a new game?

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No (to on existing save). Was originally, but as said in original post have since wiped all saves and game data and reinstalled from scratch with same issue. Wiped folders for both base strive game folder (where .exe is) and the one in app/roaming (where mod folder, bodies act. go) before reinstall.

Do this for me. Pull up your "globals" file from where your exe is and control+f to look for "dimensionalcrystal". Do you come back with any entries? Or one from within mansionupgrades, specifically? Check for "allnpcs" as well (should be var allnpcs).

If you aren't finding those, I would deactivate Arics from the mod panel, exit the game, copy the files for the game folder from Important back to the base game, delete your backups folder, start the game and apply the mod, exit the game again, then start it to see if you have the same issue pop up. You might get away with just copy/pasting the Globals file as that seems to be the main cause of your error log messages (those dictionaries pull from globals) but doing them all should be safer.

Let me know if that clears it up!

References seem to be there. Three for dimensional crystal, two related to mansion upgrades, and one for the allnpcs. Tried reloading mod anyway but didn't seem to fix issue.


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Hey AricTriton. Thanks as always for amazing work. I ended up trouble shooting some errors with using old saves in my two posts with "Okay well this was miserable" first and "buckle up buckaroos".

Only mod other than yours was random portraits, and maybe farm label (but I don't think I ever activated it).  The issue seemed to be 

1: The jobskills did not include new jobs for each character

2: Code between production and farmoutcome did not update for each character

3: The single instance of code between "resource","array" and "foodcaparray" did not update.

Thanks for your work on that, mate! I always try to add in backwards compatibility, but unfortunately some aspects don't seem to successfully add themselves to the old saves (without manually adding it like you did). I need to figure out a good way to force old saves to update with the parts from current classes, but unfortunately I may end up just having to officially break compatibility on major version releases if they won't auto-update

So I'm playing 0.9.4, and am on day 40 or so.  The crystal's researched for the immortality and pregnancy acceleration, and bad stuff is starting to happen.  So I used the option to feed someone to the crystal.  Just a bandit I pulled out of the first area.  There are no errors, and the game doesn't crash, instead just soft locking with the dialogue becoming "...." and no choices or anything available.  I can't close out of the dialogue and effectively have to shut the client down and reload.  I uh, hope nothing bad happens if the crystal gets too hungry...

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Bad stuff definitely happens if the Crystal gets too hungry (though it shouldn't lock the game completely like that). The Dialogue only became "..." for that particular slave, but it didn't close their talk panel?

Edit: I may have found part of the issue on why that panel won't close automatically (how it should). That should be fixed in v0.9.5

As an update, it happens on any slave I try to use the crystal with.  The dialogue panel displays only four dots, and it doesn't close the talk panel.  The game basically soft-locks after that.  It also only happens if I try to intentionally feed them to it using that dialogue option.  If I get them accidentally eaten by the crystal and just don't bother rescuing them, it works just fine and lowers the hunger properly.  Not entirely sure what triggers the accidental eating bit.  It appears to be researching or modifying the crystal's settings with a slave with low magic stat?  Not every slave I notice has the option to try to research the crystal though.  

That is correct. A slave has to have a certain magical affinity to be able to manipulate or research it at all, however if the crystal has gone "Dark" then it has a chance to try and consume someone researching it if their magical affinity is less than the crystal's power + hunger. You should have the option to try and save them, though.

I have to finish the new additions into the game to be able to troubleshoot my fix properly before I can release the fix for that issue, unfortunately

Oh, so there's something that triggers it going all evil then.  Now I wanna experiment more.  Is there a way to make it not evil again once it is, or is that spoilers?  Heh.  And let me know if I can help in any way!  You're doing amazing work so far!

The storyline for it isn't completely fleshed out, but there are abilities and some interesting things that can happen with it so far. It's primarily a teaser for a full new playstyle that is slated for a future version. :)

If you're interested in coding, writing story or dialogue, or anything else you are more than welcome to join in. This is definitely a group project at this point and there's always room to play to whatever strengths you'd like!

Consider me very, very curious then!  Also, I'm a writer myself, capable of both story and dialogue.  I can code too but I'm not at all familiar with the language that the game uses.  I wouldn't mind trying to help the project out. :3

What we could do is this then. If you’re interested in writing for a certain event, I can send you the code format to write in so you can just write it, apply that format, and I can drop it into the code.

Examples would be: expanding the dialogue system to have different “conversations”, Intro prompts, etc based off of personalities or flaws. Expanding the combat capture post-dialogue. Adding more quests or end of day material. Etc 

I could definitely give it a shot. :3  I'd have to know what you need of course.  And probably a better way than this back and forth board commentary to communicate.  Heh.

Hop on the discord. I'm usually around

Hey Aric, struggling a bit to trouble shoot this bug in my file. When I go to end day, the game processes to the next day but the daily report does not generate. Console gives two errors:

SCRIPT ERROR: dailyFarm: Invalid get index 'hp' (on base: 'Reference (person.gd)').
          At: user://mods/AricsExpansion/scripts/aricsexpansion/expansionfarm.gd:1134

SCRIPT ERROR: _on_end_pressed: Invalid operands 'String' and 'Nil' in operator '+'.
          At: res://files/scripts/Mansion.gd:1282

This does not occur with fresh saves. What portion of a save do these errors refer to?

That "hp" line should be "health". That was modding from another game bleeding in. It'll be fixed in v0.9.5, but if you open up expansionfarm.gd and search for that hp line, just change it to health and it'll resolve the "prod" action for now

Hey! First time user of this mod and I ran into an error as soon as I started the game. 


Mod Version v0. Expanding game to latest Aric's Expansion version
Aric's Expansion v.0.81
SCRIPT ERROR: GDScript::reload: Parse Error: Identifier 'participants' is not declared in the current scope.
          At: res://files/scripts/newsexsystem.gd:896
ERROR: reload: Method/Function Failed, returning: ERR_PARSE_ERROR
   At: modules/gdscript/gdscript.cpp:580
SCRIPT ERROR: _on_startbutton_pressed: Invalid call. Nonexistent function 'startsequence' in base 'Control'.
          At: res://files/scripts/Mansion.gd:4221


Error message looks like this while the sex interaction refuses to work; it literally only shows the background picture and won't let me click  anything. Was wondering if you could help?

This mod is currently version 0.9.4, and your message declares that your version is 0.8.1. If you intended to play the most recent version, then you have made a mistake during installation. Probably failure to apply the correct version of the mod, but it is important to properly follow the installation instructions.

Right first of all thanks for the quick reply. I dunno why I had the old version installed even after reinstalling everything, but I fixed it. Unfortunately, more errors happened that killed my save file(Unsurprisingly) and prevented me from  creating a new one either. 

SCRIPT ERROR: getsexfeatures: Invalid get index 'penissizearray' (on base: 'Node (globals.gd)').
          At: res://files/scripts/assets.gd:75
SCRIPT ERROR: newslave: Invalid get index 'expansionsetup' (on base: 'Node (globals.gd)').
          At: res://files/scripts/characters/constructor.gd:81
SCRIPT ERROR: _ready_newgame_creator: Invalid call. Nonexistent function 'cleartraits' in base 'Nil'.
          At: res://files/scripts/mainmenu.gd:270
Loading Backup...
Load Finished
SCRIPT ERROR: _newgame_creator_reset: Invalid set index 'memory' (on base: 'Nil') with value of type 'String'.
          At: res://files/scripts/mainmenu.gd:323
SCRIPT ERROR: _stage4: Invalid set index 'race' (on base: 'Nil') with value of type 'String'.
          At: res://files/scripts/mainmenu.gd:691

If you saved after all those errors, then yes your save file is probably dead. If you only loaded it, then it is probably fine as the game was likely dead before you even selected the file in the list. Your Strive program folder is probably hopelessly corrupt as this point. There are errors before the backup has loaded, which suggests a botched installation followed by activating the mod system to compound the problem.

I recommend extracting a fresh copy of the game (if you downloaded the zip archive), deleting the mod folder, and making sure you have the correct mod folder in place. It's probably fine to keep the rest of the appdata, but people sometime need to delete that as well.

It is recommended that you start a new progress for the new version of the game, so this is probably for the best. But feel free to keep the saves and try to use them, at worst they will cause errors and you will need to restart the program.

ok so 

in globals:

var expansionsetup = globals.expansionsetup

then in assets.gd you call globals.expansionsetup

expansionsetup is never declared otherwise

sooooo

It is declared in the globals.gd in the mod folder (as it has to be in that location to show where the mod paths are, apparently). That's the unfortunate reason for the 2 globals and why the errors will pop up until you activate the mod.

yup, it's fixed now, thank

 
So far I havn't experienced any errors beside this. Happens when I try to test the breeding with the kennel animals.

Sweet, thanks for the feedback! I'll look into it

There was a bug with how that was handled in the beta version I posted last weekend. I just posted a release version of the add-ons which should address this. I was able to do a near complete play through with no errors.

Hello , i tried to start a new game because i haven t played in a while. I only reinstalled strive and aric expansion and i get this error. Can you tell me if i made a mistake or is it a bug ?

ty for your amazing work btw ^^

I just created an installation using version 0.9.5 and had no error messages. The installation of version 0.9.X has become significantly more complex than prior versions, so be sure to start with a fresh copy of the Strive program folder and follow the instructions.

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I don't think my first post was posted because of my new account so here's my comment again.
I get an error when I as a half-kin wolf have a child with an elf.  I am unable to select the child in the residents window normally.  Additionally, when I can select the child it gives me the following inspect window.

Edit: The same problem also occurred when I tested as a Human male with elf female.




Anyways thanks for the great mod!

I have the same problem. I cant play with my own childs, I have to sell them all at the moment. Reinstalled everything and I am playing on a new save file.

Here the corosponding datas from the save file.

First one is one of my normal slaves:

"340":{"children":[],"father":-1,"halfsiblings":[],"id":"340","mother":-1,"name":"Carrie Sagespirit","race":"Dark Elf","sex":"female","siblings":[],"state":"enslaved"}

this is one of my daughters. I sold her because she wasn't working:

"481":{"children":[],"father":"3","halfsiblings":[],"id":"481","mother":"285","name":"Torbanise Pendragon","race":"Elf","sex":"female","siblings":["957","379"],"state":"left"}

I hope this helps some one to help us xD. thx for helping. ^^

I’ll dig into it. Thanks to both of you for pointing it out!

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I encountered this problem too. I was able to solve it by changing the "race_display" of any bred slaves in my savefile from "Mixed" to something else (in my case i have only tried setting to Dragonkin). So it seems to encounter some kind of error when trying to display a Mixed race character, which so far only can exist from the players breeding.

Deleted 3 years ago

Is it just me, or is the "garbage collector" (arrest/execution) system a little... overzealous? The post-combat notifications always make it seem like there's a chance you'll find your opponents again, looking for revenge - yet nearly every single bandit winds up being arrested that very night. Hell, even characters saved from bandits almost inevitably get arrested.
It's a great idea, cutting down on save bloat, but it'd be nice if at least some characters, especially the innocents, were able to persist for a much longer time.

Oh, and speaking of executions, I still need your discord info so I can send you ideas for the "eroticized" executions we discussed a while back

https://itch.io/t/284398/discord

Discord info is in the link Ank sent, I’m easily found on the mods thread most days.

I’ve heard complaints on both sides (ie: too overzealous or not zealous enough on the purge). The system can be lessened to your tastes though, as I try to please everyone. Open up your expansion.gd, go to Settings, and find the town guard capture chance variable. You can lessen/raise that as much as you’d like. Basically, that’s the base chance each NPC has which is then modified by other factors like their notoriety (ie: how many times you’ve fought them), the overall number of NPCs in the NPC system (to lessen bloat), etc.

Keep in mind that lowering it will drastically raise the number of re-encounters. Also, any of them caught have a 33% chance to be sent to the slaves guild (to be bought), 33% to be “executed” which can be rescued or bought from that scene, and just 33%ish to be “sent away” which permanently removes them.

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I can't have children with any of my slaves without them disliking it and becoming stressed. No matter which of them I impregnate, it always comes out that they don't want the baby and that the pregnancy will be more stressful even though I have their consent and  also their number of wanted pregnancies has not been met.  Was this problem addressed in the new 9.5 update or not. If it hasn't been addressed yet is there a workaround or mod to fix this. 


The pregnancy system was overhauled in v0.9.5 and that check may not be triggering correctly. I’ll look into it and appreciate you pointing it out

I forgot to go through the consent to get pregnant dialogue choice with the slave under the "talk" tab.  After I did that she was ok with the pregnancy. Will I have to ask "can I impregnate you" every time a slave gets pregnant so they will not get stressed or do I only need to do it the first time?

Ah, gotcha. And that depends. If the number of pregnancies/births is lower than their desired number of children (which you can again ask about in the Talk menu), they will continue to Consent. If the number goes past how many children they want, they have a chance to no longer want kids (and you’ll have to ask again).

When they actually give birth (ie: the childbirth panel) they will say something along the lines of “I don’t think I want to have any more kids”.

I am having an issue where I can't leave with one specific slave in my party. When I click the leave button it does nothing but add the following errors to the console:


This only happens with one specific slave. I haven't been able to get another to have the same issue yet. 

I used a new clean install and a new save for this version (I always just delete all the game and roaming folders and just re-copy everything to be sure that it is clean). I have this mod, and then Random Portraits and Enhanced Slave List loading after this (higher numbers).

It could be related to having Enhanced Slave List as I can’t speak to the compatibility, but that almost looks like  its an item that cant determine how much it weighs. Does that slave have any items equipped?

So loaded up the game to look and see if it was related to weight and noticed that on my most recent save she now seems to work fine. If I add her to my party I can leave and use my inventory as normal. However, when I go back to any older save she is still broken and can't be used. She has no items in either save.

In the older save I looked into it and the issue definitely is related to weight. When she is in my party I can't add anything to the inventory, it just gives another error message:.
If I try to remove something from the inventory the item will be removed but the weight won't decrease and the same error will occur show in the log. It will either display the old weight or no number at all. Once I swap her out of the party my inventory corrects itself to the correct weight.

During this process of playing around for a trying to figure out why she works in my most recent save and not the older ones I seem to have found a way to fix the issue, in game at least. If I add her to the party, go to the inventory screen, select the slave causing the error, and then switch from mansion inventory to party inventory or vice versa, the inventory weight will correct itself and she becomes usable in a party. Fixing her like this once seems to work permanently (or at least for a long time, she still worked after being removed and re-added to the party, even several days out of it).

As to the Enhanced Slave List, I don't think it conflicts. It is from here: https://itch.io/t/542481/redles-mods-updated-20200412. So far as I can tell it only affects the slave list on the right side of the screen. I looked in the scripts and that is all it seems to be touching (though I can't be sure as I'm not a programmer, or  very familiar with how the game or your mod are coded.

That is fascinating. It does seem very peculiar, but everything IS working well now?

Yes. It's working fine now.

I still don't know what caused it or why only that one slave. I even tried getting other slaves to similar stats but they weren't broken like her. I thought  it was because she had high strength (5), but I made other slaves with the same strength and they weren't broken. But at least it's working now.

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So, I've got a question. I'm messing around with a test save and trying to manually add a Hybrid Character just to mess around. Looking at the code in person.gd it looks like if anything other than the same race or Mixed is set as display_race than it should result in a Hybrid character, but when I save the edit and check, the character is entirely broken. What am I doing something wrong? 

Obviously a normal player wouldn't come across something like this, just wondering.

What values are you trying to change in the save file to make the hybrid race? The basic formula (as I understand it, deviate wrote that particular code) is that 70%+ is full blooded for one race while 30%+ is enough for a hybrid to be considered. I don’t believe it handles 3 way hybrids though (ie: 30% for 3 different)

(3 edits)

So, I took a character, changed the name and id of them, and then was just trying to make them appear as either mixed or hybrid. I was specifically changing the 'race' and 'race_display' to 'Human' and 'Fox' respectively. I also changed higher up (but in the section for the same character) the values in 'genealogy' of human and fox to 76/24 respectively, just changed them to 65/35 and it still didn't work. Character comes up blank.

It seems that if 'race' and 'race_display' aren't the exact same, then the character page blanks itself. If they're the same, but an invalid character type (Halfkin Dragon for example) then it loads fine but clicking on the highlighted name thats invalid forces me to close, which is expected. 

EDIT: My error logs show the exact same errors as Fibian (a few posts above mine) except for the 'slave_tab.gd' number (which isn't surprising) so I'm decently sure his problem has to do with this.

I see a couple of issues there. Editing an existing character might work but that character won't be able to be successfully called if you didn't add in that new ID you'd created manually to globals.slaves (which is how all of the person references are called by the game). As you said, something that isn't vanilla (like Halfkin Dragon) has no racial description so will force a crash for sure.

I'd recommend trying that on an existing slave without effecting the name/id and see if you can get it to manually update like that.

(2 edits)

To check, if the person appears near the bottom of the save file where it lists the name, sex, race, id, etc. does that mean that they're in the globals.slaves area?

Edit: If not then I have no idea where to look. About the only bit of coding I've messed with was some C++ in highschool, editing saves on this, and messing with some config files for other games.

Edit 2: Changed a Halfkin Bunny's race (genealogy with orc 37) to Orc and race_display left on Halfkin Bunny, same exact errors.

I would recommend looking for "slaves". There's a "guildslaves" as well, but it'll be one inside of slaves. Again, I just recommend changing the existing slave without changing ids (obviously this will override the old one) if you're looking to just test it

(1 edit)

I've got a separate set of saves for testing stuff, so no problems there.

Edit: Double checking here, 'slaves' in the save file? Or slave somewhere else? Because if its in the save file I know exactly what you're talking about, and thats where I'm changing things.

In the save file. Gotcha, I wasn't sure if that's where you were

Yeah, thats where I've been changing everything. I'm pretty sure that something to do with genealogy is breaking and causing the errors that Fibian and myself are receiving. Might wanna pass the info along to deviate since they're the original coder for that portion.

Is the "Export stats" button something added by this mod? If it is, what is it for?

Hey, i guess i found another Bug.

There was a bug in the past, which causes the data from the farmstore to carry onto new games. This seems fixed since then, but today i noticed the same thing occures to the incubators as well.

Well dang. That should only happen if going straight from an existing savegame straight to a new game, but going from a freshly booted game to a new game should avoid that issue until it can be patched

(+1)

Just had a question about something I found while  scanning through expansion.gd.  Are these ids something that can be accessed and set for different slaves in the game and if so how?


(+1)

soonTM

It’s the latest personality variation that I’m trying out to make slaves feel differently again.

Hmm....a few comments.

- Milking seems hardly worth it. It takes a lot of slaves to get it working and the income is meh

- seems like sexuality change it still fubared. Futas sleeping with females are becoming straight

- is cum production for no-balls futas even working? Doesn't seem like it. A no-ball futa cummin in someones mouth desn't register for the desire, for example. Perhaps it would be best to simply have no-balls futas have internal balls (they would have balls, with sizes, just internal, not visible. And thus would also have varrying outputs)

- one thing I added some time ago but lost the files: cowgirl sex position. It seems silly that you cannot force vaginal/pentrative sex acts on a male/futa (ride someone when tied up), but you can force yourself on females. I'm half-way implementing it back.


- the after battle action - the rape of defeated opponent - could use varriance and expansion.

Milking doesn’t start maximizing the profits unless you hit a cattle with Hyperlactation (which reverts her to the overlactation that produces a ton). If you really want it maximized, you’ll work on having her milked by hand as Milk Maids can consistently max  out production better than machines once they have high job skills.

You can change which way Futa’s shift in expansion.gd > Settings per request. It’s still set to that by default but should be easily changeable through the variable there.

I think the cum prod for no-ball futas were broken with one of deviates changes in this version. Should be fixed again in the next.

I agree, I just haven’t invested the time to write that. I do have a writer who is willing to help out that I may ask to expand and vary those scenes more.

So I was trying to figure out why the Futas were always causing sexuality to change towards straight and I found that there appeared to be an error in the file newsexsystem.gd there is a part of the code that doesn't reference properly as it searches for 'futa' instead of 'futanari' after I adjusted it my game is working correctly.

I replaced 'futa' with 'futanari' in the following lines:

if i.person.sex == 'futa':

if person.sex in ['male','futa']:

if person.sex in ['female','futa']:

I hope this helps I am not sure if there are any other instances of this issue in other files as I haven't done a thorough search.

(1 edit)

The setting has it set to female. So, yeah, something there is broken.

I have a hyperlactating cow, the the amount of milk is not really the issue. So far my seller seems to bring in anywhere from 50 to 200. Not bad, but considering that all those slaves could be working as entertainers/escorts, not really that good either. EDIT: Now it's up to 400. Far better.

Also, I can forward the cowgirl and some other fixes, but so far the descriptions are still not wokring as intended.

I’d be interested to see the new positions. Regarding the production going from 200 to 400, what changed on that? I will say that the milk merchant jobs do increase over time as well as being based on their charm and wit, so it will slowly increase (from an RP standpoint, it is to reflect the growing interest as you build the business)

The new positions kinda work, but the descriptions are mostly fubar.

http://www.mediafire.com/file/8fm38qqnlq3frkg/Strive_newPositions.zip/file

Also, at one point you said you'd merge my item mod with yours. I'm all up for it, just so I don't have to re-edit every time you update :P

Honestly, I simply use the milk to supplement my mansion's food income and instead use semen and piss as my primary sources of gold income. This was a fairly decent way to earn gold, especially if you had a stud breeding your cow pretty much every night. Your farmhands would automatically extract leftover cum that had been deposited into your cows, in addition to whatever cum the cow herself provided. Unfortunately 0.9.5 kind of nerfed the crap out of the Breeder playthrough, so I've only barely dabbled with the farm so far on my other playthroughs. I'm not sure yet what the optimal gold making strategy will be overall.

Getting a lot of the following:

SCRIPT ERROR: addrelations: Invalid get index 'id' (on base: 'Nil').
          At: res://files/globals.gd:1010

Seems like it happens at least once at the start of any combat encounter with actual characters

It seems that in this version I can't impregnate a slave, no matter how much I tried. I don't know if its related to the Demon race. I don't get any error on the log.

Have you talked to them to see if they have an option to tell you about the pregnancy? You won't see them as pregnant in the status screen until they tell you about it, if I'm not mistaken.

Yes, no alteration. Pregnancy was set to 10 days, so I did saw a slave go through the complete ovulation inseminated every day + 10 days from preg and nothing happens.

(+1)

There were a lot of changes to fertility in deviates code that I hadn’t noticed that heavily penalize non-standard races on top of the long ovulation timers. I am working to correct those ASAP though and will release a new version with those modifications heavily reworked to keep from penalizing any non-standard race playthrough soon.

Deleted 3 years ago

Seems to be a bug. It was reported above. It happens for mixed race or Hybrid race characters.
Until it's fixed, you can fix the problem by going into your save file with notepad, finding that bred character and changing their race_display from mixed or whatever it is to a specific race.

I had the same issue and can confirm that this fixes the issue (at least that it makes you able to interact with them). One thing to note is that for me it seemed that I had to select the race that was listed as 'primary' in the field above/before the 'race_display' field. Trying it the other way (i.e. using the secondary race) had the same error occurring for me.

Never figured out what the issue I was having with previous version of mod was, but thought I'd give it a go with new update. Seem to be having more issues than before though. Did clean install of SfP and mod, following install instructions to the letter, but getting an issue when get to the character customization screen. The race menu has vanished entirely and can't change portrait. Can't even click continue. Attaching resulting error log with screenshot. Hoping can get this sorted so can actually play mod :) Enjoyed it greatly before the previous update started doing wierd things to my game :)

The first 2 errors list missing variables that are added by the initial file patch. If I had to guess, then I'd say that you failed to either do one of these two actions or the order in which you performed them was wrong:

  • copy the contents of "Put in Strive Game Files" into the Strive game folder(it should ask to replace stuff)
  • delete the "backup" folder before starting the game

The order can matter just as much as doing the correct actions. The simplified order of steps is:

    1. manually move all files and folders to correct places
    2. delete backup
    3. start game and apply mod
    4. restart game and play

    Yeah, covered all that during original install. Made sure to follow install instructions exactly to avoid any added issues, but still had this happen.

    On off chance I missed something, followed instructions again and checked against what you've just said to be sure, but yeah, did it all and still getting exact same errors.

    (+1)

    These may be stupid questions, but always worth asking (per those errors):

    Did you activate Aric’s and Restart the game before trying to start up the new game? That continue button works fine for 99% of mods, but Aric’s is a special snowflake and edits things that have to be reinitialized with a newly started game.

    Are there any other mods involved?

    The continue button will only work for mods that only change files that are only loaded and used when a progress starts (i.e. after the loading screen). Continuing without restart, was only intended for people who change their mind about the mods, especially if there were errors, as the mods can still be safely reverted at that point.

    Deleted 3 years ago
    (+1)

    Yeah, always restart after mod activation. Usually forces me to anyway, but on rare occasions it doesn't manually close it anyway.

    Normally use improved random portraits, but this mods info says that's compatible. And aren't even using it for these tests/reinstalls because want to get this working before try adding another mod.

    (+1)

    The vanilla mod system always required a restart after applying mods. My bugfix, which is included as part of Aric's Mod, altered the mod system and added the option to accept the changes without restarting. If you do not receive a longer report after applying the mod or do not have two options afterwards, then it would mean that the files were not replaced properly.

    Unless there were errors during the application of the mod, I am unable to determine the source of the problem. If all steps were followed correctly, then folder permissions become a possible source of problems. The patched mod system should report any problems opening or saving files.

    The Strive Discord (https://itch.io/t/284398/discord) is a great place to resolve tough issues as we can share a lot of information quickly.  Since simple reminders were not enough to fix it, the next steps will involve verifying each step and aspect of the process . Basically it involves checking the mod folder path in-game, the folder names and paths for the mod files and replaced files, and opening script files to verify that they have indeed been altered correctly.

    So, I have a problem that follows up with the pregnancy system. So one of my slave's happened to have twins  ( ͡° ͜ʖ ͡°) but for some reason the second child just randomly disappeared. I don't know if it's a bug that Deviate has said before and or it's just me going wack. A response would be nice  ( ͡° ͜ʖ ͡°)

    Deviate introduced a large number of bugs from what I have seen and heard. I think one of them was the fact that the system stores a count of babies separate from the actual number of babies and that these can end up with different values. So it is possible that your slave never had a second baby, only a false count of 2 babies.

    (1 edit)

    I don't think it's that, I did actually have two kids as I open the relative menu of the kids related and it seems like two of them do exist. However the second child is no where to be seen. It might be another bug possibly.

    (3 edits)

    I've managed to test twins (and quadruplets and quintuplets) and in every case only one child was ever actually born

    The quad and quin were from the player, and a slave respectively, and were after I edited the fertilisation process to prevent ghost babies. (if the mother had ovulation type 2, or gave birth to eggs it would count the first 3 children twice.

    I have managed to get the birthing of multiple children working though, with the same quad and quin that weren't working before. All 9 children were successfully born. To fix it instead of repeatedly calling the birthing function, I store the birthing mother in the same manor as the baby being born, then at the end of the birthing function right before closing the birthing panel, if the mother has more children to birth I  call the start of the function.

    There are 3 relevant blocks of code that were changed/moved to make all this work all of them are in the Mansion.gd file.

    First I created a new variable right next to the baby variable above the childbirth function that I called birthing mother, it doesn't really matter where the variable is in the code long as it isn't in a function:

    ...

    var baby
    var birthingMother

    func childbirth(person,baby_id):

    ...

    next in the nextdayevents function right at the start where it checks for pregnant character to give birth, instead of calling the looping function I set the aforementioned birthingMother variable to the mother giving birth then call the childbirth function directly:

    ...

    func nextdayevents():
         get_node("FinishDayPanel").hide()
         var player = globals.player
         if player.preg.duration > variables.pregduration && player.preg.is_preg == true:
              birthingMother = player
              childbirth(player, player.preg.unborn_baby[0].id)

              checkforevents = true
              return
         for i in globals.slaves:
              ###---Added by Expansion---### Hybrid Support
              if i.preg.baby != null && (i.preg.duration > variables.pregduration || (i.race.find('Goblin') >= 0 && i.preg.duration > variables.pregduration/2)):
                   if i.race.find('Goblin') >= 0:
                        i.away.duration = 2
              ###---End Expansion---###
              else:
                   i.away.duration = 3
              i.away.at = 'in labor'
              birthingMother = i
              childbirth(i, i.preg.unborn_baby[0].id)

              checkforevents = true
              return

    ...

    finaly at the end of the babyage function after adding the baby to the list of slaves but before closing the panel I remove the newly born baby from the mother and then if there are any more children to be born call the clidbirth function again for the next baby that they are carrying:

    ...

         globals.slaves = baby
         globals.state.relativesdata[baby.id].name = baby.name_long()
         globals.state.relativesdata[baby.id].state = 'normal'

         globals.state.babylist.erase(baby)
         birthingMother.preg.baby_count -= 1
         birthingMother.preg.unborn_baby.erase(birthingMother.preg.unborn_baby[0])
         baby = null
      
         get_node("birthpanel/raise/childpanel").hide()
         if birthingMother.preg.baby_count > 0:
              childbirth(birthingMother, birthingMother.preg.unborn_baby[0].id)
         else:
              birthingMother.metrics.birth += 1
              birthingMother.preg.is_preg = false
              birthingMother.preg.duration = 0
              birthingMother.preg.ovulation_stage = 2
              birthingMother.preg.ovulation_day = -5
              birthingMother = null
              get_node("birthpanel").hide()

    ...


    The bolded lines are the lines that I changed/added or moved from the original state.

    (1 edit)

    And while reviewing this post I realised that I didn't account for if you give away the baby or babies so you could either set it up in one of two ways first:

    func _on_giveaway_pressed():
         birthingMother.preg.unborn_baby = []
         birthingMother.preg.baby_count = 0
         birthingMother.metrics.birth += 1
         birthingMother.preg.is_preg = false
         birthingMother.preg.duration = 0
         birthingMother.preg.ovulation_stage = 2
         birthingMother.preg.ovulation_day = -5
         birthingMother = null
         get_node("birthpanel").hide()

    That should just delete all of the mother's remaining children when you can't or don't want to keep them, but won't allow you to pass on one and keep a later child

    func _on_giveaway_pressed():
         birthingMother.preg.unborn_baby.erase(birthingMother.preg.unborn_baby[0])
         birthingMother.preg.baby_count -= 1
         if birthingMother.preg.baby_count > 0:
              childbirth(birthingMother, birthingMother.preg.unborn_baby[0].id)
         else:
              birthingMother.metrics.birth += 1
              birthingMother.preg.is_preg = false
              birthingMother.preg.duration = 0
              birthingMother.preg.ovulation_stage = 2
              birthingMother.preg.ovulation_day = -5
              birthingMother = null
              get_node("birthpanel").hide()

    That should remove the baby being shown, then reload the panel for the next baby, but requires you to manually pass on every child

    Love the fix and appreciate it! I'll work on integrating and testing it!

    Well, I have tried to implement this myself. However, I do not see it ever working as it conflicts with the slave_tab.gd (atleast mine) Maybe I'll have to wait for Aric next update. I'll keep trying to see if I can get it through, maybe you can help put a guide where goes where because at least I tried to put it where it suppose to be it, the first time it conflicted with the actual Aric Script than it conflicted with slave_tab.gd. For the mean time, I'll just have to find the gad dang ghost babies ( ͡° ͜ʖ ͡°)

    Could you provide a Mansion.gd file with this in effect? i've tried adding it in the places listed but it bricks my save

    Did everything right I think, but for some reason I can't actually exit the manor. 

    SCRIPT ERROR: GDScript::reload: Parse Error: Identifier 'rewardslavename' is not declared in the current scope.
              At: res://files/scripts/exploration.gd:1473
    ERROR: reload: Method/Function Failed, returning: ERR_PARSE_ERROR
       At: modules/gdscript/gdscript.cpp:580
    SCRIPT ERROR: _ready: Invalid set index 'buttoncontainer' (on base: 'Control') with value of type 'VBoxContainer'.
              At: res://files/scripts/Mansion.gd:84
    SCRIPT ERROR: _on_leave_pressed: Invalid get index 'zones' (on base: 'Control').
              At: res://files/scripts/outside.gd:122


    Am I stupid or..?

    It appears that you replaced the Strive game scripts with the files in "AricsExpansion/scripts", which erased a variable that exists in the vanilla game. You should only copy the contents of "AricsExpansion/IMPORTANT - READ THIS BEFORE INSTALLING/Put in Strive Game Files" into your Strive game folder. You will need to start the installation over with a fresh Strive folder, since yours has been corrupted.

    Re did it and it all works fine, except the Console doesn't say "Aric's Expansion Rebred", but the content is all there so I can't complain?

    (1 edit)

    I've been having a bit of an issue with the pregnancy system and can't seem to have any of the girls ovulating. both main character and starting slave are fairies and i had the 4 cycles all set to 4 days (changed through constants mod, not through the expansion files). Even after cycling through 20 ingame days the main slave still isn't ovulating but doesn't bring up any errors in the log. is changing the cycles having a negative effect? getting them pregnant isn't an issue as i set the ovulation cycles back to normal and they can be impregnated. anyone else having issues with this? I've tested with about 3 different saves. fairies, beastkin and drow, and they all have the same problem when the ovulation cycles are changed.

    Edit: started a new save. set in constants to 4 days for all cycles. haven't purchased the crystal to alter pregnancy speeds and slaves are ovulating as per normal. i'll try a separate save and see if the crystal has any involvment

    There was an issue with the v0.9.5 and ovulation cycles in particular. That's part of what I'm working to try and clear up and test

    (+1)

    I'm sure you've already found this, but the fix for "broken" Hybrid or Mixed characters is pretty simple. In case you haven't or if anyone (like me) can't wait for the next update, all you have to do is go to your "files\scripts\person\person.gd" file and change line 1654 from

    rvar = ' (' || race_display || ')'

    to

    rvar = ' (' + race_display + ')'


    Cheers, appreciate your work!

    (1 edit)

    Got a new one for you. first error at the top was during a sex scene right as all three characters had an orgasm. the emit signal one occurs sometimes when in the slave shop and you hover over a slaves traits. the last script errors occurred when ending the day and one of my slaves is pregnant. Tried uplaoding image but it's having some issues, heres the text log.


    erasing C:/Users/Lily Powell/AppData/Roaming/Strive/saves/autosave3
    SCRIPT ERROR: member.orgasm: Invalid get index '1' (on base: 'Array').
              At: res://files/scripts/newsexsystem.gd:378
    SCRIPT ERROR: member.orgasm: Invalid get index '1' (on base: 'Array').
              At: res://files/scripts/newsexsystem.gd:378
    ERROR: Reference to a Thread object object was lost while the thread is still running...
       At: core/bind/core_bind.cpp:2535
    Aric's Expansion v0.95
    Aric's Expansion v0.95
    ERROR: emit_signal: Error calling method from signal 'meta_hover_ended': 'Panel(statspanel.gd)::_on_traittext_meta_hover_ended': Method expected 1 arguments, but called with 0.
       At: core/object.cpp:1238
    Aric's Expansion v0.95
    erasing C:/Users/Lily Powell/AppData/Roaming/Strive/saves/autosave3
    ERROR: Reference to a Thread object object was lost while the thread is still running...
       At: core/bind/core_bind.cpp:2535
    Aric's Expansion v0.95
    SCRIPT ERROR: trait: Invalid get index '{conflict:[Weak Milk Flow, Milk Flow 2, Milk Flow 3, Milk Flow 4, Milk Flow 5], description:[color=aqua]Good Milk Flow[/color]: $name produces just slightly more milk than someone of $his race.

     [color=green]Milk production increased by 20%[/color], effect:{}, name:Milk Flow 1, tags:[secondary, expansiontrait, lactation-trait, regentrait, rank1]}' (on base: 'Dictionary').
              At: res://files/scripts/origins.gd:41
    SCRIPT ERROR: add_trait: Invalid get index 'name' (on base: 'Nil').
              At: res://files/scripts/person/person.gd:227
    SCRIPT ERROR: impregnation: Invalid get index 'id' (on base: 'Nil').
              At: res://files/globals.gd:1131
    erasing C:/Users/Lily Powell/AppData/Roaming/Strive/saves/autosave3

    Phew, that is a fun new one. 3 characters all had an orgasm at once at that triggered? No crash or end of day prevention though?

    nope, neither effect from that. the game continued until i closed it later on and the days continued the same but nothing else popped up. also found this one:

    ERROR: emit_signal: Error calling method from signal 'meta_hover_ended':

    is caused by running the mouse over slaves traits when in the slave shop in all towns.

    I think that one is the error that Ank gave me the fix to for v0.9.6, but that one has been around for a while. 

    Quick question: Are the future tweaks given by Deviate going to be backwards compatible with saves? I know this mod in and of itself tries it's best to be savegame compatible. (Thank God I started a new game *after* the 0.9.5 update)

    I will definitely be trying to keep them compatible from here on out. I can't say there won't be eventual updates that break it, but I try to keep them few and far between

    ok so two questions. One after my slave gives birth and it grows up. when ever i click on it i can never get the pic shown it always a slave above or below it and i am forced to sell them since the game shows me them there but acts like they dont exists,

    They second question is I have 4 snails in the farm but i cant get any of the girls to used. All of them are ok with it and it states i have 4 snails but no eggs to hatch and i can no get the option to be clickable to breed with snails.  

    Look at above comments. It's a problem with the "race display" and there are two ways to fix it until an update is made.

    thanks. I admit to glossing over it and missed it. But I am still confused over the snail thing. I capture 4 never used them but I cant breed them. I've look over post regarding it and I dont see anything close to it

    Do you get any error reports? To clarify, you 1) Have the Hatchery, 2) Have a girl with a womb in the Farm, and 3) Are clicking the "Breed Snails" toggle button?

    Out of curiosity, would it be possible to add a dickgirl/shemale/newhalf/whatever gender for slaves with boobs, cock and no twat?

    (2 edits)

    Possible yes, I would argue it probably wouldn't even be all the difficult, tedious maybe but not exceptionally difficult.

    as it is right now you can give a male character boobs with majorus potions (or cheating by editing the save file), though that is a fairly surface difference, and requires you to fill in the gaps, as far as the narrative goes.


    I imagine you mean having them randomly generate, and actually be referenced as such in game.

    in that case aesthetically you would just need to decide on what to call it, what the gender pronouns for the dialogue replacers would be, and give them a gender icon. I think setting all that up would be reasonably simple, but I don't know where everything that needs to be added lives.

     As for mechanically you need to add it to the character generation "if/else" trees for breasts so they generate larger than masculine, or from the mother rather than the father in the case of breeding (fairly simple change could actually streamline that part of the code the way I'm thinking it would look).
    And the automatic reassignment from male to shemale when adding breasts to the character or changing from futa to shemale when changing the breasts or genitalia respectively (probably not too difficult either but  that raises the question of is a 'male' with any size of breasts over masculine shemale or do you set a size threshold, this does complicate existing things slightly but not overly so).

    You would probably also want to set a rule toggle like exists for futa, or futa with balls, for those who don't necessarily want shemales to generate in their game, if you were to implement it for more than personal use. This one is not something I know how to do outside of the "editing the scripts directly" method.

    "I imagine you mean having them randomly generate, and actually be referenced as such in game."
    Mostly the latter - the former would also be nice and I'll look into it, but my priority is just the text.

    "I don't know where everything that needs to be added lives"
    Yeah, that's my problem too. Looks like most of it is in person.gd, but I don't know if there are relevant bits elsewhere.

    Like he'd said, it is already possible in game using potions, the Mutate spell (though very random), and the laboratory. They are still referred to as "dickgirl", "shemale" (though honestly I have no idea what is different between that and "futa"), etc. If it is just a question of being referred to as a "dickgirl" instead of "futa" situation...theoretically it shouldn't be that hard to code. Just depends on where all it was needing to be seen.

    (+1)

    The main difference between a futa and a dickgirl specifically is that a futa had both a pussy, and a dick, and maybe balls
     where a dickgirl just has a cock and balls.

    Yeah, I'm mostly concerned just with having the text actually refer to them as such at the moment. Would everything I'd need to change/add to just be in person.gd?

    (2 edits)

    Maybe

    If you have notepad++ search all strive files for 
    .sex ==
    .sex !=
    and probably 'male', 'female', 'futa', and 'futanari'

    that will show you most if not all of the checks for gender.

    (1 edit)

    Welp, this is going to take a little more time than I thought, heh



    I do already have it working in the character panel, at least :P

    Something odd happening with the impregnation function - on clicking next day button:

    SCRIPT ERROR: impregnation: Invalid get index 'id' (on base: 'Nil').
              At: res://files/globals.gd:1132

    Hmm, I think I know what that is from, I had looked it up when someone posted the same error in another thread. Theirs was at 1131, but I imagine that just means you have an extra line of code somewhere before that in your version of globals.gd. The error in question is most likely a result of the impregnation function not being passed a "father" person, like would happen during most of the sex jobs, or randomly to someone being a housepet or sleeping in the kennel. The random events that involve sex with a random "male" character that isn't you or a slave will also pass no father to that function.

    Original impregnation would create a random generic person to be the father in those cases but the edits to how breeding slaves works broke that functionality. I have made a bunch of changes to that function and the ones that use the outputs from it myself, but haven't gotten around to testing them yet, if they work when I do test them I will post them.

    Yeah, looks like it's the slave I have on escort duty that's causing that one

    So I had to basically rewrite the entire breeding code... again, but I have managed to get my drow slave to breed with a kennel hound while sleeping in the kennel an produce a healthy baby halkin wolf/drow. It will take a little while for me to isolate all the changes to make that happen.

    (1 edit)

    Hmm not quite as bad as I thought... 

    Only minor changes to constructor.gd, basically I moved the <type>_race_arrays out of the set genealogy function so that I could look at them in globals, rather than rebuilding the arrays myself. (edit: I am also using the arrays in multiple functions within constructor itself, but that is for an entirely different unfinished thing)

    I added entries to races.gd for each of the animal types, a little bit of work to prevent characters generating with an animal race but not that hard, most character generation is either already filtered or used globals.allracesarray when generating characters, so I just had to prevent the animal races from being populated into that array.

    For globals.gd I did the aforementioned filtering to keep animal races out of allracesarray
    had to make major changes to the impregnation, race_breed_compatible, and fertilize_egg functions, 
    as well as adding another array for race groups to be used with the getracebygroup function, including adding addition group filters to said function 

    And lastly in every file that calls globals.impregnation without providing a father person, I had to add a new input to target either a specific race or group of races to generate a father from.

    Aric if I can get my internet to cooperate I will try to send the changes on discord, if you need them. It would be quite the wall of text to post it here.

    I've got a problem where after I tried installing the mod I had some weird errors and saw where I messed up on the installation, I tried to fix that by deleting both the executable and data folders so I could try the mod installation over with a fresh download. It seemed to mostly work but I ran into two problems where the notifications on the right hand side wouldn't have the letters appear but they would still pop up as well as any portrait and body images not appearing at all. So I once more deleted the data and executable folders to try and revert to a vanilla download with the saves I backed up but now the problem carries into the unmodded version. I'm new to modding and I'm sure I messed up bad but any help would be appreciated. 

    Please read this thread for similarities and the likely cause: https://itch.io/t/702443/bug-single-color-portraits
    Your computer may be different and their solution may not work for you.

    (1 edit)

    Quick suggestion regarding the new breeding system - there should be some way for the the PC to gain the ability, at least temporarily, to impregnate and be impregnated by any race.

    Perhaps a very mana-intensive spell that just lasts the day - or even a single sex interaction? Would be a great mana sink for the oceans of the stuff you inevitably wind up with late-game

    The racial restrictions are removed in v0.9.6 with the exception of Slimes (who will have their own unique breeding mechanic).

    I agree with centerflag on the idea. When we can expect v0.9.6 of this awesome mod?

    The primary changes are done and it’s now in Bugtesting phase. Basically whenever I can run it and don’t see any fun new console errors while playing around with it, I’ll release it.

    How is testing going?
    Waiting for update, as v0.9.5 is bit unplayable for my playstyle, 
    due most of the bugs mentioned in these posts on v0.9.5. 
    And your mod just adds to much good content to ignore.
    For future:
    I recently realized it is similar mechanic on cross-breeding compared to Strive 2 alpha game.
    So having like a breeder trait from Strive 2 alpha would be awesome.
    And you could apply also that partially to current MC breeders trait also.

    (1 edit)

    I'm not exactly a fan of this suggestion, as this still feels like a pretty hefty nerf to the Breeder play through. Seems kind of unfair that a specific PC play through would have to jump through so many hoops just to actually be, y'know, a Breeder. Some other way to spend mana might be nice, especially at endgame, but this suggestion isn't a proper solution. Right now, I've essentially quit playing the game until 0.9.6 releases, as the Breeder is the only play though I haven't done yet. I was waiting on Farms to be fully implemented before giving Breeder a go, and then I delayed even more when I heard that 0.9.5 would have a whole bunch of reworked impregnation/races/interactions and stuff. But then the new changes also inadvertently nerfed Breeder almost into the ground, so now I'm just chilling till 0.9.6.

    Hey Aric, will you include my items in 0.96?

    Not in v0.9.6, but I plan on working on those for v0.9.7 alongside the item crafting system. V0.9.6 is mostly focused on rebalancing and fixing the new changes in v0.9.5.

    For clarification, the latest version of your tweaks is still v0.3 on the forums right?

    I haven't really changed anything significant other than tweaking a few weapon stats balance-wise, so yes.

    hi, i've been having this issue where children aren't loading properly and i'm getting this error:

    thank you

    Have you already applied this hot fix? https://itch.io/post/1552449

    i did not. sorry, i wasn't sure how to search the forums for this issue. each character seems to work now though, so thank you very much

    Glad to hear that!

    Hi - One question. Is there any way to change the full body images of the unique characters from the story mode in this most recent update?  (Portraits still seem to be changeable) I'm guessing this has something to do with the Unique Character Naked Images update with 0.9.5. locking these images as this was doable through the Full Body Image in game button in v0.9.4.
    Does anyone know if there's a quick way to get around this by commenting out or deleting some lines from the game files? Since I'm guessing I can't really change the .png.import source files with new ones to get around this. 

    If you comment out every section of code in updateBodyImage in expansion.gd that has “if person.unique == etc etc” then change the elif of the check below that to an if you can change the unique character body images again.

    Is there a way to give your main slave (the one chosen at character creation some of the new traits (like Elasticity, or Egg strength, for example)?  Can they be obtained later? Or would I need to change something in the code to make them available at creation ?

    There is not currently a way to, but there is planned content that will involve the slave sacrifice feature of the Crystal in the near future that can do exactly that.

    (+1)

    I just wanna say I think what you're making is really great man. Thank you for all the time and effort you've spent on this mod. 

    Thanks! That means a lot to hear and helps keep the motivation alive. I really appreciate the support and hope you keep enjoying the mod!

    Hey, can someone help me out with snails? I bought the hatchery and got a snail, but it's not letting me breed. I'm able to use other breeding, but the box is grayed out and says 'you don't have any free snails' even though it says I have a snail on the farm page

    Is this on v0.9.6? If so is it an existing save or a new save?

    9.6. No idea why, but I tried reinstalling the mod and now it works fine

    Hi, i just wanted to let you know i have found something. I don't know what it is or if i myself did something wrong, but if someone would take a look at it that would be great.

    Here it is,

    With high regards,


    Reinyn

    Is this a new or existing save? And was this just happening while exploring and fighting?

    Lets see, It is a completely new save. As from when it happened that i cannot say for certain.

    (2 edits)

    Errors found on 0.9.6 (game is still playable).
    Errors after having fun with doggy or horse (not sure which one):

    Error during event funs one you own and some unknown character: 

    Error on sandbox creation (could not repeat):

    Error during side quests: 

    New game or existing save?

    New game

    (+1)

    First off, a big thank you and congratulations to your 0.9.6 release Aric! Your hard work and effort are greatly appreciated. Of course a big thank you also goes to Deviate for sharing not only his ideas with us but also all his code and work. Thank you both!

    But as any developer knows, after a release is before the next release. To keep the current momentum strong I have possibly three bugs to report that I came across during my recent play test (of a save file begun with the previous 0.9.5 version). The good news is, I can provide the solution to one of them and can give directions to hopefully quickly resolve the second. For the third one I’m not sure whether it is a bug at all or if this ‘strange behavior’ was inherited from V0.9.5 where I had the same problem. So here goes:

    1.) The kennel sleeping place, which together with the housepet job are some of my personal highlights of Deviate’s additions, bugs out the spreadsheet of the Headgirl, making it break the drop down menus and depending on the location of the servant within the hierarchy prevents the spreadsheet’s completion.

    To solve this, the following three changes are necessary: 1. In globals.gd the “var sleepdict” needs to be expanded by the entry “kennel = {name = "Dog Kennel"}” 2. In Mansion.gd “func sleeppressd” needs to be expanded by the following four lines:

    button.add_item(globals.sleepdict['kennel'].name)

    if person.sleep == 'kennel':

    button.set_item_disabled(button.get_item_count()-1, true)

    button.select(button.get_item_count()-1)

    and 3. also in Mansion.gd right under the “func sleeppressed” the “var sleepdict” needs to be expanded by “4 : 'kennel'”

    I have verified that this should fix the issue and allow the user to set a sleeping place of his or her choosing for a servant from the Headgirl’s spreadsheet.

    2.) The second bug is one I have mentioned during the 0.9.3 Version and pertains to the hatching of snail eggs or rather the plus button on the snail management tab. When I dug through the code I found in the Mansion.tscn that comes with your mod that the assignhatch/add signal ‘pressed’ was connected to “_on_snailpanelfoodadd_pressed” instead of “_on_snailpanelhatchadd_pressed”. Which, from my experience with Godot, should be an easy bug to squash permanently.

    3.) Lastly the iffy one. I have problems with the milkproduction of my cows. When they start to lactate normally (whether they start trough the leak spell or by giving them a potion doesn't matter, I haven't tested pregnancy) they give a huge amount (sometimes going up to around 300) of milk on their first day of milking. Thereafter they are dry for days, sometimes even more than a week only to produce another huge load the next time I can milk them. The only feedback I get then from their daytime activity during the dry period is that “ServantName did not successfully produce any milk today”. Administering a hyperlactation potion yields more or less the same result: Cows only give milk in huge bursts and not continually in smaller amounts. On that note a question, is it intended behavior that if the milking fails all other activity, like breeding or harvesting other fluids, fails as well? While I took a quick peek at your code I hadn’t had yet the time to properly find the answer to this one.


    Aside from these bugs, I also have two questions. Seeing how with Deviate’s code and the integration of Ankmairdor’s and Dabros’ Tewaks and Bugfixes, I wanted to ask whether you would be interested in integrating more fixes pertaining to the base game, even if these are only minor ones. The second is more like a feature suggestion/request to your mod. Have you ever considered integrating the Entrancement Spell into your mod? I think it would fit in very well with your conversation/fetish/permission system. Depending on how powerful one wants the spell to be it could either add a bonus to the various checks or, as I currently use it since it’s less work, I simply use it as an ‘or’ before the checks thus providing me with a good mana sink and instant positive results to my requests.

    Anyway, thanks for for all your hard and continuous work, I very much look forward to how you will develop this expansion further.

    (1 edit)

    Getting this error when trying to run new update with Improved Random Portrait, Anyone able to help?

    SCRIPT ERROR: GDScript::reload: Parse Error: Variable 'randPortrait' already defined in the scope (at line: 11).

              At: res://files/scripts/slave_tab.gd:22
    ERROR: reload: Method/Function Failed, returning: ERR_PARSE_ERROR
       At: modules/gdscript/gdscript.cpp:580
    SCRIPT ERROR: openslavetab: Invalid call. Nonexistent function 'slavetabopen' in base 'Control'.
              At: res://files/scripts/Mansion.gd:613

    Generally, this error means that you have installed the Random Portrait mod more than once at the same time, so the duplicate code causes errors. This can happen if Aric's mod is re-installed without removing all the other mods, as the act of deleting the backup folder causes those mods to become part of the default scripts. The simple fix would be to un-apply the Random Portrait mod to see if it remains installed and play like that. Otherwise you will need to start a fresh Strive program folder and reinstall your mods.

    Thank you, turns out that was exactly what was wrong. Did a fresh install and its all working now with no issues.

    Awwww, man...

    the Sex menu does not respond after loading my old saves. 


    Aric's Expansion v0.96
    SCRIPT ERROR: updatePerson: Invalid get index 'racialbonusesapplied' (on base: 'Dictionary').
              At: user://mods/AricsExpansion/scripts/aricsexpansion/expansion.gd:315
    SCRIPT ERROR: charm_get: Invalid get index 'charm_racial' (on base: 'Dictionary').
              At: res://files/scripts/person/person.gd:629
    SCRIPT ERROR: partner: Invalid operands 'Nil' and 'int' in operator '>'.
              At: res://files/scripts/sexdescriptions.gd:793
    SCRIPT ERROR: charm_get: Invalid get index 'charm_racial' (on base: 'Dictionary').
              At: res://files/scripts/person/person.gd:629
    SCRIPT ERROR: partners: Invalid operands 'Nil' and 'int' in operator '>'.
              At: res://files/scripts/sexdescriptions.gd:907
    SCRIPT ERROR: decoder: Invalid type in function 'replace' in base 'String'. Cannot convert argument 2 from Nil to String.
              At: res://files/scripts/sexdescriptions.gd:152
    SCRIPT ERROR: startscene: Invalid operands 'String' and 'Nil' in operator '+'.
              At: res://files/scripts/newsexsystem.gd:1925
    SCRIPT ERROR: charm_get: Invalid get index 'charm_racial' (on base: 'Dictionary').
              At: res://files/scripts/person/person.gd:629
    SCRIPT ERROR: partner: Invalid operands 'Nil' and 'int' in operator '>'.
              At: res://files/scripts/sexdescriptions.gd:793
    SCRIPT ERROR: charm_get: Invalid get index 'charm_racial' (on base: 'Dictionary').
              At: res://files/scripts/person/person.gd:629
    SCRIPT ERROR: partners: Invalid operands 'Nil' and 'int' in operator '>'.
              At: res://files/scripts/sexdescriptions.gd:907
    SCRIPT ERROR: decoder: Invalid type in function 'replace' in base 'String'. Cannot convert argument 2 from Nil to String.
              At: res://files/scripts/sexdescriptions.gd:152
    SCRIPT ERROR: startscene: Invalid operands 'String' and 'Nil' in operator '+'.
              At: res://files/scripts/newsexsystem.gd:1925

    I applied the  Hotfix btw

    Which hotfix are you describing? I haven’t released a hotfix atm for v0.9.6, it may be whatever was applied there.

    same problem with sex menu as Raziel99xx but without any hotfixes

    With a pre-v0.9.6 save? Did you get the same “racialbonusesapplied” error?

    maybe it had something to do with  the randomportraits mod still active on my old saves?

    I started a new game today and had no errors

    Already this makes the game a lot better. Can't wait for the dates and hypnosis

    Thanks!

    Errors found on 0.9.6:

    SCRIPT ERROR: slaves_set: Invalid get index 'npcexpanded' (on base: 'Reference (person.gd)').
              At: res://files/globals.gd:312
    SCRIPT ERROR: zoneenter: Invalid set index 'location' (on base: 'Control (outside.gd)') with value of type 'String'.
              At: res://files/scripts/exploration.gd:56
    SCRIPT ERROR: eval: Invalid get index 'expansion' (on base: 'Node (globals.gd)').
              At: <built-in>:3

    It appears that you have not completed the installation of the mod.

    1. If you have not applied the mod through the game's mod system, then it is found in the main menu. Select the "AricsExpansion" mod, then press apply.
    2. If you have applied the mod in the game's mod system, then the folder path for the mod is probably incorrect. There are a few possibilities.
      1. You have renamed one or more of the mod's folders. The game expects a fairly specific path.
      2. You have the mod in too many or too few folders. Changing the depth, changes the path.
      3. You have selected a path for the mod folder in-game (even if it was not changed). There is currently a bug that causes errors when this path is selected.
    (1 edit)
    Hi Aric, thanks for your effort, but I have such issue indicated in following image and I can't impregnate my slave Slime using your cheat.  Besides, what does that passive error mean?   

    "Passive" is the name of a function in the 'abilities.gd' file, which corresponds to a type of effect applied to combatants. Specifically it results from using the "Armor Breaker" weapon, as that weapon has incorrect data and code, causing it to generate errors and backfire against the person holding the weapon.

    I believe that Slimes were changed so that they no longer get pregnant in the same way as other characters, as stated on the first page:

    Currently, the only restriction on breeding is Slimes. Slimes can't currently breed or be bred by other races (there's some new functionality coming for them soon to match their lore and give a different breeding option).

    Thanks for your reply.  I would also like to ask following question - I was putting my slaves into dog kennels and tried to get them impregnated, however,  there are such error shown in the image and I never get my slave impregnated by kennels, what can I do to refine the code?

    It appears that there are some typos in that line of code. On line 1173 of globals.gd, it should probably be:

    mother.preg.womb.append({id = father_id, unique = father_unique, semen = cumprod, virility = virility, day = 0,})

    since this would use the substitute variables instead of trying to use indexes of the "father" argument. There could be other problems because I haven't tested it, just skimmed through the local code.

    Caught and fixed. Thanks mate

    Thanks for the code.  This is another error of I tried to impregnate my slaves with them in sleeping in dog kennel.   I can't impregnate my slaves with any other animals, neither.

    There are 2 problems here: the simple irrelevant one that causes the error message, and the more complex issues of string inequality and genetic sums.

    Each of the lines like "father.dog" is missing ".genealogy", which is where the animal indexes are found. So "father.dog" should be "father.genealogy.dog". This also needs to be fixed for "bunny", "cow", "cat", "fox", "horse", and "raccoon".

    However, just a couple lines later "set_genealogy" is called, which will attempt to re-assigns these same values. At least it would except that the virtual father has his race assigned to "dog", which does not decode to any expected race(the code looks for "Wolf"). So it should blow up at line 513 of constructor.gd. We can prevent this by adding  "father.race = " followed by the string found in the "genealogy_decoder" function of constructor.gd that corresponds to each of the animals we fixed above, though it's a rough fix.

    This brings us to the next issue, relatively minor, the "fertilize_egg" function in globals.gd is setting a single race's genetics to 100, but it never clears the rest of the percentages that are created for the virtual father. "set_genealogy" also never clears these extra percentages, and while it should equalize to 100 at the end there will likely be some percentage that remains a random race. To fix this, we would need to zero all percentages in the genealogy similar to "var genealogy" in person.gd instead of assigning 100 for each animal, which means deleting the lines that would have been fixed at the top. So copying "var genealogy" into the start of the "fertilize_egg" function and replacing each 100 assignment with "father.genealogy = genealogy" should fix this, again it's a rough fix.

    Thanks for the reply.  I have a funny issue anyways:

    Dark Elf father and Fairy mother rose a human child?

    (1 edit) (+1)

    The child did not qualify for any existing race, so it defaulted to Human. Generally, they need at least 50% a single race or at least 30% of some of the animal types for Halfkin. Edit: corrected conditions

    Like Ank pointed out, the racial picker defaults to Human if there isn't a 50+ or 30+ for Halfkin races for the "actual" race. The bonuses are all given via the genetics themselves, but the game has to still have an assigned race for general compatibility. It wasn't the most immersive way of handling it, but it got it functional. I have a new calculation I'm bug-testing that will always try to pick the highest, rarest genetics and give that as the "assigned" race.

    Deleted 2 years ago

    118% !  The poor girl's genes are overflowing, lol

    She's just got that little extra something...

    Finally managed to solve whatever issue was stopping me from playing with this mod installed - still don't know what the issue was mind you, just reinstalling 100 times did work in end.

    Seem to be having an odd issue with the pregnancy system though. As I noticed in above post there's a known issue with genetics showing up over 100%, which I don't really mind since it doesn't affect gameplay, but the genetics of my child seem to be making a mess of it's race. My MC is a pure demon, and girl he's getting pregnant is 74/26 demon/harpy. I've tried having multiple children with her but they keep being harpy. Whilst that's not impossible given female's harpy genetics, the genetic makeup is showing as 91 demon/55 harpy. Doesn't really make any sense even ignoring the over 100%. If she's higher demon than harpy, shouldn't she be a demon? And how exactly does a combination of parents that's basically 87% demon and 13% harpy get a child 55 harpy? Overall, I get the feeling something in the genetics system isn't working properly.

    And as a side note on same system, I noticed that sometimes 'impure' characters are being labelled 'pure <race>' and vice versa.

    And just whilst noting things, also having an issue where group sex scenes keep having mentions about 'undersized' shafts even when they aren't. Especially doesn't make sense when it says 'undersized decently-sized manhood' :)

    Images for above issues below.


    Your child was likely given Harpy as a race since it is later on the list of races checked for 50+ genetics. The latter race checked for is always the one chosen, and the order appears arbitrary. This issue would exist with a 50-50 child, so 100+ genetics is not relevant.

    There was an issue with the code to change 100+ genetics to 100 in v0.9.5, so if you got someone pregnant in that version then it would persist even in v0.9.6. If not, then I'm not sure of the cause of the 100+ genetics, since I've read the related code multiple times and not seen anything wrong.

    Deleted 2 years ago

    I've tested pregnancies in game for v0.9.6 and found several issues related to race, such as half and half children being labeled as 2 halves of the same race. But still zero instances of 100+ genetics in slave guilds, after combat, or from pregnancies.

    (+1)

    I figured it out, all the slaves have 100 genetic sums, but the description only shows the positive genetics so the total appears higher. There are 2 sources of the problem. 

    The first is "set_genealogy" in constructor.gd does not reset the existing genealogy of a person before adding in the new. This is specifically an issue for impregnation from virtual fathers(prostitution or kennel). This is bugged and unless you fix line 1173 in globals.gd it will never happen. When fixed, "set_genealogy" is used to assign custom genetics to the virtual father, thus always ending up with 200 genetics.

    The second cause is that "build_genealogy_equalize" has a small defect as it assumes that for 100+ genetics so long as the current genetic line is positive that you can subtract any amount from it. However, that can only be true for purebreeds, otherwise you can end up with negative genetic lines. Thus 100 is always reached, but it in an unbalanced way. The fix for this is simple, "random_number" needs to limited to at most the current value of the genetic line. A similar fix could be made for the 100- genetics, though once the above problem is fixed this function should almost never be used and it is of questionable value to begin with.

    Same as Darkness' reply, definitely an issue in .6 version. I couldn't even get the mod working during .5, and did a clean install using .6, so cant be issue with prior version

    Ank's fix was the key. It's implimented into 0.9.7 and being bugtested now. I also recalculated the way that races are picked/displayed that I'm testing to see if that will fix the display issues that are showing as being Mixed/Pureblooded when they aren't.

    (+1)

    Working on testing the fix for the racial issues Darkness, but group sex issues have and continue to be a PITA. That's a future project. It's basically combining the sex partners and trying to parse the text for each of them based on 1 calc I think.

    Deleted 2 years ago

    If you were talking about the Random Portrait setting, then that won't change the body image until the next version of Strive or if you use the current bugfix patch (neither are yet compatible with this mod). Otherwise if you meant the Random Portrait button added to the slave tab by the Improved Random Portraits mod... then well... that could be a bit complicated since that mod already does that. Chances are that your portraits and bodies folder paths don't match. Not sure where the difference is, but if you selected only one path, then you may have been effected by a bug introduced by my bugfix patch while expanding the options for selecting paths.

    Deleted 2 years ago
    Deleted 2 years ago

    https://itch.io/post/174296

    Fix in v0.9.7

    Deleted 2 years ago

    That was the only one that the kindly gent who gave me the transparent pics for the other potions didn't get around to. It's on the list, but I've never claimed any photoshop skills to do it well myself. Lol.

    It might not be perfect but here is a transparent version: https://drive.google.com/file/d/1Peh4-D_pC_hn00tzT4LOt6THNU8m-ABR/view?usp=shari...

    (1 edit)

    haven't been on here sense version 8.0. is the Chastity Belt mod still compatible with this? thanks.

    Not currently to my knowledge. It would need some tweaks to be compatible

    that's upsetting.

    (1 edit)

    I have a small problem, and I'm not sure if it has to do with the base game or this mod. My game effectively soft locks for a few minutes after large amounts of fresh slaves are brought to the house. It then loads in a lagging glitched out menu, that can only be fixed by going to main menu. It has a error message in the log, so I'm wondering if I should adjust the file as it is recommended by the game log?


    Edit: How would I go about this fix?

    I recall having similar errors in vanilla when bringing back 8-12 slaves during a save with a large mansion. I can’t recall if there was a fix for it, but I know that limiting each run to 5-8 slaves resolved it for me. It’s something about the game overloading when trying to add a lot of slaves back to the mansion at once.

    This issue is the result of Godot using a static sized queue to handle GUI event messages, which are issued when the GUI is changed. When new slaves are brought back to the mansion they are added to the slave list one at a time and for each one the mansion's GUI listing the slaves is refreshed. The issue is that this refresh involves deleting all of the existing slave listings and creating new ones. Each line in the slave list GUI is fairly complex so this adds up to a lot of messages, especially if the player already has a lot of slaves in the mansion.

    I have just recently released a new version for the bugfix patch which addresses this issue by reusing as much of the slave list GUI as possible, which should significantly reduce the number of messages added to the queue. This will be incorporated by Aric at some point, but it's a bit of work.

    The error message proposes what seems like it would be a very simple fix to the problem: "increase the size of the queue". However, this is a rather irresponsible approach to solving the problem and may come with unforeseen side effects. The problem is not of a fixed size and increases exponentially so regardless of the new size it will still be possible to trigger it again by simply having more slaves. Warnings aside, it may be a while before the fix is implemented for Aric's mod so it may provide some relief until then.

    Using a decent text editor, add these 2 lines(with 1 tab before each line) after _init() in globals.gd, and the new size will go into effect after you start the game to apply the change and restart the game to use the change. After the change has been applied the code can be removed and the effect will continue for that program folder. It creates a file named "project.godot" that stores the new setting for future use.

    ProjectSettings.set_setting("memory/limits/message_queue/max_size_kb", 8192)
    ProjectSettings.save()

    This code will increase the size of the queue by 8x, which may or may not be enough, but I would recommend against increasing this number by more than another 8x as it will be hogging a significant amount of RAM.

    Interesting, I'll give it a try. After I make a few backups of course.

    Deleted 358 days ago

    Please check if it is similar to this problem: https://itch.io/post/1551268

    Deleted 2 years ago

    It doesn't seem unrelated to the mod, with 3 people I get about a full second delay after just a few ongoing actions. I haven't looked into the reason, but based on what Aric has said about his changes to the sex system I think I can narrow it down. There aren't many things that can have such a dramatic effect so fast without hanging the game, the dynamic text system is rather inefficient. From the sounds of it, Aric has added text interactions between all participants in the same action, so "decode" is likely called inside a loop that was inside another loop. Thus it would have an efficiency of O(C*N^2) with a rather large value for C.

    Deleted 2 years ago

    It's most likely not related to the amount of text, as you would need a lot more to cause issues. The performance impact increases significantly when you have lots of small additions to the text rather than one or two large additions to the text. This lag issue is caused by the amount of calculations performed before the text is displayed.

    The core of the problem is that sexdescriptions.gd is quite inefficient and does about 50 times as much work as it needs to. Aric increased the number of times it is called from about 4-8 times per action to about 20-26 times per action (per person with 4 participants in the action, so a single action could result in 100 calls). So just the math for a single function suggests that it needs to perform about 4-5 times as many calculations as before. On top of that, Aric has added a large amount of additional calculations which are performed multiple times per action effect.

    In effect the number of times the group of calculations is performed is N^2. Meaning that for 2 participants the group of calculations is performed 4 times. For 3 participants, 9 times. For 4 participants, 16 times. For an orgy of 6 participants, 36 times.

    Deleted 2 years ago
    (1 edit)
    Hello, I could use some help.I'm trying to start a new game but every time I get to the spot in creation where you select your players race I get "Invalid Index 'Race' (on Base: Nil) With value of type string" The error is in the Mainmenu.gd on  line 706.
    I don't know if this is the cause but I looked through the mod folder and there is no mainmenu.gd in it.

    (+1)

    You are missing the changes provided by the contents of the folder "Put in Strive Game Files". It's hard to know exactly what went wrong, but here are some things to check.

      • Make sure that when those files are moved that it replaces existing files(generally there will be a prompt). Sometimes these files get moved to the wrong location, they can simply be moved to the correct location.
      • Make sure that you deleted the "backup" folder after moving those files, otherwise the mod system will revert back to the originals when you apply a mod. If you forgot that step, you will need to start the installation over.

      Thank you, I tried the install again and something must have not transferred right it seems to be working now.

      Deleted 2 years ago

      Fixed in v0.9.7

      (1 edit)

      any chance you know what i messed up? new game, no backups, directions to a T. These are all found in the script file of the expansion in the roaming app data mods file.

      The following mod scripts did not match an existing file:
      user://mods/AricsExpansion/scripts/aricsexpansion/backwardscompatibility.gd
      user://mods/AricsExpansion/scripts/aricsexpansion/expansion.gd
      user://mods/AricsExpansion/scripts/aricsexpansion/expansionfarm.gd
      user://mods/AricsExpansion/scripts/aricsexpansion/expansionraces.gd
      user://mods/AricsExpansion/scripts/aricsexpansion/expansionsettings.gd
      user://mods/AricsExpansion/scripts/aricsexpansion/expansionsetup.gd
      user://mods/AricsExpansion/scripts/aricsexpansion/expansiontalk.gd
      user://mods/AricsExpansion/scripts/aricsexpansion/old - expansion.gd
      user://mods/AricsExpansion/scripts/aricsexpansion/old - expansiontalk.gd

      thanks in advance:)

      That message doesn’t mean anything was messed up as long as you just got that while activating the mod. It only means those are brand new files that don’t exist in the vanilla game. There’s been some discussion on a way to clarify that message in the mor system to avoid that confusion. You should be good to go if that’s the only message you got

      ahhh ok, cool tyvm mat

      Hello Aric, Thanks for the update.

      But I still have some problems for the mod, I have followed every step of installation guide and finally the experience is good. But then I think that this playthrough is not what i want so i created another save.

      And this happens whenever there should be a impregnate event.

       

      and no one is getting pregnant........

      Who is the impregnate event with? You + slave? Slave in the kennels/prostitution?

      I have tried me + slave, slave + slave, nothing

      didn't have kennels upgrade yet and didn't pay attention to prostitution job impregnate, so it is a thing now.

      Any other mods active? Manual save edits? And is this happening on multiple slaves? Basically it seems like it's trying to impregnate a slave whose ID isn't in the globals.slave registry

      No, just aric, I even disabled the constant mod from maverik and the error continue to appear. And it is happening on all slaves as well. Whenever I have a slave or multiple slave having cum in womb and is ovulating at the same time, this error appears.

      The problem is I have had this working before, but just after a new save this function broke. I even reinstalled the game and the mod again and again, but it just won't work for me.

      so it has not yet beem fixed? but I am not using dog kennels?🤔

      Can you PM me your save file or put it in discord? And you said you reinstalled the game, did you start a new save as well to test if it was just an error on the current save?

      I deleted all my save as well when I do the reinstall to try things as new as possible.

      I will try another new save today and if there is any problem i will tag you on discord mods channel

      (1 edit)

      Looks like this issue(https://itch.io/post/1742260), a bug in the code. Edit: Effects mainly prostitution and sex with animals.

      (1 edit)

      Same issue here,  occurs during impregnation events during sex interactions

      I have attempted a few times now to figure this out, I've done two clean installs, followed instructions exactly. However, every time I do so it leads to me being unable to explore (no text) Or any interactions gives no flavor text for the interaction also, the mod installs fine and the game is functional, just with no text when it comes to interactions, such as chatting. 

      The errors you posted are mostly secondary errors so they don't give a clear idea of the problem, perhaps the first few errors would be more better. But I think there is enough to make an attempt at correcting the install.

      You are missing some changes provided by the mod when the mod is applied through the in-game mod system. There generally are very few causes of this problem.

      The simplest being that you forgot to apply the mod during the last install. This can happen because the game will report that a mod is still applied if it was not removed in-game before the next fresh install was started. The active mod list has no idea what mods are actually active, it just tracks in-game mod system changes. Simply make sure the mod is selected in the mod panel and press "Apply".

      You may have the mod in Strive's mod folder, but the path may be wrong. This can happen if the mod is inside too many or too few folders or if any of the internal folders was renamed. After applying the mod, there will be a list of files that did not match existing files, if that contains files outside of ".../scripts/aricsexpansion/", then this is the cause.

      You may have placed the Strive program folder in a location with restricted privileges for programs to change files. The desktop is generally a great place to avoid this problem. After applying the mod, there will be file read or write errors reported.

      Thanks, I was able to get this working after that. I just needed to install it to a different folder after all. Pretty sure I had another mod that was still applied previously aswell, so thank you.

      Is there still not a way to manually drain cum from slaves? Right now I basically just have to refrain from sexual encounters with slaves I actually want to get anything done that day. I love most of what this mod does but that one in particular is incredibly obnoxious. 

      There is a scene in v0.9.7 under Talk>Sex Topics that will give you the ability to manually drain cum from a slave's pussy and womb to resolve this particular issue

      (1 edit)

      Hello!

      I'm new to strive and saw this mod and looks great. 

      I followed the tutorial and everything, but i have one question!

      What's the fastest way to determine if this mod is correctly installed? I can't tell the difference, because I'm also new to the game. 

      Thanks,

      lol nvm I'm an idiot! (the backup meme)

      One other question. So i understand that we are blessed with the ability to download lots of portrait packs off of this site. Does that mean that in order to get the naked/prego option working we need to sift through these portrait packs and put naked/prego in their respective folders for this to work?

      (+1)

      You would need 2 images of the same character. One clothed, that you leave in the "normal" bodies directories.  And one naked, that you have to place in the bodiesnaked directory. That second file (naked) needs to have the exact same name as the clothed image.

      Ok thanks, that answers my question. I was sorta hoping there was already a file somewhere with it all organized, but makes sense!

      (+1)

      If you find a race/sex combination that the image packs don't cover well, I've enjoyed making characters in Honey Select 2 (or you could use similar character generation software/games like the ones Illusion makes) then making unclothed versions.  You can also just do a little photo editing to change hair or eye color on pics from the image packs.

      I do this one at a time as I find slaves who need pics b/c I'm borderline OCD about matching their descriptions, but before long I might need to collaborate with the guy who put together the All in One PNG [sic] set to post them all for folks to share.

      So... Trying to provide some feedback for bugs and inconsistencies...

      When upgrading from vanilla to mod, existing NPCs are not assigned attributes resulting in null assignments for new features etc. It also breaks the farm since old NPCs lack parts assigned. If an assignment is null, mod should be able to assign it some (random) value. It also results in the hilarious situation in the farm. :)


      The drop downs are hair style drop downs.

      --------------

      An inconsistency with "talk" concerns male NPCs (and really Futa's too) where talking to them about their consent to be impregnated is problematic. Wording can be modified to refer to pregnancies in general (be to impregnate others or get impregnated). I am unsure how this is handled for males or if does anything.

      --------------
      Despite incest consent, NPCs appear as red to each other during selection.

      --------------

      Specifying a single partner is kind of problematic. One stud can have multiple partners.

      Conversely, two person farm stalls could be a nice option. It would save time on micro management as well as on one to one engagement.

      --------------

      A checkbox to contain sex crazed npcs would be nice. If they are no allowed to masturbate they should be banable from other business as well.

      --------------

      Talking for consent etc is a bit difficult to keep track of. A spreadsheet would be nice. Likewise perhaps a fetish spreadsheet as well... This can be static to inform of the status.

      --------------

      Kennel stay almost does nothing. Am I missing something? Actions do not even reduce lust. Are there plans for kennel expansion?

      (2 edits)

      Okay, so, I might be a giant idiot, but I just can NOT get ANYONE pregnant. i checked virility, I checked whether they were ovulating or not, I checked whether they are consuming any contraceptives or not, and whether my character use contraceptives as well. Nothing looked wrong to me, but nothing. Not even a single child. Even those with Egg Strength 2 do not get pregnant on their ovulating day. I've been trying for 40+ in game days, and still no results. The ONLY child I had was when I tried the breeder class, and added Fertile trait to my Perfect Specimen starting servant. So I was wondering whether pregnancy is only possible as the breeder class? I know it sounds stupid, but I don't have any other explanation. It could be grand if someone can explain what I did wrong, please and thank you in advance.

      Welp, scratch all of that, someone FINALLY got pregnant. So what it took for it to finally happen was to enlarge your character's testicles to massive, producing 6oz of sperm each shot. Considering you can shoot 7 to 8 times as your slave's lust go higher, that means you can shoot out 42 to 48oz each session. A tad bit excessive, don't you think? But hey, I was finally able to get what I wanted, so I'm not really complaining, but whoo boy. Shoving your slave's vagoos with a jug o' jizz each day. Now that's a lotta damage! Unless she's into it.

      Yeah, so that's been a balancing act of "My slaves all get pregnant without me wanting them to" and "The chance is too low". I erred on the lower side, but that's been a common complaint in this version. I'll up the chances again and keep looking for that holy grail of balance.

      A fertility potion and/or spell would be a nice addition - better yet how about fertility drugs right after aphrodisiac option in the Customization menu?

      That's a pretty solid idea right there

      (1 edit)

      I noticed on my 100+ day playthrough that I don't remember anyone's vagina or asshole tightening even once. I checked my list of slaves and most of them had a loose vagina and/or asshole, even though many of them hadn't had sex in weeks or even months. I then checked the scripts and found a problem that prevents any tightening.

      In the dailyTighten function you have these lines for vagina and asshole:

      if averagesize < globals.vagsizearray.find(person.vagina) && rand_range(0,100) <= globals.expansion.settings.vaginaltightenchance * (age-4):
      
      if hole in ['all','asshole'] && person.asshole != "none" && rand_range(0,100) <= globals.expansion.settings.analtightenchance * (age-4):
      

      You have 4 being subtracted from age (which is 1, 2, or 3) so you end up with either -1, -2, or -3. Then the tighten chance is being multiplied by this number giving you a negative number (ex: 25 * -2  = -50). With rand_range generating a positive number from 0 to 100, this condition is always false and no tightening can occur.

      I fixed this by getting the absolute value instead:

      if averagesize < globals.vagsizearray.find(person.vagina) && rand_range(0,100) <= abs(globals.expansion.settings.vaginaltightenchance * (age-4)):
      if hole in ['all','asshole'] && person.asshole != "none" && rand_range(0,100) <= abs(globals.expansion.settings.analtightenchance * (age-4)):

      By doing this, the above example would change from -50 to 50 and you would have a 50% chance for the condition to pass. I tested this and my slaves started occasionally tightening after this change. I probably over explained all this to you but I prefer to be very descriptive just in case to minimize the chance of misunderstandings.

      Also noticed something else when checking out this function.

      if rand_range(0,100) <= globals.vagsizearray.find(person.vagina) + (difference*10) + (age*5) + (person.sexexpanded.elasticity*20):
      
      if rand_range(0,100) <= globals.assholesizearray.find(person.asshole) + (difference*10) + (age*5) + (person.sexexpanded.elasticity*20):
      

      The age * 5 means that you are making it more likely for older slaves to tighten right? Isn't it supposed to be the opposite or am I missing something?

      Awesome catch, you're absolutely right on the negative chance. My original intention was to have the chance be greater the lower the age bracket, so for example 1-4=3. Late night coding means I forgot to remove that negative. The intention for that was to replace the (age-4) with: ((age-4)*-1)

      Both of those errors were pretty easily resolved by just having a variable with the inverted age then replacing the (age-4) and the age in (age*5) with ageinverted. It's var ageinverted = (age-4)*-1 if you're curious. All of this is fixed in v0.9.7

      (+1)

      Hello, just asking if our Video needs an update.

      I think it's fairly straightforward at this point, I don't think it has to be recreated yet. There may be a second option for mod installation coming in the future which could merit a redo though

      Got it

      I have a dryad slave and I keep receiving bestial essence instead of nature essence after sex. How can I fix this?

      Awesome catch, apparently they were listed for bestial and nature. That's fixed in v0.9.7, but if you need it fixed in the meantime you can do so by opening person.gd, searching for essence = 'bestialessenceing', and removing ,'Dryad' from the line above it. Make sure that you remove the comma so there's only one between Centaur and Beastkin

      Another Dryad problem so tacking on here: 

      in 9.6 there doesn't appear to be any Dryad in expansionsetup.gd 

      When you right, you right. I may have forgotten that they are a thing.

      They're not my favorite, but my girl with 7% Dryad needs her little stat bonus.  :]

      I am trying to install the mod and am not sure what I am doing wrong. After putting all of the files in the right places in appdata once i open the game to activate the mod it doesn't show in the menu.

      I am trying to install it on a fresh download of the game and don't have a save file of the unmodded game I want to backup which is the only thing from FurturPlanets guide that I didn't do. 

      There are 3 reasons that come to mind why Aric's mod would not be listed in the mod menu.

      • The game was not restarted after the mod was put in Strive's "mods" folder.
      • Aric's mod is not in the correct folder, this can happen if you make a mistake when copying. If you see a lot of things listed as mods that are not actually mods, then you copied the contents which were too deep into the mod. This problem can also happen if you have changed the in-game path to the mod folder. There is currently a bug that can cause the path to be messed up if you select this path (even if it is the same path as before), and the only way to reset to "user://mods/" is to delete the "progressfile" from appdata.
      • The game crashed upon starting, so the mod system is not setup properly and did not create a list for existing mod files. There are many potential causes so I would need to know what the error messages were to make a diagnosis. For Windows OS, the game opens with 2 windows: the game and a terminal that can give feedback about the game, including error messages.

      The best way to fix Strive problems fast is the Strive Discord (https://itch.io/t/284398/discord).

      (1 edit)

      1 I did restart it a few times

      2 I will redo the installation and test that 

      3 The game did not do anything weird that I could see, and the console said nothing except that it remade the backup folder the video tells you to delete or rename

      Edit: I redid the whole thing for the fourth time and it just started working, thanks for the help!

      I don't know what I did wrong. I followed all the steps including renaming/deleting the backup folder, but I keep getting this.

      In your Strive folder in appdata (where the "mods" and "saves" folders are), there should be a path ".../Strive/mods/AricsExpansion/scripts/aricsexpansion/" but the error messages say that this path does not exist or does not contain the expected script files. Potential causes:

      • One or more folders apart of the mod have been renamed by you. Strive mods generally do not support renaming folders and expect a very strict set of paths.
      • Aric's mod was added to Strive's "mods" folder with too many/few levels of folders. Often this happens when people extract the mod to a new folder and then add that new folder containing the mod. The top level folder for Aric's mod should be the one named "AricsExpansion".
      • You copied only a limited portion of the mod into Strive's "mods" folder, which excludes the path listed at the top. Pretty unlikely, but I'll add it just in case. The whole mod folder can be safely put into the "mods" folder, though parts can be left out it's best not to worry about doing that without proper knowledge of the system.

      There may be other problems, but I can't really tell yet as this problem seems to be dominating the console.

      Fixed it. Thank you very much.

      How did you fix it?

      (2 edits)

      Could anyone give me help with a quest and this mod? Everything seemed to be progressing very smoothly until you are asked for a female lactating Taurus. I've tried so many different sizes and she doesn't seem to accept any of them with the new breast sizes. How would I go about completing this quest? I modified nipple amount and breast sizes, and added a lactating potion to the person but nothing seems to work.

      I'm also curious how breeding words in this mod too. Do you need to give them a job in a room after telling them to breed with other slaves or is it automatic?

      The quest log entry for the quest should be "Bring Melissa a Taurus girl with huge lactating tits and at least three additional pairs of tits. Size and lactation can be altered with certain potions, while the laboratory lets you add and develop extra tits. ", which explains all the parts needed, but note that the wording here is very specific. It is likely that you had the right number of extra nipples, but the number of extra nipples is not necessarily the same as the number of extra tits. You will need to use the "Develop nipples" operation in the laboratory to change the extra nipples to extra tits.

      I'm not that familiar with the mechanics of this mod, but I suspect that there is no method of having slaves impregnate each other outside of the sex interaction with the player character.

      You're correct on the "Develop Nipples" operation. That's the confusing part for most people. The extra nipples need to be fully developed to meet the requirements.

      You can actually have slaves interbreed without the Sex interaction if you use the Farm and set one as the Breeder and the other as the Stud. It will occur automatically at that point.

      does this mod have the same function as improved random portraits mod? if not are they compatible?

      Not entirely sure if the portrait mod would be redundant or not, but at the very least, they are compatible.

      Deleted 2 years ago

      It's not integrated yet. Never heard back from the author on if I had permission to integrate it, so I'm holding off until I do

      Hey guys was wondering if I somehow installed the mod wrong, I followed the video and made sure to change my backup to a different name and everything. Am i missing something or possible didnt do something right? As of current all the other functions work when starting a new game, except for the new added sizes and sexuality and more or less not being able to leave my own house.


      SCRIPT ERROR: load_game: Invalid get index 'expansion' (on base: 'Node (globals.gd)').
                At: res://files/globals.gd:1689
      SCRIPT ERROR: zoneenter: Invalid set index 'location' (on base: 'Control (outside.gd)') with value of type 'String'.
                At: res://files/scripts/exploration.gd:56

      That is definitely not installed correctly. I'd go back through the steps again. Two things that come to mind with those errors are possible not having activated the mod or renamed the actual mod's folder to anything besides AricExpansion. But no, that's a misinstallation for sure

      Deleted 2 years ago

      Got it and will test it now. Thanks for troubleshooting it. This is intended to be a patch file (replace the full file), not cut down to be a mod file (just the changes) right?

      Deleted 2 years ago

      Did I ever give you the cowgirl position files?

      There's a distinct lack of options for having sex with someone with a penis who's restrained.

      I don't see them, so if you did I must have missed it

      (1 edit)

      Hmm... I was sure I put it up.

      Then again, I might not have done it, since, while the action itself works, the description is kinda wonky.


      Also, forgot to add - any ETA on 9.7?

      Well it was just holding on slime breeding, but Ank released a good optimization for the sex menu that I'm working on correcting and integrating as well as that will fix a lot of the lag. Sorry about the delay, vacation sets things back a lot

      Oh, I have tried to write those files for the added realism. End up giving up because  that would  mess up the  text of giver and taker

      you need to tweak a bit more. Here's my files btw:


      http://www.mediafire.com/file/8fm38qqnlq3frkg/Strive_newPositions.zip/file

      Thanks, I will look  around if you don't mind.

      I imagine you've already done a lot of debug on the hybrids already, but here goes.  I'm having trouble getting taurus blood to result in the endurance stat boost it should produce.  See pic of new offspring (father was taurus).  It doesn't seem to matter if Taurus father is PC or NPC (I tried with other offspring and none got the stat boost).  I can try with a Taurus mother too if that helps.


      That is fascinating. The only race that you're seeing that issue with is Taurus? I checked the code and can't see anything obvious that would indicate why that bonus isn't applying. It appears the values for the combination of the other races are working fine for that person. Out of curiosity, can you add a point to endurance and see if that triggers it to update and show the +1?

      I'll give it a try.  I have noticed that catches things up with the mental bonuses (Charm, etc.).

      Ok, I tested some more.  Adding endurance didn't help jog things along; just maxed out with no bonus.  It's not just taurus, see examples below.

      I did monkey with this code (lost the tabs only just now in the copy/paste to below), could that have messed it up?  I was trying to make it so sometimes mom or dad had more weighting in their offspring.  

      [constructor.gd]
      func build_genealogy(person, mother, father):
      var percent = 0
      var parentgenechance = rand_range(0,100)

      for race in genealogies:
      if parentgenechance >= 75:
      person.genealogy[race] = round((mother.genealogy[race] * .4) + (father.genealogy[race] * .6))
      if parentgenechance <= 25:
      person.genealogy[race] = round((mother.genealogy[race] * .6) + (father.genealogy[race] * .4))
      else:
      person.genealogy[race] = round((mother.genealogy[race] + father.genealogy[race]) * .5)
      percent += person.genealogy[race]

      I also played with the stat bonuses themselves but only subtle changes (eg. .6 instead of .4 on existing stat bonus magnitudes only).  I'm doing all of this with pregnancy accelerated to 3 days btw.


      One other observed bug in my playthru was an occasional offspring sex mismatch in naming (wrong sex name) and See Relatives description vs Inspect description / popup description on offspring.  The inspect screen / popup descriptions were aligned with behavior in sex/meet interactions.  I'm suspicious that the mismatch occurs as some character traits are set for the offspring during pregnancy and others at birth, but I haven't looked through the code to find out if I'm right.

      Here are some other issues that may have been fixed/tweaked already.  If any of this isn't specific enough, I can copy/paste code.  I have been making some changes here and there to tweak the game, but straight forward changes, nothing I think could have resulted in the below.

      • Altering pregnancy duration resets to default on exiting Strive or when running the program after a shutdown.
      • With shorter preg durations (I was using 3 days) I often get chain pregnancies - girls return after resting following labor only to immediately become pregnant again with a new baby from same father without having sex again. I tried altering the semenlifespan (or whatever the variable is named; sorry I'm not on the same PC I play on right now) from the default 5 to 2, but it didn't seem to help.  I had this happen a couple times (maybe 20% of the time).  After monkeying with fertility code (I changed the random number range from 0 to 1000 down to 0 to 10) I observed it every time with every mother. 

      Thanks for the heads up. I may have to have the game store the altered variables differently if it isn't saving. Regarding preg durations, going under the semen lifespan will definitely risk that. I have that fixed so childbirth clears all remaining semen from the womb to avoid that issue in v0.9.7. Thanks for reporting it!

      Are we getting closer to 0.9.7 release? How much work is left?

      Eh, it's not everything I wanted done, but there ya go!

      Are my items in or did you move it to the next version?

      Next version. I had a lot of other random things added into this release, but it's in the queue

      OK. Should be easy to add, only 3 files (items, combatdata, outside) are affected.

      Also, the cowgirl position files - look up in this thread, I linked them. Tested, seems to work, description too (for the most part. A second line appears that might need fixing)

      (1 edit)

      Also, two more things - don't forget that I didn't just add new items, I re-balanced the weight of existing items to make sense. (default vales are a joke)

      Also, I tweaked post-battle sex for more variation and more slave actions. Trying to add more fetish-specific actions. If I can figure out how to add options, I can expand it even more. Will forward my changes after more testing.

      ATM, slaves will try to preserve their virginties, but if no virgin, they might ride futa/male enemies and get pregnant.

      I keep getting this error after enabling the mod

      The cause of the issue is most likely that your mod system is not the correct version for applying the mod. Part of the installation is to patch the files for the correct mod system with the files found in "Put in Strive Game Files". Then the "backup" folder is to be deleted and then the game can be started.

      As a side note, combatdata.gd should be included with the patch files and not with the mod files, as that version of the mod system is not capable of modding that file. Note, changing this may alleviate this specific error message, but it will not fix the core problem behind the error message so something else will take its place.

      I fixed it, bu now I'm getting this error whenever i load

      and this one whenever i try and have sex with a slave

      this happens when requesting intimacy through the meet action

      This error is stating that there was a parse error in the sex system file, which causes the entire file to be declared invalid. The problems in your other posts are the obvious results and add nothing further. The cause of this issue is most likely that you applied the mod files as patch files, thus corrupting your install. The files inside ".../AricsExpansion/scripts/" are to be left in the mod folder and not copied into the game folder. You will need to start over with a fresh install of Strive and carefully follow the instructions. If you still have trouble, I recommend the Strive Discord(https://itch.io/t/284398/discord) as a faster way to communicate and walk you through the install steps.

      (1 edit)

      In case anyone wants them or AricT wants to incorporate them, here're some tweaks I've been applying to my playthru's (no bugs I've found with these).  I tended to get bogged down with too many slaves and things to manage in general such that it took me a long time to get through my turns and kept taking advantage of some exploits so see below.

      Edit: remember to fix the tabs/indenting or the code may not work

      1) nerfed interactions in Mansion.gd:
      if globals.player.send >= 2:
      globals.state.sexactions = ceil(globals.player.send/3.0) #+ variables.basesexactions
      globals.state.nonsexactions = ceil(globals.player.send/3.0) #+ variables.basenonsexactions
      else:
      globals.state.sexactions = 1 #+ variables.basesexactions
      globals.state.nonsexactions = 1 #+ variables.basenonsexactions

      2) reduced max allowable beds by tying to days played
      globals.gd
      var nopoplimit = true
      upgradespanel.gd
      if upgrade.code in ['mansioncommunal', 'mansionpersonal','jailcapacity'] && globals.state.nopoplimit == true:
      limit = int(round(globals.resources.day/upgrade.levels)) + 5 - upgrade.pointscost
      mansionupgrades.gd
      jailcapacity = {
      name = "Capacity",
      code = 'jailcapacity',
      description = "Adds additional cells to your jail, increasing the maximum number of prisoners it can hold at a time.", 
      levels = 15,
      cost = 299,
      pointscost = 3,
      valuename = "Jail Cells: ",
      },

      ...

      mansioncommunal = {
      name = "Communal Room Beds",
      code = 'mansioncommunal',
      description = "Adds new beds to communal room, providing space for additional residents to sleep. ", 
      levels = 6,
      cost = 199,
      pointscost = 1,
      valuename = "Total beds: ",
      },
      mansionpersonal = {
      name = "New Personal Room",
      code = 'mansionpersonal',
      description = "Set up one of the free rooms for living. Personal rooms provide sense of [color=yellow]Luxury[/color] to their hosts. ", 
      levels = 15,
      cost = 549,
      pointscost = 3,
      valuename = "Total rooms: ",
      },

      3) disallowed attribute points to upgrade points on new people (seemed like an exploit to me)
      slave_tab.gd
      func buyattributepoint():
      #Ralpho edit - added && person.loyal >=50
      if person.skillpoints >= variables.attributepointsperupgradepoint && person.loyal >=50:

      4) decrease reputation more for sebastion/umbra sales
      outside.gd
      globals.state.reputation[globals.weightedrandom(reputationloss)] -= 18 #was 4

      5) Add random traits 
      to all births at low % chance including those for special characters (eg "Sturdy")
      at dim crystal level 2  (Note: I haven't actually seen this work yet so I can't be sure it does, but I wanted to be less dependent on the main story characters to aquire their special traits in offspring)
      [constructor.gd]
      if rand_range(0,100) <= variables.babynewtraitchance:
      if rand_range(0,100) <= 20: # 1 in 5 chance
      person.add_trait(globals.origins.traits('unique').name)
      else:
      person.add_trait(globals.origins.traits('any').name)
      [origins.gd]
      elif tag == 'unique':
      for i in traits:
      if traits[i]['tags'].has('unique') == true && traits[i]['tags'].has('expansiontrait') != true:
      ###---Expansion End---###
      rval.append(traits[i])
      [traits.gd] added to some of the traits the following within "tags": [ 
          "tags": [
            "secondary",
            "unique",

      6) Easier Fetish Talks, etc. (for less time clicking through consent/fetish menus on all the slaves)
      statstab.gd
      if mode == "stud":
      person.dailytalk.append('consentstud')
      if (person.loyal*.2) + (person.lewdness*.2) + (person.lust*.3) + person.instinct.reproduce >= 50+(person.metrics.birth*10):
      ...
      if mode == "breeder":
      person.dailytalk.append('consentbreeder')
      if (person.loyal*.5) + (person.lewdness*.2) + (person.lust*.1) + person.instinct.reproduce >= 75+(person.metrics.birth*10):
      ...
      #Resistance Check
      if person.checkFetish(mode, 2) || person.loyal == 100:
      person.gd
      else:
      clamper = alternatemod
      if rand_range(0,100) <= 20 + ((opinionrank*10) * clamper) + stats.loyal_cur/10:

      7) Quicker Breeder Start (otherwise I always ended up picking mage, so I wanted to make breeder more appealing)
      [mainmenu.gd]
      elif player.spec == 'Breeder':
      globals.state.mansionupgrades.mansionnursery += 1
      globals.state.mansionupgrades.dimensionalcrystal += 1

      8) Increase spell costs and code change below (makes you play more careful with your mana instead of spamming invigorate and sedate)
      [spells.gd]
      func spellcost(spell):
      var cost = spell.manacost
      if globals.state.spec != 'Mage':
      cost = cost*2

      9) Nerf Fear spell rebelliousness reduction (seemed like an exploit)
      [spells.gd]
      if person.effects.has('captured') == true:
      text += "\n[color=green]$name becomes less rebellious towards you.[/color]"
      person.effects.captured.duration -= 1+globals.player.smaf/3

      10) Tweaked Tentacle Spell (otherwise I never really used it)
      [spells.gd]
      person.obed += 75
      person.fear += 90
      person.lewdness += 5

      11) Make food harder to produce with forage/hunting; make cooking more needed (otherwise I never had enough drive to farm; next playthru I'll make food more expensive too b/c it was still too easy to just buy food when hunting/forage didn't cut it)
      [jobs&specs.gd] 
      #forage nerf
      ###---Added by Expansion---### Ank Bugfix v4
      food = min(food, max(person.sstr+person.send, -1)*2+5)
      ###---End Expansion---###
      if person.spec == 'ranger':
      food *= 1.5
      food = round(food)
      text += '$He brought back [color=aqua]'+ str(food) + '[/color] units of food.\n'
      person.xp += food/2
      ...

      #hunt nerf
      var food = person.awareness(true)*rand_range(1,4) + max(0,person.send*rand_range(3,8))
      if person.cour < 60 && rand_range(0,100) + person.cour/4 < 45:
      food = food*rand_range(0.25, 0.50)
      text +=  "Due to [color=yellow]lack of courage[/color], $he obtained less food than $he could. \n"
      ###---Added by Expansion---### Hybrid Support
      if person.race.find('Arachna') >= 0:
      food = food*1.4
      ###---End Expansion---###
      if person.spec in ['ranger','trapper']:
      food *= 1.5
      ###---Added by Expansion---### Ank Bugfix v4
      food = round(min(food, max(person.sstr+person.send, -1)*3+5))
      ###---End Expansion---###
      globals.itemdict.supply.amount += round(food/12)
      person.xp += food/3

      You need to have quite a few foragers/hunters, I don't see it as OP at all.

      (1 edit)

      You're right, OP isn't the right description I guess.  Getting the farm going takes a lot of effort, so I'm trying to make food difficult and farming the solution in order to guide my play in that direction.   

      Edit: Also I like to struggle a bit when I'm playing.  Maybe I'm just sick that way.  :]

      I appreciate the recommendation. I am not likely to apply those changes myself as I never want to limit playstyle options, which is one of the strong points I think Strive has going for it, but I have been considering adding in "Play Modes" as a character creation option and those tweaks could definitely be a viable "difficulty mode" tweak. Especially the mana change. Whew!

      Play modes would be cool, but I don't mind tweaking.  I get a little more familiar with gdscript each time by playing with it and experimenting.  Truth be told, I didn't stop with that mana tweak, I increased spell costs by several times for invigorate, sedate, fear, and dominate too (~30 mana each, 15 if I'm a mage).   It makes me stingy with my mana if one long expedition uses up the fruits of a couple days of copulating (considering the interactions/endurance nerf I use) - after all a sorcerer with a more subdued sex life would need to be at a severe disadvantage in the world of S4P, right?

      That’s good to hear! But be careful mate, that’s how I started. 😋

      If you feel up to it, you could always compile just the files you’ve modified to make a mod that tweaks Arics with your difficulty changes. I’m sure people wanting a harder playstyle would like that

      I might just do that, but probably after I get a little better at it and amass a more comprehensive set.  I'll ping the discord channel when I'm having trouble getting something to work the way I think it should.  The set so far is just the really simple low-hanging fruit sort of tweaks I could do without any complexity, spread out code, or new global variables (the node extension and overall structure still escape me).

      I followed the installation correctly, but this bug is generated.

      Negative on the installation mate. Any other mods installed or did you maybe try installing it on a Strive game that either was patched with Ank's Bugfix v5/v5a or the Strive game version that was just released today?

      I downloaded the clean version of Strive again, and the latest version of your mod. Always reinstall everything before playing.

      Mav tried to publish a new version of Strive(v1.0) using my v5a bugfixes and some changes of his own. If you downloaded a new copy in the last 9 hours, it will not work with Arics. You will need to use a v0.5.25 copy of Strive.

      https://itch.io/t/975848/strive-v525-arics-expansion-v097-pre-merged

      Download this, run the game from this instead, activate the mod, restart, and you'll be good to go

      Some... Errors.

      Is the AricsExpansion mod named exactly AricsExpansion and in the app data/strive/mods location? Has the mod been activated in the mod panel? Finally, are you using the premerged version from the link?

      First off, thanks for all the work you put into this -- been following the mod for ages and it's a ton of fun.

      I noticed two things:

      1) fresh install of game and mod and a rush to try dog impregnation on a halfkin resulted in an error on globals line 2133. Looking back, it seems that line 2097,

      if father_id != null && father_id != '-1' :

      doesn't actually catch unique fathers. In my save file the semen deposits (all from random dogs) all have ids not equal to -1, and are only set to -1 in the ELSE side of the above if statement. I made a dummy statement to pass into the "else", loaded the save file, and fertilization went through with no issues at all.

      2) I then got the following:

      SCRIPT ERROR: dailyPregnancy: Invalid get index 'back' (on base: 'Array'). Did you mean '.back()' or funcref(obj, "back") ?           At: user://mods/AricsExpansion/scripts/aricsexpansion/expansion.gd:1771

      I made the suggested change from back to back() in the file and it ran fine. Progressed time for a few weeks after these changes and everything else seems to be working.

      Looking forward to messing with the rest of the update.

      Thanks for the update and fix. I am testing out `father_id != null && father_id != '-1' && !father_unique in ['','dog','horse']` as a replacement for that line to see if that will pass dog/horse/null successfully. Fix applied in v0.9.8

      Deleted 45 days ago
      Deleted 45 days ago

      https://itch.io/post/199653

      https://itch.io/t/975848/strive-v525-arics-expansion-v097-pre-merged

      Download this, run the game from this instead, activate the mod, restart, and you'll be good to go

      (2 edits)

      I just discovered S4P and this mod a few weeks ago and they're both awesome. Thanks for the hard work! I've run across a few bugs though:

      1. Dark Elves seem to apply their bonus to sadated and bandaged effects regardless of the check in Mansion.gd. It appears that the in array check does not work for whatever reason. Replacing 'if person.race.find('Dark Elf') < 0 || (!i.code in ['bandaged','sedated'] && randf() > 0.5):' with 'if person.race.find('Dark Elf') < 0 || i.code == 'bandaged' || i.code == 'sedated' || randf() > 0.5:' fixed it for me. Also the random chance seems to cause ridiculously long effect durations. I've never seen a beauty potion run out on a Dark Elf, even in my 30+ turn test run. Maybe it would be better to replace the random chance for a check against whether the current date is divisible by 2 or not. It's a bit hacky, but not much more than the RNG and the random chance is too unreliable IMHO. It'll still simulate the desired effect well enough. The Dark Elf bonus seems kinda meh and weird in general as it also applies to numbed and stimulated which can cause some funky stuff.
      2. The check in newsexsystem.gd that's used to compare genital sizes does not check if the check is done against the taker/giver. This can cause a female receiver to compare their vagina against the penis size of another female receiver during group sex creating a hilarious -50% or more arousal penalty and complaints about a small dick when getting it on with a horse. XD Changing instances of 'if scenedict.givers.has(self):' and 'if scenedict.takers.has(self):' to 'if scenedict.givers.has(self) && scenedict.takers.has(i):' and 'if scenedict.takers.has(self) && scenedict.givers.has(i):' fixed it for me.
      3. If perfect info is turned on, then the slave statistics will always show info about the current pregnancy whether or not the slave is pregnant, instead of showing fertility and ovulation info for non-pregnant female slaves. Changing 'if (person.knowledge.has('currentpregnancy') && person.preg.is_preg == true || globals.state.perfectinfo == true) &&  person.preg.has_womb == true:' to 'if (person.knowledge.has('currentpregnancy') || globals.state.perfectinfo == true) &&  person.preg.has_womb == true && person.preg.is_preg == true:' in slave_tab_gd fixed it for me.

      Lastly, what's your take on someone modding your mod? I've been making some changes in the mod for my own playthrough and I was thinking of maybe putting together my own mod based on yours. Maybe rework how the sex descriptions work, change how fetishes are learned and influenced and maybe some other stuff as well. I haven't delved too deep into it yet and I don't really know if it would be necessary but I suspect it would make stuff much easier for users and avoid compatibility issues, if I could distribute my mod together with yours(with all due credit of course). Would that be ok?

      About #1, the coin flip was the vanilla method of implementing the Dark Elf racial bonus. Though there are more reliable ways of implementing it, as you pointed out it should generally work well enough, so that part was never changed. The ['bandaged','sedated'] part was my addition, because I noticed that those effect durations were functionally cooldowns unlike the other effects. Though I have no idea what I was thinking when I wrote that logic, since it's pretty obviously wrong. Though your explanation is wrong, your condition logic is better than mine. The cause was the "!" and the "&&" instead of "||", not the array check.

      Yes! You're completely right. I didn't notice the ! negation before the array check. Are you going to do any overhauls or large scale fixes to the sex system next release? I was thinking of maybe doing some debugging and improvements with it, so if you're interested I could share my results.

      I've already done a bit of fixing to the sex system and overhauled sexdescriptions.gd. The results were released in a bugfix patch on the Strive Discord(https://itch.io/t/284398/discord) and already included in the 1.0a release of Strive. Aric will probably try to update his mod to include them but it may take a few weeks.

      The Discord is often a better place to share ideas, but either way is fine. I mainly do bug fixes for Strive and Aric is more likely to adopt new ideas. I wish I had known about the Dark Elf problem earlier so it could have been included, but once enough fixes are needed I'll put together a new patch.

      (1 edit)

      Great catches. I'll look into applying those fixes.

      In general, I'm cool with anyone making a mod off of mine or modding mine. It may be easier to set your mod to use AricsExpansion as the base (ie: have AricsExpansion loaded first then yours below it to have your mod files change Arics) instead of just patching and re-releasing the whole AricsExpansion with your changes as that will involve reworking your mod every time AricsExpansion is patched/updated, but I'm cool with either. Have at it and I look forward to seeing what ya come up with!

      Edit: Fixes applied to v0.9.8. Love the notes on the bugs and you made it exceptionally easy for me to grab and apply those quickly. I appreciate the help!

      Hey! I found another bug. The Dog Kennel sleeping option does not show up in the Slave Spreadsheet(the one unlocked by the headgirl). Opening the Slave Spreadsheet will also throw an error in the console and leave the sleeping text cell empty for any slave sleeping in the Dog Kennel. Here's my fix for it:

      1. First the Dog Kennel needs to be added to the global.gd 'sleepdict' array. I changed the array from 'var sleepdict = {communal = {name = 'Communal Room'}, jail = {name = "Jail"}, personal = {name = 'Personal Room'}, your = {name = "Your bed"}}' to 'var sleepdict = {communal = {name = 'Communal Room'}, jail = {name = "Jail"}, personal = {name = 'Personal Room'}, your = {name = "Your bed"}, kennel = {name = "Dog Kennel"}}'
      2. Next a function and an array in the Mansion.gd need to be updated:
        1. var sleedict needs kennel added to it. My fixed version looks like this: 'var sleepdict = {0 : 'communal', 1 : 'jail', 2 : 'personal', 3 : 'your', 4 : "kennel"}'
        2. 'func sleeppressed(button)' need the following lines added at the end:

      button.add_item(globals.sleepdict['kennel'].name)

      if globals.state.mansionupgrades.mansionkennels == 0: 

       button.set_item_disabled(button.get_item_count()-1, true)

      if person.sleep == 'kennel': 

       button.set_item_disabled(button.get_item_count()-1, true)

       button.select(button.get_item_count()-1)

      Sorry about the butchered code formatting. Itch does not seem to have code formatting tools for their forums. Also, the mansion main screen does not properly update after changing sleeping spots within the Slave Spreadsheet, but that's a vanilla issue so I just ignored that. Ideally there should be a rebuild function call within func sleepselect and a rebuild function defined for the mansion main screen but there isn't.

      Awesome find, and once again I appreciate the fix + the logic behind it. Fix applied for v0.9.8

      (2 edits)

      Found and tracked down another bug. Milking gets applied multiple times during group sex. Every milking action milking is applied to every lactating character milked times the number of lactating characters getting milked. So if 3 lactating characters get milked during group sex, they each get milked 3 times for a total of 9 milkings. This is not dependent on the number of people doing the milking, just the people getting milked. Anyway, too much milking and too much text spam. Milking can also currently give weird negative values. The fix is to move the milking logic outside the for loop it's in. I moved it to before the for loop. I also made various changes that made sense to me and fix some aberrant behavior. The code is too long and complex to paste it here without formatting so I put it on pastebin together with lines at the start and end of it which indicate where I placed it in newsexsystem.gd and my comments:  https://pastebin.com/VpdqGgJ6

      The old milking code and my comments should also be removed before applying this fix. Just in case someone wants to apply my fixes themselves.

      Edit: I'm also getting some errors with jobs. Seems like something connected to the guardian job? I'm running a 9.5 save on a fresh 9.7 install based on 5.25. I'll see if I can track it down but my console log is this(ignore the kennel error that is the mod overwriting one of my fixes from before :P): 

      Hope I'm not getting annoying, but I found another error ;).  In expansion.gd on line 1771 'globals.titssizearray.back' should be 'globals.titssizearray.back()'. Currently breast expansion during pregnancy does not work.

      Okay, I've found the reason for that elusive error I posted about before. It has nothing actually to do with the save. I checked and the job exp and all that stuff was already present on the save. I already had saved it in 9.7. The real reason is that the random events for guardian and slave catcher jobs use the global.evaluate function which relies on the global.currentslave variable. gloabl.currentslave however is only set when the slave tab is opened(the slave which tab it is) or in sexuals.gd on a few occasions. This means that the slave data used in those random job events is the data for the slave which had it's slave tab opened or had sex most recently. This is bad enough as the wrong slave's data is used, but when the game is started freshly and a save is loaded where a slave is assigned to either guardian or slave catcher jobs then the day is passed without doing anything else the game will generate errors in the console as the global.currentslave is nil/null and no end of day report is displayed.

      I uploaded the needed changes to jobs&specs.gd to pastebin again: https://pastebin.com/DnjJvAnG

      (+1)
      Itch.io provides code format blocks in "Format" text option button (left-most button above the text input)

      I don't know if anyone has brought this up yet, but is there anyway to keep the farms girls status(don't know what to call it) the same when you put her back in the farm. Every time I take one of the girls off the farm, its just a slog to reset all of the preferences. At this point I just leave them at the farm until they die, Its easier to get new ones to replace the old stock. Anyone know a good work around?

      On a side note, cant wait to try the new version. 

      Do you mean keep any pumps/canisters/studs/etc assigned to her? There is not currently a way to keep those items on her as the game checks the number of slaves currently equipped with those items before showing them up as a valid/invalid selection (similar to how the game calculates beds).

      The best workaround would be to create a temp farm storage in person.gd mirroring their originalwhich would assign all of the farm’s factors to before unassigning the slave from the farm, then have it attempt to check/add each of those factors back when reassigned or failing to default if it’s not available. It should work if that’s what you’re talking about, it just may be cumbersome.

      Welp, that's a shame. 

      It occurs to me that I'm literary running a slave farm. A farm that drives its residents mad, near death, constantly mutating, oddly horny, leaking out of every hole, and full of snail eggs . . .

      This is a really odd and fun game, your mod has defiantly added more playthroughs than I originally would have played through. Keep up the good work.

      Deleted 2 years ago
      (1 edit) (+1)

      Good catch. If you feel like changing it in your game in the meantime, it’s supposed to be “jobskills” instead

      Edit: Fixed in v0.9.8

      Deleted 2 years ago
      (1 edit) (+1)

      Huh, weird. I’ll look into it

      Edit: Fixed in v0.9.8

      Hello Aric. I'm having Issues with the install. I have watched the Video and done it step by step several times however I keep ended up with a game with no starting slave and I am unable to buy new slaves at the market.

      https://itch.io/post/1996539

      If you’re having repeat issues, I recommend grabbing the “Strive v5.25 with AricsExpansion v0.9.7” from the link in the top post and use that install instead. Then you just need to make sure that AricsExpansion (named exactly that, not renamed) is in the AppData/Strive/mods folder. Then you activate it in the mod panel, restart, and are good to go

      I was so excited when I saw Strive for Power was updated to 1.0... then I saw what updates this mod was working on... now I don't want to start playing again till the next mod update... :: sigh ::

      The goal is to have it on v1.0 soon so it’s not an either/or situation

      (+1)

      I look forward to it. I don't think I've said it before, but I absolutely LOVE your mod. I enjoyed the base game, but your mod adds so much. The only thing I wish is that there were more preg/nude picture packs, I've only been able to find one.

      Thanks! I agree, hopefully there will be more picture packs in the future to make using those features a lot more fun. 

      Deleted 2 years ago

      This is a known bug and fixed for the next version, but currently it's preventing breast size expansion during pregnancies. You can fix it by going to your Aric's Expansion mod files in the appdata folder and  in expansion.gd on line 1771 change 'globals.titssizearray.back' to 'globals.titssizearray.back()'.

      Deleted 2 years ago
      Deleted 2 years ago

      Do you know when you got this error, as in what was happening in the game when it was generated? I've gotten this as well, but every time I miss the moment it's generated and I've been unable to trace it because of that.

      Deleted 2 years ago

      can some one help me figure out how to fix this issue, some points in the game there's no text no buttons work,nothing.


      thanks


      Either the override files step was missed or you missed the step to activate the mod in the mod panel most likely

      There seems to be some conflict between the relatives tab and the statistic tab show of children.

      Can you give me a specific example or screenshot to explain?

      Deleted 2 years ago

      Small vanilla typo, simply change 3 to a 1.

      can anyone help me, when i get to the sex menu, no buttons appear and i cant get out of it, also not sure if its important but i,m using the pre-merged version

      Not exactly certain of how you managed it, but you have an error on line 2594 of a file that should only have 1846 lines. The only way I can think of for getting that result would be using the patch files portion("Put in Strive Game Files") of aric's mod as the mod folder. The entire "AricsExpansion" folder is generally put into the "/Strive/mods/" folder, though the portion you have there can be left out.

      Depending on how it was done you may have corrupted the pre-merged Strive program folder and may need to start with a fresh extraction. Otherwise you may be able to un-apply all mods, correct the mod folder, and re-apply mods.

      There appears to be a skin color description error for the Drow race when selecting “Pale Blue”. It seems unable to find the description or something for some reason. I’m not sure if this has been reported yet, but I thought I’d tell you.

      It's a vanilla issue and has been recently fixed. It will be included into gameplay with Aric's mod when he updates his mod for use with v1.0a of Strive.

      I see, Thanks for the info.

      (+1)

      Can't wait for the next few versions of this mod. I have a question for ElPresidente about something I saw in the forum about his tweaks "slaves will try to preserve their virginties, but if no virgin, they might ride futa/male enemies and get pregnant". Is this a constant feature or is this optional, if it's not optional would it be alright to add a discussion topic with slaves that can enable or disable slaves riding enemies after combat? I can't wait for the new items and tweaks thanks for all the hard work AricTrition, ElPresidente and everyone else on the Arics expansion mod you all have breathed new life into this game and hope you will be able to achieve all your objectives on this project.

      FYI, that thing is not in, nor have I forwarded the tweak to Arcis yet, but I will.  I've been busy the last few days (job interviews and preparations, leaving my old company).

      Don't expect much, it just expands the player (and companion) actions a bit, so it takes into account you (companion) sex bits and hopefully fetishes, and so playing as female you don't get "you enjoy their body immensely", and that's it.

      But, since the thing is a text file, it can be edited and changed.

      can not play the game or enter to the game please help, followed the video exactly. 

      https://itch.io/post/1996539

      this for the one link you send me and thank you for your help 

      The first and second errors suggest that you are loading a save file that was either from an older version of AricsExpansion or without the mod, thus it is missing some fairly important data. You will probably need to start a new progress.

      does not let me go any farther on it because the races don't show up

      You are probably using the pre-merged version of Aric's Expansion, but that version still requires several installation steps. The pre-merging simply lets you skip moving the contents of the "Put in Strive Game Files" folder and deleting the "backup" folder.

      The races are not showing up because you did not apply the AricsExpansion mod to the pre-merged version. It may tell you that it is already applied, but that is because v0.5.25 of Strive did track mod installs per instance of Strive; there is a single record for all instances of Strive on the computer. Simply make sure AricsExpansion is selected and press "Apply" again.

      any step by step video's or screen shots, your amazing for helping me out 

      The first post in thread had a video of the steps, feel free to mute it. If you are using the pre-merged then it will not quite be accurate but you can start at about 1: 43 (YouTube Video). From 3:14 to 3:52 it will show how to move the "Put in Strive Game Files" folder and rename "backup" folder, SKIP this part if you have the pre-merged version.

      I did everything it says and I still have the same issue as you

      (1 edit)

      Chances are strong that you have the wrong folder path. But if you are unable to resolve it then I recommend joining the Strive Discord (https://itch.io/t/284398/discord), where we can walk you through the installation steps.

      cant not talk to all the salves as a interaction 

      Deleted 2 years ago

      check what the statistic page shows on her family - Relationship and statistics can show different things for some reason

      Deleted 2 years ago

      She has no brothers/sisters/parents that were involved in the scene? It’s the first time I’ve heard that happening, can you provide any scene details that may narrow down what happened?

      Deleted 2 years ago

      Hi, I'm new to the group, but I have a question. I don't speak English. Don't open a mod to translate the game into Spanish?

      There's not a Spanish translation that I am aware of at this time

      how bad but good thanks for answering that question

      When I select one of my daughters it instead selects the last slave I selected before her, it gives me this error: 

      Also noteworthy is that her race is listed as just "Halfkin", my character is a 100% Taurus, her mother is a 73% Feline 27% Fox Beastkin Cat.

      Bringing her to the slaver guild and trying to sell her creates this error: 

      Deleted 2 years ago

      Did you load before the slave arrived in the mansion or after?

      Deleted 2 years ago

      Well shit, I don't have a save for that so I'll just lock her in the farm.

      Deleted 2 years ago

      One of my viewers is aking if you my video is still relevant. Do you think we need a new vid?

      There is a pre-merged version of this mod, but that simply reduces the number of steps as I describe in this sub-thread https://itch.io/post/2044534. I don't know that a new video is needed right now, though it really depends on how long it takes for Aric to update his mod for v1.0a of Strive. Given the simplifications offered by the new version's mod system and the existence of pre-merged mod distribution, we may be reaching the end of needing instructions videos.

      There is always that one Guy, who needs a toutorial. But yeah. Would be nice to get some final words Arc himself. Bc only he is allowed to send me on the mission called:
      "Edit new video."
      Anyway, your reply is still helpful. Thx. 

      I think we'll probably hold off for a new video until it is updated to v1.0 so everything is current when that hits. It should be pretty much the same for now

      Thx for answering.

      Cant create a new character at all. Game fails to pass the race section as all the options are gone. The Script feedback gives these errors.


      OpenGL ES 2.0 Renderer: GeForce 940M/PCIe/SSE2
      SCRIPT ERROR: getsexfeatures: Invalid get index 'expansionsetup' (on base: 'Node (globals.gd)').
                At: res://files/scripts/assets.gd:133
      SCRIPT ERROR: newslave: Invalid get index 'expansionsetup' (on base: 'Node (globals.gd)').
                At: res://files/scripts/characters/constructor.gd:88
      SCRIPT ERROR: _ready_newgame_creator: Invalid call. Nonexistent function 'cleartraits' in base 'Nil'.
                At: res://files/scripts/mainmenu.gd:283
      SCRIPT ERROR: _newgame_creator_reset: Invalid set index 'memory' (on base: 'Nil') with value of type 'String'.
                At: res://files/scripts/mainmenu.gd:336
      SCRIPT ERROR: _stage4: Invalid set index 'race' (on base: 'Nil') with value of type 'String'.
                At: res://files/scripts/mainmenu.gd:706
      SCRIPT ERROR: _on_raceconfirm_pressed: Invalid get index 'race' (on base: 'Nil').
                At: res://files/scripts/mainmenu.gd:808

      Any clue on how to fix this?

      Your errors exactly match this one https://itch.io/post/2005618. Thus your problem is related to failure to apply the mod through the mod system. As my reply to that briefly post states, this issue can happen from simply forgoing the application of the mod or if the path to the mod is incorrect.

      If you applied the mod in-game. then the path is probably wrong. Strive is VERY strict about file paths and any changes to folder names or the number of folder levels will break stuff. Typically people extract the mod into another folder and have the first path but should have the second path.

      1. /Strive/mods/AricsExpansion v0.9.7/AricsExpansion/info.txt
      2. /Strive/mods/AricsExpansion/info.txt

      Simply fix the path and re-apply the mod.

      Figured it out;

      My pathing was correct in the first place the issue was the game kept de selecting the mod upon boot-up constantly. Just had to get a bit of luck for it to work

      That just sounds weird, the mod system should never be luck based and the selection of the mod upon boot-up has no impact on the game functionality. It's just for appearances, though it probably means that there was some problems with either the mod system or the file system.

      As long as you got it to work, I suppose that's fine.

      Hello, I recently downloaded this game and mod and I got these errors.  I'm not sure how to fix them. Everything is set right in terms of mod location ect. Hopefully you can help me. :)

      https://itch.io/post/1996539

      (2 edits) (+3)

      Bug fixes:

       here're some other bugs I actually came up with fixes for if you haven't already yourself
      1) New hybrid (pureblood) bonuses were not applying to starting servant or MC properly.  The below fixes the MC, for the starting slave I just zero'd out the str_mod and other attributes in expansionsetup.gd  func setRaceBonus() after the var declarations near the beginning:

      [person.gd]
      func playercleartraits():
          spec = null
          while !traits.empty():
              trait_remove(traits.back())
          for i in ['str_base','agi_base', 'maf_base', 'end_base']:
              stats[i] = 0
          for i in ['str_mod','agi_mod','maf_mod','end_mod']:
              stats[i] = 0    
          skillpoints = 2
          level = 1
          xp = 0
      [mainmenu.gd]
          #Connect virgin option
          get_node("TextureFrame/newgame/stage6/virgin").connect("pressed", self, '_virgin_press')
          
          #Initialize newgame variables
          player = globals.newslave(playerDefaults.race, playerDefaults.age, playerDefaults.sex, playerDefaults.origins) #Prefer to use a constructor/builder
          #ralph
          #player.cleartraits()
          player.playercleartraits()
          #/ralph
       ... 
            if stage >= 6: #If backtracking after reaching player specialization stage
              var spec = player.spec
              #ralph
              #player.cleartraits()
              player.playercleartraits()
              #/ralph
      ...
      func regenerateplayer():
          var imageportait = player.imageportait
          player = globals.newslave(player.race, player.age, player.sex, 'slave')
          globals.player = player
          #ralph
          #player.cleartraits()
          player.playercleartraits()
          #/ralph
      

      2) Nereid was missing and Dragonkin was duplicated (fixed below)

      [constructor.gd]
          func set_baby_type(person): 
          if person.race == 'Dragonkin' || person.race == 'Nereid' || person.race == 'Lamia' || person.race == 'Harpy' || person.race == 'Arachna' || person.race == 'Scylla':
      

      3) changed  order so correct race bonuses are subtracted before slime race bonuses are added later in the if statement

      [globals.gd]
              if rand_range(0,100) + conversionstrength > strongestgenes:
                  expansionsetup.setRaceBonus(baby, false)
                  baby.race = 'Slime'
                  baby.race_type == 4
      

      is there anyway to fix these errors?

      (+1)

      https://itch.io/post/2088981

      when do you think the next update will be and i love your work

      Between the shift of having to update to v1 and a series of RL craziness with work, it'll be a while until the next version unfortunately. It is going to be pretty time consuming to switch everything to the latest game version.

      (+1)

      all good don't work too hard and go at your own pace we all love your work and hope it continues 

      Thanks! I really appreciate the support, it is what keeps me coming back. :)

      (1 edit)

      Ummm.... so, I recently installed and reinstalled this a few times after not working. But now that the game works I'm getting these errors when I start a game and having lots of problems. I'm not sure if this has happened before. I'd appreciate an assist whenever you have the time.

      SCRIPT ERROR: _ready_adult_warning: Invalid get index 'settingsFile' (on base: 'Node (globals.gd)').
                At: res://files/scripts/mainmenu.gd:161
      SCRIPT ERROR: slaves_set: Invalid get index 'npcexpanded' (on base: 'Reference (person.gd)').
                At: res://files/globals.gd:358
      SCRIPT ERROR: _init: Invalid get index 'saveDir' (on base: 'Node (globals.gd)').
                At: res://files/scripts/Mansion.gd:1766
      SCRIPT ERROR: _init: Invalid get index 'appDataDir' (on base: 'Node (globals.gd)').
                At: res://files/scripts/imageselect.gd:9
      ERROR: Node not found: mansionCategory
         At: scene/main/node.cpp:1382
      ERROR: Node not found: prisonCategory
         At: scene/main/node.cpp:1382
      ERROR: Node not found: farmCategory
         At: scene/main/node.cpp:1382
      ERROR: Node not found: awayCategory
         At: scene/main/node.cpp:1382
      ERROR: Node not found: awayLabel
         At: scene/main/node.cpp:1382
      ERROR: move_child: Parameter ' p_child ' is null.
         At: scene/main/node.cpp:316
      SCRIPT ERROR: rebuild_slave_list: Invalid set index 'visible' (on base: 'null instance') with value of type 'bool'.
                At: res://files/scripts/Mansion.gd:542
      SCRIPT ERROR: findLowestRange: Unable to iterate on object of type  Nil'.
                At: res://files/scripts/Mansion.gd:2066
      SCRIPT ERROR: build_mansion_info: Invalid operands 'String' and 'Nil' in operator '+'.
                At: res://files/scripts/Mansion.gd:2088
      SCRIPT ERROR: music_set: Invalid get index 'mansion3' (on base: 'Nil').
                At: res://files/scripts/Mansion.gd:1944
      ERROR: Node not found: mansionCategory
         At: scene/main/node.cpp:1382
      ERROR: Node not found: prisonCategory
         At: scene/main/node.cpp:1382
      ERROR: Node not found: farmCategory
         At: scene/main/node.cpp:1382
      ERROR: Node not found: awayCategory
         At: scene/main/node.cpp:1382
      ERROR: Node not found: awayLabel
         At: scene/main/node.cpp:1382
      ERROR: move_child: Parameter ' p_child ' is null.
         At: scene/main/node.cpp:316
      SCRIPT ERROR: rebuild_slave_list: Invalid set index 'visible' (on base: 'null instance') with value of type 'bool'.
                At: res://files/scripts/Mansion.gd:542

      mansionCategory, prisonCategory, farmCategory, awayCategory

      They are all GUI controls that were added for v1.0 of Strive.
      https://itch.io/post/1996539

      (1 edit)

      Thank you for your response. Unfortunately another problem has arisen. When it gets to race selection, the race list isn't even there.

      SCRIPT ERROR: getsexfeatures: Invalid get index 'expansionsetup' (on base: 'Node (globals.gd)').
                At: res://files/scripts/assets.gd:133
      SCRIPT ERROR: newslave: Invalid get index 'expansionsetup' (on base: 'Node (globals.gd)').
                At: res://files/scripts/characters/constructor.gd:88
      SCRIPT ERROR: _ready_newgame_creator: Invalid call. Nonexistent function 'cleartraits' in base 'Nil'.
                At: res://files/scripts/mainmenu.gd:283
      SCRIPT ERROR: _newgame_creator_reset: Invalid set index 'memory' (on base: 'Nil') with value of type 'String'.
                At: res://files/scripts/mainmenu.gd:336
      SCRIPT ERROR: _stage4: Invalid set index 'race' (on base: 'Nil') with value of type 'String'.
                At: res://files/scripts/mainmenu.gd:706

      It could be entirely my fault though. I'm not familiar with coding at all.

      (1 edit)

      Adding mods does not require knowledge of coding, but Strive is VERY strict about its file paths.

      Basically you have the same problem as this: https://itch.io/post/2005618

      If you tried to apply the mod, then the problem is the path. This path should exist if you've done everything correct (replace USER_NAME as relevant). Edit: assumed Windows, if not, then replace the path before "\Strive\" with relevant path for user's app data.

      "C:\Users\USER_NAME\AppData\Roaming\Strive\mods\AricsExpansion\info.txt"

      It seems to be working now. I believe I just had it one too many layers deep. Thank you very much for your assistance. It is much appreciated. I believe it should all be working now. Thank you again.

      (+1)

      Check out my "mod to the mod" here:

      https://itch.io/t/1036577/ralphs-modded-arics-mod-097-standalone-hybrid-expansio...

      Not sure if this has been brought up or not. The slave assigned to Milk Maid gets milking experience, but not "Milk Maid" Experience.

      (1 edit)

      Yep, those functions were intended to do the same thing and it will be removed when it confirmed that no where calls milkmaid instead of milking.

      Thanks for pointing that out though and good looking out!

      So I followed all the instructions (which were kinda hard to read), and I got these errors and my mods do not show up in the mod menu.

      The top bar of the screenshot says Strive 1.0a.

      https://itch.io/post/2128646

      (1 edit)

      I don't get what you said, or what the post you mentioned was saying. Something about precise file names?

      Edit: So I doesn't work with v1?

      As Aric states on the first page near the top of the first post

      Now that there's a new version of Strive, v1.0, I will be trying to update those patched changes to be compatible with Aric's ASAP. In the meantime, this is only for the version that was current until a couple of hours ago: v0.5.25
      (+2)

      tl;dr: I got a code segment that starts the interactive sex scene when you "rape" baddies. Just tell me if you want it as a feature.

      At some point after playing with your mod a bit, I wondered "now that the npcs that I encountered actually sticks around, can I molest the baddies instead of raping them?"(I use this method to mark the baddies when I don't have enough rope (with a tweak to let me recognise  the ones I have raped or rescued before)). Then I tweaked the code quite a bit and managed to get the interactive sex scene to appear when I decide to "rape" the baddies. Just wondering if you would like  to have this feature in your mod. This code segment has no purpose other than flavour, unless used with your mod(since baddies despawn after encountering without your mod). 

      Cheers,

      FF

      (+1)

      I love the concept. I’m definitely interested in looking into it. It will likely be a little while before I’m able to work on new features, though, so if you’d like to get it out in the meantime and it’s an easy replacement, I’d encourage you to release it as a “mod/patch of the mod” option for now. That way everyone can enjoy it before I get the chance to incorporate it

      (1 edit)

      Sorry for the wait. It took some time to separate it from the rest of the tweaks.

      https://mega.nz/file/BrokUDDB#YxG_-uaJefygOl_byngin1wNq_py1q2ivEKXp8l90cg

      Edit: you can find what I changed by searching " FF"

      they will look like these:

      /*line of code I tweaked*/ # FF
      # FF start
      /*Block of code I tweaked*/
      # FF end
      

      Cheers,

      FF

      (1 edit)

      Hi, ferventfanatic.  I'm going to play with this a bit.  Do you mind if I include it in my patched version of Aric's Mod possibly after tweaking it further?  I will certainly credit you if I do.

      Sure, by all means please try it out. I was hoping someone could find a more elegant way of doing it.

      Well, I really can't claim to be the elegance guy.  I was thinking of maybe making it optional and to weave it into and/or balance it with another attempt I've been working on to try to make it so players have to choose between adventuring and other options each turn/gameday in order to have more days/playthrough for micromanagers like me who Can't Not go adventuring every turn as is habitually.  Also, I just think it's a really cool idea and I'm excited you got it to work.

      (+1)

      I have noticed that wearing a pet suit will cause slaves to increase confidence rather than decrease it. I'm wondering if it has something to do with the racial bonus mod that is pre-packaged. Also I notice that when using teaching points for some slaves the increase is different then the +1 or +5 that is listed?

      Hey, another "not sure if this has been pointed out before" in the statstab.gd file, for me it's line 507 and 508.

      elif i == 'lumberjack'
             text += "| Affects the Chance of receiving Bonus Gold per day. [color=aqua]- " + str(clamp(person.jobskills.lumberer + (person.energy*1), 1, 50)) + "% Chance[/color] "

      I get an error if anyone has any experience in that, the "person.jobskills.lumberer" should be "person.jobskills.lumberjack" maybe?

      That’s correct. Good catch!

      Sorry to bother you with something that is probably trivial, I don't think this is a bug in the game, I think something happened on my end, just hoping maybe someone can help me figure it out.
      I recently had to move everything over to a new hard drive, after loading the game the first time I got an error and it would freeze up when I tried to load my save file, so I backed up my saves and all my images, and reinstalled the game, then copied the save and images back into the other file. It worked fine for awhile, now when I try to save I get:

      SCRIPT ERROR: _on_SavePanel_visibility_changed: Invalid call. Nonexistent function 'has' in base 'Nil'.
                At: res://files/scripts/Mansion.gd:2084

      That particular line in that file is:

      if globals.savelist[i].has('date'):

      that entire section is:

      func _on_SavePanel_visibility_changed():
      if get_node("menucontrol/menupanel/SavePanel").visible == false:
      return
      var node
      var pressedsave
      var moddedtext
      for i in get_node("menucontrol/menupanel/SavePanel/ScrollContainer/savelist").get_children():
      if i != get_node("menucontrol/menupanel/SavePanel/ScrollContainer/savelist/Button"):
      i.hide()
      i.queue_free()
      var dir = Directory.new()
      if dir.dir_exists("user://saves") == false:
      dir.make_dir("user://saves")
      var savefiles = globals.dir_contents()
      for i in globals.savelist.duplicate():
      if savefiles.find(i) < 0:
      globals.savelist.erase(i)
      pressedsave = get_node("menucontrol/menupanel/SavePanel//saveline").text
      for i in savefiles:
      node = get_node("menucontrol/menupanel/SavePanel/ScrollContainer/savelist/Button").duplicate()
      node.show()
      if globals.savelist.has(i):
      if globals.savelist[i].has('date'):
      node.get_node("date").set_text(globals.savelist[i].date)
      node.get_node("name").set_text(i.replacen("user://saves/",''))
      else:
      node.get_node("name").set_text(i.replacen("user://saves/",''))
      get_node("menucontrol/menupanel/SavePanel/ScrollContainer/savelist").add_child(node)
      node.set_meta("name", i)
      node.connect('pressed', self, 'loadchosen', [node])

      There is a very niche bug prior to v1.0a, where the autosave functionality will screw things up if the autosaves are kept but the "progressfile" is not and the player generates either 1 or 2 autosaves from ending the day. While I'm not 100% certain that is your problem, this one is the most likely. The simplest solution is simply to flush the records for the autosaves by starting the game, quick starting a new progress (do no open the load/save menu), and ending the day at least 2 times. Deleting the autosaves and restarting the game, should also work, but I haven't tested it.

      That did seem to fix it, thanks.

      (+1)

      Strive has got to be one of my favorite eroges i've played, and I'm always looking at the updates on this forum post, I just wanted to say you're doing god's work Aric

      (+3)

      Thanks mate! The irony of devilish hands doing god's work isn't lost on me.

      Hey man, is there any prevision for an update for the mod to the 1.0d S4P? Love your work :)

      (1 edit)

      hi im having a problem i dont know if in the vanilla game is the same but all my children are the same race as me, they alway are half demon, and the race of the mother but, they always are demons never the other race.  i had a son/daughet with tisha,emily, cali, maple, etc, and the offsprings are always demons. 

      The code checks for the dominant race using a specific order of races, rather than randomly choosing between the 2 if there is a 50/50 split.

      its a shame

      fixed in my version here: https://itch.io/t/1036577/ralphs-modded-arics-mod-097-standalone-hybrid-expansio...

      If you want to apply the fix yourself, open constructor.gd in your main game folder/files/scripts/characters/ and add the lines of code in the attachment below ending with #ralph3.  Be very careful about the indents/tabs.  You need some and they've got to be right.

      https://mega.nz/file/cpZxnS7Z#wJ1FAfiWOIt0OvkKtEfuhSKxYPHIlArfqnC6cKlOneg

      (+1)

      I remember someone saying that they have issue with the way Aric's mod purge npcs...

      Why not add a new option other than ["leave", "rape", "kill"] to remove the npc from the pool without increasing too much fear? Like mercy kill or something? Or make one with a name like "butcher" with the effects of original the "kill".

      (+1)

      I don't like that the option would be about killing the character by another name with different effects. How about naming the new option "drive off" and results in a small message on the right "[character name] escapes to far away land is never seen again" instead of the usual message that tells you that the character might appear again. Additionally I would like to see an option to change the default action after combat as well. So I can kill, rape or drive off all characters  after every combat without having to go through the dropdown menu for every enemy every time.

      Deleted 3 years ago

      Do they have really big lips? I recall that I had made my starting slave have the largest option for lips once and they ended up lisped or mute. (I just checked creating a character like that and they got the mute trait on end of day.) So you may want to try reducing the size of their lips (with a minorus concoction) and see if that helps.

      Deleted 3 years ago
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