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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: 471,983 Replies: 2,460
Viewing posts 381 to 580 of 737 · Next page · Previous page · First page · Last page

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.

(1 edit)

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 362 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 48 days ago
      Deleted 48 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
      (1 edit) (+2)

      Alright, I have returned with an option to send the npcs into the  oblivion. If anyone is interested, you can get it from the link below. Remember to drop the Mansion.tscn into strive\files folder.

      https://mega.nz/file/wiYU3bSS#GjMnrOUjD-mLFhrUnkbRz9yEFZBadg151Pkh7OcNvVg

      Thank you so much for all the effort you put into this! 

      I haven't played in a while and wanted to get into the new farm stuff but boy are the pictures a turn off. I'm talking about the icons/menu-background for "Farm Store", "Workers", "Snail Pit" and "Vats". They look out of place to me. Also I REALLY don't want to get confronted with this horrid B-porn tit-picture every time I look into my farm.  

      I hope there's an option to remove the pictures or use your own in the future. Dropped the mod for now - would like to pick it up again in the future.

      I'm sorry, this is only peripherally related but is there any chance you've got detailed notes on the breeding mechanics?

      I've built a game in Java and XML, a sort of fantasy-race breeding simulator. It simulates (sort of) genetics, races/bloodlines and spell/item effects. All it now needs is well, content. I've hit a writer's block for ideas and was wondering if you'd be willing to share some of yours so that I can load it into the XML and see how the game works (or doesn't) and build on it from there.

      I realise I'm asking for a lot here and obviously if this thing is ever ready to see the light of day I'll see to proper attribution. Figured it couldn't hurt to ask? Happy to give you access to the source repo if you wish.

      I couldn't open he control command when I was out of the mansion then I saw that I had this error. i'm sorry if this appeared before and I didn't see it but does anyone know how to fix this?



      You've posted this under the wrong mod, Aric's mod does not have bountysell. Ralph's version of Aric's mod has bountysell. https://itch.io/t/1036577/ralphs-modded-arics-mod-097-standalone-hybrid-expansio...

      Also, double check that you have the latest version and that you didn't mix up the files between the 2 mods.

      Oh sorry for the trouble and thank you for the reply

      (1 edit)

      New bug here, I have the latest versions of everything correctly installed but it still happens.

      Old bug; the first line is your problem, not the errors. https://itch.io/post/199653

      I didn't see anything in my previous post that would help with the current problem.

      I guess I should clarify, you have the same issue now as you dd then and the same solution. The first line of your screenshot says "Godot Engine v3.1.2..., which only appears in version 1.0a of Strive and Aric's mod still only works for version 0.5.25 of Strive. The sub-thread beginning with the linked post explains this same issue and provides a link to the solution (https://itch.io/t/975848/strive-v525-arics-expansion-v097-pre-merged).

      (1 edit)

      I understand, but as this triggers new bugs I thought it was not an adequate solution. 

      One note: now this works correctly, thanks.

      (+3)

      Merry or Happy Whatever Holiday You Celebrate

      An error in Cali's genealogy, she is 30% human, but her mother is a pure human so that should be 50%.

      Hi, I followed the instructions that you gave, and after I put the mod into the game and I restarted it these errors pop up. I can't click any most buttons and cannot start a game. Is there any way to fix this?, I hope I'm not being too much of a bother.

                At: res://files/globals.gd:965
      ERROR: reload: Method/Function Failed, returning: ERR_PARSE_ERROR
         At: modules/gdscript/gdscript.cpp:580
      ERROR: Script does not inherit a Node: res://files/globals.gd
         At: main/main.cpp:1557
      SCRIPT ERROR: _init: Invalid get index 'gameDir' (on base: 'Nil').
                At: res://files/scripts/mods/modpanel.gd:4
      SCRIPT ERROR: scanfolder: Invalid call. Nonexistent function 'dir_exists' in base 'Nil'.
                At: res://files/scripts/mods/modpanel.gd:85
      SCRIPT ERROR: _ready: Unable to iterate on object of type  Nil'.
                At: res://files/scripts/mods/modpanel.gd:43
      SCRIPT ERROR: _ready: Invalid get index 'rules' (on base: 'Nil').
                At: res://files/scripts/options.tres.gd:53
      SCRIPT ERROR: run: Invalid get index 'modfolder' (on base: 'Nil').
                At: res://files/constmodinstal.gd:10
      SCRIPT ERROR: _ready_system_check: Invalid get index 'gameversion' (on base: 'Nil').
                At: res://files/scripts/mainmenu.gd:152
      SCRIPT ERROR: _ready: Invalid call. Nonexistent function 'clearstate' in base 'Nil'.
                At: res://files/scripts/mainmenu.gd:139
      SCRIPT ERROR: _newgame_creator_reset: Invalid set index 'player' (on base: 'Nil') with value of type 'Nil'.
                At: res://files/scripts/mainmenu.gd:335
      SCRIPT ERROR: _advance_stage: Invalid get index 'rules' (on base: 'Nil').
                At: res://files/scripts/mainmenu.gd:533
      SCRIPT ERROR: show: Invalid get index 'setfolders' (on base: 'Nil').
                At: res://files/scripts/mods/modpanel.gd:484
      SCRIPT ERROR: _on_applymods_pressed: Invalid get index 'developmode' (on base: 'Nil').
                At: res://files/scripts/mods/modpanel.gd:218
      SCRIPT ERROR: saveconfig: Invalid get index 'gameversion' (on base: 'Nil').
                At: res://files/scripts/mods/modpanel.gd:135

      It's difficult to figure out the source of the problem from the errors posted because the top portion is cut off and all of those errors are secondary errors. Think of it like an avalanche of errors that grows larger the more it tumbles through the program. The errors you posted only show the mess afterwards and not the cause.

      Common errors are using Strive v1.0a as a base instead of v0.5.25 (or the "pre-merged" version of Arics), using the wrong files from the mod folder to patch the game if not using the "pre-merged" version, or having the mod folder in the wrong position. Strive is VERY strict about where it expects mods to be located; unless you changed the setup, your Strive AppData should have this exact path to the info.txt file "\Strive\mods\AricsExpansion\info.txt".

      hey i get this error when i use the miscarriage potion now.

      SCRIPT ERROR: abortion: Invalid call. Nonexistent function 'death' in base 'Nil'.
                At: res://files/scripts/person/person.gd:960

      when do you think the next update will be and i love your work

      Does anyone can tell me if this mod still work with the current build of the game 

      THank by advance =)

      This mod does not work with the current version of Strive(v1.0d). As it says in the title and in top post, this will only work for v0.5.25, so he has provided a copy in another topic(https://itch.io/t/975848/strive-v525-arics-expansion-v097-pre-merged). However, installation of this mod is rather complex and not recommended for those having trouble with simpler mods.

      yep i'm pretty new on modding by file like that

      so well i will wait until someone create a new easier way of do so i think

      have a good one 

      Is there easy way to change files so fetish encouragement to always works ?

      hey, i'm having the issue that whenever a slave gets pregnant, their breasts very quickly grow a ridiculous amount. I assume this is part of the mod as its a common fetish, but personally id rather they stay closer to "realistic" amounts of growth. I assume this can be changed somehow, but couldn't find the parameters myself. Anyone know what to do?

      Its been a bit since Aric posted is this still active?

      As far as I know it is, it takes him awhile to do updates and what not, but I'm pretty sure he's still working on it. Last I heard he was working on making it compatible with Strive 1.0

      New Video required? <3

      so i got my girl preg. and now she does stop being pregnant after her 1st pregnancy and i had 3 abortions but it just keeps saying shes pregnant and i havent had sex with her since she got pregnant  im on day 20 i even cleaned out her pussy and everything and have her taking herbs not to get pregnant regardless of me not having sex with her anymore

      (+1)

      Aric never changed abortions to support his mod, so any attempt to abort a baby will result in a reset pregnancy timer and an error rather than removing the baby. So as long as you keep trying to abort the baby, it will never be born and she will stay pregnant.

      The easiest way to fix this is to open person.gd (.../STRIVE_PROGRAM_FOLDER/files/scripts/person/person.gd) and change the contents (the 5 lines after header) of "func abortion():" to:

          while !preg.unborn_baby.empty():
              globals.miscarriage(self)
      

      Be sure to make a backup of the file first and use a decent text editor. Each line should have leading tabs instead of leading spaces(1 tab instead of 4 spaces) so you will need to change that if you copy and paste this code.

      ok thanks

      (1 edit) (+1)

      I am kind of curious will this ever be updated to the 1.0 version or is it compatible?

      (+1)

      It is not compatible with 1.0 and I ASSUME it's still being updated but Aric has been silent for a bit. Dunno what's up.

      (+3)

      Mostly life, job, pursuit of happiness, and a deep dread of what all is involved in changing every element of this mod to make it 1.0 compatible. But its on the list

      Oh cool, good luck to ya.

      (+1)

      Psst! If you need already done 1.0d bugfix 3 compatible version, also with my fixes, feel free to ask.

      yo, i need it

      (+2)

      I mean, I’m not one to reinvent the wheel. If you’re okay with me giving it the once over, tweaking it if and where needed, and releasing it (crediting you, obviously), I’d be down to. Honestly, the frustration of having to redo work I’ve already done instead of getting to add new, fun things is the biggest holdup on it so far for me.

      (10 edits) (+2)

      Ok, here it is, instructions inside.

      Upd. I hope now everything is done, Mutation spell updated to 1.0, meet/interact updated to 1.0. Its happened that game reverted all changes to backuped ones  so all previous uploads is wrong =D. randomportrait Updated.

      Upd. 04.26.21 For peoples who don't want to download whole game again, here is AER for Strive 1.0d with bugfix 3. Instructions inside.

      Aric's Expansion Rebreed v0.9.7 for 1.0d bf 3. For Strive mod system. Archive with AER, ExpandedSex and randomportraits, all updated for AER.

      MEGA

      CRC32: 6670FEF5

      MD5: 6DBEDF979AA9C9E8C420E16D896B0002

      SHA-1: 12199AE2E3C8C25563C3B18DCBF3A89D10A99A9B

      Folder in MEGA with separated mods archives.

      MEGA

      Pre-installed game with already activated AER:

      MEGA

      CRC32: 97251EE9

      MD5: AD2B4F2B104AAFADEF4893894B49C195

      SHA-1: 1397AA6CB771F927D0FDDDBA5DFDC971C533CCCE

      (+2)

      Seems like a lot of cleanup work will be needed, as a fair number of things were broken or excluded. Many of those were bugfixes made between v1.0a and v1.0d. It's understandable since there is a lot of code and it can be quite difficult to know all of the nuances of the code.

      In expansionfarm.gd , the change from "for cattle in allcattle:" to "for i in allcattle:" breaks everything, since i is never used and cattle is never assigned.

      In newsexsystem.gd, there are many issues. In startequence, all the modded member characteristics are updated for an object that is discarded; those should be moved to the member _init function. In actioneffect, augmented tongue code was excluded and duplicate code exists for handling the 'pervert' tag. The rope recovery after sex is missing near the end of endencounter:

          for action in ongoingactions:
              stopongoingaction(action)

      In Mansion.gd, the infinite effect duration bug still exists because "(!i.code in ['bandaged','sedated', 'drunk'] && randf() > 0.5)" is used twice instead of "i.code in ['bandaged','sedated', 'drunk'] || randf() > 0.5". updatedescription has not been updated.

      In exploration.gd, the Adya jewel duplication fix is missing, and the old uncivilized-tamer resolution still exists (reduces chance of capturing a tamer).

      In outside.gd, in _on_slavesellbutton_pressed

                  else: 
                      globals.state.reputation[globals.weightedrandom(reputationloss)] -= 4
      

      should be

                  reputationloss = globals.weightedrandom(reputationloss)
                  globals.state.reputation[reputationloss] -= 4
      

      There are probably some more issues, but those are what I saw after skimming through the code.

      (1 edit) (+1)

      "broken or excluded" Thats might be bc of few things: when 1.0a is out, i update my mod from 5.25 game version and then idea come to my mind: "Hey, there is this Aric's popular mod, how about to finally play it and see how my mod work with his?" And 3 days of my life vent lost for making Aric's mod work for 1.0a. =) There is a lot of decision i make, to do it, like leave Aric's code in few places instead of 1.0, change some functions, cut unnecessary thing like too long descriptions in mansion panel to fit 1.0 new ui(really, Aric, this descriptions of crystal is too long), etc.

      "bugfixes made between v1.0a and v1.0d" I might miss something bc, i apply bugfixes by hand, and if there is big arics code i preffered not to mess with it.

      "In expansionfarm.gd" Dunno why, but when i try to run game with "cattle" game tell me that "cattle" is already defined before. Same goes for "parent" which i change for "y". During my playing in this mod i didn't use cattles and i didn't use Dimension crystal, just research it, so i cant find this before. I might miss some part of updated code bc for reference i use my mod updated to 1.0d and merged with Aric's, and update 1.0a with copy of 1.0d and hand applied bugfix v2, v3 come out few days ago and i apply it by hand in freshly made copy of 1.0d.

      "In newsexsystem.gd" There is a big and scary Aric's code xD, when i do merging i might miss duplicating thing, "augmented tongue code was excluded" and "duplicate code exists for handling the 'pervert' tag" is my bad, its leftovers of 5.25 game version. "rope" my bad, miss this string when merging.

      "In Mansion.gd" Again, my bad, i leave merging this string for later and totally forgot. "updatedescription" I may leave this section for later and totally forgot about it =D. Now i wonder if "updatedescription has not been updated" is main cause for broken player relatives in original Aric's mod.

      "In outside.gd, in _on_slavesellbutton_pressed" again, slipped past me. Thx for pointing.

      Right now i compare 5.25 bf5, 1.0d bf3 and 1.0d bf3 aric mod, to see what else is missing.

      Thx for pointing in my flaws, i appreciate it.

      (+2)

      As far as the "cattle" and "parent" are concerned, in prior versions of Godot it was fine to do something like this:

      var cattle 
      do something with cattle #code considers this scope to be cattle_1
      for cattle in allcattle:
          do something with cattle #code considers this scope to be cattle_2

      But in the current version of Godot, they simplified the code by preventing multiple local scope definitions of a single variable name. For "cattle" it would be fine to delete "var cattle" since it was unused, but both "parent" were used so renaming was necessary, though you missed 4 cases of parent within the "for y in ['father','mother']:" loops(2 in first, 1 in each of the last 2).

      I use a diff utility to compare files which makes it far easier to see what has changed. TortoiseGit includes a graphical diff utility so I use that, but there are other options.

      Fixed, also found that assigned to farm can't be released from it, also fixed. Thanks for pointing. Upload updated.

      "TortoiseGit" Never use before, although i have Tortoise tools, i stuck to WinMerge and  notepad++ when i need highlited syntax.

      When i impregnate taurus girl with human boy, the baby born. But i can't click/select the baby after return to the mansion. I tried to load game i can select profile of baby born for first time, but can't select it after that.

      It is not possible to determine the exact cause of the problem from these errors. Most likely the originating error occurred during a different gameplay session. The save file may have information that can lead to the cause, but it is just as likely to be missing critical data, in which case the best approach will be to simply delete that person.

      Yes i tried that too sell the baby at slavers guild, sebastian and umbra but can't. I just have to make new game, thank you very much for replying, appreciate it.

      I get a small bug when opening Slavers Guild, no text just the town options and i cant fix it.

      dunno what i do wrong went after a install guide on youtube it works then i try it game crashes and wont open up again any ideas?

      There isn't enough information to determine the cause of your problem. If you tried to play the mod using the current version(1.0d) of Strive, then the game will tend to crash rather than produce error messages on the debug terminal (the terminal does not appear for every OS). This mod should be installed using https://itch.io/t/975848/strive-v525-arics-expansion-v097-pre-merged.

      Otherwise, if you used the correct versions to install, then the source of crash and failure to open would most likely be your OS or anti-virus.

      Dating screen is missing the text in the lower window, whilst the sex screen is messed up.

      You have somehow messed up the installation process. The most obvious sign is that it claims that your first error is on line 2594 of sexdescriptions.gd, which should only have 1846 lines. All of the other errors appear to be derived from that first error. It feels a bit like it tried to append the contents of the same file to the end of the file. I'm not certain of the cause, as I'm not aware of any normal processes that lead to this result. I would need to know very precisely what steps were taken to reach that result to understand it, but that is likely far more work that it is worth for either of us.

      I suggest deleting the mod folder in appdata and the modded program folder to start over from the beginning. If you need further help running through the process I recommend the Strive Discord (https://itch.io/t/284398/discord) as you will get much faster responses. We've gone through the process many times, so it should only take a few minutes to iron out all of the wrinkles.

      (+2)

      Very good mod, thanks for giving so much more depth to this already good game. Though I'm playing with Ralph's modded Aric's expansion, I went ahead and tested my findings with the unmodded variant as well, just to be sure.

      So here are the findings:
      >A person that was rescued and recruited before can still be encountered in the wild. When I successfully recruit them a second time (took a copious amount of bandit slaying to test) they are moved to the bottom of the resident list from where they were before, but it is not really a problem. For the sake of science and since I was already waist deep in bandit blood I did some more testing, when I encountered someone I already recruited again and choose to kill them on the spot the slave in my mansion (surprise, surprise) disappeared.
      Since I don't think people go around rescuing and beheading people randomly the issue of moving the character in the resident order is a minor inconvenience at best, but I still think that if possible (successfully) recruited npcs should be removed from the persistent npc pool, so you don't encounter them again. 

      Originally I encountered this with Ralphs mod, then I did some testing to see if it's still present without the extra mods so I can drop a bugfinding here if it is. Though in Ralphs mod the consequences of re-recruiting are much more dire so I'll drop a finding there as well.

      >Farming vat collects even if there is no vat, and ignores capacity, I've encountered this in every run. If you assign a slave to the farm and start collecting without owning the corresponding vat the gathered amount is "saved" and accessible when you get a vat. This number also ignores the capacity of the vat which makes upgrading them pointless. 

      >A very minor text bug, sometimes when making a slave drink bottled milk the blue text in the dialogue says piss instead of milk.

      And finally some suggestions:

      >It would be nice if you could add an option to adjust/fix genealogy at the custom game start. Since the genealogy of the main character changes every time you go back to abilities, and the starting slave's changes every time you change it's race/gender I've spent a lot of time manually "rerolling" these until I got the one I wanted (usually purebred). It would be neat if we could adjust these manually(to get the hybrid bonuses or purebred you want), or just have a tick box next to the race selection that will always make the main character and the starting slave 100% of the picked race.

      >The daily discussion about the fetishes to try and improve the slave's inclination is a nice feature, but when you want to improve a LOT of fetishes on a LOT of slaves it becomes quite a hassle. Would it be possible to add a way to indoctrinate slaves a bit better?
      I had some ideas how it could be done:
      -Similar to the trainer-trainee jobs from the training grounds, there could be a master that will impart their own fetishes to the trainees.
      -A new option in the brothel that would at the cost of several days away from the mansion and a tidy sum improve the selected fetish of the slave.
      -Add an effect to the Entrancement spell to affect the likeliness a slave agrees to improve the fetish in the dialogue option, maybe even how many stages it can go up or down.


      Long post but... keep up the good work!

      anyone know how to fix this it also happens on other games and i cant find anything similar to it on the internet for help sometimes its there other times its not also happens on choice boxes and the first loading screen and some images                                                                                                                                 

      Looks like GPU driver problem to me, I had something similar a quite a while ago. Consider either upgrading or downgrading your GPU drivers.

      how im not very good with computers only know how to download and play games not any deeper 

      (1 edit)

      What GPU are you using?

      where do you check

      Open the Start menu on your PC, type "Device Manager," and press Enter. You should see an option near the top for Display Adapters. Click the drop-down arrow, and it should list the name of your GPU right there.

      it says AMD Radeon(TM) R2 Graphics

      Hello , i know it must take some time to make this update for the 1.0 version . But can we just know approximately if it's going well or if you are close or not to finish ?

      Btw, love your work. this game feels like a new one thanks to your work and everyone else's ^^^

      Thanks to all

      It is approximately half-way there. I think I'm over the hump at least.

      do this mod will work one day on the last vers of the game ?

      (+1)

      https://itch.io/post/3595201

      Thank =)

      So i finished everything, including sidequests and alien monster. My farm has 30 cattle with Harpies and Tauruses. I make 30k Gold a day. Is there nothing else to do anymore except more cattle and more gold? Is Strive: Conquest any good or unfinished main quest state?

      (+1)

      I haven't dug into Conquest yet but it is in an alpha state to my knowledge. If you're like the rest of us, you pat yourself on the back, step away for a few days, then get the itch and start a new save with a different playstyle. And thus the cycle continues.

      Hey mate. Did you gave up on this mod? Wouldnt blame you, im just courios.

      I think he's still working on it.

      (+3)

      It’s just a week or two out depending on how bug testing goes

      (+1)

      Unexpected good news. I love it!

      So I suppose there were many bugs ;)

      Anyway people can help?

      (+1)

      Nah, just got delayed over the last week due to some irl stuff. It’s about 2 scripts and 1 change to future proof a system from hitting alpha bug testing

      Well... Were some weeks in, arent we?

      (+1)

      The amount of horny entitlement in this comment is astounding.

      Aric's last reply on these threads was less than 2 weeks ago, they're still going through the bug-testing for v1.0.

      Please wait patiently like the rest of us, I don't care what you feel like you're owed.

      "He said a couple weeks" doesn't matter, Aric doesn't owe you or I anything no matter what he said.

      I think you are reading into this things that aren't there. If you check out the comments above this in the thread, FuturPlanet has been quite patient and understanding. This mod is almost a year behind the vanilla game in updates and a couple months ago Aric gave an approximate release date of a couple weeks. Progress appears to be quite slow, even on the Discord.

      Also, FuturPlanet was planning to create an updated install video for this mod since the steps were quite complex, but that has recently been resolved. Installing this mod for the most recent version of the game is now 3 easy steps.

      Hey, I appreciate all of your patience. Hey look, you are all correct! We are so far past my assessments (multiple) of how long that would take that it's crazy. I don't owe anyone anything, but appreciate you all, especially as I kept estimating deadlines and missing them. Aaaand...progress was super slow. But you might have noticed that.

      See? We're all correct, winners, and friends here. Go team! Now, let's go be horny.

      (+1)

      ankmairdor and AricTriton, you're both absolutely right. I think I was reading way too far into things. That comment from FuturPlanet just read to me like the horny equivalent of the "Well, we're waiting" meme, which would be completely out of line for a free mod that understandably took lots of time, work, and energy. Which, again, I'm more than likely reading too much into that and I 100% apologize if that's the case. It's hard to get the nuance from text. 
      Thanks for all of your hard work and dedication.

      Hey, no problem at all and I really appreciate the support. People standing up for others is always a good thing, but in this situation I don't believe any ill-will was meant by anyone involved. Even more-so, acknowledging it shows good character as well. I'm grateful to have you in the community!

      There is always that side of modding of it being done for free by people who have lives, jobs, etc all pulling away from their time. That said, waiting for a mod release (even with that in mind) can be incredibly frustrating to all involved. I may be experiencing that myself on another game waiting for a mod release to catch up, so its definitely a shared experience.

      Question first damn great mod !

      sad it don't work with expanded sex and other mod like that but damn really nice one

      Just is there any place where you can found a list of prereq for hybrid race ? or if someone can whisper me the one for werewolf, inferno, ogre and red cap it would be ennough for a while =)

      Also wich content havent be added in this vers as it's not the final vers of the game ?

      (+2)

      Thanks! It isn’t compatible but maybe there’ll be a future change on that.

      The “final version” basically incorporated most of the BugFixes that were included in this mod already into an official release along with a few other tweaks and changes (such as renaming Drow to Dark Elf and Dark Elf to Tribal Elf). To my knowledge, no actual content was released in v1 besides some code cleanup in some areas for a little less lag in some parts like sex scenes and that name change.

      (1 edit)

      oh yep remember it was different about ivran !

      Well it's sure that it would be nice cause having the female characther only abble to fuck someone with a strap on it's quit depressing when your right hand is a dominant female =(

      But yep i was kinda nervous  to try this one as i have a bad experience with another big mod like this one (leo mod i think) as not comp with the last vers, so have crash as soon i have exit the city lol =), but yeah so far not problem and the change make the game less repetitiv, the event and the dialog with the npc are nice, havent see much of that crystal thing as most of my servant are brainless orc and troll =)  and the future plan (buy a brothel, ... sure will be interessing  =) exept maybe the fact that create hybrid is really tricky, mutation is like your parent when you are 6year old and you want a pet lol so yeah spend so much mana trying that i have to use the cheat to boost my mana, it would be nice to make it possible to alter their gen with the lab  =)

      After about that part maybe it's just me that havent see a obvious hint or something like that (i'm not a really smart person =) but yeah until now with the help of the decription in some quest given by the guild's, and when one pop at a market havent be abble to create one myself

      oh yep remember it was different about ivran !

      Well it's sure that it would be nice cause having the female characther only abble to fuck someone with a strap on it's quit depressing when your right hand is a dominant female =(

      But yep i was kinda nervous  to try this one as i have a bad experience with another big mod like this one (leo mod i think) as not comp with the last vers, so have crash as soon i have exit the city lol =), but yeah so far not problem and the change make the game less repetitiv, the event and the dialog with the npc are nice, havent see much of that crystal thing as most of my servant are brainless orc and troll =)  and the future plan (buy a brothel, ... sure will be interessing  =) exept maybe the fact that create hybrid is really tricky, mutation is like your parent when you are 6year old and you want a pet lol so yeah spend so much mana trying that i have to use the cheat to boost my mana, it would be nice to make it possible to alter their gen with the lab  =)

      oh yep remember it was different about ivran !

      Well it's sure that it would be nice cause having the female characther only abble to fuck someone with a strap on it's quit depressing when your right hand is a dominant female =(

      But yep i was kinda nervous  to try this one as i have a bad experience with another big mod like this one (leo mod i think) as not comp with the last vers, so have crash as soon i have exit the city lol =), but yeah so far not problem and the change make the game less repetitiv, the event and the dialog with the npc are nice, havent see much of that crystal thing as most of my servant are brainless orc and troll =)  and the future plan (buy a brothel, ... sure will be interessing  =) exept maybe the fact that create hybrid is really tricky, mutation is like your parent when you are 6year old and you want a pet lol so yeah spend so much mana trying that i have to use the cheat to boost my mana, it would be nice to make it possible to alter their gen with the lab  =)

      First off, damn nice mod! I haven't checked back on this game in a long time and this mod has really improved it.

      Question: I was just wondering if there was a collection of images that go into the preg and naked folders? I was hoping there was a collection somewhere out there, and maybe there is, but I haven't been able to find it. Just thought I would ask. Again, great mod!

      Thanks mate! I believe this one adds several images to both of the added folders: https://itch.io/t/988503/small-portrait-pack-arics-compatible

      Is this update going to just be to the 1d game version? Would by hype if it had updates to the mod itself to go along. Nevertheless great mod, keep up the good work.

      There’s a couple of tweaks and bug fixes, but primarily that is the purpose of it. The biggest in game change is the separation of the settings into its own script so it can be modified manually & easier (like variables), have a ui created for it in game soon, and make it easier for other modders to set “toggles” into their features in the future. 

      can you give an estimation on when the update will be live?

      Not at the moment, but it is in the alpha bugtesting phase (ie: making sure it actually runs the game correctly). There have been a few hiccups on that side that are being worked out now, so hopefully not too long before I can open it up to general bug-testing.

      SWEET once it actually comes out i will have to download strive (the updated one i still have v5.25)

      (1 edit)

      SCRIPT ERROR: get_genealogy: Invalid get index 'hybriddict' (on base: 'Node (dictionary.gd)').

                At: res://files/scripts/person/person.gd:1699

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

                At: res://files/scripts/characters/description.gd:31

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

                At: res://files/scripts/characters/description.gd:12

      SCRIPT ERROR: slavetabopen: Invalid type in function 'set_bbcode' in base 'RichTextLabel'. Cannot convert argument 1 from Nil to String.

                At: res://files/scripts/slave_tab.gd:108

      I get this everytime I try to switch slave on the switch tab...

      Edit: And I got this when I try to go to the laboratory: 

      SCRIPT ERROR: laboratory: Invalid call. Nonexistent function '_on_lab_pressed' in base 'Panel'.

                At: res://files/scripts/Mansion.gd:462

      Hello, I would like to ask the modder and to everyone else is it just for me that the girls never stop lactating? No matter how many days pass it never ends,  I tried to milk them to use leak they never stop lactating, not sure what to do, I already reinstalled once should I do again is it suppose to not stop? I haven't really messed with code in this game I used to mod a few games like these but I kinda don't wanna mess with full game code that could break everything. 


      Also, I would like to ask the modder if he can add the Pubic Style Customization and Chastity Belt items, the pubic style is probably the easiest since it's just text ( I tried to use it with Arics Mod but it just showed the old textBox) and doesn't actually do anything the Chastity Mod I don't know if it even works with Aric and I haven't tried to not mess it up

      I should say I'm using the preInstalled version, there also seems to be some bug that happens when I spam "Next Day" with a girl pregnant

      (+1)

      Lactation never stops in vanilla, but it was added to this mod as an optional feature. https://itch.io/post/1079646


      Pubic style is not just text, it alters the GUI by providing a selection control. It is very difficult to create a mod system that can apply multiple mods that change the GUI directly. Though it shouldn't be too difficult to add it by hand.

      Chastity Belt mod is a large mod and has been updated for the current version of the game so it cannot be compatible with Aric's mod.

      Ty for the speedy reply I didn't really expect Chastity to work because it seems complex, but about the Pubic Style, I know it changed the GUI but it shouldn't be much right? You could make a button similar to tattoos and Piercings and it could work, I'm just making the argument at this point not telling you to do it, as I said I haven't tried to mod this game yet so I have no idea how complicated it is

      (1 edit) (+1)

      It seems like you are misunderstanding some things.

      I'm not the author of this mod; I'm the author of the current (fixed and improved) mod system.

      I said it was not difficult to add the changes by hand, as in adding in that button to the GUI with the Godot editor or possibly with a diff utility. If Aric wants to add it, then it should only take a couple hours.

      However, the file format for GUI scenes is not handled by the mod system, I don't know the exact syntax(though it doesn't look complex) for writing a scene file, and it uses a tree hierarchy which would require a slightly more structural approach to inserting new text. On top of that, Aric's mod uses an out of date modding system because it is still on an older version of Strive. Mods have gotten around this issue by replacing the scene files with edited ones, but this restricts the player to a single GUI changing mod. GUI changes can also be added using code, but few modders are comfortable with that approach.

      (2 edits)

      Hey Aric Sorry to bother you but I've seemed to have run into a problem and while someone else has probably already asked but, when I create a new game it doesn't even show a race menu(elf, human, beast-kin, etc.) and no matter how much I look through this forum I can't find the solution.

      SCRIPT ERROR: getsexfeatures: Invalid get index 'expansionsetup' (on base: 'Node (globals.gd)').

                At: res://files/scripts/assets.gd:133

      SCRIPT ERROR: newslave: Invalid get index 'expansionsetup' (on base: 'Node (globals.gd)').

                At: res://files/scripts/characters/constructor.gd:88

      SCRIPT ERROR: _ready_newgame_creator: Invalid call. Nonexistent function 'cleartraits' in base 'Nil'.

                At: res://files/scripts/mainmenu.gd:283

      SCRIPT ERROR: _newgame_creator_reset: Invalid set index 'memory' (on base: 'Nil') with value of type 'String'.

                At: res://files/scripts/mainmenu.gd:336

      SCRIPT ERROR: _stage4: Invalid set index 'race' (on base: 'Nil') with value of type 'String'.

                At: res://files/scripts/mainmenu.gd:706


      PLEASE HELP ME IM IN PAIN?

      Edit: For anyone wanting to know I'm Stupid turns out you just have to put the actual mod folder from manual install into you mods folder.

      IT IS NOT A ALL IN ONE MOD AND GAME DONT BE DUMB LIKE ME.

      It's good that you figured it out yourself, many who have had that problem ended up in the Discord asking for help, which is probably why you didn't see it here.

      Ah makes since!

      Good job figuring it out!

      (1 edit)

      Question about the main npc

      for example ivran, yris, cloe and so

      so for example with ivran i was abble to load reload to get a full blooded and the bonus who come with =)

      but for those 2 for example i got cloe with 4 % of fairy gene, and yris with 30% of human one, and after a lot of try havent been abble to change that for those two, even with mutation when the change genetic have trigered i havent done anything have do that 4 time with cloe for example and even when i was having the  result like feel more "something like " and become mainly gnome and part something else it do nothing to her stat she still is a near fullblooded gnome with a litle of fairy.

      So my question is do npc are defined when you start their questline ?

      confirmed with yvris you can't seem to change the gene of main npc

      (+1)

      Unique NPCs should be checked and their genetics forced to full blooded unless they are explicitly halfbreeds in the game’s lore, but that should occur on game start instead of game load. I’ll dig into this further and see if I can find a workable solution fir the next release of the current forced genetics scripts aren’t working right.

      (+1)

      Well to give some intel about my experience, basically for ivran i have reload the day before i collect him so the next day i have been abble to get "him" full blooded, usually i wasnt the case, so i will look into it for emily, her sister, and cally (if it her name not sure), and basically make a save before start their quest

      (1 edit)

      So how soon is the release of the update for Strive v1.0 ?

      i am curious tooooooooooooooooo!!!

      (+1)

      40 days ago it was in early bug testing... so probably another few weeks until it's public. But I can't wait either xD

      Go Go AricTriton

      (+2)

      Well, there were some major changes made even from 1 to BugFix v1d that threw some complications, but we're past those for the most part. The first alpha bugtest version has been in the hands of some of the modders helping out on the project for a week or two, but the bad news is that they encountered an error that I can't replicate. The good news is that I believe I fixed that error and its back in their hands. As soon as I am sure that it will load a playable game, I'll open it to public bugtesting. :)

      Thanks for the hard work :) By the way are you also checking compatibility with ankmaidor's bug fix mod? It recently got updated.

      https://itch.io/t/1167355/bugfix-for-10d-v5

      (1 edit)

      He is aware; modders often discuss stuff like this on the Strive Discord. Though it seems a bit unlikely that v5 will be included as it is generally minor and he is trying to wrap up testing.

      (1 edit)

      Hey Aric, I can't seem to be able to start a new game. Here's my step by step:

      - Downloaded a stripped down version of the game for Mac here.

      - Downloaded and moved the contents of the Win32 version of the game into said stripped down version (including the .import folder).

      - Downloaded and moved the mods to their folder, as well as some image packs.

      - Launched the game and enabled Ankmairdor's BugFix v5, then exited the game.

      - Launched the game and enabled your mod, then exited the game.

      - Launched the game, new game, enable furry, futanary and permadeath, disable the rest.

      - Go to story mode, quick start does not work. Move on to customized start.

      - Select Wimborn, in the race screen, the list of races does not appear, and I'm stuck there.

      I've tried starting a new game with only the bug fix mod, and that works. 
      Hope any of this helps you identify the issue. Cheers and thanks for your amazing mod!

      I gave Aric a pre-release version of the Bugfix mod since there was a vanilla bug that prevents his mod from installing. I figured his mod could be distributed with mine since the mod system and his mod both support packed mod folders. I planned to properly update the bugfix mod later since there was other issues to consider.

      The bugfix mod has been updated to V5a, you will need to download it as Aric's mod will not work without at least that version.

      Well, I just straight up misunderstood that the copy you sent over was a modified copy of your existing release. Thanks for dropping that update!

      (1 edit) (+1)

      Having some issues installing the newest version. I crash to desktop on step 5 where I launch strive after activating Aric's v1 below the bugfixv5 mod. Running as admin on 1.0d. Debugger gives me the following:

      SCRIPT ERROR: GDScript::reload: Parse Error: Variable "metrics" already exists in this class (at line: 121).

                At: res://files/scripts/person/person.gd:1034

      ERROR: reload: Method failed. Returning: ERR_PARSE_ERROR

         At: modules/gdscript/gdscript.cpp:599

      SCRIPT ERROR: newslave: Invalid call. Nonexistent function 'new' in base 'GDScript'.

                At: res://files/scripts/characters/constructor.gd:30

      SCRIPT ERROR: _ready_newgame_creator: Invalid call. Nonexistent function 'cleartraits' in base 'Nil'.

                At: res://files/scripts/mainmenu.gd:274

      As well, when I click apply for Aric's mod in strive I get the following with about 300+ lines of replace all after:

      Additional Mod Installation Information:

      These are not errors, but may indicate the source of install problems.

      The following overlaps were recorded:

      Patched over changes: res://files/globals.gd, AricsExpansion

      Patches: res://files/Mansion.tscn

           Strive-1.0d-Bugfix-V5, AricsExpansion

      Patched over changes: res://files/scripts/dating.gd, AricsExpansion

      Patched over changes: res://files/scripts/items.gd, AricsExpansion

      Patched over changes: res://files/scripts/jobs&specs.gd, AricsExpansion

      Patched over changes: res://files/scripts/outside.gd, AricsExpansion

      res://files/scripts/combat.gd: func _process

           Strive-1.0d-Bugfix-V5: line 43, Remove 17

           AricsExpansion: Replace all


      Thanks for the help!

      welp same for me~ I just follow the exact step how to install it but still crash for some reason.

      Same issue here,

      more of a step by step  of what I did

      1. Extract the mods to a custom mod folder
      2. Start the game, enable bugfix v5, apply, exit
      3. Start the game active aric below bugfix, apply (get some warnings but no errors), exit (bugfix and aric are the only mods active, order bugfix 0, aric 1)

      Now after this when I try to start the game, it crashes during load (the music starts playing but the menu doesn't pop up) and it just closes down.

      I figured it might be some issue with the path, so I did the same again but step 1 extract to %AppData%/Strive/mods folder like I was told to, same issue.

      Note: Out of desperation I tried it with a fresh x32 copy as well, but had the same issue, except this time the music doesn't even get to start before the initial load crashes.

      I get the same warning as described above when applying arics but I figured it was not an issue as it's not an error.

      (+1)

      https://itch.io/post/4826286

      Thanks for the fix, I appreciate yalls work!

      Same issue and same error that Danias reported for me too.

      But I may add that with the "regular" .exe the game crash even before the music start playing, but if I use the debug .exe the the game start but it cannot go past the "New game>story mode>quick start".

      Then I tried to do a custom start, but I can't go past the portrait choice. Here the debugger report:

      SCRIPT ERROR: GDScript::reload: Parse Error: Variable "metrics" already exists in this class (at line: 121).

                At: res://files/scripts/person/person.gd:1034

      ERROR: reload: Method failed. Returning: ERR_PARSE_ERROR

         At: modules/gdscript/gdscript.cpp:599

      SCRIPT ERROR: newslave: Invalid call. Nonexistent function 'new' in base 'GDScript'.

                At: res://files/scripts/characters/constructor.gd:30

      SCRIPT ERROR: _ready_newgame_creator: Invalid call. Nonexistent function 'cleartraits' in base 'Nil'.

                At: res://files/scripts/mainmenu.gd:274

      SCRIPT ERROR: _newgame_creator_reset: Invalid set index 'memory' (on base: 'Nil') with value of type 'String'.

                At: res://files/scripts/mainmenu.gd:326

      SCRIPT ERROR: _on_quickstart_pressed: Invalid set index 'race' (on base: 'Nil') with value of type 'String'.

                At: res://files/scripts/mainmenu.gd:639

      SCRIPT ERROR: _stage4: Invalid set index 'race' (on base: 'Nil') with value of type 'String'.

                At: res://files/scripts/mainmenu.gd:706

      SCRIPT ERROR: _on_nextport_pressed: Invalid get index '0' (on base: 'Array').

                At: res://files/scripts/mainmenu.gd:783

      SCRIPT ERROR: _on_prevport_pressed: Invalid get index '-2' (on base: 'Array').

                At: res://files/scripts/mainmenu.gd:796

      SCRIPT ERROR: _on_raceconfirm_pressed: Invalid get index 'race' (on base: 'Nil').

                At: res://files/scripts/mainmenu.gd:808

      https://itch.io/post/4826286

      My bad, I missed that update.

      Okay, so I found a slight problem during intimacy, my character is a heterosexual male who doesnt have a twat nor was his asshole penetrated, and well see for yourself.

      I'm also getting this. My character is a Futa, but this occurs even when there has been no penetration at all. It will even occur if you enter sex and then immediately cancel - all involved parties will have the stretching notification.

      It appears that many of the sex participant attribute initializations were lost or misplaced during the conversion to v1.0d. It will take quite a few detailed changes to fix, so it is not appropriate for posting here.

      Awesome, thanks for the report! I happened to notice this last night as well and do have a fix for it that will drop in the hotfix coming soon that should resolve a lot of these last cosmetic tweaks.

      I'm getting crashes whenever anyone tries to "Fondle Chest" for a character with multiple sets of nipples. As soon as I click "Fondle Chest" with anyone with multiple nipples/breasts the game freezes briefly (less than a second) and crashes to desktop. I started a new game for this version, and it is a new clean install with only this and the bug fix loaded.

      (3 edits)

      A simple vanilla error, one that has managed to be preserved in Aric's mod and slip by despite having been found a long time ago. It's actually the skin cover that is causing it, not the multple nipples. Line 1698 in sexdescriptions.gd is:

      return getRandStr(descTitsBodyType[3])
      

      but should be:

      return getRandStr(descTitsBodyType[1])
      

      The index 3 should be 1.

      Thanks mate, I’ll add it to the hotfix!

      Hi ankmairdor,

      Ithink that I found a bug. The penis size descriptor in the sexdescriptions are not evaluated correctly. Sinze I couldn't really make sense of what you did there exaclty, I can't tell you much more.

      Steps to reproduce:
      (Note that I only noticed that, since I have a futa as slaver with a "massive" cock. I don't know if all descriptions are fucked up)

      * Slaver: Demon futa, massive cock
      * Initiate sex scene with anyone
      * check penis size description while using it on anyone.

      You can also add a horse for the same effect/bug. Note that the inspect screen is evaluating this correctly, so I don't know why it's not working poperly. I was to lasy to check what the difference between the two (identify screen and sexdescriptions) is to be honest.

      (+1)

      It's a pretty simple bug, but it's related to Aric's mod not vanilla. Aric forgot to increase the clamped index range when adding his new sizes to sexdescription.gd. In line 1250 it says:

      return getRandStr( descPenisSize[ clamp(limitsPenis[0],0,2) * 2 + int(areAllAttrib_E_val(group, C_AGE, C_CHILD)) ])
      

      but it should be:

      return getRandStr( descPenisSize[ clamp(limitsPenis[0],0,5) * 2 + int(areAllAttrib_E_val(group, C_AGE, C_CHILD)) ])

      It just changes the max size from 2 to 5.

      Thank you very much, I will test that.

      I assumed it was a simple error, that's why I tried to fix it myself. That, however, was more difficult that I thought. I didn't even recognise the langage used, so I thought that it would be better if someone who knows what they are doing takes a look at that. (Btw what is the name of the programmig language?)

      The language is gdscript from the Godot Engine. It is based on a simplified mix of Python and LUA, though mostly the first.

      I appreciate the fix, I’ll add it to the hotfix!

      When I am playing the game no matter what the dick size is it always says that it is tiny or petite. Don't know how to fix.

      Ironically, the posts immediately above yours discusses exactly this. If you are uncertain of how to apply it, then just wait for the next version of the mod.

      Thanks

      Is it normal, that basically all my slaves will get the "lisp" trait after some time, even with only little to average lip size? 

      Normal? Yes. Because it’s a bug. It was missing the check limiting it to only huge+ lip sizes. Fixed in the next hotfix!

      Hey Aric, found a new bug for you to smash.

      During the quest to find a Taurus for Melissa I found a problem. I have everything done correctly, and the breast cannot get any bigger



      (+1)

      Her breasts are too large. The structure of the conditions changed between versions and his changes were lost. 
      Line 1827 of outside.gd is

      {reqs = [['race','eq','Taurus'],['sex','neq','male'],['lactation','eq',true],['titssize','eq',5],['titsextradeveloped','eq',true],['titsextra','gte',3]]},
      

      but should be

      {reqs = [['race','eq','Taurus'],['sex','neq','male'],['lactation','eq',true],['titssize','gte',5],['titsextradeveloped','eq',true],['titsextra','gte',3]]},
      

      Basically changing the tit size check from equals ('eq') to greater than or equal ('gte').

      Yeah, I experimented a bit and found out they were too big ( well developed ) basically replaced Giant.

      (+1)

      Perfect! Thank you both for the find and fix, it'll be in the next update.

      (+1)

      Hey mate. Youve done great. Whatever you think. Just dont burn yourself out. I guess the installation is quite simple now. So no new vid needed. I take the old one down. It kinda confuses people. If you ever want a vid, just tell me. Its not dfficult for me and wont take long. Right now im studing programming (C#). Doing it for over a year now. And i know how hard it can be. Well then. Was nice meeting you, but i think i wont be needed anymore.  -FP

      (+1)

      Thanks, I appreciate it! Installation is much simpler now, fortunately, but your video was a huge help for a lot of people for a very long time. Congrats and good luck on your studying coding. I hope you don’t feel like you’re not welcome in the community because the video may not be needed currently; I hope you enjoy the mod and always feel free to swing by the discord or forums and say hello!

      (+1)

      Nah. nah mate. Everything is fine. Ty tho.

      Don't know if this was already said, but every time I try to favor a slave's wish to not have a child and have the kid aborted, the game crashes

      Probably related to this: https://itch.io/post/2931544

      Added to the next version. Not sure how this one kept slipping past me. Thanks mate

      (1 edit)

      Crash after ending the day, i also removed all the portraits and bodies, maybe is something about the events after a day

      This information is too generic to be helpful, since the end of day is probably the largest section of code in the game. There is a Debug mod which can reveal the error message rather than the game crashing. Note that just because the game will not crash does not mean the problem is gone, so it is possible to permanently corrupt your data if you save after an error.

      thanks for the answer, how do i see the debug mod?

      (+1)

      You can find it here: https://itch.io/t/1137280/debugmod-v1

      If you get the error code for whatever is happening, feel free to post it so we can get that bug fixed!

      Hi Thank you for producing this Mod. I have a Script error produced after selecting Finish Day (164 days in). Not sure what triggered it.

      SCRIPT ERROR: set_genealogy: Invalid get index '-1' (on base: 'Dictionary').      At: res://files/scripts/characters/constructor.gd:548

      Thanks.

      (+1)

      This ones a bit tricky, but basically it's complaining that a person was created with an id of '-1' and the code mentioned in the error tried to access a non-existant entry in relativesdata. '-1' is not a standard id as they should all be positive numbers, which means that it was set to '-1' by the mod. This leads us to globals.gd where essentially non-existent fathers, or fathers that are actually animals rather than people, are given ids of '-1' before calling the function that gives the error. In vanilla people do not get relativesdata unless they have relatives, but Aric's mod changes that in expansionsetup.gd by giving it to everyone (I would also note that it attempts to exclude the player, but this fails as "globals.player" is not set until after the person object has been returned, and it would've caused this error if it worked). As the non-existent fathers do not need relativesdata , I will conclude that the fault lies with the constructor code as it incorrectly assumes that everyone would have relativesdata.

      The simplest fix is to alter the if statement on line 546 of constructor.gd from

      if person.npcexpanded.mansionbred == false:

      to

      if person.npcexpanded.mansionbred == false && globals.state.relativesdata.has(person.id):

      Hi. Maybe I'm blind but I don't see this line in the 1.1 version of the mod. in the Constructor.gd on line 546 I see:

      if person.genealogy[temprace] == 0 && rand_range(0,100) <= globals.expansionsettings.secondarybeastracialchance + sametypeweight:

      Its in your mod folder right? under directory:

      Users\NAME\AppData\Roaming\Strive\mods\AricsExpansion\scripts\characters\constructor.gd

      Closest line I can find that matches yours in the constructor.gd is under 406:

      #Sibling Match Relatives

      if person.npcexpanded.mansionbred == false:

      (+1)

      Sorry, I gave the line number for the script after it had been applied. Line 406 is indeed the correct line for the file in the mod folder.

      Perfect. Thanks :)

      Hi Thank you for looking at this and your advice.

      (1 edit)

      Congrats on getting  it working with 1.0.

      That's one big hurdle done, but I see your feature list is still quite long.  I'm particularly eager for the next version.

      I get a crash when giving a pregnant slave a miscarriage potion, selling them or setting them free. I don't think this is the old pregnancy resets bug.

      (1 edit)

      The slave guild abortion and miscarriage potion both use the abortion function. Any attempt at removing a pregnant slave from the mansion results in them using the abortion function. Thus all 3 cases call the same function that was the cause of the old pregnancy resets bug, which in Strive v1.0d results in crashing as the game is no longer running in debug mode. So unless you have already implemented the fix yourself, this is the cause: https://itch.io/post/2931544 The Bugfix mod attempts to clean up loose ends by not keeping unnecessary data, which in this case is babies that will never be born.

      Edit: just woke up and overlooked a call of abortion function

      Thanks! Totally worked when I got the tab spacing right. This is kind of a nothing but why are strap-on sizes always micro? Am I missing a way to adjust their size? Can that be added if it's not already there?

      The strap-on size is an oversight in the vanilla sex descriptions. It is trying to produce a description of the penis, for which the strap-on acts as a substitute in most conditions requiring a penis. However, the text description function for penis size does not allocate a size for the strap-on (because it has none), so it simply uses the smallest description.

      The text function can be easily altered to either produce no text or the largest size. Choosing an custom size of strap-on would likely require and re-working of the concept and a separate action per size. Also, Aric's mod adds functional stuff like stretching, which will also have a size problem with strap-ons. Though this slightly less tricky to resolve, there are 8 instances that need to be changed.

      I'm running into a problem with body images where they double up in the talk menu, with a slightly larger one appearing behind the default regular sized one after selecting "Let's stop and talk". How do I fix this?

      (1 edit)

      The duplicate sprites in the talk menu are from the mod trying to update the old sprite nodes. The code is found in statstab.gd. There are 63 matches to 'pos1', which should all be 'slave'.

      Replacing those 63 instances of 'pos1' with 'slave' fixed it, though I did have to deactivate and reactivate the mod, then create a new save and load it before it worked. Thanks ankmairdor!

      If you edit the file in the mod folder rather than in the program folder, then you will indeed need to re-apply the mod. But there is no reason relevant to this that you would need to start a new save file, as it doesn't effect the save data. It shouldn't even require a restart of the program as returning to the main menu to re-apply the mod would reload the changed file.

      (2 edits)

      Ran into a bug where having slaves put on strap-on's causes a crash to desktop

      Same thing when doing the first quest as well; When giving the human slave, the game crashes to desktop

      (8 edits) (+1)

      The strap-on crash happens because the mod adds code that generates text based on the opposite side of the interaction. When applying strap-ons the action does not require any receivers, so that side will be empty and the new code will crash. The easy fix is to simply add someone to the receivers side of the action. Otherwise open up newsexsystem.gd and replace

          var relation = globals.expansion.relatedCheck(cp, partner.person)
      

      with(this can like 2 lines but it's just one line):

          var relation = 'unrelated' if partner == null else globals.expansion.relatedCheck(cp, partner.person)
      

      Basically it just adds a new if condition to prevent using a non-existent partner and adds 1 tab to each of those lines under it. The site converts leading tabs to spaces, so copying this text without converting them back to tabs will break it.

      The human slave you attempted to give away was likely pregnant, thus triggered this error: https://itch.io/post/4914936

      Edit: I failed to notice that the variable 'relation' was used in more locations, fixed the code replacement.

      Edit final: Sorry, made a lot of mistakes on this one. I think I got this cleaned up now.

      (1 edit) (+1)

      Yo I need help, I'm going insane, I already tried this a million times so I need clarification


      Trying to install the new mod it says 1.1 and bugfix says is for 1.d0 I got the new strive from the most recent download put every file in their place open Strive 2 go to mods, and there is 0 mods there, weird checked the folders they were the correct ones, used the editor to create a mod and then just placed the files in there, still nothing... I now assume that made this isn't for 1.0d? So I tried installing the mod on the 5.25 (or whatever the number is) everything goes ape shit, I have no idea wtf I am supposed to do, Strive 2 doesn't read the mod files Strive one crashed hard as soon as I try the bugfix is there some version that I'm not aware of? 


      I see some print from Strive 1 and then some people talking about 1.0d so... help??

      Edit: So yeah I'm dumb, not deleting this because in case there's an idiot like me THERE IS A VERSION 1.0D not the sequel... I thought it stopped updating versions after the sequel demo was announced turns out I was just not seeing it and have been suing AricsExpansion on an old version so Ignore my comment I still haven't checked if I'll have any errors but I'm going to assume this was the problem.
      If I don't update this it's cause it worked out

      (+1)

      There are 2 Strive games, Strive for Power and Strive: Conquest, which use "Strive" and "Strive for Power 2" respectively. There is no game that uses "Strive 2", though it is possible to rename the "Strive" folder or change the path in project.godot to that. But for a vanilla install it's simpler to just stick with "Strive", which should generate when you start the game. Ignore folders by any other name, at least until you have a better idea of what you are doing

      The current version of Aric's mod is 1.1. The current version of Strive is 1.0d, but the next version is pre-released by the Bugfix mod which alters v1.0d. Neither of the mods is compatible with 0.5.25, you will need v1.0d. The Bugfix mod is required to be pre-installed before Aric's mod can be applied, as there were some bugs in the mod system of vanilla 1.0d.

      (1 edit)

      Not sure about anyone else, but I'm getting this issue when I submit this taurus girl for the main quest, it crashes. The same issues happened with the minor ones occasionally. All I know is that it worked the first time, 

      (+1)

      If a slave is pregnant when you use them for a quest it will crash: https://itch.io/post/4914936

      Should be resolved in v1.2 (assuming it's related), but let me know if it happens again with an error message from the console if possible.

      Fixed. Thanks god

      Deleted 2 years ago

      Should be resolved in v1.2

      Deleted 2 years ago

      Sweet, I love bugs that are already fixed!

      Deleted 2 years ago
      (+1)

      Fixed for the next version. Good catch! If you care to fix it manually, just change the "him" to "$him" in traits.gd

      Deleted 2 years ago
      Deleted 2 years ago
      (+1)

      Fixed in the next version. Thanks for catching that. It'll default to Master (male) or Mistress (female/futa) if it ever is going to display Null.

      Deleted 1 year ago
      Deleted 2 years ago

      The Improved Random Portraits mod is not included in this mod. The vanilla game has a very basic random portraits functionality; it will only match the race. The IRP mod should be applied below Aric's mod, otherwise Aric's will erase parts of IRP.

      There should be no need to delete the "backup" folder anymore. The only reason to do so is to permanently change the code of Strive, but if the mod applied a patch then this can create a situation of missing code or files. The current mod system is designed around resetting every file to the vanilla files every time the mod system applies or resets. If there are concerns that the "backup" folder may be incorrect, then the entire program folder should be deleted and a new one extracted.

      Deleted 2 years ago
      (+1)

      In this context the pussy and womb are different objects, pussy is part of the description and womb is related to impregnation. It appears that currently the personal baths should remove all cum from the body(except pussy) of slaves. Even without a bath, slaves may remove cum from parts of their bodies(except the womb) if they don't enjoy it or too much accumulates. Also, each day the amount of cum on their body is reduced by a very small amount.

      There is no wiki for this mod and Aric prefers people find out through experience, but the mod scripts are text files and gdscript is fairly easy to read even with little experience in programming.

      For tracking down the error, I recommend using the Debug mod ( https://itch.io/t/1137280/debugmod-v1 ) as it will usually provide error messages that identify what happened and where. Note that with the Debug mod the game may not crash from errors, but game data can be corrupted and the game will attempt to keep running anyways. If you play with the Debug mod, check for errors before saving.

      Deleted 1 year ago

      Please let us know if you do encounter that again so we can make sure any CTD are fully eliminated. Regarding the clean up, the Bath was supposed to fully clean them, but I think that was messed up in the upgrade to v1 so it only partially cleans them daily. That will be addressed in the next update. Thanks for the report!

      It really bothers me how limited the ineractions are with futa/male slaves.

      You cannot force yourself on them, because the game assumes he one with the dick is always the initiator, so a resisting futa slave cannot be forced to fuck you - nor can you cowgirl her. I tried making a cowgirl sex position and it kinda-sorta works.

      (+1)

      If you are working on new sex positions that correct this, hop on in the discord, make a fork for it on GitHub, and let’s mod that annoyance out. I know we’d originally planned on implementing your changes before the big version release, but I’m assuming they’d need to be checked and updated now. If you’ve got any working again on v1d then we can definitely get those included!

      (+1)

      Seems there's a Sex Expansion mod already that seems to work (once you remove 3 files - specified in the thread). I doubt my attempt is better, so you can just roll that one in easily (it only needs the NEW action files added)


      Regarding my items - I tested them with this update. They work a-is.

      Mind you, I didn't change or test the item exchange in Umbra yet, nor did I add the bit of code that adds items to enemies/mobs yet, but I doubt anything changed there either. 

      FYI - there's still some fuckery going on with sexualty changes. Futa sleeping with women is becoming straight


      I tried this:

      #Are Futas considered Male, Female, or Both/Bi (for Attraction)

      var futasexualitymatch = 'female'

      #How the game considers Futa for Sexuality Shifts on the Kinsey Scale. Accepts Male, Female, Bi

      var futasexualityshift = 'female'

      (+1)

      It's a known issue, Futa sexuality was unhandled in 3 cases, which resulted in them considering sex with male or female to both be the opposite sex regardless of the options. Not sure how it will be resolved, but the next version will have a fix.

      So, my game crashes after skipping to the next day. Debugger shows this. (below)

      I believe this is due to me breeding two of my slaves with another male slave. Don't know what to do with this so just reporting.


      (+2)

      This one was tricky, it is likely attempting to find the father but they are not appearing in either the mansion slaves or the mod's NPC list. It seems certain that your description of the cause is correct because if it was the player then it is easy to find or if it was an animal then it would create a temporary replacement. The best cause for this that I can come up with is that the male slave had sex with the other two slaves and then was removed from the mansion and vanishing from the world (if the slave was sold to a slave guild, then they will not exist as far as the search is concerned, but may be bought back as a quick fix). The fertilize_egg function cannot handle slave fathers that did exist during sex but not later when the egg is fertilized. The fix for this is easy; open globals.gd(if you edit the one in the mod folder, then you need to re-apply the mod) with a decent text editor and after(use the Find or Search function):

              father = globals.state.findslave(father_id)

      Add the lines:

              if father == null: # father disappeared from world
                  father = globals.newslave(randomfromarray(globals.allracesarray), 'adult', 'male')
      

      These two lines will need the spaces in front of them replaced with tabs(2 and 3 respectively), since this site replaces tabs with spaces.

      It should look like this:

          if father_id != null && father_id != '-1' && !father_unique in ['','dog','horse']:
              father = globals.state.findslave(father_id)
              if father == null: # father disappeared from world
                  father = globals.newslave(randomfromarray(globals.allracesarray), 'adult', 'male')
          else:
      (+1)

      Your solution resolved the problem, thank you very much!

      (+1)

      Added to v1.3

      (1 edit) (+1)

      I noticed something strange with names. Under the relatives tab, sometimes the name would be random (both parent in mansion).  Then when I check again, it's normal.

      And speaking of bugs - what the F is up with milking?

      One day I get 1-4 semen/milk. Then sometimes I get hunderds. Usually huge quantities of semen were extracted as leftovers (probably for the stud)?


      ALSO:  All farm work ceases with no cow. No bottling. No refining. No milk selling.

      (+1)

      The first may take some investigation to verify alternate sources of problems, but the cause is that the relativesdata does not update when a slave is renamed and Aric's mod attempts to fix that but only when the slave is not away. There is a fix which was supposed to be in this version of the Bugfix mod, but due to the rushed out version it was missed.

      The milk issue was reported a long time ago, but I forget what the cause was. I tracked it down and posted about it, but I don't remember if that was for Aric's or Ralph's.

      (3 edits) (+1)


      Definitely not OK.

      One cow (taurus, big tits) produced 5 milk, the other (Tisha) producted 1200??? No hyperlactation. None of them are futa, but both are being bred and 600 semen was collected from each. I'm going bankrupt by buying bottles.



      Also, profits are weird. 10 empty bottles are 100 gold,I seem to be losing money if 54 bottles yield 270???

      Seeling them directly on the market seem far better.


      (+1)

      This is very odd. I will investigate further. If you’re comfortable dming or posting your save game, that would help. I haven’t ever encountered that in my farm.

      Regarding bottle sales; it’s honestly a placeholder system that was not perfected to try and give the option to generate income and simulate the economy without dragging out the version release back when the farm expansion took so long. It’s on the chopping block to give a lot more interactivity and control over sales, town interactions, etc. My goal is to find the issue here then will likely increase the priority on the updated system originally intended for sales.

      (+1)

      Scratch that, definitely found the issue. The extractors should have been running between 0-1 to give a nice .25 or .5 to multiply the resulting production by. What was happening was some had 0-100 as the range, especially in the milkmaids checks, and a couple even have rounding on to give up to 100 times the produced amount. I corrected it in v1.3 and will try pushing that out as soon as I ensure no more bugs related to that, to get that fix out.

      As a patch for the milk merchants for now, there’s a final check that will ensure they never sell for less than the cost of a bottle. Just a temp patch to make sure you don’t lose money in case the milk merchant bombs out a towns interest until the rework concludes.

      Also fixed the issue of the farm not running at all if no cattle were found. Sneaky little “return text” snuck in there near the top. Corrected. Thanks for the detailed reports mate, they helped me track it down immediately.

      (1 edit) (+1)

      Thought - what could be added to fetishes: breeding (as a stud). Like you have cum in vagina, but depositing cum in vagina.

      Also, penile virginity?


      And one big thing - more post-battle rape reactivity? I did start writing a bit on it sometime ago, have to check if I still have anything. Basically, some checks for penis/vagina for PC an slaves. So the PC (and slaves) can ride dicks (only for non-virgins) and a bit more text/description.


      EDIT: Turn out I still have that bit of code.

      (+1)

      I’m definitely down to check it out, not a bad idea at all. More post battle options are always appreciated.


      Penile Virginity (and separating Anal/Oral virginity) is something that I’ve considered in the past but put on the back burner just due to the fact it would involve adding several more scene elements to main menu to be able to set that for the player and starter. It’s definitely feasible, it would just be time consuming.

      (+1)

      I put the code in the discord. I know it worked with the older builds, back when I made it.

      What I have is the copy-pasted code I put in a .txt and stashed way in my modding folder. Seem to have a formatting/identation issue, but other than that, should be good.

      (+1)

      Version v1.3 released

      Hey, so I downloaded 1.3, followed the install instructions and was getting a crash before Main Menu. Downloaded the Debug Mod, and I'm getting this error.

      (+1)

      You are missing the file "user://mods/AricsExpansion/customScripts/expansion.gd" from your AricExpansion folder. As there are no problems with the paths or line numbers, I must conclude that the failure likely occurred when extracting or moving the folder/files into the "mods" folder. There are no means of achieving these errors through any failed install process within the game.

      I suggest deleting your AricsExpansion folder and your Strive program folder (you can keep the Strive user data folder, there appears to be nothing wrong with it), and then start over with extracting each from their folders.

      (1 edit)

      Great works Aric, I just wanna report some error when I open chest at Marsh, there no icon on the item, when hover my mouse there's not showing any info too. I can't move the loots to my inventory too.

      (+1)

      In exploration.gd there is a typo 'weaponsrunesword' should be 'weaponrunesword'.

      thx ankmairdor

      I also found weird item after trade at Umbra. I equip those to one of my slave, but when I proceed to next day, there error and no notif end day appears.


      Roger that, I believe that’s another issue related to the new ElPresidente items included. I’ll check into that asap. Thanks for the clear bug reports!

      That is odd.. I didn't change anything for lacy underware. The energy enchantment seems to be doing that.

      (1 edit)

      As Ank discovered, the items.gd file is missing some functions from the new, updated item.gd file. I missed it too, I'll work on correcting it

      (1 edit)

      Hey I noticed you changed the strap-ons to be large thanks! Also I have a weird thing now where every character has an undiscovered trait, something about the fetish menu in the talk menu I think but I've looked there for like every character am I missing something?

      (1 edit)

      Fetishes can only reveal once perday I think, update at v 1.2 https://itch.io/post/4933703

      (+1)

      That’s correct, fetishes can only be revealed once per day at the moment.

      An Undiscovered Fetish means that your characters either have a (or possible a couple) Dominant, Submission, Sadistic, or Masochistic traits. The best way to “discover” that trait is to talk to them about how they feel about inflicting pain, feeling pain, taking control, or giving up control. When you find their fetish that has acceptable/mindblowing, it will change from Undiscovered to the actual trait’s name.

      Thanks!

      (+1)

      Of course, I give you those details right before I update the system. Just as a heads up, that is changing to one “new” and one “changed” fetish per person per day (to speed up the flow a bit) in the new version I’m releasing soon.

      (+1)

      just cheked the changelog and it seem nice =)

      will just wait 2 week so most bug will be discoverd so i will just have to scroll if i encounter one

      yep i'm a  lazy son of beach lol =)

      but yeah good work aric and i hope you the best =)

      (+1)

      Great works. When slave equip with Ancient Sword then I press End Day, error appear,  end day notif not appear. Slave's confidence or fear not increased too.

      (+1)

      Line 1632 of items.gd should say "conf" not "conf_base".

      Part of playing with the Debug mod is that the game does not crash when errors occur, but as a result it aborts the current function and usually creates an avalanche of errors that continue until there is no more code in its path. As a result of the item typo, the rest of the end of day was skipped, including any slaves lower in the slave list than the slave holding the sword.

      (+1)

      Fix thx ankmaidor, thx for the explaination too

      (+1)

      Thanks mate, fixed and I'll likely release a hotfix to correct that momentarily.

      About that "hint" thing.

      Havent tested yet but basically it's mean that npc can have hidden trait ?

      (+1)

      Yes, if they have Dominant, Submissive, Sadist, or Masochist it starts off hidden until discovered.

      interesting even your first slave ?

      (+1)

      Yup, everyone! They are discoverable by talking to them about their fetishes. Just made more sense to tie them together (so you don’t have someone saying they hate losing control while being submissive, etc).

      (+1)

      good to know thank =)

      especially with the fact that gain a good trait can take a lot of try with the mutate spell so dont have to take a trait when he can be discover like that might help too in my case =)

      I don't know if anyone has fixed this already, but guard in line 1213 of combatdata.gd had weaponggreatsword instead of weapongreatsword.

      (+2)

      Indeed this error was mentioned on the Discord almost a week ago.

      Here's a puzzle. I have a futa MC and all female slaves. The MC started as homosexual and was attracted to every slave during sexual scenes. Then messages appeared after sex saying she was now more attracted to females and her sexuality slid more towards straight. Once she was on the straight side of the continuum, she was no longer attracted to the females slave and was bored during sex. Her sexuality continued to slid towards straight, with messages saying she was now more attracted to females. Though it was obvious the opposite was happening.

      Futa are known to be not handled correctly in the current version, the mod is undergoing some significant re-works, including how sex and attraction work. I have noticed some inconsistencies in the text during and after the sex interaction, but we have not gotten to that yet. It will be at least a few days till the next version is out.

      (1 edit)

      Hey. I'm getting this error with your mod. Don't really have much information about it, I have no idea how it happened, and unfortunately I don't have a save because the autosaves already got ovewritten.


      SCRIPT ERROR: dailyTownEvents: Invalid get index '[10, 25]' (on base: 'Array').

         At: user://mods/AricsExpansion/customScripts/expansion.gd:2618.

      SCRIPT ERROR: dictionary: Invalid call. Nonexistent function 'substring' in base 'String'.

         At: res://files/scripts/person/person.gd:785.

      SCRIPT ERROR: dictionary: Invalid call. Nonexistent function 'replace' in base 'Nil'.

         At: res://files/scripts/person/person.gd:748.

      SCRIPT ERROR: dialogue: Invalid type in function 'set_bbcode' in base 'RichTextLabel'. Cannot convert argument 1 from Nil to String.

         At: res://files/scripts/Mansion.gd:1873.


      When I advance to a new day by pressing enter, I get only this:

      SCRIPT ERROR: dailyTownEvents: Invalid get index '[10, 25]' (on base: 'Array').

         At: user://mods/AricsExpansion/customScripts/expansion.gd:2618.

      Thanks for the report, mate! That error will help us track down the issue

      You should be able to band-aid this by changing 'substring' to 'substr' in person.gd on line 785 

      Person.gd is located in: "%AppData%\Strive\mods\AricsExpansion\customScripts"

      Cant wait to try this out! Thanks Aric!

      (1 edit) (+1)

      im also getting this issue. Seems to be from a Side Quest Advance/New day

      ERROR:

      SCRIPT ERROR: dictionary: Invalid call. Nonexistent function 'substring' in base 'String'.

                At: res://files/scripts/person/person.gd:785

      SCRIPT ERROR: dictionary: Invalid call. Nonexistent function 'replace' in base 'Nil'.

                At: res://files/scripts/person/person.gd:748

      SCRIPT ERROR: dialogue: Invalid type in function 'set_bbcode' in base 'RichTextLabel'. Cannot convert argument 1 from Nil to String.

                At: res://files/scripts/Mansion.gd:1873


      Also off topic. Is there a way to disable some abilities from appearing in the combat menu? Like disabling/hiding Mind Read? I swore I could do it in a prior build.

      (+1)

      Click on the ? over your units portrait and you can enable/disable there. The other issue is being investigated 

      (no need to reply) I also get this crash (as above) with Side Quest Advance/New day:

      Aric's Expansion v1.5

      SCRIPT ERROR: dailyTownEvents: Invalid get index '[3, 50]' (on base: 'Array').

                At: user://mods/AricsExpansion v1.5/AricsExpansion/customScripts/expansion.gd:2622

      SCRIPT ERROR: dailyTownEvents: Invalid get index '[3, 50]' (on base: 'Array').

                At: user://mods/AricsExpansion v1.5/AricsExpansion/customScripts/expansion.gd:2622

      SCRIPT ERROR: dictionary: Invalid call. Nonexistent function 'substring' in base 'String'.

                At: res://files/scripts/person/person.gd:785

      SCRIPT ERROR: dictionary: Invalid call. Nonexistent function 'replace' in base 'Nil'.

                At: res://files/scripts/person/person.gd:748

      SCRIPT ERROR: dialogue: Invalid type in function 'set_bbcode' in base 'RichTextLabel'. Cannot convert argument 1 from Nil to String.

                At: res://files/scripts/Mansion.gd:1873

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