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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: 471,402 Replies: 2,460
Viewing posts 441 to 640 of 737 · Next page · Previous page · First page · Last page
(+1)

Hello, just asking if our Video needs an update.

I think it's fairly straightforward at this point, I don't think it has to be recreated yet. There may be a second option for mod installation coming in the future which could merit a redo though

Got it

I have a dryad slave and I keep receiving bestial essence instead of nature essence after sex. How can I fix this?

Awesome catch, apparently they were listed for bestial and nature. That's fixed in v0.9.7, but if you need it fixed in the meantime you can do so by opening person.gd, searching for essence = 'bestialessenceing', and removing ,'Dryad' from the line above it. Make sure that you remove the comma so there's only one between Centaur and Beastkin

Another Dryad problem so tacking on here: 

in 9.6 there doesn't appear to be any Dryad in expansionsetup.gd 

When you right, you right. I may have forgotten that they are a thing.

They're not my favorite, but my girl with 7% Dryad needs her little stat bonus.  :]

I am trying to install the mod and am not sure what I am doing wrong. After putting all of the files in the right places in appdata once i open the game to activate the mod it doesn't show in the menu.

I am trying to install it on a fresh download of the game and don't have a save file of the unmodded game I want to backup which is the only thing from FurturPlanets guide that I didn't do. 

There are 3 reasons that come to mind why Aric's mod would not be listed in the mod menu.

  • The game was not restarted after the mod was put in Strive's "mods" folder.
  • Aric's mod is not in the correct folder, this can happen if you make a mistake when copying. If you see a lot of things listed as mods that are not actually mods, then you copied the contents which were too deep into the mod. This problem can also happen if you have changed the in-game path to the mod folder. There is currently a bug that can cause the path to be messed up if you select this path (even if it is the same path as before), and the only way to reset to "user://mods/" is to delete the "progressfile" from appdata.
  • The game crashed upon starting, so the mod system is not setup properly and did not create a list for existing mod files. There are many potential causes so I would need to know what the error messages were to make a diagnosis. For Windows OS, the game opens with 2 windows: the game and a terminal that can give feedback about the game, including error messages.

The best way to fix Strive problems fast is the Strive Discord (https://itch.io/t/284398/discord).

(1 edit)

1 I did restart it a few times

2 I will redo the installation and test that 

3 The game did not do anything weird that I could see, and the console said nothing except that it remade the backup folder the video tells you to delete or rename

Edit: I redid the whole thing for the fourth time and it just started working, thanks for the help!

I don't know what I did wrong. I followed all the steps including renaming/deleting the backup folder, but I keep getting this.

In your Strive folder in appdata (where the "mods" and "saves" folders are), there should be a path ".../Strive/mods/AricsExpansion/scripts/aricsexpansion/" but the error messages say that this path does not exist or does not contain the expected script files. Potential causes:

  • One or more folders apart of the mod have been renamed by you. Strive mods generally do not support renaming folders and expect a very strict set of paths.
  • Aric's mod was added to Strive's "mods" folder with too many/few levels of folders. Often this happens when people extract the mod to a new folder and then add that new folder containing the mod. The top level folder for Aric's mod should be the one named "AricsExpansion".
  • You copied only a limited portion of the mod into Strive's "mods" folder, which excludes the path listed at the top. Pretty unlikely, but I'll add it just in case. The whole mod folder can be safely put into the "mods" folder, though parts can be left out it's best not to worry about doing that without proper knowledge of the system.

There may be other problems, but I can't really tell yet as this problem seems to be dominating the console.

Fixed it. Thank you very much.

How did you fix it?

(2 edits)

Could anyone give me help with a quest and this mod? Everything seemed to be progressing very smoothly until you are asked for a female lactating Taurus. I've tried so many different sizes and she doesn't seem to accept any of them with the new breast sizes. How would I go about completing this quest? I modified nipple amount and breast sizes, and added a lactating potion to the person but nothing seems to work.

I'm also curious how breeding words in this mod too. Do you need to give them a job in a room after telling them to breed with other slaves or is it automatic?

The quest log entry for the quest should be "Bring Melissa a Taurus girl with huge lactating tits and at least three additional pairs of tits. Size and lactation can be altered with certain potions, while the laboratory lets you add and develop extra tits. ", which explains all the parts needed, but note that the wording here is very specific. It is likely that you had the right number of extra nipples, but the number of extra nipples is not necessarily the same as the number of extra tits. You will need to use the "Develop nipples" operation in the laboratory to change the extra nipples to extra tits.

I'm not that familiar with the mechanics of this mod, but I suspect that there is no method of having slaves impregnate each other outside of the sex interaction with the player character.

You're correct on the "Develop Nipples" operation. That's the confusing part for most people. The extra nipples need to be fully developed to meet the requirements.

You can actually have slaves interbreed without the Sex interaction if you use the Farm and set one as the Breeder and the other as the Stud. It will occur automatically at that point.

does this mod have the same function as improved random portraits mod? if not are they compatible?

Not entirely sure if the portrait mod would be redundant or not, but at the very least, they are compatible.

Deleted 2 years ago

It's not integrated yet. Never heard back from the author on if I had permission to integrate it, so I'm holding off until I do

Hey guys was wondering if I somehow installed the mod wrong, I followed the video and made sure to change my backup to a different name and everything. Am i missing something or possible didnt do something right? As of current all the other functions work when starting a new game, except for the new added sizes and sexuality and more or less not being able to leave my own house.


SCRIPT ERROR: load_game: Invalid get index 'expansion' (on base: 'Node (globals.gd)').
          At: res://files/globals.gd:1689
SCRIPT ERROR: zoneenter: Invalid set index 'location' (on base: 'Control (outside.gd)') with value of type 'String'.
          At: res://files/scripts/exploration.gd:56

That is definitely not installed correctly. I'd go back through the steps again. Two things that come to mind with those errors are possible not having activated the mod or renamed the actual mod's folder to anything besides AricExpansion. But no, that's a misinstallation for sure

Deleted 2 years ago

Got it and will test it now. Thanks for troubleshooting it. This is intended to be a patch file (replace the full file), not cut down to be a mod file (just the changes) right?

Deleted 2 years ago

Did I ever give you the cowgirl position files?

There's a distinct lack of options for having sex with someone with a penis who's restrained.

I don't see them, so if you did I must have missed it

(1 edit)

Hmm... I was sure I put it up.

Then again, I might not have done it, since, while the action itself works, the description is kinda wonky.


Also, forgot to add - any ETA on 9.7?

Well it was just holding on slime breeding, but Ank released a good optimization for the sex menu that I'm working on correcting and integrating as well as that will fix a lot of the lag. Sorry about the delay, vacation sets things back a lot

Oh, I have tried to write those files for the added realism. End up giving up because  that would  mess up the  text of giver and taker

you need to tweak a bit more. Here's my files btw:


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

Thanks, I will look  around if you don't mind.

I imagine you've already done a lot of debug on the hybrids already, but here goes.  I'm having trouble getting taurus blood to result in the endurance stat boost it should produce.  See pic of new offspring (father was taurus).  It doesn't seem to matter if Taurus father is PC or NPC (I tried with other offspring and none got the stat boost).  I can try with a Taurus mother too if that helps.


That is fascinating. The only race that you're seeing that issue with is Taurus? I checked the code and can't see anything obvious that would indicate why that bonus isn't applying. It appears the values for the combination of the other races are working fine for that person. Out of curiosity, can you add a point to endurance and see if that triggers it to update and show the +1?

I'll give it a try.  I have noticed that catches things up with the mental bonuses (Charm, etc.).

Ok, I tested some more.  Adding endurance didn't help jog things along; just maxed out with no bonus.  It's not just taurus, see examples below.

I did monkey with this code (lost the tabs only just now in the copy/paste to below), could that have messed it up?  I was trying to make it so sometimes mom or dad had more weighting in their offspring.  

[constructor.gd]
func build_genealogy(person, mother, father):
var percent = 0
var parentgenechance = rand_range(0,100)

for race in genealogies:
if parentgenechance >= 75:
person.genealogy[race] = round((mother.genealogy[race] * .4) + (father.genealogy[race] * .6))
if parentgenechance <= 25:
person.genealogy[race] = round((mother.genealogy[race] * .6) + (father.genealogy[race] * .4))
else:
person.genealogy[race] = round((mother.genealogy[race] + father.genealogy[race]) * .5)
percent += person.genealogy[race]

I also played with the stat bonuses themselves but only subtle changes (eg. .6 instead of .4 on existing stat bonus magnitudes only).  I'm doing all of this with pregnancy accelerated to 3 days btw.


One other observed bug in my playthru was an occasional offspring sex mismatch in naming (wrong sex name) and See Relatives description vs Inspect description / popup description on offspring.  The inspect screen / popup descriptions were aligned with behavior in sex/meet interactions.  I'm suspicious that the mismatch occurs as some character traits are set for the offspring during pregnancy and others at birth, but I haven't looked through the code to find out if I'm right.

Here are some other issues that may have been fixed/tweaked already.  If any of this isn't specific enough, I can copy/paste code.  I have been making some changes here and there to tweak the game, but straight forward changes, nothing I think could have resulted in the below.

  • Altering pregnancy duration resets to default on exiting Strive or when running the program after a shutdown.
  • With shorter preg durations (I was using 3 days) I often get chain pregnancies - girls return after resting following labor only to immediately become pregnant again with a new baby from same father without having sex again. I tried altering the semenlifespan (or whatever the variable is named; sorry I'm not on the same PC I play on right now) from the default 5 to 2, but it didn't seem to help.  I had this happen a couple times (maybe 20% of the time).  After monkeying with fertility code (I changed the random number range from 0 to 1000 down to 0 to 10) I observed it every time with every mother. 

Thanks for the heads up. I may have to have the game store the altered variables differently if it isn't saving. Regarding preg durations, going under the semen lifespan will definitely risk that. I have that fixed so childbirth clears all remaining semen from the womb to avoid that issue in v0.9.7. Thanks for reporting it!

Are we getting closer to 0.9.7 release? How much work is left?

Eh, it's not everything I wanted done, but there ya go!

Are my items in or did you move it to the next version?

Next version. I had a lot of other random things added into this release, but it's in the queue

OK. Should be easy to add, only 3 files (items, combatdata, outside) are affected.

Also, the cowgirl position files - look up in this thread, I linked them. Tested, seems to work, description too (for the most part. A second line appears that might need fixing)

(1 edit)

Also, two more things - don't forget that I didn't just add new items, I re-balanced the weight of existing items to make sense. (default vales are a joke)

Also, I tweaked post-battle sex for more variation and more slave actions. Trying to add more fetish-specific actions. If I can figure out how to add options, I can expand it even more. Will forward my changes after more testing.

ATM, slaves will try to preserve their virginties, but if no virgin, they might ride futa/male enemies and get pregnant.

I keep getting this error after enabling the mod

The cause of the issue is most likely that your mod system is not the correct version for applying the mod. Part of the installation is to patch the files for the correct mod system with the files found in "Put in Strive Game Files". Then the "backup" folder is to be deleted and then the game can be started.

As a side note, combatdata.gd should be included with the patch files and not with the mod files, as that version of the mod system is not capable of modding that file. Note, changing this may alleviate this specific error message, but it will not fix the core problem behind the error message so something else will take its place.

I fixed it, bu now I'm getting this error whenever i load

and this one whenever i try and have sex with a slave

this happens when requesting intimacy through the meet action

This error is stating that there was a parse error in the sex system file, which causes the entire file to be declared invalid. The problems in your other posts are the obvious results and add nothing further. The cause of this issue is most likely that you applied the mod files as patch files, thus corrupting your install. The files inside ".../AricsExpansion/scripts/" are to be left in the mod folder and not copied into the game folder. You will need to start over with a fresh install of Strive and carefully follow the instructions. If you still have trouble, I recommend the Strive Discord(https://itch.io/t/284398/discord) as a faster way to communicate and walk you through the install steps.

(1 edit)

In case anyone wants them or AricT wants to incorporate them, here're some tweaks I've been applying to my playthru's (no bugs I've found with these).  I tended to get bogged down with too many slaves and things to manage in general such that it took me a long time to get through my turns and kept taking advantage of some exploits so see below.

Edit: remember to fix the tabs/indenting or the code may not work

1) nerfed interactions in Mansion.gd:
if globals.player.send >= 2:
globals.state.sexactions = ceil(globals.player.send/3.0) #+ variables.basesexactions
globals.state.nonsexactions = ceil(globals.player.send/3.0) #+ variables.basenonsexactions
else:
globals.state.sexactions = 1 #+ variables.basesexactions
globals.state.nonsexactions = 1 #+ variables.basenonsexactions

2) reduced max allowable beds by tying to days played
globals.gd
var nopoplimit = true
upgradespanel.gd
if upgrade.code in ['mansioncommunal', 'mansionpersonal','jailcapacity'] && globals.state.nopoplimit == true:
limit = int(round(globals.resources.day/upgrade.levels)) + 5 - upgrade.pointscost
mansionupgrades.gd
jailcapacity = {
name = "Capacity",
code = 'jailcapacity',
description = "Adds additional cells to your jail, increasing the maximum number of prisoners it can hold at a time.", 
levels = 15,
cost = 299,
pointscost = 3,
valuename = "Jail Cells: ",
},

...

mansioncommunal = {
name = "Communal Room Beds",
code = 'mansioncommunal',
description = "Adds new beds to communal room, providing space for additional residents to sleep. ", 
levels = 6,
cost = 199,
pointscost = 1,
valuename = "Total beds: ",
},
mansionpersonal = {
name = "New Personal Room",
code = 'mansionpersonal',
description = "Set up one of the free rooms for living. Personal rooms provide sense of [color=yellow]Luxury[/color] to their hosts. ", 
levels = 15,
cost = 549,
pointscost = 3,
valuename = "Total rooms: ",
},

3) disallowed attribute points to upgrade points on new people (seemed like an exploit to me)
slave_tab.gd
func buyattributepoint():
#Ralpho edit - added && person.loyal >=50
if person.skillpoints >= variables.attributepointsperupgradepoint && person.loyal >=50:

4) decrease reputation more for sebastion/umbra sales
outside.gd
globals.state.reputation[globals.weightedrandom(reputationloss)] -= 18 #was 4

5) Add random traits 
to all births at low % chance including those for special characters (eg "Sturdy")
at dim crystal level 2  (Note: I haven't actually seen this work yet so I can't be sure it does, but I wanted to be less dependent on the main story characters to aquire their special traits in offspring)
[constructor.gd]
if rand_range(0,100) <= variables.babynewtraitchance:
if rand_range(0,100) <= 20: # 1 in 5 chance
person.add_trait(globals.origins.traits('unique').name)
else:
person.add_trait(globals.origins.traits('any').name)
[origins.gd]
elif tag == 'unique':
for i in traits:
if traits[i]['tags'].has('unique') == true && traits[i]['tags'].has('expansiontrait') != true:
###---Expansion End---###
rval.append(traits[i])
[traits.gd] added to some of the traits the following within "tags": [ 
    "tags": [
      "secondary",
      "unique",

6) Easier Fetish Talks, etc. (for less time clicking through consent/fetish menus on all the slaves)
statstab.gd
if mode == "stud":
person.dailytalk.append('consentstud')
if (person.loyal*.2) + (person.lewdness*.2) + (person.lust*.3) + person.instinct.reproduce >= 50+(person.metrics.birth*10):
...
if mode == "breeder":
person.dailytalk.append('consentbreeder')
if (person.loyal*.5) + (person.lewdness*.2) + (person.lust*.1) + person.instinct.reproduce >= 75+(person.metrics.birth*10):
...
#Resistance Check
if person.checkFetish(mode, 2) || person.loyal == 100:
person.gd
else:
clamper = alternatemod
if rand_range(0,100) <= 20 + ((opinionrank*10) * clamper) + stats.loyal_cur/10:

7) Quicker Breeder Start (otherwise I always ended up picking mage, so I wanted to make breeder more appealing)
[mainmenu.gd]
elif player.spec == 'Breeder':
globals.state.mansionupgrades.mansionnursery += 1
globals.state.mansionupgrades.dimensionalcrystal += 1

8) Increase spell costs and code change below (makes you play more careful with your mana instead of spamming invigorate and sedate)
[spells.gd]
func spellcost(spell):
var cost = spell.manacost
if globals.state.spec != 'Mage':
cost = cost*2

9) Nerf Fear spell rebelliousness reduction (seemed like an exploit)
[spells.gd]
if person.effects.has('captured') == true:
text += "\n[color=green]$name becomes less rebellious towards you.[/color]"
person.effects.captured.duration -= 1+globals.player.smaf/3

10) Tweaked Tentacle Spell (otherwise I never really used it)
[spells.gd]
person.obed += 75
person.fear += 90
person.lewdness += 5

11) Make food harder to produce with forage/hunting; make cooking more needed (otherwise I never had enough drive to farm; next playthru I'll make food more expensive too b/c it was still too easy to just buy food when hunting/forage didn't cut it)
[jobs&specs.gd] 
#forage nerf
###---Added by Expansion---### Ank Bugfix v4
food = min(food, max(person.sstr+person.send, -1)*2+5)
###---End Expansion---###
if person.spec == 'ranger':
food *= 1.5
food = round(food)
text += '$He brought back [color=aqua]'+ str(food) + '[/color] units of food.\n'
person.xp += food/2
...

#hunt nerf
var food = person.awareness(true)*rand_range(1,4) + max(0,person.send*rand_range(3,8))
if person.cour < 60 && rand_range(0,100) + person.cour/4 < 45:
food = food*rand_range(0.25, 0.50)
text +=  "Due to [color=yellow]lack of courage[/color], $he obtained less food than $he could. \n"
###---Added by Expansion---### Hybrid Support
if person.race.find('Arachna') >= 0:
food = food*1.4
###---End Expansion---###
if person.spec in ['ranger','trapper']:
food *= 1.5
###---Added by Expansion---### Ank Bugfix v4
food = round(min(food, max(person.sstr+person.send, -1)*3+5))
###---End Expansion---###
globals.itemdict.supply.amount += round(food/12)
person.xp += food/3

You need to have quite a few foragers/hunters, I don't see it as OP at all.

(1 edit)

You're right, OP isn't the right description I guess.  Getting the farm going takes a lot of effort, so I'm trying to make food difficult and farming the solution in order to guide my play in that direction.   

Edit: Also I like to struggle a bit when I'm playing.  Maybe I'm just sick that way.  :]

I appreciate the recommendation. I am not likely to apply those changes myself as I never want to limit playstyle options, which is one of the strong points I think Strive has going for it, but I have been considering adding in "Play Modes" as a character creation option and those tweaks could definitely be a viable "difficulty mode" tweak. Especially the mana change. Whew!

Play modes would be cool, but I don't mind tweaking.  I get a little more familiar with gdscript each time by playing with it and experimenting.  Truth be told, I didn't stop with that mana tweak, I increased spell costs by several times for invigorate, sedate, fear, and dominate too (~30 mana each, 15 if I'm a mage).   It makes me stingy with my mana if one long expedition uses up the fruits of a couple days of copulating (considering the interactions/endurance nerf I use) - after all a sorcerer with a more subdued sex life would need to be at a severe disadvantage in the world of S4P, right?

That’s good to hear! But be careful mate, that’s how I started. 😋

If you feel up to it, you could always compile just the files you’ve modified to make a mod that tweaks Arics with your difficulty changes. I’m sure people wanting a harder playstyle would like that

I might just do that, but probably after I get a little better at it and amass a more comprehensive set.  I'll ping the discord channel when I'm having trouble getting something to work the way I think it should.  The set so far is just the really simple low-hanging fruit sort of tweaks I could do without any complexity, spread out code, or new global variables (the node extension and overall structure still escape me).

I followed the installation correctly, but this bug is generated.

Negative on the installation mate. Any other mods installed or did you maybe try installing it on a Strive game that either was patched with Ank's Bugfix v5/v5a or the Strive game version that was just released today?

I downloaded the clean version of Strive again, and the latest version of your mod. Always reinstall everything before playing.

Mav tried to publish a new version of Strive(v1.0) using my v5a bugfixes and some changes of his own. If you downloaded a new copy in the last 9 hours, it will not work with Arics. You will need to use a v0.5.25 copy of Strive.

https://itch.io/t/975848/strive-v525-arics-expansion-v097-pre-merged

Download this, run the game from this instead, activate the mod, restart, and you'll be good to go

Some... Errors.

Is the AricsExpansion mod named exactly AricsExpansion and in the app data/strive/mods location? Has the mod been activated in the mod panel? Finally, are you using the premerged version from the link?

First off, thanks for all the work you put into this -- been following the mod for ages and it's a ton of fun.

I noticed two things:

1) fresh install of game and mod and a rush to try dog impregnation on a halfkin resulted in an error on globals line 2133. Looking back, it seems that line 2097,

if father_id != null && father_id != '-1' :

doesn't actually catch unique fathers. In my save file the semen deposits (all from random dogs) all have ids not equal to -1, and are only set to -1 in the ELSE side of the above if statement. I made a dummy statement to pass into the "else", loaded the save file, and fertilization went through with no issues at all.

2) I then got the following:

SCRIPT ERROR: dailyPregnancy: Invalid get index 'back' (on base: 'Array'). Did you mean '.back()' or funcref(obj, "back") ?           At: user://mods/AricsExpansion/scripts/aricsexpansion/expansion.gd:1771

I made the suggested change from back to back() in the file and it ran fine. Progressed time for a few weeks after these changes and everything else seems to be working.

Looking forward to messing with the rest of the update.

Thanks for the update and fix. I am testing out `father_id != null && father_id != '-1' && !father_unique in ['','dog','horse']` as a replacement for that line to see if that will pass dog/horse/null successfully. Fix applied in v0.9.8

Deleted 45 days ago
Deleted 45 days ago

https://itch.io/post/199653

https://itch.io/t/975848/strive-v525-arics-expansion-v097-pre-merged

Download this, run the game from this instead, activate the mod, restart, and you'll be good to go

(2 edits)

I just discovered S4P and this mod a few weeks ago and they're both awesome. Thanks for the hard work! I've run across a few bugs though:

  1. Dark Elves seem to apply their bonus to sadated and bandaged effects regardless of the check in Mansion.gd. It appears that the in array check does not work for whatever reason. Replacing 'if person.race.find('Dark Elf') < 0 || (!i.code in ['bandaged','sedated'] && randf() > 0.5):' with 'if person.race.find('Dark Elf') < 0 || i.code == 'bandaged' || i.code == 'sedated' || randf() > 0.5:' fixed it for me. Also the random chance seems to cause ridiculously long effect durations. I've never seen a beauty potion run out on a Dark Elf, even in my 30+ turn test run. Maybe it would be better to replace the random chance for a check against whether the current date is divisible by 2 or not. It's a bit hacky, but not much more than the RNG and the random chance is too unreliable IMHO. It'll still simulate the desired effect well enough. The Dark Elf bonus seems kinda meh and weird in general as it also applies to numbed and stimulated which can cause some funky stuff.
  2. The check in newsexsystem.gd that's used to compare genital sizes does not check if the check is done against the taker/giver. This can cause a female receiver to compare their vagina against the penis size of another female receiver during group sex creating a hilarious -50% or more arousal penalty and complaints about a small dick when getting it on with a horse. XD Changing instances of 'if scenedict.givers.has(self):' and 'if scenedict.takers.has(self):' to 'if scenedict.givers.has(self) && scenedict.takers.has(i):' and 'if scenedict.takers.has(self) && scenedict.givers.has(i):' fixed it for me.
  3. If perfect info is turned on, then the slave statistics will always show info about the current pregnancy whether or not the slave is pregnant, instead of showing fertility and ovulation info for non-pregnant female slaves. Changing 'if (person.knowledge.has('currentpregnancy') && person.preg.is_preg == true || globals.state.perfectinfo == true) &&  person.preg.has_womb == true:' to 'if (person.knowledge.has('currentpregnancy') || globals.state.perfectinfo == true) &&  person.preg.has_womb == true && person.preg.is_preg == true:' in slave_tab_gd fixed it for me.

Lastly, what's your take on someone modding your mod? I've been making some changes in the mod for my own playthrough and I was thinking of maybe putting together my own mod based on yours. Maybe rework how the sex descriptions work, change how fetishes are learned and influenced and maybe some other stuff as well. I haven't delved too deep into it yet and I don't really know if it would be necessary but I suspect it would make stuff much easier for users and avoid compatibility issues, if I could distribute my mod together with yours(with all due credit of course). Would that be ok?

About #1, the coin flip was the vanilla method of implementing the Dark Elf racial bonus. Though there are more reliable ways of implementing it, as you pointed out it should generally work well enough, so that part was never changed. The ['bandaged','sedated'] part was my addition, because I noticed that those effect durations were functionally cooldowns unlike the other effects. Though I have no idea what I was thinking when I wrote that logic, since it's pretty obviously wrong. Though your explanation is wrong, your condition logic is better than mine. The cause was the "!" and the "&&" instead of "||", not the array check.

Yes! You're completely right. I didn't notice the ! negation before the array check. Are you going to do any overhauls or large scale fixes to the sex system next release? I was thinking of maybe doing some debugging and improvements with it, so if you're interested I could share my results.

I've already done a bit of fixing to the sex system and overhauled sexdescriptions.gd. The results were released in a bugfix patch on the Strive Discord(https://itch.io/t/284398/discord) and already included in the 1.0a release of Strive. Aric will probably try to update his mod to include them but it may take a few weeks.

The Discord is often a better place to share ideas, but either way is fine. I mainly do bug fixes for Strive and Aric is more likely to adopt new ideas. I wish I had known about the Dark Elf problem earlier so it could have been included, but once enough fixes are needed I'll put together a new patch.

(1 edit)

Great catches. I'll look into applying those fixes.

In general, I'm cool with anyone making a mod off of mine or modding mine. It may be easier to set your mod to use AricsExpansion as the base (ie: have AricsExpansion loaded first then yours below it to have your mod files change Arics) instead of just patching and re-releasing the whole AricsExpansion with your changes as that will involve reworking your mod every time AricsExpansion is patched/updated, but I'm cool with either. Have at it and I look forward to seeing what ya come up with!

Edit: Fixes applied to v0.9.8. Love the notes on the bugs and you made it exceptionally easy for me to grab and apply those quickly. I appreciate the help!

Hey! I found another bug. The Dog Kennel sleeping option does not show up in the Slave Spreadsheet(the one unlocked by the headgirl). Opening the Slave Spreadsheet will also throw an error in the console and leave the sleeping text cell empty for any slave sleeping in the Dog Kennel. Here's my fix for it:

  1. First the Dog Kennel needs to be added to the global.gd 'sleepdict' array. I changed the array from 'var sleepdict = {communal = {name = 'Communal Room'}, jail = {name = "Jail"}, personal = {name = 'Personal Room'}, your = {name = "Your bed"}}' to 'var sleepdict = {communal = {name = 'Communal Room'}, jail = {name = "Jail"}, personal = {name = 'Personal Room'}, your = {name = "Your bed"}, kennel = {name = "Dog Kennel"}}'
  2. Next a function and an array in the Mansion.gd need to be updated:
    1. var sleedict needs kennel added to it. My fixed version looks like this: 'var sleepdict = {0 : 'communal', 1 : 'jail', 2 : 'personal', 3 : 'your', 4 : "kennel"}'
    2. 'func sleeppressed(button)' need the following lines added at the end:

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

if globals.state.mansionupgrades.mansionkennels == 0: 

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

if person.sleep == 'kennel': 

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

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

Sorry about the butchered code formatting. Itch does not seem to have code formatting tools for their forums. Also, the mansion main screen does not properly update after changing sleeping spots within the Slave Spreadsheet, but that's a vanilla issue so I just ignored that. Ideally there should be a rebuild function call within func sleepselect and a rebuild function defined for the mansion main screen but there isn't.

Awesome find, and once again I appreciate the fix + the logic behind it. Fix applied for v0.9.8

(2 edits)

Found and tracked down another bug. Milking gets applied multiple times during group sex. Every milking action milking is applied to every lactating character milked times the number of lactating characters getting milked. So if 3 lactating characters get milked during group sex, they each get milked 3 times for a total of 9 milkings. This is not dependent on the number of people doing the milking, just the people getting milked. Anyway, too much milking and too much text spam. Milking can also currently give weird negative values. The fix is to move the milking logic outside the for loop it's in. I moved it to before the for loop. I also made various changes that made sense to me and fix some aberrant behavior. The code is too long and complex to paste it here without formatting so I put it on pastebin together with lines at the start and end of it which indicate where I placed it in newsexsystem.gd and my comments:  https://pastebin.com/VpdqGgJ6

The old milking code and my comments should also be removed before applying this fix. Just in case someone wants to apply my fixes themselves.

Edit: I'm also getting some errors with jobs. Seems like something connected to the guardian job? I'm running a 9.5 save on a fresh 9.7 install based on 5.25. I'll see if I can track it down but my console log is this(ignore the kennel error that is the mod overwriting one of my fixes from before :P): 

Hope I'm not getting annoying, but I found another error ;).  In expansion.gd on line 1771 'globals.titssizearray.back' should be 'globals.titssizearray.back()'. Currently breast expansion during pregnancy does not work.

Okay, I've found the reason for that elusive error I posted about before. It has nothing actually to do with the save. I checked and the job exp and all that stuff was already present on the save. I already had saved it in 9.7. The real reason is that the random events for guardian and slave catcher jobs use the global.evaluate function which relies on the global.currentslave variable. gloabl.currentslave however is only set when the slave tab is opened(the slave which tab it is) or in sexuals.gd on a few occasions. This means that the slave data used in those random job events is the data for the slave which had it's slave tab opened or had sex most recently. This is bad enough as the wrong slave's data is used, but when the game is started freshly and a save is loaded where a slave is assigned to either guardian or slave catcher jobs then the day is passed without doing anything else the game will generate errors in the console as the global.currentslave is nil/null and no end of day report is displayed.

I uploaded the needed changes to jobs&specs.gd to pastebin again: https://pastebin.com/DnjJvAnG

(+1)
Itch.io provides code format blocks in "Format" text option button (left-most button above the text input)

I don't know if anyone has brought this up yet, but is there anyway to keep the farms girls status(don't know what to call it) the same when you put her back in the farm. Every time I take one of the girls off the farm, its just a slog to reset all of the preferences. At this point I just leave them at the farm until they die, Its easier to get new ones to replace the old stock. Anyone know a good work around?

On a side note, cant wait to try the new version. 

Do you mean keep any pumps/canisters/studs/etc assigned to her? There is not currently a way to keep those items on her as the game checks the number of slaves currently equipped with those items before showing them up as a valid/invalid selection (similar to how the game calculates beds).

The best workaround would be to create a temp farm storage in person.gd mirroring their originalwhich would assign all of the farm’s factors to before unassigning the slave from the farm, then have it attempt to check/add each of those factors back when reassigned or failing to default if it’s not available. It should work if that’s what you’re talking about, it just may be cumbersome.

Welp, that's a shame. 

It occurs to me that I'm literary running a slave farm. A farm that drives its residents mad, near death, constantly mutating, oddly horny, leaking out of every hole, and full of snail eggs . . .

This is a really odd and fun game, your mod has defiantly added more playthroughs than I originally would have played through. Keep up the good work.

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

Good catch. If you feel like changing it in your game in the meantime, it’s supposed to be “jobskills” instead

Edit: Fixed in v0.9.8

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

Huh, weird. I’ll look into it

Edit: Fixed in v0.9.8

Hello Aric. I'm having Issues with the install. I have watched the Video and done it step by step several times however I keep ended up with a game with no starting slave and I am unable to buy new slaves at the market.

https://itch.io/post/1996539

If you’re having repeat issues, I recommend grabbing the “Strive v5.25 with AricsExpansion v0.9.7” from the link in the top post and use that install instead. Then you just need to make sure that AricsExpansion (named exactly that, not renamed) is in the AppData/Strive/mods folder. Then you activate it in the mod panel, restart, and are good to go

I was so excited when I saw Strive for Power was updated to 1.0... then I saw what updates this mod was working on... now I don't want to start playing again till the next mod update... :: sigh ::

The goal is to have it on v1.0 soon so it’s not an either/or situation

(+1)

I look forward to it. I don't think I've said it before, but I absolutely LOVE your mod. I enjoyed the base game, but your mod adds so much. The only thing I wish is that there were more preg/nude picture packs, I've only been able to find one.

Thanks! I agree, hopefully there will be more picture packs in the future to make using those features a lot more fun. 

Deleted 2 years ago

This is a known bug and fixed for the next version, but currently it's preventing breast size expansion during pregnancies. You can fix it by going to your Aric's Expansion mod files in the appdata folder and  in expansion.gd on line 1771 change 'globals.titssizearray.back' to 'globals.titssizearray.back()'.

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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.

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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?

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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

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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.

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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?

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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

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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

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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.

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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.

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(+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

Found a bug that the debug console doesn't seem to pick up.

Right now, whenever there are new children spawning the game thinks they are male while their description shows they are female. When I go to sell slaves, there is a "phantom" slave that I have never had, with a female name, but shown to be male. Clicking on him/her has no response. I am also unable to sell any new slaves that are obtained after that phantom slave. Is there any way to salvage my save?

(1 edit)

There is a bug that causes all children to be created without an assigned sex, which will break a lot of things. To fix it you will need to edit the save file with a JSON editor to give them a sex, or wait for the next version.

Thanks, will it be likely that the new version can fix this? If not then maybe I'll try using the json editor, since I'm fairly invested in this right now. Is there anything specific I need to do with the editor?

I don't know how likely the new version is to fix this, I haven't tested this case. But if I were to guess then I'd say 90% chance of fixing it. I'd recommend making a backup if you are worried and give it a shot.

(+2)

Just as a heads-up, I will be trying to release a hotfix that addresses all of the reported bugs today if possible. The team has been working hard to squash these bugs over the holiday season. Hang with us and hopefully your patience regarding the bugs will pay off momentarily!

(+1)

Sounds great! Thank you and your team for your hard work!

A minor correction to the update post, the dickgirl sex is basically futa without vagina, not breasts :P

Corrected. Apparently I still have no clue what that is. xD

Not really a bug (at least i do not think so), but l think i am missing a lot of additional text during sex. Incest seems to be working, as well as blowjob orgasm, but additional text on things like stretching and lactating are missing. According to newsexsystem.gd there is supposed to be al lot of additional text.

It seems that at some point during the update to Strive v1.0d the line that displays that text was commented out. It appears to be an accidental change to newsexsystem.gd line 930 in the mod folder, a "#" was added to the beginning of the line.

(+1)

Fixed in the next version!

Great Addon, thanks for this stuff. Unfortunately my whores don't bring back all the money they earned. As you can see in Job Report they earned a few hundert golds.. but I receive only the 52 gold as reported in Global Report.

Disabling your mod would fix this issue (but saves seem not backward compatible, the game crashes when one tries to continue without your mod)

(+1)

There appears to be no bugs with gold earned, though perhaps some parts of the report could be clarified. Your reports suggest that you were led astray by the fancy coloring and the fact that some tasks that don't report their numbers.

Based on only what I can see, your slaves earned 371 gold, 20 was spent on luxury rules, 52 was the earned gold for the day. Thus there is 299 gold visibly unaccounted for, but the Job Report seems to scroll further down and I don't know how many slaves are not visible.

The job report also says you have a cook that went shopping for food and the Global Report says that "Market pricing for slaves increased", which means that Ralph's tweaks are enabled. Normally the price for food is 10 gold for 20 food, but Ralph's tweaks change that to 40 gold for 20 food. Assuming that you haven't changed how much food is bought by the cook, then you likely bought the default of 200 food for 400 gold. You only gained 61 food that day, that would suggest that you had at least 14 slaves since they eat 10 food each by default, but probably you had a few more due the reduced consumption as a result of the cook.

As not all of the slaves are visible in the report and the default purchase of food would leave our unaccounted for gold at -101, I am going to assume that the remaining slaves in that report earned that much.

Awesome! Indeed another slave earned 101 gold, your explanation is correct. Thank you for your fast and throughout respons.

(1 edit)

Anyone know why the game's error console no longer shows up? I'm getting a crash right before a starting slave's event (the one where they make a mess and you can help them clean it up, if I recall). I hit New Day and instead of the event triggering as I move into the next day the game just crashes to desktop. I can't figure out what's causing this because the game apparently no longer launches with the error console, I guess. Any ideas?

(+1)

As of Strive 1.0d, the game was no longer released in debug mode. To remedy this, the Debug Mod was released to provide debug mode again. https://itch.io/t/1137280/debugmod-v1

Make sure that you have the most recent version of both mods as it should no longer crash for that event.

(+2)

Thanks for this. I thought I'd had updated version of both mods, but apparently I downloaded right before one of them got an update posted. (For now) no crash to desktop, and now I also have the debug window back. Yay!

Okay, i'd like to say awesome job on the mod I havent ran into any problems yet, and I was wondering if you plan on adding any new quest in the future?

There’s a lot of future quest content planned, but nothing implemented yet as the team has been looking at options for a new framework to give it better variety and personalization to the slaves. Basically, it’s planned but no ETA yet

(1 edit)

Okay awesome, now I found a problem, it seems that whenever I am traveling, and pass by a huge bandit camp ( ex. The Sea or the Marsh ) the game slowly begins to freeze or crash.

Also a small typo gender mix up on some of the jobs.


(+1)

I noticed this particular Typo as well, when I recently played with this new version of the mod. It stems from a missing '$' before the 'He' in line 1618 of the file 'jobs&Specs.gd', which can be found under '/mods/AricsExpansion/patch/files/scripts/', for the original file, or '/files/scripts/' in the modded game folder. The same error can also be found in line 1626 in the same script, which I'd guess came from a copy and past action when writing the negative outcome when the placer loses money.


Cheers and happy new year!

Fixed, thanks mate!

Regarding the freezing/crashing, is this a longterm-ish save or one that you've fought a lot in? The only thing I could think of that would slow anything down would be if the NPC pool has grown too large and bloated the save file size. If you go into expansionsettings.gd and change minimum_npcs_to_detain to a lower number like 5-10 and up the townguardefficiency, it should reduce the pool on the next End of Day. See if that fixes the freezing issue 

Okay I tried that, so far it seems things are a bit better. Thanks Aric, will keep you posted if I find anything other problems.

Would it be possible to add some sort of everlasting pregnancy? fetish reasons

One example would be: A pregnancy pausing potion leaving them in there currant state till get counteract potion returning back to normal.

Extreme example: Parasite baby base of living armor/suit get from underground ruins; character that pregnant with the parasite never be able give birth to it and stuck with lust gains and pregnancy debuff in battle/belly inflation in exchange for buff of some sort like +25 health, 15% protection/damage reduction or + 1 Magic Affinity(shameless grab for power).
Basically laboratory thing/potion or trap found in underground ruins.

That is definitely a possibility!

so random question, how do you breed slimes?

ive been meaning to ask but i didnt want to bother you while you were so busy with bug fixes

The full Slime Breeding mechanic that I have queued to implement isn't fully done yet, but I can't say 100% if Ralphs doesn't add in an alternative version of slime breeding when his tweaks are enabled

Damn it I have no idea why but my game crashes every time I end the day. I tried deleting pregnant characters, switching all jobs to library, making sure no new slaves we're going to become pregnant, and i even went and loaded an old save from a few weeks ago and hit end day but it crashed. I wish I had a more clear explanation of what is happening so I could help. All I can determine is it's not based around pregnancies I'm pretty sure cause the old save still crashed, and I don't think its the public nudity because I made everyone stay in the library. Is there any trouble shooting tips or something? Something that could help me determine the cause?

I found the logs in the application data file, but they are cryptic to me. Still here they are.

DEBUG_TRACE

set ovulation start

setbabytype

set random ovulation day

set ovulation finish

racelottery

setgenealogy

set ovulation start

set random ovulation day

set ovulation finish

newslave

set ovulation start

setbabytype

set random ovulation day

set ovulation finish

setgenealogy

set ovulation start

set random ovulation day

set ovulation finish

newslave

set ovulation start

setbabytype

set random ovulation day

set ovulation finish

racelottery

setgenealogy

set ovulation start

set random ovulation day

set ovulation finish

newslave

set ovulation start

setbabytype

set random ovulation day

set ovulation finish

racelottery

setgenealogy

set ovulation start

set random ovulation day

set ovulation finish

newslave

GODOT

Godot Engine v3.2.4.beta4.official - https://godotengine.org

OpenGL ES 2.0 Renderer: NVIDIA GeForce RTX 3090/PCIe/SSE2

OpenGL ES Batching: ON

**WARNING**: BaseButton's Enabled Focus Mode property has been deprecated due to redundancy and will be removed in Godot 4.0. Please use Control.set_focus_mode instead.

   At: scene/gui/base_button.cpp:329:set_enabled_focus_mode() - This method has been deprecated and will be removed in the future.

Godot_2022 something something

Godot Engine v3.2.4.beta4.official - https://godotengine.org

OpenGL ES 2.0 Renderer: NVIDIA GeForce RTX 3090/PCIe/SSE2

OpenGL ES Batching: ON

**WARNING**: BaseButton's Enabled Focus Mode property has been deprecated due to redundancy and will be removed in Godot 4.0. Please use Control.set_focus_mode instead.

   At: scene/gui/base_button.cpp:329:set_enabled_focus_mode() - This method has been deprecated and will be removed in the future.

Aric's Expansion v1.5

**WARNING**: ObjectDB instances leaked at exit (run with --verbose for details).

   At: core/object.cpp:2132:cleanup() - ObjectDB instances leaked at exit (run with --verbose for details).

**ERROR**: Resources still in use at exit (run with --verbose for details).

   At: core/resource.cpp:475:clear() - Resources still in use at exit (run with --verbose for details).


Sorry I have no clue what any of this means but I think there is an answer in there somewhere.

The logs you posted are completely useless. If you want useful information, then see this post: https://itch.io/post/5136034

Well I can't explain it but downloading the debug mod made the game stop crashing. I wasn't aware I had the debug mod at all sorry. Thanks for the quick help.

The debug changes how the game reacts to errors, it does not remove them. In debug mode it allows for corrupt behavior and data instead of crashing on error. If you save after the point where you get an error, then your data will most likely be corrupt and require file editing to fix.

The debug mod will provide a terminal that lists errors so that you can find out exactly what is going wrong, but I suspect that your errors were caused by playing the previous version of Aric's mod, which was the cause of crashing for the person who received that post originally.

Ok a fresh install of everything and the only error I get is:

SCRIPT ERROR: dailyTownEvents: Invalid get index '[97, 25]' (on base: 'Array').

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

It seems pretty unimportant though. Just thought I'd post it in case I'm wrong.

(2 edits)

I found the issue. I put the fix in the wrong file, so it was never included in the release. It'll be fixed in the next version.

How do you fulfill the "wants this to stop" desire? Hitting stop ends the interaction but doesn't give any desire point for it.

(1 edit) (+1)

In the current version you have to spend a turn that does not involve that person as either a giver or taker; however, they can only fulfill a request if they are either a giver or taker, so it's simply not possible. This will probably be changed in the future.

Ah i see. Thanks for letting me know.

well that is only possible you have three or more people in the interaction

Question have not go too far in the game but havent found new item yet, if someone know a place or a way to get new weapon 100% like something sold at a market or something else

(1 edit)

Are you saying you have only found what Wimborn has? if so doing the mage guild quest line will lead to new weapons or if you need them right away if you go to Gorn (Wimborn Outskirts, Prairies, Gorn Outskirts, Gorn) there are more powerful weapons there but you need to have some gold saved up. Otherwise for early game it would be defeating bandits in the local area which can have very good drops.

(+1)

have gone to gorn multiple time and nothin new at the market, so i may have fucked up the installation of the new vers =(

(1 edit)

I think i misunderstood your question. The stuff in Gorn is from prior builds if memory serves. Most of the new stuff I've found is from beating enemies. Also searches caves in the elvish grove etc. At least it was new stuff to me. 

well i will try that but i think it a problem of installation,

so if someone can tell me where it schould put it please =)

(1 edit)

Instructions on installations and upgrades on front page rather clear, you wouldn't be able to get pass new game menu if you bonk it unless game non-modded.

Only thing I can add is the file line  User/Username/AppData <- this mark as hidden so will need check Hidden items box from view menu that is on top toolbar to access rest of the line, should be able to follow instructions from there on.

If talking about about getting better weapons Gorn has hammers and Frostford has greatswords about strongest weapons player can buy and better versions from chests.

If you mean new gear like Rune sword, Archmage robes, Book of Life etc and more they all obtain from chest found in mountain cave, marsh,  underground ruins and elite bosses. Also get new elven gear from elf guards/grove.

oh that useful thank cysus !

Struggling with breeder function in farm. Assigning a stud to a cow causes the game often to hung up at next day change (program not responding, it seems it runs into a program loop). I couldn't figure out which fetishes or consent actually are needed for studs to work. Already the selection list contains guys with and without 'stud' agreed.. and with and without lactation fetish as well. The program hangs with studs who have both.. runs with studs who have neither (and the cow gets breed by a guy who didn't give consent to breed other slaves) .. may run a few days and then hang up at a day change (probably because I unintentionally asked for a certain fetish or consent and the answer changed the assigned studs fetishes or consents?). I did run the game in debug mode but there aren't any failures shown.

Aric's Expansion v1.5

Anyone else experiencing the same problem?

I wished one had not to 'partner' a cow to a specific stud.. but instead the 'studs' would randomly use the available cows if breeding is set and no specific stud got assigned/partnered.

Got on Custom Hybrid Request:

SCRIPT ERROR: slaveReqText: Invalid get index 'race_display' (on base: 'Dictionary').

          At: res://files/scripts/outside.gd:1373

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

          At: res://files/scripts/outside.gd:1342

SCRIPT ERROR: maintext_set: Invalid set index 'bbcode_text' (on base: 'RichTextLabel') with value of type 'Nil'.

          At: res://files/scripts/Mansion.gd:204

- request doesn't show

And another one, happening at day change:

Aric's Expansion v1.5

SCRIPT ERROR: trait: Invalid get index '{conflict:[Weak Milk' Flow, Milk Flow 1, Milk Flow 3, Milk Flow 4, Milk Flow 5], description:[color=aqua]Steady Milk Production[/color]: $name produces slightly more milk than others of $his race.

 [color=green]Milk production increased by 40%[/color], effect:{}, name:Milk Flow 2, tags:[secondary, expansiontrait, lactation-trait, regentrait, rank2]}' (on base: 'Dictionary').

          At: res://files/scripts/origins.gd:48

ERROR: adding non-existant trait {conflict:[Weak Milk Flow, Milk Flow 1, Milk Flow 3, Milk Flow 4, Milk Flow 5], description:[color=aqua]Steady Milk Production[/color]: $name produces slightly more milk than others of $his race.

 [color=green]Milk production increased by 40%[/color], effect:{}, name:Milk Flow 2, tags:[secondary, expansiontrait, lactation-trait, regentrait, rank2]}  Error code(47): Bug

After this the program hangs on the next night/day change. I removed all cows from the farm and tried again, same error occurs anyway with same result of program not responding at next night.
(+1)

Thanks for the reports, I already found the repeatable quest one and I'll be working on farm ones today.

Hi, first of all I wanted to say I love the work you're doing, seems to me you and your team are keeping this game's community alive

I have a couple of questions: in the Expansionsettings there's an option to filter "brutal" and "messy" content, which are set to true by default. What does the "true" mean, does it mean that it is filtered with "true" and unfiltered with "false"? Or maybe the opposite? Exactly what content is filtered through these settings?

Also is there a place where to learn how to mod the game with your expansion in mind? A guide to mod the game that is compatible with this from the get go?

Sorry to be a bother with these questions

(+1)

For the settings, "true" means the content is enabled and "false" means it is disabled. "brutalcontent" allows explicit npc executions. "messycontent" appears not to be implemented yet.

The game comes with a modding guide in the "Mods" menu, just click the "Help" button, but there is no guide for mods compatible with Aric's mod. The main reason is that this mod is not designed with the intent of being compatible with other mods and Strive's mod system has limited ability for mods to coexist. Also, this mod is currently in active development so any mods made to work with this could become outdated within a week or two. If you wish to add content as part of this mod, it's easiest to simply join the development on Discord, link in the first post.

(+1)

Just to echo what Ank said, the best way to get involved is to join the mod's Discord (linked in the main post). We have an awesome, active community working together on it who would be happy to teach you the ropes and walk you through implementing your ideas.

Not trying to be a pain but the abortion function and miscarriage potion don't work for me. The debug doesn't report any errors but the baby is still there.

The miscarriage function uses the wrong function to access the baby and creates an error. The babies will be removed, but the person's data will not be updated to end the pregnancy.

Deleted 2 years ago

Ah ok. Thanks for your hard work so far.

okay so get rid of last vers of the expansion, in my mod folder, then extract debug and the new expansion

OpenGL ES 2.0 Renderer: NVIDIA GeForce GTX 950M/PCIe/SSE2

SCRIPT ERROR: GDScript::reload: Parse Error: Expected indented block after 'if'

          At: res://files/globals.gd:1074

ERROR: reload: Method/Function Failed, returning: ERR_PARSE_ERROR

   At: modules/gdscript/gdscript.cpp:580

ERROR: Script does not inherit a Node: res://files/globals.gd

   At: main/main.cpp:1558

SCRIPT ERROR: GDScript::reload: Parse Error: Expected indented block after 'elif'

          At: res://files/scripts/mainmenu.gd:1462

ERROR: reload: Method/Function Failed, returning: ERR_PARSE_ERROR

   At: modules/gdscript/gdscript.cpp:580

SCRIPT ERROR: _init: Invalid get index 'setfolders' (on base: 'Nil').

          At: res://files/scripts/mods/modpanel.gd:6

SCRIPT ERROR: _ready: Invalid call. Nonexistent function 'dir_contents' in base 'Nil'.

          At: res://files/scripts/mods/modpanel.gd:25

SCRIPT ERROR: _ready: Invalid get index 'rules' (on base: 'Nil').

          At: res://files/scripts/options.tres.gd:53

SCRIPT ERROR: show: Invalid get index 'setfolders' (on base: 'Nil').

          At: res://files/scripts/mods/modpanel.gd:184

SCRIPT ERROR: _on_modfolder_pressed: Invalid set index 'current_dir' (on base: 'FileDialog') with value of type 'Nil'.

          At: res://files/scripts/mods/modpanel.gd:499

SCRIPT ERROR: _on_FileDialog_dir_selected: Invalid get index 'setfolders' (on base: 'Nil').

          At: res://files/scripts/mods/modpanel.gd:492

SCRIPT ERROR: _on_openmodfolder_pressed: Invalid call. Nonexistent function 'begins_with' in base 'Nil'.

          At: res://files/scripts/mods/modpanel.gd:512

SCRIPT ERROR: _on_openmodfolder_pressed: Invalid call. Nonexistent function 'begins_with' in base 'Nil'.

          At: res://files/scripts/mods/modpanel.gd:512

SCRIPT ERROR: _on_openmodfolder_pressed: Invalid call. Nonexistent function 'begins_with' in base 'Nil'.

          At: res://files/scripts/mods/modpanel.gd:512

SCRIPT ERROR: _on_openmodfolder_pressed: Invalid call. Nonexistent function 'begins_with' in base 'Nil'.

          At: res://files/scripts/mods/modpanel.gd:512

SCRIPT ERROR: _on_openmodfolder_pressed: Invalid call. Nonexistent function 'begins_with' in base 'Nil'.

          At: res://files/scripts/mods/modpanel.gd:512

SCRIPT ERROR: _on_openmodfolder_pressed: Invalid call. Nonexistent function 'begins_with' in base 'Nil'.

          At: res://files/scripts/mods/modpanel.gd:512

SCRIPT ERROR: _on_openmodfolder_pressed: Invalid call. Nonexistent function 'begins_with' in base 'Nil'.

          At: res://files/scripts/mods/modpanel.gd:512

SCRIPT ERROR: _on_applymods_pressed: Invalid get index 'developmode' (on base: 'Nil').

          At: res://files/scripts/mods/modpanel.gd:289

SCRIPT ERROR: _on_disablemods_pressed: Invalid call. Nonexistent function 'clear' in base 'Nil'.

          At: res://files/scripts/mods/modpanel.gd:481

so yeah if someone can tell me how to start over that would be useful, like the expansion is a mod but from what i remember i have install the vers before 1.4 cant remember wich it was it was a full different vers of the game, so yeah where should i dowload the one i need preatty please

(+2)

For the current version of this mod, please download Strive version 1.0d, the Bugfix mod version 6b, and this mod version 1.5a and install them in that order. The previous versions of this mod are no longer supported nor required. The Bugfix mod is the only one that offers several versions, for compatibility reasons.

the vers 1.0d, you mean the final version of the game ?

If not i have no idea where to found her =(

(+1)

All 3 versions I gave are currently the latest versions, but not necessary the final version. There will likely be a new version of Strive in a few weeks.

well in that case i may as well wait until the new came out

thank for your reply as always , and have a great day !

Deleted 2 years ago
(+1)

it's just a typo, there are still quite a few bugs in the current version. Many of them have been resolved for the next version, but I'm in the middle of cleaning up the farm.

Just found there are mods for this game, and stumbled across this.. I've been digging into the files to figure out how stuff works, and I have to say, this looks pretty impressive in scope. Seems to me purebreeds > special hybrids > hybrids in general? I'd need to run the numbers on the element things as that's not quite obvious.But I love everything else, adds so much depth to the game.

On another note, looking at the last few pages of bugs has me a bit worried, though. I'm guessing the tooling for GDscript is not so good, given that it doesn't catch typos, or is there some other issue? I was tempted to start learning Godot, and might try to contribute to the mod (ofc, if that's open).

Thanks a lot! So it kind of depends on several factors, but as a general rule for a purely optimized build (which isn't required in Strive, but always fun to do), Purebreeds are where to do for the highest total stat, Hybrids are better for more evenly distributed and generalized stats, and Ralph's special hybrids put a further unique spin on it with some unique traits and stat changes that really just depend on the hybrid itself. Some of the specials are stronger than purebreeds, some far weaker. The last type, Mutts, can actually turn out to be the strongest possible build if you can get a pretty even split over multiple genealogies and have fractional percentages of them all. That takes some careful breeding, however. The elemental side is a whole different level to that, of course.

There's a lot more bugs in this last version (though I believe most if not all of the reported bugs are resolved for this upcoming release) as we were reintegrating a massive mod on this mod that had just now been updated from the old game version before a lot of code was reworked. That tweak mod had a lot of conflicts with this mod that we had to resolve and the contributors did an awesome job with setting all of the major conflicts and alterations behind tweaks inside of the mod's settings file. However, though we each did a bugtest run, we figured with the scope of the merger, natural conflicts, and added systems that there would be bugs that cropped up between that release and this. Basically, bugs suck but it wasn't unexpected.

Regarding contributing, we'd love to have you! We have an awesome team working at their own pace on multiple different ideas and levels. If you have an idea to add in or just want to help bugfixing, hop in the discord listed on the front page and we'll be happy to work with you.

Godot provides decent error handling and warnings through the Godot Engine editor. I don't know about the rest of the group but I almost never use the editor for anything except the GUI as I have a text editor with a more comfortable interface. Strive 1.0d is distributed in release mode (non-debug), but there is a Debug mod that provides the Debug mode executable for those that want to debug without the editor, which is how I do it.

That said, many of the errors that make it to the users in a mod release are typos in the data structures not in the code. It is quite easy for Godot to catch code typos when files are initialized, but it does not proofread the data as that is a difficult task to anticipate. Thus, that responsibility falls to those that work on Strive and usually it is accomplished by playing the game. It is possible to write proofreading functions for the data, but nobody has bothered yet.

Hey, yeah, join us on the discord.  gdscript is pretty easy to learn - I had zero experience with it before getting involved with Aric's mod on my own mostly (though with lots of help as I went along from folks on the Strive discord).  I use the Godot Engine and it's nice vs plain Notepad++ as it does flag simple errors (missing ":"'s, bad indents, etc.)  I'm working with Capitualize on revamping the hybrid system currently too and input/collaboration is welcome.

i ha possible  bug to report. For the latest version, Arics does not either recognize or take over the additional trait i can assign to my starting servant. For example, if i chose waifu and natural beauty, in the mansion i see only the traits related to waifu and not natural beauty.

Yes, it was reported a while back, it will be fixed in the next version.

Ummm is it only me or does this mod duplicate all slaves when loading? I followed all instructions…

Also there is another bug I noticed, if you finish a fight against 3 (2 bad, 1 bystander) and you do: Rape, Rape, Ignore. But then decide to capture the second person the actions are set back to Ignore, Ignore and when you set them back to Rape, Ignore and commit, the last person is getting raped too.

This appears to be a vanilla bug, the GUI is recreated when you perform certain actions on the slaves, but it does not update the option buttons with any prior changes. The changes to those buttons are stored in a data structure, but that data structure does not update when a slave is captured and removed from the list.

(+1)

I have not seen duplicate slaves happen in recent versions, nor has it been reported by anyone else so I would expect that it is specific to something you have done or to your save file. The most likely cause would be installing additional mods besides the 2 required, Improved Random Portraits, and Constants; so if there are any additional mods, then please list them or remove them.

I would recommend not saving any progress with duplicated slaves as there can be multiple causes that can behave in weird ways, such as having two buttons for only a single slave. You may also want to consider getting the Debug mod to check for errors.

(1 edit)

Just to piggie-back of Ank's explanation, if we get a little more detail we can probably help further as this is the first I've heard of anyone having this error. Let's run through a few of the typical issues:

  1. Are you using any additional mods?
  2. Is this an existing save or save that was made using another mod?
  3. Is the load order correct and all of the mods the specific version numbers listed in the main page?
  4. Is Ralph's enabled in expansionsettings.gd or are you using the mod as released?
  5. Have you done any manual editing of the save game?
  6. If you run the game using that debug executable, does the console give you any error messages? A screenshot would be ideal if so.

Just let us know and we'll be happy to help get it sorted for you asap

Yes, it was fixed when I removed all other mods. It’s kinda acceptable since this one is an all-inclusive. It’s soo hard to make mods work in this Godot game…

Deleted 2 years ago

So I was wondering is there a way to change your character's fetishes it's starting to get a little annoying

you can manually change them by editing your save file in the Appdata/Roaming folder

(1 edit)

thank you i was wanting an in game way but if there's not then i hope they add one

(1 edit)

Hi, I have a bug when I hunting on the sea, I dont know that this bug get report yet
and if I want to try and fix it myself, what should I edit?

Aric's Expansion v1.5

SCRIPT ERROR: buildenemies: Invalid get index 'nereidgroup' (on base: 'Dictionary').

          At: res://files/scripts/exploration.gd:504

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

          At: res://files/scripts/exploration.gd:2298

SCRIPT ERROR: maintext_set: Invalid set index 'bbcode_text' (on base: 'RichTextLabel') with value of type 'Nil'.

          At: res://files/scripts/Mansion.gd:204

SCRIPT ERROR: enemyinfo: Division By Zero in operator '/'.

          At: res://files/scripts/exploration.gd:443

(+1)

That feature was not fully implemented in 1.5a, so the best solution is simply to remove it. In explorationregions.gd you should be able to find 'nereidgroup'. Simply delete the entry it is apart of with the comma.

,{value = 'nereidgroup', weight = 1}

If you make the change in the mod folder, then you will need to re-apply the mod.

Thank for the replied, your fix seem to be working!

(+1)

Hey just loaded the new Mod and when you use subdue on a non-willing person you get this error:

SCRIPT ERROR: startscene: Invalid get index 'person' (on base: 'GDScript').

          At: res://files/scripts/newsexsystem.gd:2130

Also a side note the Strap-on always seems to register as too small for enjoyment, and says "undersized large strap-on" in some descriptions. Thanks for continuing to update new stuff is great.

Looks like I forgot to update some copied code, line 2130 of newsexsystem.gd (in the program folder) has

!member.person.traits.has('Likes it rough')

but it should be 

!i.person.traits.has('Likes it rough')

For the issue Strap-ons being undersized, while the text does sound rather awkward there appears to be no issues. Your taker simply has a 'gaping' sized vagina, which is size 5, and I gave strap-ons a size of 4 to deal with a previous issue of them having a size of -1. The text sounds more severe than it actually is; there is only a 10% reduction is pleasure from the strap-on due to the size differences.

Oh, yeah that makes sense on the strap-ons. and thanks for the quick response.

crud when I replaced that line now I get this did I do it wrong?

SCRIPT ERROR: startscene: Invalid get index 'Null' (on base: 'Dictionary').

          At: res://files/scripts/newsexsystem.gd:2131

ok also another one you can't end a sex scene if it's after a date.

SCRIPT ERROR: endencounter: Invalid call. Nonexistent function 'name_short' in base 'Reference ()'.

          At: res://files/scripts/newsexsystem.gd:2943

(2 edits)

This one's my mistake as well. Line 2943 of newsexsystem.gd has

i.name_short()

but it should be

i.name

No, I don't think you got it wrong, otherwise the line number would likely be the same. It's my fault again, I changed a lot of things and didn't test all of it. Line 2131 of newsexsystem.gd has

i.person.dictionary(requests[i.request])

but it should be

i.person.dictionary(requests['stop'])

No worries. It being my mistake is always a high possibility.

Aric's Expansion v1.6

SCRIPT ERROR: calcUnspilled: Invalid operands 'Dictionary' and 'String' in operator '=='.

          At: user://mods/AricsExpansion/customScripts/expansionfarm.gd:1674

SCRIPT ERROR: extractMilk: Invalid operands 'Nil' and 'float' in operator '<'.

          At: user://mods/AricsExpansion/customScripts/expansionfarm.gd:730

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

          At: user://mods/AricsExpansion/customScripts/expansionfarm.gd:398




Farm Report stays empty at day end. It seems like farming doesn't work at all (with Non-Consensual Livestock)

The farm gained a few typos when I was cleaning things up. I'll get them fixed up tonight.

Great, I look forward to your findings.

Something I also saw: at first I wasn't able to tick "Breed Snails" off after it was set, then somehow it worked. Playing around with it I recognized when Breed Snails is set "on" at the first girl it also shows "on" at the other girl. I tried to switch it off on the second girl (because I had only 1 snail), which didn't work.. and going back to the first girl I couldn't set it back to off anymore. Saving and restarting the game brought it back to work, also finding another snail miracously allowed me to tick that box on and off again. Funny enough the description of breast size changes whenever one sets Snail Breeding on and off.   No debug messages shown while fiddling with that tick box.

Now I got curious about the whole breeding thing and brought a guy into the farm.  I saw I could set his Breeding to stud, which gives me a list of all girls as potential partners.. and me! WTF, I'm a guy.. Mean as I am I set him to Breed snails.. which changed his state from stud to Breeding Snails.. ah well.. guess guys can't do both at once, eh?

The whole stud breeding is still confusing to me. Shouldn't the list of possible partners only show slaves who gave consent to breeding? Does female lifestock get breed by studs living in the mansion or should those studs also been set into the farm? And same question with male lifestock, do they breed girls living in mansion or should the breed girls also been set into the farm? In my opinion, I would expect consent would be needed from slaves living in mansion while everything could be forced upon farm lifestock.

Sorry for all those questions but I hope you could put some light on it.

That is a fascinating test and part of what I enjoy about people playtesting this mod. I have genuinely never even thought about (at least not as far as I can recall) flipping the script and having the male as the primary in the “cattle” slot. Yes, the only options should logically be those that gave breeding Consent. Thanks for pointing that out!

Two problems:

  Is it feature or bug that vats have infinity capacity whatever level vats capacity upgrade is?

If you put futa in farm with selected both as breeding option it can breed with itself.  Always if it is alone in farm.

There are many typos in the farm due to my code cleaning as it was not thoroughly tested. It should be much better in the next version.

I seem to keep encountering duplicate characters, which is pretty bizzare. Maybe I'm just blind but I don't see many people talk about it, but as far as I understand, it's a "normal" issue, right? Or should I get an exorcist?

Duplicate characters is a common issue when people apply conflicting mods. Generally Aric's mod is not compatible with most other mods. Known compatible mods are Bugfix, Debug, Constants, and Improved Random Portraits.

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Ah, so I have to turn off improved random portraits, alright.

Improved Random Portraits is one of the few compatible mods, I think you may have misread the ones he listed as incompatible. Anything BUT those likely will break it.

Sorry, I fail at reading sometimes, although this is the only mod that I had enabled besides bugfix

Hi, I cant find a way to remove the mute trait in normal game, is there a way to do that in this mod?

(1 edit) (+2)

Mute is a mental trait so the Elixir of Clarity by itself can remove it. That is vanilla and not altered by this mod, so yes there is a way to do that in this mod.

Edit: I should note that this mod currently does not support transitioning vanilla progresses to modded progresses.

(1 edit)

Thank! I though that the Elixir of Clarity are only use in Laboratory so I didnt try to applies the potion directly, my bad.
also would it be nice if the mod add deaf and blind trait that can find naturally or manually add or remove it with the Lab? 

or the action to add trait with the Lab would also be interesting.

anyway thank for your help!

Actually I would like a way to add pliability and quick recovery traits in the lab now that it's mentioned. Is that a possibility down the line?

Definitely a possibility, I’ll add it to the list!

I love how fast new updates coming out after so long. I myself really looking forward the prisoner dialogue expansion. Keep up the good work  d.

if someone could give me a link for the modded vers of the game that would be awesome (the vers that it used to run this mod) if it's the vanilla one well my bad but yeah would really apreciate some info about that =)

The first post on the first page of this topic explains the steps and provides links to the required downloads. It is applied to vanilla Strive 1.0d which can be downloaded from the Strive game page.

Cool in my memory they was a ancient vers of the game wich was used for this mod my bad =)

Have a great day =)

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Hey, so it seems that trying to subdue a slave who is forced and resisting crashes the game

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I had the same problem, the lines to edit are higher on the thread just search for my name on this page should find them.

Thanks man, editing the lines fixed it.

i am stupid, can't find the lines in notepad, how am i meant to edit lines?

Windows notepad is generally not suitable for editing Strive scripts. Use a decent text editor like Notepad++ or Sublime Text 3.

The line numbers are for the program files after the mod has been applied

(2 edits)

Mmm

so my game was instaled on an external d, and roaming is oc on the c, and so the mod are, added debug and activate it, exit , no problem, added aric then when activate it.


The following overlaps were recorded:

Patches: res://files/Mansion.tscn

     Strive-1.0d-Bugfix-V6b, AricsExpansion

Patches: res://files/outside.tscn

     Strive-1.0d-Bugfix-V6b, 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/mansionupgrades.gd, AricsExpansion

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

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

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

res://files/globals.gd: func loadsettings

     Strive-1.0d-Bugfix-V6b: line 14, Remove 3

     AricsExpansion: Replace all


The following new files were added by patches:

res://.import/archhmagerobe.png-28485afc89440908cc7c5591ad224777.md5

res://.import/archhmagerobe.png-28485afc89440908cc7c5591ad224777.stex

res://.import/armorpadded1.png-f52fff00ef55e6e755793505e4cad152.md5

res://.import/armorpadded1.png-f52fff00ef55e6e755793505e4cad152.stex

res://.import/armorpadded2.png-09d2c07d199b26e1028e367094a85401.md5

res://.import/armorpadded2.png-09d2c07d199b26e1028e367094a85401.stex

res://.import/base_female.png-1b301955233701c876fde7c25853f11b.md5

res://.import/base_female.png-1b301955233701c876fde7c25853f11b.stex

res://.import/base_futa.png-d78daf748d5d3eb08decf623bbc36ff4.md5

 Havent put all the code barely a part, just to know if it's normal bahaviour when activating artic after debug. (oc i got the laster of those two file and havent any file  left in roaming where the mod are instaled before re installing the game, )but first time that debug actually work so maybe it's just that, read all i think and so far not seem to be a critical error. I can paste of all of this if you want.

Thank a lot by advance.

The first mod should be the Bugfix mod not the Debug mod (both my mods, but quite different), though many people get it right and simply state it wrong. At the start of this text should have been the green text `No errors recorded.` The long post install report with many overlaps is expected and is simply too long to get any useful information from it. It is simply a result of both mods having become rather huge. The most important thing is whether or not the game crashes or gives error messages when you start the game or a progress. Note there are still quite a few bugs in the current version, some fixes are mentioned in the posts above, but the best approach is to get the current code from the Github page (just be careful of the folder name).

well it was just the overlap, they was no error 

"No errors recorded."

So good thank ankmairdor =)

It seems that branding a slave only takes 10 energy despite saying it takes 20

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okay so got some issue

the part of the genetic of character dont seem to work correctly, even with the library fullly upgraded the text"aric expansion racial bonus" still is blank as my bank account. And when cliking on the name of any race i got that =(

despite that some of my slave have some bonus (in green like when you use a enchanted gear, from the start, especially full blooded one's, so it work kinda

i have up with constant the number of skill pt gained per level, but yeah she was having decent stat from the start (starting slave), but yeah she have no gear who up her stat and havent get the lab yet, and a lot of new feature seem to work, got the new training facility, the town hall, etc

So if someone can tell me how to give more information it  would be nice =)


You would need to open expansionsetup.gd and read the bonuses from the text file. I'm not aware of any other display or explanation of the racial stat bonuses. The library entry for Racial Bonuses is blank in the file, so there is nothing for you to find there.

(1 edit)

well that one thing solve, strange that you wasnt aware of this, i was abble to see the stat of every race in the pannel, the bonus from breeding with x race, the full blooded bonus and the possible mutation/hydride,  is quit problematic, will look at that expansion setup.

Hey, first off, awesome mod. Unfortunately I'm having an issue with a farm manager being placed. The game crashes when I place a farm manager and move onto the next day, and when I replace the games .exe with the debug one, it doesn't crash anymore but the farm results tab from moving onto the next day dissapears, as well as nothing actually happening on the farm.

Here is the error:

Aric's Expansion v1.6

SCRIPT ERROR: chooseworker: Invalid get index 'farmhand' (on base: 'Dictionary').

          At: user://mods/AricsExpansion/customScripts/expansionfarm.gd:1710

SCRIPT ERROR: morningUpdate: Invalid get index 'jobskills' (on base: 'Nil').

          At: user://mods/AricsExpansion/customScripts/expansionfarm.gd:448

SCRIPT ERROR: dailyFarm: Invalid type in function 'append' in base 'PoolStringArray'. Cannot convert argument 1 from Nil to String.

          At: user://mods/AricsExpansion/customScripts/expansionfarm.gd:383

There isn't an easy DIY fix for that error, a typo in another section creates improper data structures that get added to the save file. I'd recommend either waiting for the next version, which should be out in a few days or so, or getting the current main branch from the Github as most of the known issues have already been addressed there (just be careful of the mod folder name). The Debug mod prevents most crashing by aborting the current function as soon as things go wrong, so it doesn't crash but doesn't do much either. Though a side effect of the aborted function is that it causes errors in functions that were depending on the results of that function, which is 2/3 of those errors are.

Thank you for the clarification. Thankfully, using the current main branch from the Github seems to have solved my issue. Thanks!

Farm breeding

I don't know if it is intentionally but dedicated studs (partners) don't have to be added into the farm while for random breeding the stud has also to live in the farm. After I removed partners to get random breeding and I had no stud in the farm I got the following error message:

Mod Version v1.6. Expanding game to latest Aric's Expansion version

Aric's Expansion v1.7

SCRIPT ERROR: chooseworker: Invalid get index 'Null' (on base: 'Array').

          At: user://mods/AricsExpansion/customScripts/expansionfarm.gd:1717

This error repeats for every breeder without partner assigned.

Then, in the farm report always gets stated no Semen got sold: 0 bottles of Semen today for 0 gold.

But the amount of Semen Bottles for Sale (in the Semen Vat Management) decreses as if some got sold

For the empty studs array I recommend this: https://itch.io/profile/ankmairdor
The farm sales have yet to be investigated.

Hey guys I don't know if it just me or what but I encountered two things that bothers/ gets me confused. The first one is that whenever I go through 'Far Eerie Woods' 8/10 times I get the event where a bunch of spider trap a traveler in a large cocoon  and the other 2/10 mostly wolf attacks. Now I don't know if that how it supposed to be but for the fairy quest I had to go to the 'Elven Grove' because of this where it supposed to be a lower chance to get one. The second one is when I started a new game as a halfkin fox (64%/36% of demon) mage with Frostford as a starting place  as soon as i finished with the custom start when I went to assign my stats I noticed that I started of with 1 Agility and 2 unassigned points(which is normal) also in the description it now says I'm 100% halfkin fox. So my question is why did I start of with one Agility point?

The spider trap encounter had testing data leftover so it will appear most of the time in the current release.

There are steps in the customization process where the game regenerates the player, specifically if you change the race, sex, or age or back up from that step. When the person is regenerated you will get new genetics. That said, the bonus for 100% fox is +2 agility. Apparently there is some crude genetics work happening at the end of the customization process that always forces the player and starting slave to be purebloods and the player's racial bonuses are not updated afterwards.

(1 edit)

Just want to ask if i'm the only one who was abble to see (before when we was at the vers 1.4) the possible  hybridation bonus from bredding with x race, and bonus from fullblooded by cliking at the race of any character in their charactersheet ?

havent been abble to found one screenshot when i was checking my folder as i was mostly saved screen of recipe for hybrid and funny moment of the game, but it  was visible like that

 cause it's was damn useful !

(also found in the setup file the crude information about it but yeah it was way more faster)

I've had it on my list to make (or get someone to help me make) something like that, but no I don't think it actually existed as you describe.

what the helll !

it thank to that that i have discover the different hybrid posible and stuff like that, wich are exactly the same as in the file, the setup something, so godamn so yeah 100% sure it wasnt a dream, damn that strange

If Ralphs is enabled in expansionsettings, it does have the list where you're referencing. I'd confirm that it wasn't left with use_expansion_tweak = false if you were playing on a Ralphs save.

damn in that case it might be that my instalation is fked up, but got the new trait, the new item, specialisation, the training ground and the colorful name, so it's strange

or do that mean that it can be re enabled by change it to true ?

also have start from vers 1.6, with debug and all if that relevant to my question.

(+1)

The traits/items/specializations are fully separate from Ralphs, Ralphs just gives the unique hybrid races and some additional race alterations (along with the option for difficulty tweaks). If you were playing with Ralphs beforehand, it wouldn't automatically save your changes to expansionsettings.gd, so any changes (like enabling ralphs via the line above) would need to be readded. We're trying to come up with a solution to having to re-add all of your tweaks/changes/customizations in expansionsettings but haven't gotten there yet. You can enable it now by setting it to true though, yes.

Nice to know,  thank !

i have no way to prove it because i cant get the debug mod to work. but my game has a moment when it crashes. when i hit the subdue button.

The Debug mod is not applied through the mod system and only works for 64 bit Windows.
I'd recommend either waiting for the next version, which should be out in a few days or so, or getting the current main branch from the Github as most of the known issues have already been addressed there (just be careful of the mod folder name).

ok thank

Is there a way to stop lactation? I never found one so I thought I'd ask here.

(1 edit)

mutation (a spell that can be acquired at winborn at the magic academy and have a vast kind of effect from add a trait,to change genetic or physic atribute of the slave) or potion (alchemy station)

Go to expansionsettings.gd in the customScripts folder and change "lactationstops" to true

Mutation might work but that's not reliable and can do like anything. There is no potion to stop lactation unless I am really missing something. I've searched through the list a few times. I enabled the lactation stops rule i assume it takes a bit to occur?

(1 edit)

Question about save comptability, so have try to eddit the setup file to change some of the uniq npc genetic, (cause godamn the fact that some of them was losing bonus point for few %), so so far it work only problem is that for cali it work kinda, as she got all the bonus stat from pure blooded, but the text still say that she's 30% human, so have use a text editor, notepad btw, found her, change her genetic so now she show  100% halfkin wolf, wich was the point.

But with the current vers do the new save file is good for long term ?

i have been abble to play with it no prob, and the save when from classified as "file" to classified as text document.

Thank a lot for any reply =)

The next version coming out should be fully save compatible. We may have one that breaks compatibility in the near future, but not in the next version.

Well that a relieve, wonder what coming in the next update also =)

Game crash when use "subdue" at  sex

I'd recommend either waiting for the next version, which should be out in a few days or so, or getting the current main branch from the Github as most of the known issues have already been addressed there (just be careful of the mod folder name).

I know the mind control stuff isn't set to be included in the game for a while, but I feel like there has to be some better system for sexuality in the meantime. The idea that a gay character can sleep with someone of the opposite gender a few times and magically become straight makes everything feel a bit too fluid... no idea if others feel similarly, since I know the current system makes gameplay easier, but this was something that stuck out to me

Deleted 2 years ago

Maybe if they have enough orgasms only? That way unattractive people have less chance of flipping people? But it's definitely too fluid right now imo.

I'm tried to use var use_ralphs_tweaks = true in AricsExpansion\customScripts\expansionsettings.gd. Sorry I just wanna ask, can I enable bonus race for my MC, in ralph tweak bonus race for MC not visible.

And I'm sorry if ask silly question, how can I make my MC wearing clothes, as you can see MC not wearing it, but not catch by town law nudity.


At the moment, there isn't an easy disable for the change to the player's racial bonus stats. The code responsible for it is in scripts/person/person.gd in the cleartraits function under globals.useRalphsTweaks. It causes them to be removed from the player during creation.

I don't think there is any way to manually toggle the cloths for the player, but there may be a way to have it happen automatically, though it will limit your description of the player. In AricsExpansion/expansionsettings.gd you can change player_treats_clothing_like_slave to true and edit the save file to make sure that the player's exhibitionism fetish opinion is low. You'll want a JSON editor, find the player, find fetish, find exhibitionism, and set it to "unacceptable". In theory this should cause the player to automatically re-dress after sex, though this was just from a quick read of the code.

Thx ankmairdor for fast respond, I tried to change str_mod to str_base in \files\scripts\person\person.gd

if globals.useRalphsTweaks && self == globals.player:

for i in ['str_base','agi_base','maf_base','end_base']:

stats[i] = 0

I hope this right...

As for MC clothes I'll try it, thx for the help.

I would have used:

if globals.useRalphsTweaks && self == globals.player && false:

Your way works, but made the code redundant. 

(3 edits)

I tried open my save file in JSON, i change exhibitionism to "unacceptable". And change Exposed value to false in result MC wearing clothes ofcouse with some small error. I tried sex, after sex the clothes not visible again hahaha


That error message means that you have an fairly old version of the mod. The redress code is fairly new.

(1 edit)

I'm using aric's mod v. 1.6. Sorry if I'm misunderstanding.

Sorry if I'm asking too much, but can ankmairdor make script to changeplayer.exposed value to false when I preesing button leave to town or C button at mansion. I'm novice in coding, I've tried it so many times but failed. If too many code will change the mods then don't bother to make it.

The most current version of the mod is on the GitHub, just be careful of the folder name. Adding a new button to a mod is not a trivial task. I recommend getting the GitHub version and trying the automatic approach. Also it has a lot of fixes.

Thx very much for the advice ankmairdor

(2 edits)

Mod version downloaded from github 12.2.: ctd when starting a fight if one member of the party has the sword Armor Breaker equipped. It doesn't crash when I use debug, but I do get: 

SCRIPT ERROR: passive: Invalid call. Nonexistent function 'append' in base 'Dictionary'.

          At: res://files/scripts/abilities.gd:871


Update: found out which equipment caused it

It appears that the addition of new items included a regression of effects for the Armor Breaker. To trigger the built in fix you will need to edit the save file with a text editor(you will want one with a Find tool) and change the "currentversion" from "1.0d" to "1.0" (any change will work, but this keeps it simple). I recommend making a backup of the save file as mistakes are hard to fix.

Ah, yes, that worked. Thank you very much! 

New update seems to be doing fine so far I havent gotten through my entire play-through yet , I did find a few grammar errors in the non combat encounters.

Oh also, I've seen this pop up quite a few times, and futanari  are disabled in my game and my character is perfectly fine being male so why would my MC randomly think this? lol

 

Great catch! We're still adding in more travel events and some potential settings checks like that weren't thought of. I also believe that one is one of the ones added by the "sillymode" setting that is on by default but can be disabled in expansionsettings, but am not 100%. Feel free to let us know about any grammar mistakes that slipped by as well!

So the links to threads where it was explained how to mod in Mac without Wine have stopped working. In one of these threads, there was a link to a stripped down version of Strive for Mac, that was a necessary part of the process, as the latest downloadable version won't work. Does anyone have that link?

The stripped down Mac version was shared in the Mac without Wine topic; however, it appears that that topic no longer exists.

https://mega.nz/file/3MJQVJ4Y#w1vLnCqyJ8v9AMdiRLz1lf5ZJHGW9dyNgFaMdp5hIb0

This is the stripped down Mac version, you need either the Windows or Linux version for its files. There is an older copy of the MacOS mod setup in Strive's Mods menu, or in the wiki's modding guide.

(+1)

When you look at a description of yourself this error occurs:

SCRIPT ERROR: showVice: Invalid get index 'vice_known' (on base: 'Dictionary').

          At: res://files/scripts/characters/description.gd:737

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

          At: res://files/scripts/characters/description.gd:11

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

          At: res://files/scripts/Mansion.gd:3631

(+1)

Thanks for the report. It is fixed, but for the meantime it's an easy fix on your end. Go into description.gd, find showVice(), then replace: 

if person.mind.vice_known == false || globals.expansionsettings.vices_luxury_effects == false:

with

if person == globals.player || person.mind.vice_known == false || globals.expansionsettings.vices_luxury_effects == false:

Thanks!

about 

  • The system can be disabled by toggling expansionsettings > flaw_luxury_effects to false

cant found the file where it his (i have open every file about script i think, and search for word related to it and nothing =(

thank a lot by advance !

(+1)

Sorry, it was renamed to vice_luxury_effects. It’s in customScripts/expansionsettings.gd

found it thank a lot =)

cause my last save was full of rich or noble save and it would have be a nightmare to deal wiht even more luxuary reqcuirement =)

question, if they would be a update about the labotaroy possibility, to know if it at least possible, as i assume some mechanic must be more hard to deal with than other.

For example i have search since my discovery of that game i have search for a mod who would allow you to get a secund dong and would really like to know if technically it's possible.


Thank a lot for any awser and hope the best for artic and his enchancement of the game =)

(+1)

Thanks for the best wishes, they are well received and returned. Regarding the second dong, unfortunately I'm not sure exactly how that would play into actually being used in Sex Scenes. It's an interesting concept, but unless the dong was almost treated like a second male/futa it would involve some serious retooling of the sex scenes to actually let it be used as more than a line of text in the inspect screen. It's an interesting concept though and I'll keep it in mind as a factor when we're looking at revamping elements of the sex system to see if there's any way to set the groundwork for it without redoing the whole system.

well my first idea was how to deal with melissa cause even if i was naming the slave she kill "sacrifice" well i was quit pissed at her 

and then after i was like it would be actually  a interessing idea especially with the interessing feature that is the lab  =)

Well that would be amazing if that was possible =)

(1 edit)

Can't create a new game, can load an old game but it immediately closes the app when I try to start a new game, please advise.


Update: passing the day in an old save with the mod active also closes the app

Make sure you have the current version of the mod from itch.io (not GitHub) installed. Use the steps: un-apply Aric's mod, delete the mod folder, move the new mod folder, and apply Aric's mod.

Otherwise install the Debug mod(https://itch.io/t/1137280/debugmod-v1) and post the error message you get. The Debug mod will stop the crashing but that does not mean that your problem is gone, rather the game accepts corrupted states in order to keep going no matter what.

(+1)

Alright figured out the issue it was user error.

When downloading the bug fix, I downloaded v5 because v6 explicitly said it does not work with Alaric's mod 1.4. I misunderstood that as meaning I should use 1.5.

Nope, this is 1.7 and works just fine with bugfix v6

Since 1.7, been having some odd results with certain elements of the racial builds (specifically percentages showing what they are, e..g. 50% human). For one thing, it seems to be having some strange results with the starting slave when I try and make a new game.  In previous versions I've gone back a step and re-changed her race to halfkin cat until got 100% feline (since just prefer it that way, even if you could argue a halfkin cat shouldn't be full cat), but now even when I do that her racial build seems locked at 39% human / 61 cat (or reverse, can't remember which). Since the numbers are a little odd, I don't imagine this was intentional, but maybe it is.

Also, the unique characters seem to have started having random racial builds again (e.g. Emily being about 4 different races mixed). If I'm remembering right, this was a problem during one version but was later fixed, but I'm getting same again now.

Since only way I can get a non-demon child is to breed with someone pure whatever I want them to be given that my main is pure demon (at least as I understand the system, since it only seems to pick from the ones with highest matching percentages, such as having 50/50 split and picking either), this is causing me a few problems, and just want to find out if this is intentional or a bug somewhere.

And as a seperate issue, starting slave's submissive route is playing up. When done the alchemy room scene with them, they gain the submissive trait there and then instead of during last scene, but then lose the trait next day, and the final scene that plays out is the one from love/loyal route, with same end trait results as if went that way. 

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In the previous version, the player and start slave would basically never display pureblood(100%) genes but would always be forced to be pureblood when the game was started, so re-rolling the displayed genes never mattered. The code for assigning genes to unique characters was cleaned up so that the displayed genes are always what you will receive when the game starts. It was also reported by a player that it didn't make sense for halfkins to be purebloods, so halfkins were added as exceptions to the pureblood rule unless Furry was disabled in the Options menu, in which case halfkin would take the place of beastkin in terms of genetics. The 69% animal and 31% human was hard coded for halfkin starting characters when Furry is enabled.

Unique characters will have random genes if you do not have Ralph's Tweaks enabled. (Edit: apparently this was changed and unique characters no longer get random genes) Previous versions did not support Constants mod for changing settings like Ralph's Tweaks so the files had to be manually edited every time. Though if you use Constants mod you will need to restart the game for Ralph's Tweaks to go into effect.

I don't exactly understand your problem related to getting a non-demon child. In the previous version, the race chosen for a child had an un-intended bias. It is intended that the child's race will be a random selection of one of the highest percentages if there is more than one. In the case 25/25/25/25, each race will have 1 in 4 chance to be selected. If you have a reason for wanting a different result, then you will need to clarify why and what you would prefer.

Fetishes were expanded to include several vanilla traits such as "Submissive". Vanilla systems for acquiring those traits such as the start slave's quest line and the sex interact have not been corrected, thus those traits will still be added and then later removed. Currently it is not possible to acquire and keep those traits outside of the daily fetish opinion updates.

Didn't play the previous version since was too minor an update for me to bother with (since all it changed was name colour and a few bugs, as I understand), but in the last one before that used to re-roll, hence confusion. Can understand the change to halfkin too, just seemed odd to me given the rather obscure nature of the chosen numbers.

Double checked Ralph's tweaks were on, and they are, but still experiencing the same issue with unique characters. Emily, as previously mentioned, has a ludicrously long list of genetics that doesn't seem to change for me even when start a new game. Just tried it and got the exact same list (below).




The issue with non-demon child is based primarily on my main being a pure demon. Since that means the child will always be at least 50% demon, then the only way another option is possible is if the other is 50 as well. Therefore I need to have him breed with a 100% whatever for there to even be a chance, because otherwise the genetics passed over will be under 50 and thereby excluded in favour of demon.
As example, if breed main with 100% feline, get a 50/50 demon/cat, so result could be either. But breed him with a halfkin cat, and results would be 50 demon/ 15.5 feline / 34.5 human. This means the end result will always be demon and cannot physically be halfkin cat. As it stands, the system means it's impossible for my main to have any child with a halfkin race or any other who isn't at 100% their race without the result being demon.

Whilst the fetish system would be fair enough for most part, it does cause a slight issue with the starting slave's quest line since it seems to be interfering with whatever calculates the end scene. I don't know coding, but can only assume the removal of the submissive trait is somehow removing the trigger for the ending, since it is giving the non-submissive quest ending/sex scene. If this is going to remain, then I'd think that the trigger for that scene needs to be altered somehow so get the correct ending.
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Those numbers were chosen by Ralph, I have no idea why those were specifically chosen over a random range.

Also, those genes for Emily were chosen by Ralph, it was something about being optimized for breeding, though that may no longer apply unless the equalizer setting is changed.

There are a couple solutions to your Demon breeding problem. Edit the save file to give the player something like 80% demon and 20% human; it won't update the genetic bonuses but you'll get the children you wanted. Change "player_secondaryrace" and "player_secondaryracepercent" in expansionsettings.gd and start a new progress, though I'm not certain that it works well in every case. 

The fetish system is still rather new, so I expect that it will change a bit in future versions and the other issues will eventually get addressed. If you wanted to make sure the start slave quest ends as expected, then you could influence them to have the fetish opinion high enough to get that trait.

Edit: The save file is JSON formatted, so I recommend using an online JSON editor for editing the save file. Also make a backup if you do, it's hard to fix save files.

If I install improved random portraits should I do it before or after installing this mod?

All mods(probably just Portraits and Constants) besides the Bugfix mod should be applied below Aric's mod and can be applied at the same time as Aric's mod.

Yo I need help to stop lactation I already enabled lactation stops, I tried moving the timers too but it never stops, after that I tried using leak to see if it was that nope still doesn't work is there something else missing?

It seems that in the process of removing the old milking system, I failed to notice that "person.lactating.daysunmilked" was only updated in the old system. There are currently no safe and easy methods to stop lactation. The only way that exists at the moment is the mutation spell.

There is not an exact match to that old system's code format so the update of that value is somewhat complicated.

The zero-ing of that value would need to be added to extractMilk in expansionFarm.gd.

person.lactating.daysunmilked = 0 #add
var milkproduced = 0

The incrementing(+= 1) of the value would need to be added to dailyLactation in expansion.gd just after the code checking if they are lactating.

if person.lactation == false:
    return text
person.lactating.daysunmilked += 1 #add

Note that the leading tabs are turned into spaces and I have excluded one layer of tabs, so you cannot simply copy this code into your file.

Also, if you use the leak spell on them, suck on their nipples or use a milker during sex it will reset the timer.

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I'm trying to disable the expanded farm options as I find them over-complicated and far too tedious in comparison with the vanilla system. The in-game Library says that it is possible in the expansionsettings.gd file, however I cannot find any options in there to simply turn off the farm expansion. In the "Farm Expanded" section of the file, there isn't any variable to toggle the new farm on/off that I've been able to find. Is there a line I would need to add to disable the farm or is the information from the Library simply giving me false hope.

It haven't read it, but it seems that the library is wrong. The vanilla farm does not exist when Aric's Expansion is installed, so no option could possibly revert it. Also, there is no simple change to the code of Mansion.gd that would revert it as the farm GUI in Mansion.tscn has been overhauled.

Can you let me know which entry gave you that impression so it could be fixed? That is definitely erroneous as the UI and all elements have been completely overhauled.

I just went back through the library and didn't see it there. I must have read it someplace else. So the Library is all good. Sorry about that. Even though the new farm is a complete overhaul, I noticed that the farm manager does still perform similarly to its old way by subbing in as a farm hand and milk maid if you don't have any. Would it also be possible to add Milk Merchant to the farm manager's duties if no one else is doing it? At least then all the original farm functionality would be back. Maybe with whatever energy the manager has left being a negative multiplier towards profits. With higher energy, the manager would be more willing to deal with getting good prices, lower energy and they'd just want to get everything sold so they could go home and sleep, lol.

The Milk Merchant position is actually pending a fairly substantial overhaul itself to get it closer to where the original intention was. It should allow more direct control over milk sales, city interests, etc. However, I will keep that in mind as a strong possibility to see how easily I can tie that feature into what is planned. That's a good suggestion and I appreciate the feedback.

Maybe you could split Farm changes into a separate mod?

Whew, that'd be a loooot of code detangling. I'm not saying it's impossible, but it's not likely in the near future as a lot of the mod's features rely heavily on components from the various areas it touches (like the Farm).

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The “strip immediately” options (from Talk or the toggle in customize) are just for them to strip right then. If you want them to remain nude, you have to brand them and use the nudity rule (like in vanilla). The tooltip from hovering over the customization toggle button should explain that as well as the nudity rule toggle (if unlocked via brand).

Lip sizes do add lisps if at the extreme side of the scale, but reducing doesn’t immediately remove lisps. I believe there’s a chance every day, but the quickest way is to just the lab to remove it (as it is a physical trait).

If you mouse over the left side of the character names, it shows the character’s body image.

Something may be broken on your save if you can’t open your self-inspect menu. I haven’t heard of or seen a bug around that in this version. It may be fixable though. If you aren’t already, download and start the game with the debug exe. See if you’re getting an error when trying to open self-inspect in that. We may be able to talk you through fixing the save, though if it’s just a mid installation it may also work if you just reinstall it fresh and reattempt the save. 

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That’s the order, that may be part of what messed it up. Technically you have to go in exact reverse order of installation. It would have to be uninstall Aric’s to uninstall the bugfix and reinstall the bugfix before reinstalling Aric’s. If you uninstalled the bugfix while Aric’s was active, that did likely Bork things up.

I’d recommend to uninstall both, download/extract a new game and reinstall to be safe. If it still happens from there, try going to in your AppData/Strive/mods/AricsExpansion/customScripts/expansionsettings and changing the version number to something higher like 17a or something. It’ll force the game to rerun backwards compatibility and hopefully fix the issue if it’s related to the save game.

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Awesome! I hope you keep having fun and enjoying the mod as it continues to grow! If you ever want to hop in and chit-chat with the team that actively works on the mod, feel free to swing by the Discord. Most of us don't bite.

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