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Strive for Power

Fantasy Slave Management/RPG Erotic Game · By Strive4Power

Modding help Sticky

A topic by Strive4Power created Aug 20, 2018 Views: 41,794 Replies: 98
Viewing posts 21 to 33 of 33 · Previous page · First page

I want to make it harder to get pregnant.  Can anyone provide a link to a mod or fix or point me to somewhere in the scripts where I can make adjustments?  Thanks in advance!

In globals.gd, the function "impregnation" contains the core mechanics. Fertility is used as the chance to get pregnant.

Got it!  Thanks!!!

how to install Bugfix-V4a?

(1 edit)

My bugfix is a patch and not a mod, which means that the patch cannot be applied through the mod system.

Make sure that your Strive has no mods currently active. Copy the contents of the patch (minus the change log) into the "files" folder of your Strive program folder. The OS should prompt you to replace the files and merge the folders. If there is a "backup" folder in the Strive program folder, then delete it so that a new one will be made including the patch when Strive starts. 

Afterwards you can try to add other mods, though some may conflict with the patch due to the many changes, including to the mod system.

Edit: small mistake

How does do make armor craftable? I run into a ton of icon issues when playing. Will try to slap entire strive folder into a gd project and see how it goes.

Your question is not entirely clear, but I recommend using Leo's mod(https://itch.io/t/667993/leos-mod) as an example of how to add new items, especially with custom images as icons. The key to that is applying my bugfix patch first, as it fixes many problems related to custom icons. For more detailed help with modding I recommend the Discord (https://itch.io/t/284398/discord), as that is where the most active modders tend to gather.

Could somebody kindly point me to what file handles the racial traits (Taurus producing more milk etc.)? All I seem to be able to find are their descriptions, not the traits themselves ...

Unfortunately, some of these effects are scattered throughout the code. For example, the beastkin cat dodge bonus is handled in the combat code that calculates hit and miss.

I've done a quick search and the Tauran milk production seems to be set in mansion.gd during the milking process at end of day. You can change this value for your own version but the endofday() function is so big it is a bad function to start modding.

I see, that explains why I was having such a hard time locating them. Thanks a bunch for your answer! I guess I'll keep my eyes open then in all kinds of places and see which ones I happen to come across.

What does the "customcharacters.gd" script in files\scripts\characters do?

Nothing at all. I don't know if it was never implemented, but nothing references that file.

(2 edits)

So I made my own mod with about 25 or so different purposes, but it was all done via overwrite. Now that I have decided I want to post the mods, I need to edit them so they modify the functions instead of replacing them. Also splitting that big mod into a dozen or so smaller ones.

Everything was going well until I reached my Beastkin Mouse & Rat mod...

So what I want to do is append my races to the end of the array, but after some testing, it doesn't seem to work that way. Perhaps I'm doing something wrong, so I thought I'd pop into the Discord and ask for help, but after waiting a few minutes I figured it wouldn't hurt to post here as well.

My mod works fine, and just by adding to the list of races, they show up in the character creation menu, as intended. So everything works fine. (I've also run into some wild halfkin rats, so I'm happy about that as well)

The problem occurs when trying to convert the mod over to be additive instead of replacing the entire variable array.

Has anyone here successfully added a race to the game without replacing the var races array in races.gd?

Side note: I also have custom 'body parts' for the mice and rats, since round ears weren't a thing in vanilla for some reason... And of course, I had to add the tail descriptions lol.

EDIT: Apparently I needed to take a short break. Syntax error stopped me in my tracks. Fixed now, and working as intended... now to figure out how to deal with descriptions.gd which has dozens of changes and additions lol... This is gonna be fun. Special thanks to Ankmairdor for the help on Discord. Sorry I wasted your time lol.

List of all my mods (currently unreleased):

Alchemy For Dummies - Replaces all alchemy recipes with a recipe requiring one Basic Solution (Breaks game balance, I'll make another mod later to fulfill the purpose behind this mod - avoiding the grind of fighting hundreds of monsters with limited stamina [read as: stress] forcing multiple breaks and cutting into valuable gaming time; this mod was just a quick & dirty one intended to make me smile and get me used to the modding environment while also granting me the satisfaction of never having to farm underground monsters again lol. Why are they so far from town?)

Beastkin Mouse & Rat - Adds the named races to the game via a simple method, and adds custom descriptions for them. Because of how the game is coded, this automatically creates the halfkin variants of each (for those of you that don't know - all Beastkin have a halfkin variant and it's handled automatically by the code)

Combat Preview Fix (Not working, need to figure things out for this one; it's intended to show the exact number of enemies [working] and the highest level of all enemies present [not working at all])

Combat Stress Reduction - Reduces stress gained per turn in combat, as it says on the tin.

Gender Equality - Adjusts character creation for gender equality by allowing almost all options regardless of gender. (minor tweaks required before it's release ready)

I'll be working on a few other things here or there, like rebalance patches and such. I'd love to have a look at the quest log and make a backlog of completed quests, and also rewrite a bunch of questlog entries because coming back to an old save and trying to figure out what's needed is kind of annoying. It's far easier to start over, and that means walking away from whatever amount of effort your put in the previous save.

One other thing I'd like to tackle at some point is changing that intro text that pops up during character creation. I want to move the button and reduce the size of the text window... it really doesn't need to be that big... but those are on the editor side, and I can't be bothered to open Godot right now lol.

Hi, this it my first time adding mods, why does there a file can not open?

The game does not have permission from the OS to create folders/files in the Strive program folder so it didn't create or fill the "backup" folder which is the backbone of the mod system. You should move the Strive program folder to a new location that has more open permissions. Generally the desktop works, otherwise documents folders tend to work. If neither of those work then you can add it to ".../AppData/Roaming/" next to the Strive user data folder.

I see, and I solved the problem, thank you so much!

It seems you resolved your other issue but I will add this for others.

In the bottom right of your mods menu is the path "user://mods/Leo/", this should be "user://mods/". You need to press the button for the path and use the black arrow at the top of the folder dialogue to go up a folder.

As a result of this bad path, a duplicate of the Constants mod was created inside the Leo's mod folder. It's best to delete that duplicate after changing the path in game, though it should usually be harmless.

Deleted 1 year ago

You haven't given me any new information to evaluate the cause of your problem. Do you have MacOS? Do the errors match exactly? Any small differences to the wording or paths can be significant.

I hope this is just a wild coincidence, but I'd like to point out that Night 1 and I are different people, in case there is any confusion.

I generally don't remember IDs except for the active few, but since you point it out it is kind of amusing. Though as it appears that you haven't posted here under this account in at least 2 years I don't think anyone but you would consider it.

yea, I apologize for making it similar( I guess I came after). Since I had been using Night as my ID in other places, just want to keep it consistent, but Night has been taken, so I just added a space and put a 1 there. Sorry for the confusion.

Can anyone help me with how to add full body images to new characters. as in say Tia (a minor character ). This allows us to have different images in the sexuals scene and also the fullbody image  as in sprite that normally appears for the rest of the characters. 

This is how I did it  in Leo's mod with images in directory mods/Leo/Images


var sprites = globals.spritedict

sprites.bonniefull = globals.loadimage(globals.modfolder + "/Leo/Images/Bonniefull.png")

sprites.bonnieportrait = globals.loadimage(globals.modfolder + "/Leo/Images/Bonnieportrait.png")

How to make a mod that only adds sex actions? I made one such action as my first coding experience and it works well enough if I put it in the actions folder, but I want to package it into a working mod. I can't figure out how tho, and the modding guide isn't very helpful.

Download the expanded sex mod and see how it is done there.

The method of the Expanded Sex mod is rather old fashioned and clunky. Aric's Expansion GitHub version uses the modern method. I recommend using the patching section of the modding guide to put the new sex action files directly into the game folder ".../files/scripts/actions". The path in your mod would simply be "...YOUR_MOD/patch/files/scripts/actions/YOUR_FILE.gd".

Thanks a lot

How does load order works? If 2 mods modify the same file, which mod will modify it first and which will be applied on top of that modified version?

(+1)

The simple answer is that after the mod system resets the game files to the backup state the mods are applied from top to bottom with each successive mod applying changes to the resulting state of the files.

There are some nuances to how the order affects the conflicts of mods as there are multiple ways to mod scripts. Line edits (tagged changes) to add or remove lines from existing definitions are tracked by the mod system in order to attempt to maintain correct line targeting for later mods. However, if multiple mods attempt to edit the same lines, then the mod system will likely not resolve the conflict. Due to the line targeting corrections lines added by mods are not indexed, and thus cannot be directly line edited.

For file patching and definition replacements (untagged changes) the mod system overwrites the relevant code regardless of prior changes and resets the tracking of line edits. However, this means that successive mods may incorrectly target lines if they were expecting a vanilla definition.

Thanks for an answer!

But to make it clear: I want to make mod changing .gd file that Aric's Expansion completely replaces and use RemoveFrom and AddTo. I should use line numbers from Aric's file, as vanilla line numbers may target wrong lines and it will break the game, right?

(+1)

That is correct, you must use the line numbers from Aric's files, and update for any relevant changes made to Aric's mod.

How to import .png file to game?

There are a lot of potential nuances to what you are asking and without elaboration on your part I will have to do so.

Importing an image is different than loading an image when working with Godot, Strive's game engine. Images are imported only by the Godot Editor and stored as multiple files; the critical ones being the text file(.import) that tells how to load the image and the slightly altered image file(.stex). Unless you are adding the image to a scene file(.tscn or .scn), loading images during the initialization of the game, or wish to obfuscate it from other users, there is no need for importing as Strive has a "loadimage" function in globals.gd that will load any valid image file.

The process of importing is fairly simple. Place the image in the Strive program folder in the exact location(relative to the program's root folder) where you plan to use it from. Start the Godot Editor and scan the Strive program folder to find the project file. Load the program folder as your project and the editor should automatically import the image.

Including the imported image in a mod is as simple as including all the files for the imported image except the image file itself (unless you want to, but it will double the size) in the "patch" folder of the mod. Use the same folder structure in the "patch" folder as program folder to get the files to the right locations.

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