Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Strive for Power

Fantasy Slave Management/RPG Erotic Game · By Strive4Power

Aric's Expansion Rebred

A topic by AricTriton created Sep 23, 2019 Views: 471,350 Replies: 2,460
Viewing posts 521 to 720 of 737 · Next page · Previous page · First page · Last page

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

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

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

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

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

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

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

(+2)

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

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

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

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

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

And finally some suggestions:

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

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


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

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

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

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

(1 edit)

What GPU are you using?

where do you check

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

it says AMD Radeon(TM) R2 Graphics

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

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

Thanks to all

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

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

(+1)

https://itch.io/post/3595201

Thank =)

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

(+1)

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

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

I think he's still working on it.

(+3)

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

(+1)

Unexpected good news. I love it!

So I suppose there were many bugs ;)

Anyway people can help?

(+1)

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

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

(+1)

The amount of horny entitlement in this comment is astounding.

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

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

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

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

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

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

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

(+1)

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

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

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

Question first damn great mod !

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

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

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

(+2)

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

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

(1 edit)

oh yep remember it was different about ivran !

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

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

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

oh yep remember it was different about ivran !

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

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

oh yep remember it was different about ivran !

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

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

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

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

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

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

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

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

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

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

(1 edit)

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

(+1)

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


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

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

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

(1 edit) (+1)

It seems like you are misunderstanding some things.

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

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

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

(2 edits)

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

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

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

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

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

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

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

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

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

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

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


PLEASE HELP ME IM IN PAIN?

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

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

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

Ah makes since!

Good job figuring it out!

(1 edit)

Question about the main npc

for example ivran, yris, cloe and so

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

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

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

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

(+1)

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

(+1)

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

(1 edit)

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

i am curious tooooooooooooooooo!!!

(+1)

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

Go Go AricTriton

(+2)

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

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

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

(1 edit)

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

(1 edit)

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

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

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

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

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

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

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

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

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

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

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

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

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

(1 edit) (+1)

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

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

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

ERROR: reload: Method failed. Returning: ERR_PARSE_ERROR

   At: modules/gdscript/gdscript.cpp:599

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

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

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

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

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

Additional Mod Installation Information:

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

The following overlaps were recorded:

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

Patches: res://files/Mansion.tscn

     Strive-1.0d-Bugfix-V5, AricsExpansion

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

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

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

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

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

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

     AricsExpansion: Replace all


Thanks for the help!

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

Same issue here,

more of a step by step  of what I did

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

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

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

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

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

(+1)

https://itch.io/post/4826286

Thanks for the fix, I appreciate yalls work!

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

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

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

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

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

ERROR: reload: Method failed. Returning: ERR_PARSE_ERROR

   At: modules/gdscript/gdscript.cpp:599

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

https://itch.io/post/4826286

My bad, I missed that update.

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

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

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

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

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

(3 edits)

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

return getRandStr(descTitsBodyType[3])

but should be:

return getRandStr(descTitsBodyType[1])

The index 3 should be 1.

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

Hi ankmairdor,

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

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

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

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

(+1)

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

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

but it should be:

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

It just changes the max size from 2 to 5.

Thank you very much, I will test that.

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

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

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

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

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

Thanks

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

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

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

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



(+1)

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

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

but should be

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

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

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

(+1)

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

(+1)

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

(+1)

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

(+1)

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

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

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

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

(1 edit)

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

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

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

(+1)

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

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

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

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

Thanks.

(+1)

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

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

if person.npcexpanded.mansionbred == false:

to

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

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

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

Its in your mod folder right? under directory:

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

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

#Sibling Match Relatives

if person.npcexpanded.mansionbred == false:

(+1)

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

Perfect. Thanks :)

Hi Thank you for looking at this and your advice.

(1 edit)

Congrats on getting  it working with 1.0.

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

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

(1 edit)

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

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

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

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

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

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

(1 edit)

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

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

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

(2 edits)

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

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

(8 edits) (+1)

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

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

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

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

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

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

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

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

(1 edit) (+1)

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


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


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

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

(+1)

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

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

(1 edit)

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

(+1)

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

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

Fixed. Thanks god

Deleted 2 years ago

Should be resolved in v1.2

Deleted 2 years ago

Sweet, I love bugs that are already fixed!

Deleted 2 years ago
(+1)

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

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

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

Deleted 1 year ago
Deleted 2 years ago

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

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

Deleted 2 years ago
(+1)

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

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

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

Deleted 1 year ago

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

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

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

(+1)

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

(+1)

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


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

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

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


I tried this:

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

var futasexualitymatch = 'female'

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

var futasexualityshift = 'female'

(+1)

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

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

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


(+2)

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

        father = globals.state.findslave(father_id)

Add the lines:

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

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

It should look like this:

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

Your solution resolved the problem, thank you very much!

(+1)

Added to v1.3

(1 edit) (+1)

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

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

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


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

(+1)

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

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

(3 edits) (+1)


Definitely not OK.

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



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

Seeling them directly on the market seem far better.


(+1)

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

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

(+1)

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

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

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

(1 edit) (+1)

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

Also, penile virginity?


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


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

(+1)

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


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

(+1)

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

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

(+1)

Version v1.3 released

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

(+1)

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

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

(1 edit)

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

(+1)

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

thx ankmairdor

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


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

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

(1 edit)

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

(1 edit)

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

(1 edit)

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

(+1)

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

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

Thanks!

(+1)

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

(+1)

just cheked the changelog and it seem nice =)

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

yep i'm a  lazy son of beach lol =)

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

(+1)

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

(+1)

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

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

(+1)

Fix thx ankmaidor, thx for the explaination too

(+1)

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

About that "hint" thing.

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

(+1)

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

interesting even your first slave ?

(+1)

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

(+1)

good to know thank =)

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

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

(+2)

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

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

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

(1 edit)

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


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

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

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

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

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

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

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

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


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

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

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

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

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

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

Cant wait to try this out! Thanks Aric!

(1 edit) (+1)

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

ERROR:

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

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

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

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

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

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


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

(+1)

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

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

Aric's Expansion v1.5

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

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

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

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

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

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

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

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

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

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

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.

(1 edit)

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 =)

(1 edit)

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

(2 edits)

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

(1 edit)

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. 

(1 edit)

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.
(1 edit)

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.

(1 edit)

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).

Deleted 1 year ago

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. 

Deleted 1 year ago

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.

Deleted 1 year ago

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.

Deleted 1 year ago

The body images for characters update with a preference for the first available image. The order that images are searched for is: pregnant, naked, default. If a character does not meet the requirements for the first two images or they are not found then it will skip that image. When an image is automatically updated it will store a value in the person to indicate which type of image it is using. However, this value for the image type is not used nor updated when the image is manually changed (including the random portraits mod's button). Any change of image while the image type is set to pregnant or naked would confuse the system until the person matched the default image type again.

Deleted 1 year ago

Checking the size of the image nodes is difficult without the Godot editor.

https://itch.io/t/838806/core-tag-size-rules

I don't make image packs so I don't have many tips for making them. There is a channel on the Strive Discord that is dedicated to portrait packs(https://itch.io/t/284398/discord). The game only supports PNG, JPEG, or WEBP image formats. Most use PNG because they like to replace the background with transparency, though some feel that it is just extra work especially with the fading added by the Bugfix mod. 

Something to keep in mind about image sizes is that anime images often have very fine details for things like hair or facial features, when those are shrunk to the portrait size they may not appear correct. Also, while there may be small benefits to using larger images and letting the game scale them down, this results in rather large file sizes. There is no benefit to increasing the size of images unless you have some kind of image processing to add detail.

I've been out hunting slaves and ran into something odd, not sure if it has been reported before or if it is a known issue. 

In one trip I rescued and recruited the same person twice, like exactly the same. So much the same that after selling both to the market and click on either of them in the list of slaves for sale they both get highlighted. Looking through the list of slaves in the shop some more I see that it has happened at least once before as I have 2 copies of another person in there.

My best guess is that when you recruit them in the reward screen for rescuing a captive they aren't getting removed from the lists of people in the world. Which is kind of annoying, I am recruiting them to remove them from the pool and I don't want to ruin my reputation by killing them, or capturing them which would also make them less valuable unless I take the time to calm them down afterwards.

(1 edit)

Looking through the code I can confirm my suspicion the else starting at line 801 of exploration.gd in the AricsExpansion mod files is the part of code that recruits the rescued captive but doesn't seem to do anything to remove them from the world.

          else:
               rewardslave.obed = 85
               rewardslave.stress = 10
               globals.slaves = rewardslave
               text = "$name observes you for some time, measuring your words, but to your surprise, $he complies either out of symphathy, or out of the desperate life $he had to carry. "

(1 edit)

The issue is exactly as you have guessed. This was an issue that I believed I had fixed at the start of February, but it seems that I made a mistake. There is code to filter out duplicates from the world, which will run whenever the save file's "modversion" does not match the value in the installed mod. Edit: the duplicates in the mansion will not be removed, but they will be given unique IDs.

The following code can be added below the last line of exploration.gd that you quoted. It should start with the same number of tabs as the as the quoted code. Note that you will need to use a decent text editor and replace the leading spaces with tabs as the forums automatically replaces them. If you change the mod file, then you will need to re-apply the mod; if you change the program file, then you are all set.

text = "$name observes you... #add after this line
for i in globals.state.allnpcs.duplicate():
    if str(rewardslave.id) == str(i.id):
        globals.state.allnpcs.erase(i)
        break

Thanks, I wasn't sure the exact code to remove them from the world.
I did change the code myself but instead of removing the duplicate, I set it up to prevent the slave granting a reward from being added to the world list until you don't (or fail to) recruit them after the fight.

There was already an if statement that primes the reward at line 539 of the mod file, I added an else and moved the code that adds the slave to the pools there.
Then I duplicated the code to add them to the world in the reward section at the end of every scenario other than successful recruitment.
It seems to have worked fine so far and has the added benefit of not posting a message about maybe seeing them again until after they leave.

Fix added moving forward. Thanks for identifying and helping fix that issue!

Great work team Arics mod, I want ask about new Non-Combat Travel Events system. Can I lower the chance to happen or make it disable? I'm sorry but I preffered the old travel/vanilla system.

There is no easy option to limit or disable non-combat encounters. You can edit the file "...files/scripts/explorationregions.gd" with a text editor and change the weights(13 entries) found after 'noenemyencountered' to anything greater than or equal to zero. At zero it should be the vanilla system.

Thanks you for the explaination, I'll try it.

(1 edit)

Hi Aric, first of all thanks for all the hard work, I think this mod really gives the game more depth and options, especially with some of Ralph's Tweaks enabled.
I've been playing and tweaking stuff for a few days, and I would like to report some bugs\ask some clarifications about some of the content of the mod\overhaul:

1) Training grounds. They are not working at all for me. I have a lvl 11 Rich Dragonkin trainer with maxed out stats and more than 500 battles, but her trainees (low level, of course) don't seem to gain any experience or learning points at all. Is this a bug or am I doing something wrong?
2) Also training grounds, this time a clarification: is the Tamer specialization working for the trainer? I've tried training some "uncivilized" people with a tamer, but to no avail. I do realize the specialization itself requires time and luck in any circumstance, so I'm wondering if it's at least doing something.

3) I love what you did with the farm. The whole bottling business is a work of genius. I wonder though: is there any way to have people who work in the farm gain some experience from their work? It seems to me like the game provides slaves with experience related to any of their possible jobs (except maybe Lab Assistant or Jailer) and it would be fitting to have low level farmhands who have the chance of getting stronger while doing the job.
4) Also about the farm: I gave a bottle of Milk to a slave with low energy, but the popup window said I'd given her a bottle of Piss instead. Not sure if the effect was correct, as she had a little bit of stress already.  Found the solution, it was just a spelling mistake in items.gd. The effect was, indeed, correct.

5) Are the MC's fetishes affecting the gameplay at all? If yes, how can I change them? I can't find the answer anywhere, sorry if it's been asked before.
6) Is there any chance to encounter randomly one of the "special" races Ralph added to the game (like Gargoyles, Ents, stuff like that) or breeding is the only chance I've got?

Sorry for the long list of questions, I have been collecting them for a while before coming here and posting :) Thanks again for your hard work!

(+2)

1) It was recently discovered that the trainer job was not included in the list of jobs to be updated at the end of the day, thus it has no effect. This can easily be fixed by opening ".../files/scripts/Mansion.gd" with a decent text editor, finding the line starting with "var corejobs" at the top of the file, and adding to the list:

,'trainer'

2) The tamer specialization has not been changed to handle trainers working with trainees. Slaves working the same jobs will effect each other, but pairing different jobs has to be done explicitly. In "Mansion.gd", the line that starts with "if i.spec == 'tamer' &&"can be changed to:

if i.spec == 'tamer' && i.away.duration == 0 && i.obed > 60 && (i.work == person.work || i.work in ['rest','nurse','headgirl'] || (i.work == 'jailer' && person.sleep == 'jail') || (i.work == 'farmmanager' && person.work in ['cow','hen']) || (i.work == 'trainer' && person.work == 'trainee')):

3) The farm has job skill experience for each of the jobs: farm manager, farmhand, milking, bottling, milk merchant, and stud. How much impact the experience has varies considerably, and unfortunately farmhands never use that experience for anything.

4) The bottles use a copy-pasted function that was altered slightly for each; however the first line of text says piss for all of them. Generally(RNG dependent), if a person has a good fetish opinion for drinking that type of liquid then they lose a lot of stress, else they gain a bit of stress.

5) Fetishes have a small impact on the gameplay and I see no exceptions for the player, so I assume yes. I believe the save file is the only place to change the MC's fetishes at the moment; it's not too hard to do with a online JSON editor, but the daily updates can reduce the values you set unless you disable that option.

6) The code for creating people does not include a way to specify a hybrid race so it is currently not possible to intentionally generate them outside of breeding. There are no specific conditions against them being randomly generated but the chances are fairly low due to the various factors involved.

(2 edits)

"There are no specific conditions against them being randomly generated" is all I needed to know. Let the hunt begin :D
Thanks for all the answers, oddly enough I was editing my post while you were finishing yours, I managed to find and correct the spelling problem for point 4.
You were super useful, I will add those lines to the files at once!


EDIT: Uh, should I add 'trainee' beside 'trainer'? 
EDIT2: The Trainer job now works as it should, thanks.
About point 3: what I meant is that if I have a slave do, let's say, entertainment, or hunting, that slave will eventually not only get better at his\her job, but also gain enough normal XP to actually level up. Farm jobs don't really give experience, whereas it would be useful\realistic if I could add strength\agility to farmhands\milkmaids without having to resort to take them out to tag along while I fight bandits.

I completely overlooked the point about experience towards person level. I suspect it to be an oversight that experience is never even mentioned in the new farm system.

Ah, well. My farmhands are a bunch of Orcs, they'll manage with what they've got already.

Thanks again :D

Was curious if the next update would be one would need a new save to be fully experienced =)

also as alway that mod and the one that have been added in is a freking damn nice addition to the game so as alway my bet wish of succes for you all who have work on it =)

(+2)

Thanks mate. I think we may have actually resolved the issue that was going to be save-breaking, but I'm not 100% on that yet. I appreciate your support!

nice =)

Question: mabey i am just dumb, but how do you get Access to the Fetishes? i incourge one fetish for 4 or 5 times now, and i still cant do the fetish in the sex scene, can someone help me with this?

The fetishes don't add new actions during sex, they add new Desire requests and improve the response of the person to actions corresponding to the fetish. The requests are randomly selected from the pool of possible requests. The better the opinion of the fetish the more times it is added to the pool. Many of the fetish requests can only be selected if they are not already plausibly fulfilled, meaning that they will not request cum on their body if the still have cum on them from a previous interaction.

mmh good to know, i bit wired that in a sex game there are no new sex actions added, but ok, still thx for the reply.

Got an error: occurs when trying proceed to the next day

Savegame was started without mods. After installation everything was fine for a while.

And then this:

SCRIPT ERROR: dailyPregnancy: Invalid get index 'is_preg' (on base: 'Dictionary').

          At: user://mods/AricsExpansion/customScripts/expansion.gd:1701

SCRIPT ERROR: wit_get: Invalid operands 'float' and 'Nil' in operator '+'.

          At: res://files/scripts/person/person.gd:642

SCRIPT ERROR: _on_end_pressed: Invalid operands 'Nil' and 'int' in operator '/'.

          At: res://files/scripts/Mansion.gd:930

The mod adds a lot of new data when a progress or a person is created and not all of that data has been properly included in the save file update code. This means that your save file is likely partially modded and not compatible with modded nor unmodded gameplay.

I thought so. But hoped for the best.

I will start a new career then. Not so many progress lost.

a couple of questions:

-I notice that despite the luxury requirements being satisfied, them having >90 obedience and loyalty, as well as Devoted, Sex-Crazed, Masochistic and some other traits, obedience for many of my slaves keeps dropping slowly, for reasons I don't understand, even if I push them to 100. How can I keep them at 100 obedience, what are the factors that make it drop?

-Furthermore, despite me having maxed out charm for a couple of my slaves, charm drops off rapidly, dropping to as low as 25 in a matter of 1-2 weeks. Toggling on and off the regressive trait (via nurturing and elixirs) doesn't seem to stop this charm decay.

-My slaves are getting stressed rather rapidly. My slaves are pretty much all sex-focused (so sex-crazed, nympho, straight, nude, derogatory tatoos), with high obedience & loyalty. The mansion is generally very clean, and most of my slaves spend time resting - or doing a job they're inclined to. Luxury requirements are usually more than satisfied as well. My sex slave count also isn't that high, around 35 ish, and I also never punish them when they're at high obedience/loyalty - so no fear. With the modded expansion of my bed's size, I have 10 in my bed, which is far below the limit I've upgraded the bed to. Just generally, I can't figure out the reason for the stress. (I do use potions quite a lot though, so maybe toxicity?)

-The additional races - are they in Alric's expansion 1.7 by default or do I need to download an additional mod? cause I tried breeding a succubus once to no success, with 50% demon, 50% bunny. Do I just need to try a couple of times?

Thank you.

Obedience can drop for many reasons: high stress(this is a common problem), low reputation in the town they work, high courage and confidence but low loyalty, failing to have enough food to feed them, having a low obedience and high courage slave instigate problems, not interacting with slaves with the Clingy trait, high lust for many days without sex, low luxury(can happen if you run out of supplies midway through the end of day), or having a dirty mansion. These are vanilla mechanics.

The housepet job and sleeping in the kennel each reduce charm a little per day. The pet rule reduces charm significantly per day. Regressive trait has no per day nor any stat effects.

Having more than one slave sleep in the master's bed is usually a recipe for a stress disaster unless you have prepared carefully. High stress can wreck slaves. The important things for sleeping together in the master's bed is a good relationship between each of the slaves (can be checked in the Statistics tab) or having the Fickle trait and not having the Monogamous trait. These are vanilla mechanics.

Having a farm manager with low confidence has a bug that will inflict stress upon everyone in your mansion.

Many jobs cause stress even if the person may be inclined to it. Fear is a partial substitute for obedience, it has no stress effect though they may gain stress while raising fear. Toxicity will occasional cause a bit of stress, but unlikely to be a problem by itself unless they are mutating.

The hybrid races are part of Ralph's Tweaks, you need to enable those before a person is created or conceived to be given a hybrid race. They can be enabled using the Constants mod and restarting after changing the setting. You may need to try a couple times anyways as with 50/50 splits the dominant race can go either way but the hybrid only happens for one race (Demon for Succubus).

Wow you're fast. Thanks! If you don't mind, could you tell me whether it's possible to improve relationships between slaves? As for the constants mod, I put in the mod list after Alric's expansion (last, to be precise), is that fine?


Thanks ankmairdor

The best way to improve the relations between slaves is to make them have sex with each other during an interaction.

Yes, it's fine to put the Constants mod last.

What is the constants mod?

(1 edit)

The game comes with its own mod, which provides a GUI for safely changing specific values within the game.

Cool thanks. Is there anywhere I can find information on how to mess with it? A wiki/information page?

No, it's basically self explanatory for in-game use, but here's a basic guide.

To install: Open the game, press Mods in main menu, select Constants in the list(it should probably be last), apply mods, and restart the game.

To use: press Constants in the main menu, change the values however you want, and close the menu to save the changes and return to main menu. The left column is variable names (hover mouse over for description), the right column has values that can be clicked to change. The mod will automatically reload any saved changes whenever you start the game.

Enabling Ralph's Tweaks with Constants is a special case and will require a restart to go into effect.

Once again. Thank you very much for the help

how can I deactivate the ''slaves filled with cum can't move'' thing? my character can't even cum that much plus it's just silly and kind of annoying tbh.

one suggestion that I'd like to make is not allowing the PC to treat his unbranded servants like slaves, for immersion and role playing purpose. I had a couple dozens more but I totally forgot them by now, perhaps I should write them down next time.. if you're accepting suggestions of course.

Use a text editor to open "customScripts/expansionsettings.gd", and find the line:

var swollenenabled = true

Change the "true" to "false" to disable most of the swelling and immobility, they may need to have an update triggered (ending the day if nothing else) before the change goes into effect.

Generally, the in-game solution is to give them a bath using the luxury rules, though that only works after ending the day.

Branding is not mandatory for slaves; according to the lore, it provides magical functionality to prevent escapes and (for the advanced version) enforce particular rules. You would not be alone if you are interested in distinguishing the social rank of your slaves, but nobody has invested time into implementing it and it is a rather broad mechanic to implement for a rather particular perspective. The Discord for this mod is a better place to offer your suggestions as most of the modders do not actively monitor this thread, but you can leave them here if you prefer.

Thanks! I'll check the discord then.

Hey so I got the latest github version I'm sure of something now. When a slave uses a strap-on on a slave with a normal size vagina, it says they can barely feel it in red text. I am sure its a slave with a normal size. Also a small thing during fellatio big lips are listed as being enjoyed by the giver not the receiver. Thanks!

The GitHub is not considered stable at this time so you may experience more bugs than usual.

The penis size for the person with the strap-on is being compared against null instead of 'none', thus resulting in an incorrect size of -1.

I did not see any indication of fellatio only being enjoyed by giver. If you have a specific example that would make it easier to locate.

>The GitHub is not considered stable at this time so you may experience more bugs than usual.

Would that explain why I'm not getting any after-combat activities (like raping captives, or the reward dialog when high reputation) or is that an install problem on my fault. I'm using the latest main build

Just to clarify (as main on GitHub isn’t giving me those errors), did you rename the downloaded GitHub version to make sure to remove the “-main” GitHub forces on the file name?

Yup. I can start over with a completely new install if you're not seeing the same problem

I have determined its a futa x futa fellatio thing but I can't post the screen shot it says I'm missing token not sure what that means.

(1 edit)

I have no idea what the missing token issue would be. It doesn't need to be an image, I just need the exact text for the most relevant portion of the interaction, as that can be tracked to specific points in the code. 1 to 3 sentences should be enough.

hello, I think there is a bug with the mod that makes the player unable to impregnate other slaves, I've tried with all of my female slaves but it just doesn't work, but if another male slave does it then the female is almost 100% going to have a child, I can still have kids in the unmodded game so I think this is a bug, I've only changed the saves to change the base stats for the player and I don't think it has anything to do with that

(+1)

I just tested with a new progress and the 1.7 version of the mod from this topic and had no difficulties impregnating 2 female slaves within a week. Thus there must be another factor preventing you from impregnating your slaves. While editing the save file can produce any number of problems, crashing the game is the most likely problem and severe infertility is probably the least likely, but I can't rule out that possibility. There are 4 possibilities (besides contraceptives) that I can think of which could explain it.

If you downloaded the mod from the GitHub within the last 2-3 months, then you are using an unstable version of the mod and your progress likely has severe data corruption. The solution is to download version 1.7 from the beginning of this topic and start a new progress.

Many people fail to install the mod properly, the game appears to run at first but some features like exploring will be significantly broken. Any progress created with an improperly installed mod will have severe data corruption. The solution is to re-install the mod (the Discord linked in the first post is the best place for help with this) and start a new progress.

If you started the save data using a prior version(1.6 was released in a somewhat unstable state) and continued using it with the current version, then you may have some data corruption left over from the previous version. These tend to be fairly minor but still a needle in a haystack. It may be possible to fix the save data by comparing it to a new progress. The Debug mod can sometimes help with identifying what data is corrupt.

I have not tried out every possible pairing of races, fertility traits, and testicle sizes so I cannot rule out the possibility that there is a bug for certain combinations. This mod(as well as Strive itself) is notorious for appearing to work fine until someone tries an unfortunate combination of things. Diagnosing something like this would likely require you share your save file either here or through Discord. If such an issue is found, then changes can be made to the mod files and you can continue playing your save data.

I tried with a new save and it worked so I think my save was broken, thanks for your time

(2 edits)

Having an issue with some pop up prompts appearing behind text boxes. For example, I go to the mage guild and click on the select slave and the box for selecting slaves is behind the text and is unusable. Granted I can close the text box and select the slave anyway, this doesn't work well with other scenes/quests and renaming slaves becomes really annoying. I'm also having a similar issue in this thread that after branding a slave I do not get the expanded house rules. They just don't appear. EDIT: There isn't any after combat text boxes either, nothing about killing, raping bandits or ever getting approached by the captive for money/etc. 

 I've used this mod before and never had these issues. I'm not using any other additional mods other than what's required. Any help would be appreciated. Thanks.

The issues you have cited only appear in the GitHub version which is currently not stable. Please use the download provided in the first post of this topic. Any progress saved with the GitHub version will likely have significant data corruption and will be beyond recovery.

Okay, I did download both versions, but I guess since I renamed them I ended up using the GitHub version first, then swapping to the same GitHub version instead of 1.7 from this thread after seeing the bug.  Yeah, I swapped correctly to 1.7 and it works. Thanks for the quick response time.

(2 edits)

SCRIPT ERROR: _on_relativesbutton_pressed: Invalid get index ‘slimesire’ (on base: ‘Dictionary’). At: res://files/scripts/slave_tab.gd:720

SCRIPT ERROR: slavetooltip: Invalid get index ‘level’ (on base: ‘Nil’). At: res://files/globals.gd:1461

(1 edit)

Your line numbers for slave_tab.gd don't match mine, version 1.7, so either you have another mod or a different version. I wouldn't doubt that the relatives panel is bugged for slimes. I think the slime changes are likely incomplete. In this case only children slimes have the slimesire data entry so captured slimes will throw that error.

(+1)

I haven't played for a while so it's quite possible I changed something and forgot. Thanks :)

It appears Mute characters can still talk during the lactation dialogue.

Thanks for the report!

When I tried uninstalling this mod, I was panicking because my game would crash if I even clicked on a slave with no profile. Thank god I had a backup in the form of an autosave...

Sounds like you either made a mistake while installing or installed conflicting mods. If you saved or auto-saved the progress while this mod was actually installed, then it is unlikely to be compatible with the game without this mod installed. Therefore, if the progress was saved with this mod installed and works after you uninstalled this mod, then you may not have had this mod installed. If you had a progress from before installing the mod and completely uninstalled the mod(or extracted a new Strive folder) and not simply deleted the mod folder, then you should be safe to play.

will there be a 1.8 or has development for this mod stopped?

most likely that this ongoing but there a sub about update of that mod  so check that from time to time 

the name is self explanatory and oc in the mod section

(+1)

There will probably be a 1.8 but when is hard to know. Most likely, development will resume in a couple months.

(+4)

There will be a 1.8. I've had some various health fun times so priority dropped on this for a little while but progress is still being made slowly but surely.

(+4)

hope you get better

(+2)

Thanks mate!

(1 edit)

So before I install v1.7, it is compatible with the latest Strive build of v1.0d, right? And if so, what other mods are must have mods for the game that this one works well with? This is my first time playing Strive so I want to load it with the best mods, content, and image packs.

(+1)

I would not suggest Aric's for your first ever playthrough of Strive. While it does add to the game, most of it is geared towards making the game more challenging for veteran players. I would use Ank's bugfix which is link in the first post and maybe the improved random portraits mod for your first playthrough.

I agree with Rendrassa on playing the game vanilla for a first run. Aric's mod adds a lot of complexity to the game, which is hard to appreciate if you don't know what vanilla gameplay is like. Also, most mods are not compatible with Aric's unless specified so if you want to try all the mods you will need to try them in batches. Some compatibility information: https://itch.io/post/5897523

(2 edits) (-1)

So I played the game with and without this mod, and why does this mod add so many horrible typos? like the Sexual Traits list being called "Sexuals" and a bunch of immersion breaking, typo filled dialogue from people in the jail. Really breaks the immersion of the game and makes all my slaves talk like English is their third language. Also is there not an action during sex interactions to make slaves drink urine?

Edit: Not to mention, in top of the typos and questionable decisions that are anti player friendly and should have been redesigned to be not as painfully obnoxious, what the fuck is up with the genital wear and tear thing? Why does my slightly above average dick tear Emily Hale after the aphrodisiac scene when she is no longer a virgin? Vaginas don't have a wear and tear durability meter for fuck sake, they are elastic and self lubricating. They stretch to accommodate birth. It's also immersion breaking and makes no fucking sense. A soreness system would have been better.

This mod isn’t for everyone. I appreciate you taking the time to try it and give your feedback. The systems aren’t perfectly optimized, it’s mostly guesswork to find out what works to give the intended result. The typos tend to happen when you’re trying to add in a lot of new dialogue (especially with any level of randomness or procedural generation). It’s unfortunate, but it happens. Almost every system added has fairly extensive toggles and customization under ExpansionSettings.gd where they can be modified and often disabled. However, instead of what currently seems to be an aggressive rant at the team who have spent a lot of their time creating this free mod for those who enjoy it to enjoy, I’ll just encourage you to try making your own mod with any and all changes you’d prefer to see in the game! This is an awesome modding community and we are always happy to see new content.

(1 edit)

I'd do so without hesitation if I had any experience coding with the engine. Is there any way to heal tears after the tear during sex without elasticity or do the slaves permanently remain torn?

I'm just going to copy my post from the Discord, since it seems to cover most of this. As far as I remember, the condition of being torn only exists for at most the duration of the interaction, though stretching is semi-permanent.


In version 1.7, you can use the Constants mod to easily and safely adjust many settings for Aric's mod. There are many parts to the stretching system; the ones related to your request are tearing and stretching. Tearing is when the person's stretching becomes unpleasant; Stretching is the chance to permanently increase in size. Stretching can effectively be disabled by reducing the chance to well below zero(it's a base chance not a multiplier, so there are other factors). The option names start with "stretchchance".


Unfortunately, tearing cannot be easily disabled. There are options for auto-recovery like "tornvagautorecovery", but this just means that it heals during the next orgasm. In order to disable tearing, you would need to edit the script newsexsystem.gd. If you change the mod file, then you must re-apply. If you change the game file, then it will vanish whenever you apply mods. Any text editor will do, but decent ones will make it easier.

if difference >= 5 + rand_range(-5,0) + person.sexexpanded.pliability: 


This line can be found twice in the file, when true the person can tear. Thus to disable tearing we simply need to ensure that it is always false. This can be achieved by a simple change like this: 

if difference - 1000 >= 5 + rand_range(-5,0) + person.sexexpanded.pliability: 

If tearing is only temporary then I guess it's fine to have it on, but if stretching is semi permanant, is it possible to restore tightness via the laboratory or some other method?

(2 edits)

I'm away and don't have access to the code(I just remembered the GitHub, though the versions don't quite match). There is a nightly chance to restore tightness, though there are 2 RNG checks. The details are found in expansion.gd in func dailyTighten. There is an option accessible by Constants(vaginaltightenchance), though it simply changes the base chance with an age multiplier. It is affected by the new trait for elasticity.

never heard of a funny spell that can have pretty different result ?

mutate is the awser for most issue

Can you please post a few screenshots of the typoed dialogue when you encounter it? It would make it easier to locate to fix.

hello may i ask 1 question? did you make this mod for fun OR did you make this mod for the community? orrrrrr something else?

(+1)

What reason beyond fun for myself and/or the community is there? 😉

(+2)

the satisfaction of accomplishment and hornyess.

So I'm loving the mod, it kind of breathes new life into everything like the Revamp and Xianxia mods did for Corruption of Champions! I have noticed one problem so far, and it might just be my file? I started as a breeder and racked up a lot of coins early game to get a training facility, but for some reason when I use even my highest level veteran as a trainer, the trainees get no experience. Not even the level 1 newbies get anything and the daily report just shows up as blank for both. Am I missing something?

(+1)

See the first part of this post: https://itch.io/post/5737127

Hi, im new here and im kinda running into some minor problem. Sometimes when selecting an option in a dialogue, the dialogue is still in place and the options (sometimes scenes) will appear behind the dialogue instead of appearing in front to access it. Btw, I love the mod! kinda addicted to this game fr.

https://itch.io/post/5911546

I guess I did the same thing and I got confused since i also downloaded the two versions. Thank you for the reply! 

I'm having trouble getting the strip features to work correctly. I'm not sure if it's a bug or if I'm missing something. 

I can talk to the slaves and tell them to strip, but as soon as I hit cancel it reverts back to clothed and I can't go see the stripped state in the inspect screen. It sometimes stays if I tell them to only strip top or bottom. But even then it seems random if it will still show when I close the talk window.

I also don't see how I can set the rules for them to stay stripped? I can see the strip immediately checkbox in customize, but that resets at day end or after sex. 

Nothing I do seems to trigger them to stay exposed after sex, it always says they weren't told to stay naked. I'm not quite sure how to enable that rule?

Thanks for the help!

The clothing feature is probably more complex and buggy than it really needs to be. If you assign a new image to a slave while their image state is either pregnant or naked, then their image will not change until their image state returns to normal. A slave will have a naked image type if they have been stripped of at least 2/3 of their clothes. If the image is changing, but reverting then they are probably choosing to not be naked.

The intent of a slave to chose to be clothed is primarily determined by their exhibitionism fetish opinion. If their opinion of being naked is high, then they will remain naked. If their opinion of being naked is moderate, then they can be forced to remain naked using the nudity rule associated with the advanced brand (acquired by progressing the story quests or always available in sandbox mode). If their opinion of being naked is low, then they may choose to re-cloth even though you attempted to force them to be naked.

That makes some sense why I can't find the option to tell them to stay stripped. I've just started a new save and was testing the new features and haven't progressed to the advanced brand yet.

It doesn't really explain the strange behavior of only having the ability to have 1 item stripped when asked through dialogue. If I ask to have one body part shown it will stay when I exit from talking to the girl and it shows the state in the inspection text. But if I ask to show 2 or fully naked it immediately flips back and I can't read it in the inspection area. I have to use the immediately strip check box to read the details.

The mod doesn't consider removing 1 piece of clothing to be naked, so no action is taken. This may need to be reconsidered.

The immediate re-clothing is probably unintended behavior as the update for Clothing is triggered anytime the slave list in the mansion is updated, which is triggered by almost every part of the Talk menu.

(1 edit)

That makes sense. It would be nice if it didn't, at least until you picked another slave to inspect. That way you can ask them to strip, close out of talk, then see what they look like under the clothes, then when you leave them to inspect the next slave they have an opportunity to dress again.

A work around might be to have it display the flavor text that is obscured by the talk window within the talk window. That should be a fairly simple thing to implement? That way when you ask to see what's underneath you get a print out of what the inspect window shows in the chat window. Maybe a chance to include some flavor text along the lines of "You inspect their blah blah", or if the results are a negative sight you could have the flavor text say you are disappointed with blah blah..

Simply having the inspect details of whatever you asked to strip print in the talk window would be a big improvement!

so um it seems that the text for how much semen is in the cunt and womb is bugged and only showing at times is there a reason for that and has this been pointed out yet. I liked that feature

You need someone assigned as a Nurse to get that information.

is that in a newer update it used to not be like that interesting

The code that checked for a Nurse did not work, so I fixed it. Not sure how long that check was in place.

aaaah that makes sense welp thanks for letting me know

(+1)

i found a text error 

raise baby option 2 the button says 100g+25 mana when it is supposed to be 250g+25 mana

Hey, was just wondering if the mod is still getting updates; The roadmap / planned features had some interesting stuff

https://itch.io/post/6089749

(1 edit)

i noticed unique traits (such as study and small eater) dont get inherited anymore. is there a way to revert that change?

go back before the impregnation and make sure to check the % chance of give away trait from parent to child, also in my  memory of the base game child don't get all trait like adult do.

dont forget that you can use constant to try it fast

i had constant on. i had it at 100% to make sure.

but i think i figured it out in origins.gd i found this and removed it

#ralph

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])

#/ralph

so i think it was ralph who changed it

good to know will write it down to remember =)

after there the unique trait tweak in constant maybe it could help too

Potential problem. Does this mod remove Dark Elves as a race? If so I'm stuck on the main quest when you need to get a Elf and Dark Elf for the hag in the hut. Is there a workaround, or am I missing something?

Why would you think that this mod removes any races? It currently does not change the number of races, though there are plans to add several more. Dark Elves are hard to find, you are probably better off buying one.

You can order a dark elf from Sebastian.

I'm not sure if this has been asked before, but is there a way to still be able to talk to livestock after they get sent to the farm? I wanted to check on their fetishes and give them potions, but the only way I could talk to them was to release them first and to give them potions I had to hunt them down in the inventory menu.

no you have to have them in the mansion but in alll honesty it's not exactly a problem especially cause most of your slave are usually not home either because of modification or getting higher grade after for then inventory menu you can select to check only potion there some other page in it dedicaced for each category of item, plus if you click on the slave they are an option to use item on them wich are limited to potion.

I see... Would have been easier if I can just talk to them without releasing them and putting them back, but oh well. My attempt at finding and modifying the right bit of code went poorly anyway...

can't help on that sadly

i'm agree on the fact it's anoying when you have a lot of slave and you need to juugle with the place just to talk or calm down the slave at the farm =(

(1 edit) (+1)

Heya! Just tried this mod and it absolutely game changing (literally and metaphorically as well), but, the logic of random portraits kinda annoys me. Seems like the portrait selection doesn't honor gender setting. II didn't use any random portrait mod, so I'm suspecting either this mod or Ankmairdor's bugfix mod might have something to do with this behaviour. Are there any setting to make sure the random portrait abide the NPC gender setting? Thanks in advance!

Only the Random Portraits mod(https://itch.io/t/984434/randomportraits-and-portrait-pack-editor-for-the-10-ver...) cares about the sex of a person. Neither AricsExpansion nor the Bugfix mod change the portrait assignment behavior from vanilla, which ignores everything but race, so there are no settings to control it. The order of mods should be Bugfix, AricsExpansion, and then Random Portraits.

Aah, thanks a lot for the link! Been a while since playing this, so I mostly just skimmed on the mod list.  Trying it right now.

(+1)

Version 1.8 released (finally). Enjoy!

So I tried updating the mod, I just followed the instructions but when I enable the updated mod and restart, the game keeps crashing when I try to boot it up. I even uninstalled all of strive (kept my saves of course) and tried to just install the mod as if it was my first time. Idk if I messed up along the way, but I'm grateful for any help. Thanks!

Same here,  game doesn't even make it to the main menu.

(+1)

I tried installing the mod as per instructions, on a fresh install of Strive v1.0d. The game runs fine on its own as well as with the bugfix, but after applying Aric's I'm unable to start a game. Is anybody else having this issue, or is it just me being too dumb somehow?

Afraid I'm also experiencing this. I initially just updated the mod with my existing game and it launched fine, but there were a couple of errors so I did a fresh install. With a fresh install it just crashes once Arics is activated and restarted.

I've restored my files. When updating the mod from 1.7 to 1.8a it produces this error.


(4 edits) (+1)

I'm encountering the same. Clean install of public win64 1.0d, user data likewise cleaned, start game to repopulate user data, exit game, unpack the bugfix and expansion mods to the proper directory, start game, activate just the bugfix mod, exit game, start game, activate just the expansion mod (after bugfix mod in list), exit game, start game, CTD.

Log shows:

**ERROR**: Method failed. Returning: RES()
   At: core/io/resource_loader.cpp:286:_load() - Method failed. Returning: RES()
**SCRIPT ERROR**: Parse Error: Expected an indented block after "else".
   At: user://mods/AricsExpansion/customScripts/expansion.gd:2204:GDScript::reload() - Parse Error: Expected an indented block after "else".
**ERROR**: Method failed. Returning: ERR_PARSE_ERROR
   At: modules/gdscript/gdscript.cpp:599:reload() - Method failed. Returning: ERR_PARSE_ERROR

Replace the expansion.gd with this: https://www.mediafire.com/file/wefymsm875jf7x4/expansion.gd/file there was an extra empty line there thats why it's making a block

Thanks a lot, it's working now! For anybody who might be wondering what folder that file is hiding in:

%AppData%/Strive/mods/AricsExpansion/customScripts/

Thanks man! This worked for me

hello, I want to ask, is there any source of images for the new races?

Sorry guys, I tried to run a quick hotfix before work. Unfortunately I didn't have the time to playtest it first, so I missed the obvious CTD error. Fixed up now with all intended bugfixes. This version should be fully stable (at least through the quick 3 day run I just tested).

https://arictriton.itch.io/strive-4-power-aricsexpansion/devlog/427947/v18b

ok suuuuuper dumb question i'm sure but will old games work or need to start new?

 Vanilla save or modded with Arics? Vanilla has some compatibility issues but old AricsExpansion games are kept (to the best of my ability) backwards compatible

oh cool, thanks!

(1 edit)

Found a bug, I think? Cattle kept producing no milk and going unmilked after the update, so I took a look through the code. I think the problem is that in the expansionfarm.gd, for some reason the cattle.lactating.milkstorage is always 0 so milking is never done, and in expansion.gd, the daysunmilked has no way of returning to 0

I'm just an amateur coder though, and I'm not familiar with Godot Engine to boot, so take what I say with a grain of salt. Maybe a pinch. Or a bag.

You are close enough. There was an old system for milk prior to the current expanded farm and not all the necessary parts(such as daysunmilked) have moved over to the new system. There is a lot of messing code and math, and some of that is likely related to milkstorage sometimes having unexpected values. I haven't taken the time to read through the code and clean up milking yet.

I see, glad I didn't mess up reading the code then. Also glad I didn't simply screw something up installing the mod lol.

I believe I've patched a fix for this that'll be in the next update but will need some testing to confirm. Thanks for the report!

Mansion.gd in scripts folder, line 982 (line 1010 in vanilla, same code)

if (person.relations[i.id] <= 200 && !person.traits.has("Fickle")) || person.traits.has("Monogamous"):
    globals.addrelations(person, i, -rand_range(50,100))
else:
    globals.addrelations(person, i, rand_range(15,30))

This changes relations between slaves after sleeping in player's bedroom. Isn't 50 to 100 penalty too high for just sleeping?

I don't disagree, but that is actually just vanilla code. I'll pass that along to the modding team and see if anyone knows of any reason that shouldn't be lowered somewhat.

Minor bug report. I believe:

elif globals.state.nonsexactions > 0 && researcher.dailyevents.count('assistedresearch') < 0:

should be:

elif globals.state.nonsexactions > 0 && researcher.dailyevents.count('assistedresearch') < 1:

(or)

elif globals.state.nonsexactions > 0 && researcher.dailyevents.count('assistedresearch') == 0:

Otherwise, one can never assist on crystal research.

(+1)

You are absolutely correct on that. The fix will be implemented in the next Hotfix.

(1 edit)

Great works Aric for new release of the mods, I want to report small glicth in appreance description. Sometimes the hair of species not visible. For example race seraph, orc, fairy. I'ven't checking other race (only play 2 hours today). No error in debug too.


It's probably because they're bald. I'm not sure if it's been fixed yet, but it is planned to be tweaked.

Oh that great, for now I just edit my save file manualy with jsoneditor only for slave in my mansion.

You can add hair length with the hair growth potion.

(1 edit)

Oh ha, I forget about those. Oh yes I want to report strange traits, Strong and Weak have same bonus stat +2 strength, Responsive and Magic deaf have same bonus too +2 magic. I haven't met Clumsy trait can't compare it with Quick. I compare it on fullblood Nereid.


Alright so im having some difficulty at the farm. The cows appear to be producing milk but they arent being milked, but in the farm report it keeps telling me that they are not producing milk.


This is the Job Report

Job Report same day

This is the Farm Report

Farm Report Same day

https://itch.io/post/6631649

Alright, didnt know someone else already reported it thanks.

(3 edits)

When I tried to breed slave, she get pregnant and lactating. After 2 days this happen, end day notif not appear too.



This is a known issue. Line 2957 of customScripts/expansion.gd(in the mod folder) should be

var transfer = round(lact.milkstorage * globals.expansionsettings.lacation_pressurepermilkstored)

expansion is supposed to be expansionsettings

Thank you

It seems ivranapregnant.png.import file is missing from AricsExpansion/patch/files/aric_expansion_images/characters folder, but ivranapregnant.png exists in AricsExpansion/patch/.import

It got missed when I was copying them into it. Images are kind of a pain that involve like 5 steps. Fixed in the next version, thanks for the report!

Also some strange bug with mods interaction.

For example, I create a testmod

<RemoveFrom 1 1>
var descriptions = {
    #    humanoid = '$His body is quite [color=yellow]normal[/color]. ',
}
<AddTo 1>
var descriptions = {
        humanoid = '$His body is [color=yellow]normal[/color]. ',
}


I apply BugFix v6b, restart the game, then apply my testmod and it works, output file description.gd is

var descriptions = { #Store descriptions for various body parts. Separate alternative with | sign to make description pick one at random
    bodyshape = {
        humanoid = '$His body is [color=yellow]normal[/color]. ',

I start from beginning, install bugfix, then your mod, there is lines in output that it adds

var newdescriptions = {
    bodyshape = {
        humanoid = '$His body is quite [color=yellow]normal[/color]. ',


I change my mod to edit lines added by yours

<RemoveFrom 1 1>
var newdescriptions = {
    #    humanoid = '$His body is quite [color=yellow]normal[/color]. ',
}
<AddTo 1>
var newdescriptions = {
        humanoid = '$His body is [color=yellow]normal[/color]. ',
}


And now output is broken

var newdescriptions = {
        humanoid = '$His body is [color=yellow]normal[/color]. ',
        humanoid = '$His body is quite [color=yellow]normal[/color]. ',
(+1)

The reason is fairly simple, and is not specific to this mod. When the mod system was updated for Strive version 1.0, leading comments were added to the syntax, however it had the unintended quirk of starting the line counting from the first line of the comments rather than the header. It had become a new standard before I was aware of the oversight and changing that standard would break all existing mods that have compensated for it. I try to avoid changes that break existing mods, and I also try to keep the mod system somewhat intuitive, but I haven't yet committed to breaking so many mods to fix this quirk. Since there is one line of leading comments attached to the definition for newdescriptions you will need to add one to your line count to compensate.

Headers are things like var, func and so on? And leading comments are #-comments right before the header with no lines between them, right?

#leading comment
var example = {
}
#not a leading comment
var example2 = { }

So when I use RemoveFrom and AddTo on usual header, the first line (0) is the next one after header, and with leading comment 0 line is the header itself?

(+1)

To be clear in this context, "header" is a term specific to the modding system which specifies the part of a definition that is used to identify a match from the mod files to the game files.

https://strive4power.fandom.com/wiki/Modding_Guide#Syntax_of_variables_and_their_variants:

Yes, the leading comments are limited to lines startings with a #.

https://strive4power.fandom.com/wiki/Modding_Guide#Leading_comments:

Yes, with one line of leading comment the first line is the header, and while not intended that is the only way to change or remove a header besides patching the file. Header lines were likely excluded from the count to prevent mistakes, though it does limit modding.

Okay, thanks for your help!

Bald hairstyle description: his head is absent any visible hair. I'm not really proficient in English, but shouldn't it be "absent of"?

(+1)

Indeed, it does not appear to be particularly common for "absent" to be used that way, though as someone proficient in English it does not feel wrong. From looking as various language forums, it seems that both "is absent X" and "is absent of X" are not commonly used in English outside of American English, so that is not guaranteed to add clarity. As best as I can tell from reading some dictionaries, it seems to be a mixing of the adjective semantics with the preposition usage. There seems to be better precedence for using words similar to "absent" (such as "without") as prepositions in this syntax, so I expect that the complex semantics of "absent" do not quite work well here.

(2 edits)
SCRIPT ERROR: eval: Invalid get index 'nursery' (on base: 'Dictionary').
    At: <built-in>:3

When entering library

UPD: probably caused by AricsExpansion/patch/files/scripts/dictionary.gd line 92

nursery doesn't exist in mansionupgrades.gd, it should be mansionnursery

Fixed in the next version. Thanks!

I don't understand how I can assign someone to research the crystal. I have people with MAF 1 or 2, the crystal has an upgrade lv of 0. That means they should be able to research the crystal, right? It doesn't show up in the job panel.

(1 edit)

To assign them to crystal research you need to get the 1st lv. in the mansion upgrade.

I will actually swap that coloration to have the Tier 1 be aqua as well to make it stand out more in the next version. Thanks!

Why change #Capture Changes and #Random Awareness in expansionsettings.gd ?

Also in changelog you tagged me as Eventide, but it should be in lowercase (though it's not really important)

(+1)

I'll keep in mind your preference for lowercase in the future.

Capture Changes and Random Awareness are default of 0 which are what it appears they were in the released version for v1.8c. That's always been intended to be left as is for the release, so I'm not sure where it would have changed. I'll admit that those aren't the values I use on my personal playthroughs, so if it went from -3,3 or the multiplier of 10, I might have accidentally left in my personal changes into one of the old releases.

(+1)

repeatable_quests.gd, line 466

description = "A member of the $rare race desires a worthy mate for reproductive purposes. $He must be at least average in appearance and open to $his mate's commands. ",

In game it looks like this

Fixed in the next version. Thanks!

Curious, how did you fix it? I found this text in .gd file, but nothing seems wrong to me in there

Vanilla Strive has no less than 3 different dynamic text systems, which have different formats and functionalities. The slave guild has one because the other systems are designed to work for people that exist, but the request for a person is not a person. The slave guild's text system is very bare bones and does not support most gendered pronouns like the single person system, so the fix is most likely adding text replacement for those.

I restructured the sentence to not use the text replacers it was trying to and ensure it’s only using those present in the other functioning quests instead. There’s no replacer for $rare or $he in this one I could find so I just reworked it.

(+1)

Also description.gd, line 673

average= '$His nice, [color=yellow]' + randomitemfromarray(['average','nice','perky','decent']) + '[/color] [color=yellow]' + nameTits() + '[/color] are firm and inviting. ',

It can write "nice" twice

That's how you know they are NICE nice. It's corrected in the next version, thanks mate!

(1 edit) (+1)

Also not sure if it's vanilla or mod-related, but I have some strange things about toxicity

1) I save a game

2) open save file and check slave's toxicity, its null

"toxicity": null,

3) finish day and in report slave suffers from magical toxicity or even mutates

Edit: actually toxicity is tox_cur in save file

(+1)

The strangeness you found is the vanilla design for using the "setget" keyword on variables simply to access other values inside a dictionary. This design completely bypasses the member variables that appear in most of the code, so they remain null.

description.gd, line 714

gaping = '$his massive, [color=yellow]gaping[/color] [color=yellow]' + nameAsshole() + '[/color] that is so wide it looks like the side walls of his asshole make a red flower. ',

side walls of his asshole make a red flower

Should be $his

Also strange bugs with hairstyles

First, $his doesn't work in description


Second, hairstyle change is half-broken. When you click on hairstyle option it chooses previous one. So choosing straight hair makes character bald and it's impossible to choose bun.

Tried reinstalling everything and enabling only bugfix and this mod, nothing changes. In vanilla game everything is fine.

The hairstyle issues with Bald are a known issue. It was a feature added in by another teammate so I tried fixing it to the point of functionality so it’s not CTDing or throwing up errors but haven’t hammered out a better fix for what it was intended to do yet.

Also, why hairstyle descriptions is not in func features() like in vanilla, but in hairlength descriptions as [hairstyle] ?

And there is no hairstyle for shoulder lenght

And maybe I'm just unlucky, but it seems too many characters are generated with bald hair length

One more thing, when I use Deadly Blow battle hangs, no options for next party member and can't end turn


It appears that Deadly Blow is missing the effect field: "effect = null,". While I'm not entirely certain this is the cause, I am certain that if you were playing with the debug mod and used this ability then it would cause battle to soft-lock as the debug response to the missing field would be to abort the function and skip the part that manages the battle states.

I'm not sure how that would have happened either, but the fix has been added for the next version. Thanks for the catch and the fix respectively!

I don't know if it can be useful, but with the debug mod this is the error the appear in the debug console if I use Deadly Blow.

This definitely would have been helpful if it was the first report of the problem as it pinpoints the exact cause. However, this issue has been solved as I was able to figure it out by comparing the ability's data with other abilities.

(1 edit)

Oh okay, sorry for begin late. I just returned on this game 2 days ago. I'll just wait for the fix. And thanks for your hard work.

(1 edit) (+1)

Just some feedback what I seen so far.

Lizardman armor racial trait doesn't work, doesn't seem to be any data was it meant to be augment scale or new armor bonus altogether?

Beastkin squirrel racial trait doesn't work on the player, works fine with other party members - granted you can change base carry to 20 with constants time being.

Beastkin Bird is unable to have tattoos on their arms or legs not sure if intentionally or not - Arachna can't have tattoos on their legs as example.

-EDIT- Trait: Vigorous doesn't work and from what I seen the energy_mod stat doesn't seem to work at all.  Scratch that actual problem lies with character creation generator not properly running code effect half time, pretty noticeable when it doesn't apply any mental stats from strength or traits also may not register starting flying movement race correctly end up no attack and speed increase, still shows up that tool tip that unit is flying.

Will Mass Heal be properly design to work as attendant or am I missing something? so far you can only use it at mansion and only effects currant party members not any of captive in jails may have, not in open fields or in battle quite the let down and in abilities script its literary stuck in placeholder state - masshealcouncil I believe it was.


Ralphs tweaks .

The tentacle hybrid has - Error at getting description for skin:pink

Anomaly  I seen so far:
Its possible while rare for starting player character and slave after creation menu to gain additional +4 in any one random stat, like orc having +4 magic affinity for no reason, seen strength and endurance - only seen endurance on player so far.

Sometimes newly generated slave/npc for whatever reason, trait that normally give negativity stat may end up give positivity instead, been mention from previous post worth mention it happens in  Ralphs tweaks and both cases might actually be same cause.


Other thoughts and balancing matters...

Is there going be warrior based specialist for player character? Deadly blow can't be learn by the player and would give player edge with damage and speed boost matching their assassin and warrior slave counterparts - the closest thing player can choose is their starting race to be strength based beast/halfkin bird for dat 40% damage and speed mod.

Now that magic scaling weapon are thing, mind blast spell should have a 0 turn cool down - spells are strong as mage specialist player that is correct, aren't as non mage -  some weapon skills with hit not to far from non mage mind blast damage and a lot closer with cursed blade I don't mind spell-blade being thing but dedicated mage should always be casting.

That being said of mages are we getting fireball spell or at least mage slave will as it part of their profile description to burn things or any other offense spell in general currently only ever had two offense spells for longest time:  mind blast and acid spit.

Would it possible add variety of +7 damage weapons like bow, axe, lance etc like you see some race profile picture in gear section, the illusion of free choice they all do same thing and update Umbra's gacha trade system include new items.


Lastly how do get slime breeding/morphing to work was there something I need turn on? Can't seem find the selection for body morphing the , splitting part or do slime conversion with unborn child.

I don't know how it happened, but during the combat I can't select the target enemy, and the "end turn" button broke. I was spamming "1" to use the basic attack while selecting the enemy, so maybe this is the cause.

The debug console keep writing the same line again ad again.


On a side note, sometime when I minimize the game window the buttons broke in the same way. This happen in several zones, not only in combat.

Sorry if those are already know issues. I tried to search for them but I may have missed them.

Just to re clarify problem occur in both normal and debug mode, you will most likely run into the issue in large group of bandits where using 1 button ends up soft locking game, smaller number of enemies don't run risk of it occurring or significant less to happen and same script error code as the poster.

never happend to me even with 14+ bandit camp, are you using sure hit, or some skill like that btw wich can be obtain in the debug mod if i'm not mistaken ?

Nope, I use only aric's expansion mod, random portraits and the constants mod.  I just used the constants mod to change the stats. The problem trigger sometimes (not always) when I keep spamming "1" while also spamming left click to select the enemy. 

strange indeed

(2 edits)

Just the attack skill, only used constants mod and what it has to offer and the error code points to damage effect scales calculation, doesn't really say where or what group is.

Honestly could be something simple like loading problem with custom images that maybe bit too large size for what its use for,  just creating stress on game engine having to resize image and use said image in attack animation causing it to stagger when force to speed up which can end up skipping something leading back to problem.  Give that wild theory try later.

You may want to verify that you are looking at the correct file or lines of code. The error message points to this line:

if scene.targetskill.targetgroup == 'enemy' && scene.selectedcharacter.group == self.group:

This line has nothing to do with damage at all. It checks that you haven't selected one of your own party members as the target for a skill that targets the enemy. "group" shows up twice in this line, both being the string member variable of combatants that indicates which group they are apart of.

 I have not yet ruled out the possibility of a race condition due to rapid inputs, but it should not be the case that something was skipped due to poor performance.

(1 edit)

Oh yeah, thanks for pointing that out I pretty much went with first thing I saw on top the page with 'go to' line function search, still getting hang of coding  and it was literally in next code func below.

Anyways think you might be correct with rapid inputs, did some stress test with large images all that was achieved creating lag spikes no change in script flow, only when mashing button inputs you get the problem and a lot sooner in frenzy manner.

(1 edit)

Not certain that this is the only gap, but neither the key press event for skills nor the skill button press function checks the battle state before doing stuff. Adding the following couple of lines to the start of pressskill(), should cover this gap.

func pressskill(skill):
    if period != 'base' && period != 'skilltarget':
        return

Note that this site converts leading tabs to spaces, so you will need to convert them back to tabs.
This should mean that the window for pressing the 1 key after a mouse click was only about 1/30 of a second.

The code line worked, wasn't able to deliberately create any soft lock or seen any odd effects.

So yes it suitable to stop odd chance of the problem occurring.

I haven't been able to track this bug down yet, but all signs currently point to this bug not being the result of AricsExpansion as it does not alter the relevant code.

It's compatible with Improved random portraits?

Sorry if it's already asked/answered, but did a general search and besides a comment by aric asking for permission I found nothing

I believe that was explained in a prior version of the setup instructions, but is no longer included. There are very few mods capable of conflicting with the Improved Random Portraits mod, and those that do conflict will quickly correct themselves as it is considered an essential mod. Thus this mod does not conflict with the Improved Random Portraits mod. I recommend using this version(https://itch.io/t/984434/randomportraits-and-portrait-pack-editor-for-the-10-ver...) as it is more up to date.

When I sell a slave who is obedient in story mode I don't get any upgrade points. Did the system for getting them change? I haven't played for a bit.

No, it has not changed. Note, you will not get upgrade points for a slave that was bought from a slave guild. The guild will tell you in advance if you will get some and a rough reason why you will not.

There actually is a change/bug here - the text saying you will get upgrade points requires >= 80 obedience, but it requires >= 90 to actually give the upgrade points when selling.

Thanks that was it, the blue text said I'd get the upgrade points but it didn't happen so I didn't know what was up.

(1 edit)

Good catch, the value was 90 in older versions of Strive but was reduced for consistency with other parts of the game. Seems that it was partially reverted in the mod at some point.

Hello, guys!
I believe 'Milk Flow #' trait is added by this mod, is it?
Is there a way to remove this trait from a slave?
I thought it would only be present some time before/after pregnency and not forever.

The Milk Flow trait is added by this mod to alter the amount of milk produced by someone who is lactating, but the trait does not cause them to lactate so removing it will not change their lactation status. The vanilla game has forever lactation after pregnancy and this mod continues that by default, but there is an option in this mod to have it end eventually. You can change the option "lactationstops" using the Constants mods, or you can edit the mod file ".../customScripts/expansionsettings.gd" and change it from "false" to "true". In ".../customScripts/expansion.gd" the value "chancelactationstops" is set to 5, which means that there is initially a 5% chance per day and that increases by 1% for each day since they have last been milked.

Thank you, sir.
That is what I wanted.

Amazed this game has some good mods and that it is still being upgraded, just wanted to say thanks and good job!

Thanks mate!

Every time I try to finish the current day the game freezes and I got this from the debug

(1 edit)

At least one of your slaves is missing the 'is_preg' field in the "preg" dictionary. This is a value is not present in vanilla and should be added by the mod to all slaves. The most likely causes are that you either started the progress or gained a slave in vanilla(compatibility with vanilla is lacking) or added another mod that is causing a conflict. The save file is plain text can be edited using an online JSON editor, though the data problems may extend to many slaves or other areas of the game.

The mods I have are the bugfix v6b, Aric's Expansion, Slave Spreadsheet, and Marriage and more Aric Version. I have them loaded in that order. I also just recently acquired Cali and Emily Hale from the base game.

None of those mods are likely to be a problem. Unique slaves are created on the base of a normal slave, so they are not anything of note. It's possible that your save file may have data that indicates if playing in vanilla was the problem, but otherwise it may not help in determining the cause.

I've been looking through the Json save editor like you said. I have two slaves showing they're pregnant in game, yet in the save file it does not say they are after "is_preg." It says false not true. I don't know if that has anything to do with it.

(1 edit)

Slaves impregnated in vanilla gameplay will have a baby ID in the "baby" field but will have "is_preg" still set to false. Slaves impregnated in this mod will have at least one baby ID in the "unborn_baby" field and the "is_preg" entry set to true. However, if the slave was added during vanilla gameplay but not expanded to have the addition data for the mod, then the "is_preg" entry will be missing, which is your primary problem.

I switched the false to true for "is_preg" and that fixed the problem thanks for the advice!

I've extracted the mods to the "mods" folder in %appdata%, but when I launch the game, I don't see an option to load the mods in

I'm assuming you found the Mods menu from the main menu and that you were not met with a long list of errors when the Mods menu was accessed. But if that were the case then you most likely have a permissions issue that prevents the program folder from creating new folders and files. This is solved by extracting the game to a location with open permissions, like the desktop, documents, or %appdata%.

The most likely user error is that you changed the path to the mods folder in game. In bottom right corner of the mods menu is a button for "Open Mod Folder" and to the right of it is a button that has your path to the mod folder. By default the path should be "user://mods/" (equivalent to "%appdata%/Strive/mods"), and while any folder will work it can confuse users that change it by accident. There is an arrow to ascend folders in the top left of the folder selection dialogue, and there is a difference in the selected path depending on if a folder is selected. If this is the case, then you will have a duplicate instance of the Constants mod at the current assigned location. The Constants mod should be visible in the list from the second start of the game and onwards, regardless of the path.

Another possibility is that you extracted the internal files of the mods into the "mods" folder directly rather than extracting them into a new folder with the same name as the archive. Mods are identified by the mod system using a combination of the location of the info.txt file, which indicates the root folder of a mod and the mod's root folder name. Though the mod system should have given you a bunch of junk mod names if this is the case.

The last possibility that comes to mind is that somehow the mods were placed inside another mod, as the mod system will probably only see the highest level mod.

If none of these are the case, then I will need more detailed information about the files and folders. Perhaps even a few screenshots(you may erase any personal information) using the Snipping Tool, which generally comes with Windows.

i remember a case of a bug i wanted to talk about from a long time

so before (can't remember when but at least several month, i was abble to give my mc magical tattoo, and his stat would increase according to those tattoo like my slave, but well since some build it doesnt work for my mc, it's still shown that my tatoo are here but not the sweet magical bonus, it work for all the slave i have try with also, if someone have an idea,

 i use constant also if it's revelant, and installed and have access to every new feature of this build 1.8 so i don't think i have messed up the instalation.

i remember a case of a bug i wanted to talk about from a long time

so before (can't remember when but at least several month, i was abble to give my mc magical tattoo, and his stat would increase according to those tattoo like my slave, but well since some build it doesnt work for my mc, it's still shown that my tatoo are here but not the sweet magical bonus, it work for all the slave i have try with also, if someone have an idea,

 i use constant also if it's revelant, and installed and have access to every new feature of this build 1.8 so i don't think i have messed up the instalation.

(+1)

v1.8d is Released!

I'm having genealogy issues.

I have three girls from the same parents, but it lists them as half-siblings. Not only are they all full blood siblings, but two of them are twins. They have one half-sister, who doesn't live with them anymore.

Granted, the parents are siblings (shush), and impregnated eachother. So I guess you could make an ass-backwards argument that one of the three is a half-sister, since technically the mother and father are different, but that doesn't explain the twins.

I'm more than a little disheartened. I opened the relatives box and expected to see "twin sister," thinking "aww, we get to have Christmas with twins." Then I got sad. I'm not code-goblin enough to find out for sure if it's a base game issue, but reporting it to Maverik is almost certainly a waste of time anyway.

You don't need to have experience with the code to figure this out. I know it takes time but if you simply played the game without mods, then you would find that Strive 1.0d does not differentiate siblings from half-siblings; there is only one category for all siblings. Also vanilla Strive does not have multiple babies per birth so twins never happen. If it was a problem in vanilla Strive, then the Bugfix mod or the Strive Discord would be the proper places to report it (mostly to me).

The relation of the parents to each other is not relevant. Note that it is possible for twins to have different fathers if the mother has ever had sex with more than one person with a penis. There have been several bugs related to semen lasting potentially infinite amounts of time within the womb. Additionally, if the father left the mansion, never existed, or ceased to exist before the children were conceived, then the game would generate random temporary stand-ins to provide the necessary data to create the babies. Therefore I recommend verifying that the characters indeed list the same father in their relatives data. You may provide the save file for review/fixing either here(through a file download service) or on Discord.

I'm not aware of any attempt to track twins in the relatives data, which is most likely due to the significant increase in complexity required simply to attach a different name for sibling.

I also upgraded from 1.7 to 1.8d, in case that effects anything.

(+1)

The reworked action in 1.8d was discovered to cause errors when there are no givers/takers due to an oversight in the design.

Deleted 256 days ago
(+1)

I believe there are individual images on the discords but I don’t believe there’s a compiled pack for them as of yet. 

After using the "Sexual Conversion Tonic" one of my characters now gives this error.


(+1)

Sorry for the late reply, the game expects vagina to be "none", but the item sets it to be "". The same is true for penis and balls. The code for the item is found in items.gd.

Is it normal for npc to have virgin birth in the wild?

After I captured an npc from the wilds, I returned to the mansion and check her relatives. Apparently, she have a daughter but is still a virgin for some reason. Is this intended?

I'm using version is 1.8c and had some minor fixes that I wrote but does not affect npc spawning.

Thanks

The virgin birth portion is rather odd. NPCs are designed to have offspring in the wild, especially if they are fucked by the player or their allies and released from the mansion or let go post combat. However the remaining a virgin portion is interesting as I’m not aware of a way for npc pregnancy to trigger without having sex first.

I’ll look into the code, but you may want to start working on some solid doctrine for that virgin birthed daughter wandering the wild. Either it’s a bug or a miracle, better safe than sorry!

I think it has something to do with adding relation after group npc generation in the wilds. I'm pretty sure I have never met(fuck) them before, and I have never released anyone or let them escape. It wasn't a single occurance either, there is at least 2 npc in my mansion who has given virgin birth to multiple children (in the wilds).

Thanks for the reply. For now I will just edit my save to remove the mother-children relation.

Hey Hey I just wanted to ask if there are any watersports sex actions added via this mod and if so how to unlock them. I'm pretty new to this game and the mod in general so I got confused when I saw the pee related things in the fetish list when talking to slaves but having no options for it in the sex scenes but only on the farm a little bit

(+1)

There aren’t any watersports sex actions added, it was the actions via the farm and within a dialogue event. But that is a good idea to look into adding another sex action!

oh okay! yea I was just confused cuz you could ask the slaves how they feel about peeing on someone or being peed on but within the farm its just the extraction as far as I know. So yea having more sex actions with watersports would be cool to have I think and would make sense with the fetish questions. Maybe something like: "name" pee's on "name" or somehow in combination with face sitting "name" sits on "name" and forces them to drink their pee or something like that just a couple ideas :3

I get the following errors upon starting the game for the first time after mod installation and then upon trying to start a new game. The only menu options that work after installing the game is the mod menu.



(1 edit)

The first error message in your screenshot mentions "puppet" in the file variables.gd, but AricsExpansion only uses that word once and never in that file. The rest of those errors appear to be derived from that error. So the question to you is "where did that come from"? Did you try to use this mod with another mod or did you edit the scripts? This mod states in the first post that there is very limited compatibility with other mods, due to the extensive scope of this mod.

Since your mod menu appears to work, you should be able to reset your mods to recover. If you run into future issues, then you may want to extract a brand new Strive folder, because sometimes things get left behind by mods after significant early errors.

Dear sirs, when I install the mod, by-the-book, the game crashes on startup. Is there any way I can debug this? I can't disable the mod, don't see any console logs if running the Strive.exe from the commandline, the game just shows me splash screen for a couple of seconds and closes immediately afterwards. It happens only after the AricsExpansion mod itself, the bugfix mod before that installs without such problems.

I must note that after I enable AricsExpansion mod, the game tells me a warning about quite a lot of files being overwritten, but I suspect it's expected.

I tried removing everything in %AppData%/Strive, the game re-creates all the folders and the `progressdata` while starting and then silently crashes anyway.

(1 edit)

1.Reinstall your game.

2. Start the game activate the bugfix and  close the game. (need to be on the 1st place in the line)

3. Activate the AlricExpansion then close the game again. (need to be below the bugfix but above the other mods)

After that it should work.

I already did this thrice. I wrote that I even cleaned up not just the game directory, but even the %appdata%/Strive folder. It did not work.

I have found the reason of the problem after I used the debug .exe (the so-called "debug mod") and looked up the logs output. It seems from the code of the extension, that the folder of the extension in `%appdata%/strive/mods` must be called `AricsExpansion` without any version suffix. After the unpacking from the distrib archive the folder is called `AricsExpansion-1.8d` which completely 100% breaks the game startup.

Any idea where Feline came from? All parents are Demon, Elf, or a mix of the two. It also adds up to greater than 100%?

No idea, I don't see any obvious direct causes. There are definitely a few ways that this could happen if various race data lists are altered or if a new slave is generated with the same ID as a current or past slave.

(1 edit)

Just something I've noticed. If a slave has consented to have children, they should desire to have at least 1 child. At the moment they sometimes don't want any, even after agreeing.

Also, talking to the first starter slave is always laggier than talking to any other slave. This has been an issue with the game for a long time, maybe this is something that can be improved?

I also feel Dickgirls should pull from the Futa image pool by default, rather than them always being blank.

(+1)

Certainly consenting to zero children can seem a bit weird, but there are basically two systems: getting consent and persuading them to adjust their preference. The simplest solution would be to remove the zero option.

I'm not seeing any obvious code for the starting slave, so it's not clear why they would be affected. The base game has some lag issues, mostly from image updates, that get out of hand with Aric's mod. Some solutions have been implemented, but are only in the GitHub so far.

Image selection by sex is mostly outside the scope of this mod. The proper fix would involve changes to the Improved Random Portraits mod. Though it should be possible to temporarily change the person's sex if no image is assigned and then try again to find an image.

Is there a list of all the new traits and what they do?

I'm not aware of any comprehensive lists for users, but traits.gd is a plain text file that contains the base data for all traits. It will not tell you how exactly all the data is used, which is not intuitively designed, but it's probably the closest thing to what you are looking for.

Just a bit curious, how can i get rid of the "privates: Ommitted" description on my slaves?

Click on that text; it is a vanilla feature that toggles parts of the slave description.

Thank you very much. Love this mod btw

Viewing posts 521 to 720 of 737 · Next page · Previous page · First page · Last page