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Strive for Power

Fantasy Slave Management/RPG Erotic Game · By Strive4Power

Aric's Expansion Rebred

A topic by AricTriton created Sep 23, 2019 Views: 471,564 Replies: 2,460
Viewing posts 601 to 737 of 737 · Previous page · First page

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.

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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?

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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. 

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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.

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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

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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 =)

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


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

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

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

(+1)

Alright figured out the issue it was user error.

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

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

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

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

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

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

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

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

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

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

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

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




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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Maybe you could split Farm changes into a separate mod?

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

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.

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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. "

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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.

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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.

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"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?

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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.

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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

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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.

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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

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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!

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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

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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.

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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?

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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.

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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

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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.

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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.

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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 257 days ago
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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.


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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

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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.



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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.

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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.

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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.

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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

Uh, I followed the guide to the letter, made sure to check everything and am getting smacked by close to fifty 'file not found' and similar messages, tried to reload and do it again and it didn't work.
this isn't the first time I've tried either and the same thing happened

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A couple of the exact error messages and where you encountered the messages would be helpful, as there are a few different problems that would state 'file not found'.

If you are encountering these messages in the mod system report, then the problem is related to the mod system rather than this mod. This message is common for Mac users as the mod system fails to initialize as the game files are inside the .pck and the game cannot find the files(159) to create the backup. It can also happen for users with other OS when the folder permissions prevent the game from creating files and folders. 

If you are encountering these messages though the terminal with the debug mod or the log file, then the problem is most likely failure to install the Bugfix mod before everything else, because the Bugfix mod updates the mod system in ways that are critical for adding many new folders(18) and files(174) to the game folder. If the mod folder (the one that contains "info.txt") is not named exactly "AricsExpansion", then the game will fail to find any of the custom script files in that folder, but this is only 11 files. Also, if you failed to notice file copy errors in the mod system report, then those files will likely be reported missing again at this stage.

Edit: in the event that retrying installation fails it can sometimes be useful to extract a new copies of the game and mod from the ZIP archives, or if you do not have/use the archives then re-download them. Though rare, the game folder can become corrupt after bad installs and the mod folder can become corrupt if the user accidentally moves stuff around inside. The rest of the user data folder should be safe from most problems.

yeah, I'm on windows still and the file not found error seems to be coming up for the bugfix, I'll attempt it again as best as I can, trying to be more specific, I probably have to send another message, but thanks for your response!

Can someone tell me how to pass my slaves, what else I would not like to pass the game to me again

Where do I find the %app data% thing? Can't I just stick it in the strive mod folder?

%appdata% is basically a Windows shortcut to the path "C:\Users\USER_NAME\AppData\Roaming", which is where many games store save files. The Strive mod folder is located at "%appdata%/Strive/mods" on Windows, so putting that path in a file explorer path bar and pressing enter will take you there. If it does not then that is because the appdata folder is hidden by default and you need to reveal hidden folders on your system. Alternatively, there is a "Open Mod Folder"button in the Mods menu, which will open the file explorer for the mod folder.

So long as you don't mean a path that looks like ".../strive-for-power-1.0d/files/scripts/mods", then yes you can just stick it in the Strive mod folder.

So I can just open the game and stick them in from there?

Is there a reason that wouldn't be the case?

I wasn't aware of the feature is all

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Can someone tell me where I can find the new breeds?
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Is there anyway to get newly created traits to work with Ralph's tweaks?

I made a handful for new traits in a mod iam working on, They work fine with your mod but if i enable ralph's tweaks in the constant menu they will not generate the effect on the character but they will still have the trait.

Everything works fine on the starting slave with the traits i added but everything after does not work with ralph's tweaks enabled.

Is there anyway i can get it to generate  the trait effect woth the + & - stats on the character?

The function "setRaceBonus_Ralph" in expansionsetup.gd is not generalized for for handling any traits, so that is a likely culprit.

Hello. Thank you very much for the mod, I'm having a blast with S4P for the first time. But for some reason I can't assign anyone to be the researcher for the crystal. What exactly are the requirements? I've installed the mod just like in the instruction.

On the second day the Mansion Upgrade becomes available; it helps if your slaves have some magic affinity.

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Thank you, I actually read about the upgrade minutes after I've posted this comment :D Looked weird to me that the mod mentioned the need for the specific upgrade only once in the segment that's pretty easy to skip accidently.

Why my children don't have our surname x_x?

Two possibilities come to mind.

1. The mother is a slave without a surname and you did not select the box to give the baby your surname.

2. You have other mods installed that conflict with Aric's in some way.

Help please! How can I fix the game crashing on my save after the end of the day? The game doesn't crash in a new save.

If you’re using the debug mod, can you post the error code you’re getting? That’ll help us narrow down what’s going on.

There is no error when the game crashes. I looked at the game files, but it doesn't seem to save error information.

This is why he mentioned the Debug mod(https://itch.io/t/1137280/debugmod-v10d), as it changes how the game reacts to errors and enables the display of error messages. It will not fix your errors but the error messages should pinpoint the locations in the scripts that the errors occurred.

Just to make sure, you cannot play this mod with saves that were created without this mod. The part of the mod that would update the save data to be compatible is currently incomplete.

I meant to disable the crystal mod which is causing the problem. All other mods work fine on my save

This mod, or the "crystal mod", is much larger than other mods and often does not work with other mods, so by using those other mods this mod may not work. However, without knowing exactly which mods you have, it is difficult to know whether they would likely cause errors or not.

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I suddenly lost all information on whether a girl is ovulating or not as well as how much cum is in her pussy or vagina. It happened to all the saves of this particular run. Any idea what could have happened? I would like to have it returned, especially the first is useful information.

I also have lots of hairstyle giving the wrong one. As in if I select one from the top down menu, it actually gives the one prior to it.

Also a lot of girls are born bald.

The first thing I’d check is that in expansionsettings.gd (or using the constants mod to adjust it) that ”perfect info” is set to true.

The hairstyle showing bald sounds like an old bug that should have been corrected already. Are you using the latest version of the mod or the main branch from GitHub?

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Thank you for answering. I actually found out about the no information thing being a proper in game thing. I guess I had never send my nurse away without replacing her. When I gave a new person the "nurse" job it worked. So for that it was false alarm.

Ragrding the baldness:  It is not that they all show bald. Just many  (~25%) children (Regardless of what age I grow them up to) are bald only when I give a hair growth tonic do they start having hair.

Regarding hairstyles: I meant that when I select "bun" in customization it auto selects "two braids" or "ponytail" becomes "straigth"

I am not sure regarding your question as I downloaded it ages ago, but I am running 1.8d and this was a new game with that mod that is running on and off for months.

(I still have to redo a portrait pack once I have nearly 400 nude/preg pictures now (modified myself or from various sources) and still more to convert)

The hairstyle problem is due to the GUI options not matching the code options, as the GUI is missing the bald hairstyle. In Mansion.tscn replace 

items = [ "straight", null, false, 0, null, "ponytail", null, false, 1, null, "twintails", null, false, 2, null, "braid", null, false, 3, null, "two braids", null, false, 4, null, "bun", null, false, 5, null ]

with

items = [ "bald", null, false, 0, null,"straight", null, false, 1, null, "ponytail", null, false, 2, null, "twintails", null, false, 3, null, "braid", null, false, 4, null, "two braids", null, false, 5, null, "bun", null, false, 6, null ]

and it should work. If you change the program folder file then the change will vanish if you re-apply mods. If you apply it to the file in the mod folder then you need to re-apply the mods(just press "Apply", no need for the full process).

I'll try that. I assume for the program folder you mean the location strife/files  (412 Kb) and not in the location strife/backup/files (271 Kb)?

Yes, there is no benefit to changing the values in the backup folder, and it would cause the similar problems if you uninstalled AricsExpansion.

Did the trick, much obliged

S4P crashed during day end where three person (I think it was Emily and Tisha plus one random person) give birth. Attached is the error I obtained from debug mode. I can continue the game using the debug mode somehow (spam don't want to keep the child) but not sure if this is just a temporary solution.

 

This is an old issue that has been known for quite a while. Fix copied from discord:


the baby has a description problem because babies don't use the standard data (news to me too).
after line 481 of files/scripts/characters/description.gd, a new line needs to be added for feathers_and_fur. I just copied the normal entry

feathers_and_fur = '$His body is sparsely covered with [color=aqua][feathercolor] bird-like feathers[/color]. Beneath that is thick, soft [color=aqua]fur of [furcolor]',

adding a new line requires that you have a decent text editor so that the newline character is correct. although [furcolor] doesn't work because it was only added to the normal description function, it doesn't cause any errors.

Thank you for the swift reply! Do I add the line in the game files or the mod files? Is Notepad++ good enough?

Notepad++ will be perfectly sufficient for it. If you add it in the mod files, just remember to reapply the mod (fully deactivate, restart, reactivate, and restart). If you do it in the game files it'll take place next time you start the game but if you ever reload the mod it'll have to be redone. The safest option is adding it to both.

Thank you for the swift reply! Alright ill do just that :)

Not sure If this has been answered or if its even possible but thought i'd ask. Is there a way to disable or at the very least simplify (always say yes) the consent system added in this mod?  I'm not afraid to #  or // out code so if its a thing please tell me.

I return to this mod at least once it a year it seems and find the base game pretty lifeless without this mod but the consent system which seemed ok at first glance is in practice extremely laborious and frankly a huge waste of time. Trying to develop a fetish without the enchantment spell? thats 2 weeks in game with each day being many clicks on menus if they started hating it, just trying to get a basic farm worker? thats most of a week. How about a you want a nudist for the extra income? same thing. Then there's the base consent for battle/sex and battle can reject a frustrating amount of the time even with decent loyalty. 

I once fumbled around in these damn menus for weeks of in game time trying to customize a character to be a very happy cow on my farm with all the potentially relevant fetishes and the end result was I think one sentence in the daily report with a more positive slant to it, that is to say the fetishes did almost nothing in the description and were purely some backend stress/lust modifier.  

The work required to make the consent system engaging was clearly tossed out LONG ago and I really dont like having to suffer its skeleton in the game. Imagining if it was great is a fun thought though I do admit. What if it wasnt 5-6 dumb stages of acceptance/rejection and it was scaling system starting from a baseline of "not interested" based off what you forced (yes forced its a slave game) them to do. With different outcomes (descriptions in events/daily report) based on if you pushed them off the deep end or eased them into it? But thats never going to happen so I'll wrap this up here. 

As a tldr report for those who dont like reading the start of anything :

Not sure If this has been answered or if its even possible but thought I'd ask. Is there a way to disable or at the very least simplify (always say yes) the consent system added in this mod?  I'm not afraid to #  or // out code so if its a thing please tell me.

The consent and fetish systems were in discussions for an overhaul (for many of the same reasons as your post) while development was grinding to a halt due to a lack of time and interest. The GitHub version is slightly ahead of the itch.io version, though I'm not familiar with all the differences. The entrancement spell effect was included as a shortcut for both the consent and fetish systems, so if you are looking for an "always say yes" solution then that is it. Note that the enchantment spell effect is consumed by each attempt, so there is still a significant cost.

The consent system has a lot more complexity than may be apparent to the player and there are a lot of intertwined factors. Sexual consents can be influenced by lewdness, lust, and certain fetish opinions. If you aren't going to use the entrancement spell, then my recommendation would be to avoid trying to grind consent simply by asking every day as many of the consents require moderately high stats such as obedience and loyalty simply to get above zero chance of success. Unlike fetishes asking for consent does not improve your chances of success next time, so use a couple meet and sex interactions between attempts to gain consent. Also make sure to clear the rebellious effect of being captured or you probably won't get any consent. The Constants mod only provides options for chances of livestock consent.

The fetish opinion system is complex, buggy, and incomplete so it's difficult to give good advice for it. The alternative to the talk menu should be having the slave participate in the fetish during the sex interaction as the more times a slave is exposed to it each day the greater the chance of raising the fetish. However, this doesn't work for every fetish; some because of bugs and some because the design is lacking. The Constants mod provides access to some options, but these do not appear to be particularly useful at the moment.

To effectively alter/disable the systems, it appears that you could simply edit the values for "var fetish" and "var consentexp" in the program file ".../files/scripts/person/person.gd". It is a plain text file and the edits can be made with any text editor, though making a backup file is recommended. The fetish opinions can be changed from "none" to one of the following values:

"taboo", "dirty", "unacceptable", "uncertain", "acceptable", "enjoyable", "mindblowing"

The consent values can be changed from false to true.

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well its not what I hoped but its still better then nothing thanks. I didn't know you could easily edit each character fetish and will for sure do this from now on instead of the mess of menu spam that the game currently demands. Enchantment spam is literally just more menu options clicks which slow everything down so I dont care for it if I want to do more then ask a character to put the damn sword on

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If you wanted something else, then you will need to detail what it was you were after. These systems are messy, complex, and spread out across multiple files, so I don't feel like explaining it all and there aren't a lot of great points to edit the scripts unless you have experience programming. For instance, if you wanted Entrancement to last a whole day, then you would need to edit "func usedEntrancement()" in  "../files/scripts/statstab.gd" by copying the "return text" line to a new line below

var text = ""

Note, if you make this change using a simple editor like Windows Notepad, then the game will crash due to an improper newline character.

Edit: You could also put a # at the start of the lines between between these two lines("var" and "return") if you prefer.

Also, I should have clarified that editing the values in person.gd will not change any existing characters but change the starting values for newly generated characters. If you want to change the values for existing characters, then you will need to edit the save file, which is JSON formatted data. An online JSON editor can be used to clarify the structure of the data, if you do not have an editor that supports the format. The values will work the same and have the same names as in person.gd, but will be harder to find as there will be a lot of slaves in the file.

I look forward to the jail dialogue, one question though do you think you will add beastkin pandas to your mod?

Deleted 88 days ago
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Usually the first big indicator is that the game doesn't crash when you start the game or a progress, but besides that there are some things that should be present when the mod has been applied. The main menu will have a special graphic to indicate that the mod is installed, the options menu will list DickGirls as an optional sex, and the starting setup for a custom game will have new races and body part sizes, though you would need to know the normal lists to notice those. The presence of these things indicate that the mod was likely installed correctly, but modding can be complicated and it is entirely possible to add additional mods that conflict and screw up portions of the game.

Hello, are you still working on the next update of the mod?

Progress has stalled with no expected time frame for when that will change. Another update may eventually happen, but it is unlikely to be anytime soon.

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i think i found a little bug in the new version, when you try to change de hairstyle it doesnt pick the choice that you selected but instead it picks the option above, when i disable the mod it works as intended.


without the mod enabled it works as intended, don't know if i screwed the installation or if is really a bug

I'll look into it. Thanks for the report!

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Hey is there a unique level up requirement for your character in this mod? I've recently played through a sandbox world and then downloaded this mod and played it on story mode. I can't level "myself" but my servants have no issues, which makes me think it's not due to story mode.

Also tested in sandbox mode and still can't level up.

There is a current bug that we discovered due to the XP Boost system. Until I can figure out the fix on this one, you can circumvent it for now by using Constants mod or expansionsettings.gd in the mod files and setting disable_levelup_gate to true.

Sweet! glad there's a solution. Thank you!

Running on MacOS, with Aric's 1.8d and Ankmairdor's BugFix v6b, installed a variation of RK76Manishog method without Wine. It means that I am running the  stripped-0.5.25 version of strive loaded with PC files. Works perfectly except in two situations: 

1. Relatives don't show at all, for anyone, including MC. Instead I get the panel that says: ahdh kahhd

2. When you put a cow in the Farm. If they spend the night there, you can't access them to get the out (for interactions, for example). Only way to get them out is to edit the Save file and change their "Work" from "cow" to "rest" and "Sleep" from "farm" to "communal".

Any suggestions on how to fix that? I am not really a modder. I try to mimic syntax of existing files. At best, I am a tinkerer. So please keep that in mind with your recommendations. Thanks!

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Without error messages to show otherwise I would assume that it is due to use of "array1.append_array(array2)", which was added in the more recent version of Godot used by 1.0d. While it would not be entirely equivalent, "array1 += array2" can probably be used as a substitute as long as you don't change anything else.

It appears in the following files:

scripts/Mansion.gd
scripts/slave_tab.gd
scripts/exploration.gd
customScripts/expansiontravel.gd
customScripts/expansionsetup.gd


If you continue to have issues, then I suggest checking the output terminal window that opens with the game. If your game does not open with such a window, then you can create your own by opening Terminal, navigating to the app(cd <path to folder containing app>), and start the game(open -a "Strive For Power").

Please note, none of the modding community, including myself, use Mac so we can only get details and test solutions using Mac users like yourself.

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Thanks for your response, and I appreciate your suggestion. As I said, I don't rally know what I'm doing (I'm more of a wannabe than anything), so still trying to parse what you said and how to apply it. I Will do some research and report back and in general, I am happy to provide any information/details and test solutions on Mac. Thanks again. 


Update: the issue is definitely the changes in the Godot engine. The vanilla 1.0d displays relatives panel just fine. Even in the modded version, it also seems that from the save data that it is recording the relatives info, interactions/sex do recognize relations but it's not processing it for the relatives panel.  Going through the scripts you mentioned and trying to understand their mechanics and functionality leads me to think that there are a lot more features that are available in Aric's expansion that are not functioning properly or at all, and I am just not aware because my default is the vanilla version.  

One last thing, if I sound like i know what I am doing, I don't. I've just enjoyed playing the vanilla version enough that the expansion seemed like a no brainer, and that led me down the road of how to get mods working on a Mac. Thanks to your answer here I was able to do it, but I am a little (a lot) out of depth here. I guess that's the long way of me saying is that i am not necessarily hung up on fixing this particular issue, I just want to find a way to enjoy the game, with the expansion. So I am open to any suggestions, aside from getting it to work in a PC environment. Thanks again.

The fix shouldn't require much understanding, just change the text from one layout to the other. For instance in Mansion.gd there is:

halfsiblings.append_array(entry.halfsiblings)

Effectively "halfsiblings" is" array1" and "entry.halfsiblings" is "array2". which can be moved to the other layout:

halfsiblings += entry.halfsiblings

The existing line can be replaced with this line and it should work.

As a quick reminder, the mod system makes text changes to the game when mods are applied, so if you change the text of the mod files you will probably need to re-apply the mod for those changes to have any effect.

Brilliant. It was exactly that line of code with the halfsiblings that was breaking it, since that relation was not present in the vanilla version and I guess it didn't know what to do with the data. Anyways, fixed just in time to realize that  Aric's v1.9  is out :D Offer still stands if you'd like me to test things on a mac. Thanks again.

You can most easily help with bug reporting by joining the Discord (linked in Aric's first post).

Done

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