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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: 563,555 Replies: 2,500
Viewing posts 681 to 749 of 749 · Previous page · First page

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.


Deleted 126 days ago

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

Deleted 126 days ago
(1 edit)

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


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


This is the Job Report

Job Report same day

This is the Farm Report

Farm Report Same day

https://itch.io/post/6631649

Alright, didnt know someone else already reported it thanks.

(3 edits)

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



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

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

expansion is supposed to be expansionsettings

Thank you

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

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

Also some strange bug with mods interaction.

For example, I create a testmod

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


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

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

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

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


I change my mod to edit lines added by yours

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


And now output is broken

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

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

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

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

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

(+1)

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

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

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

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

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

Okay, thanks for your help!

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

(+1)

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

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

When entering library

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

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

Fixed in the next version. Thanks!

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

(1 edit)

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

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

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

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

(+1)

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

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

(+1)

repeatable_quests.gd, line 466

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

In game it looks like this

Fixed in the next version. Thanks!

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

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

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

(+1)

Also description.gd, line 673

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

It can write "nice" twice

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

(1 edit) (+1)

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

1) I save a game

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

"toxicity": null,

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

Edit: actually toxicity is tox_cur in save file

(+1)

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

description.gd, line 714

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

side walls of his asshole make a red flower

Should be $his

Also strange bugs with hairstyles

First, $his doesn't work in description


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

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

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

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

And there is no hairstyle for shoulder lenght

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

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


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

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

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

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

(1 edit)

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

(1 edit) (+1)

Just some feedback what I seen so far.

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

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

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

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

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


Ralphs tweaks .

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

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

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


Other thoughts and balancing matters...

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

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

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

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


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

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

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


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

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

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

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

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

strange indeed

(2 edits)

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

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

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

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

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

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

(1 edit)

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

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

(1 edit)

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

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

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

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

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

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

It's compatible with Improved random portraits?

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

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

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

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

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

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

(1 edit)

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

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

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

Thank you, sir.
That is what I wanted.

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

Thanks mate!

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

(1 edit)

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

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

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

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

(1 edit)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

(+1)

v1.8d is Released!

I'm having genealogy issues.

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

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

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

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

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

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

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

(+1)

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

Deleted 2 years ago
(+1)

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

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


(+1)

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

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

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

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

Thanks

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

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

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

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

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

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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.

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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.

Deleted 65 days ago

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 :)

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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 1 year 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.

Deleted 126 days ago

Done

Hey, I just newly played S4P and found out this mod, was interested, and tried it out. It was great, but now for some reason I got both my starting slave and Emily kind of stuck at leveling up, the game's instructions mentioned that they need to raise their grade to level up (both are level 6 and 5 respectively), but AFAIK you need only grade-up them once to level them up. Yet I've been grade-upping them multiple times (I even got my starting slave to Noble) and she's still stuck at that level, with 100% exp and the instruction that she needs to grade-up to level up. Anyone knows if this is an actual problem or am I just stupid and wasted my money for nothing?
Thanks in advance.

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The mod is currently buggy as the coders are busy with other projects. This is a known problem with a couple simple fixes. The simple approach is to disable the level up requirements using the Constants mod to enable "disable_levelup_gate".
Otherwise these edits should address the issue:

in outside.gd, lines 1584 and 1590, replace levelupreqs with xp_boost_reqs
in statstab.gd, line 1628 has same problem.
replacing those 6 instances in the mod files should resolve the problems. the mod needs to be re-applied to take effect
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Hey, thanks for the fast reply, I followed the instructions and it seemed that it's working at the moment.


Edit: Update, no, still the same. Both are stuck at their previous levels just with a higher grade now. I wonder if it's maybe I am the one who needs to grade-up (I'm still Journeyman in this playthrough)

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Okay found the errors.

In outside.gd, lines 1585 and 1591, replace xp_boost with boost_xp.
Remember to  re-apply the mod after changing the mod files.

Thanks!

Thank you again for not abandoning this mod Aric!

I might be missing it, but is there a setting or way to have male characters turned futa in the lab retain their original gender pronouns? 

Wrong mod. This is probably the mod you are looking for https://itch.io/t/2331752/marriageandmore-mod-v3.

Note that the version that is compatible with Arics mod is only only compatible with version 1.8d, as 1.9a made changes to the GUI that require fixes, which are available on the Aric's mod Discord.

It's working with the 1,9a too. (Using it) but the gender change option was taken out of the Alric version due to compability reason.

Indeed, I missed that note about gender changing not being available. As far as I'm aware the only problems caused by the MarriageAndMore mod are reverting some GUI that would add new features for v1.9a and causing crashes when clicking on the combat party members while exploring.

Thank you! I'll mess around with it and see if I can make it work.

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The only times when it's causing a crash for you is when you try heal them for example and click on the "?" mark on them by mistake. Thats what i got so far about the crash.

I was able to make the Arcis version of the mod work, but unfortunately like you said the Gender change option was removed and it doesn't look like they've been able to make a version of it that's compatible with it. 

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It's not that he couldnt make it work. It's more like he's either not playing this game anymore, dont have the time for it or just lazy to update it. My best quess it's that he dosn't playing this game anymore.

Edit: the mod was made about 2 years ago.

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I've followed the instructions above several times and yet I still can't get the mod to work. can anyone help?

Here is the error message.

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

     At: scene/gui/base_button.cpp:329

Removing New Files...

Remove Finished

Loading Backup...

Load Finished

ERROR: copy: Failed to open res://backup/.import/6.png-530e841cc6fb8faa77cb0e9a4254c21d.stex

   At: core/os/dir_access.cpp:307

ERROR: Copying backup file res://.import/6.png-530e841cc6fb8faa77cb0e9a4254c21d.stex  Error code(7): File: not found

ERROR: copy: Failed to open res://backup/.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex

   At: core/os/dir_access.cpp:307

ERROR: Copying backup file res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex  Error code(7): File: not found

ERROR: copy: Failed to open res://backup/.import/loading.png-4e798cbc3af76fb779fe94b3031f04ab.stex

   At: core/os/dir_access.cpp:307

ERROR: Copying backup file res://.import/loading.png-4e798cbc3af76fb779fe94b3031f04ab.stex  Error code(7): File: not found

ERROR: copy: Failed to open res://backup/.import/mana.png-d8a09f91a677a7ed147792c3a72f43c7.stex

   At: core/os/dir_access.cpp:307

ERROR: Copying backup file res://.import/mana.png-d8a09f91a677a7ed147792c3a72f43c7.stex  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/abils/panic.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/abils/panic.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/backgrounds/eeriegrove.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/backgrounds/eeriegrove.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/backgrounds/elvenforest.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/backgrounds/elvenforest.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/backgrounds/marshlands.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/backgrounds/marshlands.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/backgrounds/newamberroad.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/backgrounds/newamberroad.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/backgrounds/prairie.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/backgrounds/prairie.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/backgrounds/wimborntown.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/backgrounds/wimborntown.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/characters/bunnyboy_nervous.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/characters/bunnyboy_nervous.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/characters/bunnyboy_neutral.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/characters/bunnyboy_neutral.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/characters/Halfkin Slaver/halfkin_slaver_angry.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/characters/Halfkin Slaver/halfkin_slaver_angry.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/characters/Halfkin Slaver/halfkin_slaver_icon.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/characters/Halfkin Slaver/halfkin_slaver_icon.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/characters/Halfkin Slaver/halfkin_slaver_smug.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/characters/Halfkin Slaver/halfkin_slaver_smug.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/characters/ivranaclothed.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/characters/ivranaclothed.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/characters/ivrananaked.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/characters/ivrananaked.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/characters/ivranaportrait.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/characters/ivranaportrait.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/characters/ivranapregnant.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/characters/ivranapregnant.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/characters/ivranenemy.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/characters/ivranenemy.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/characters/ivranenemyicon.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/characters/ivranenemyicon.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/characters/Jason/jasonfrown.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/characters/Jason/jasonfrown.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/characters/Jason/jasonneutral.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/characters/Jason/jasonneutral.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/characters/Jason/jasonsmirk.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/characters/Jason/jasonsmirk.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/characters/New NPC/cl_seraph_shop_keeper.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/characters/New NPC/cl_seraph_shop_keeper.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/characters/New Tia/tianeutral.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/characters/New Tia/tianeutral.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/characters/New Tia/tianudeneutral.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/characters/New Tia/tianudeneutral.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/characters/New Tia/tianudesad.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/characters/New Tia/tianudesad.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/characters/New Tia/tiaportrait.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/characters/New Tia/tiaportrait.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/characters/New Tia/tiapregnant.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/characters/New Tia/tiapregnant.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/characters/New Tia/tiasad.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/characters/New Tia/tiasad.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/characters/preg_uniques/aynerisneutralnaked_preggo.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/characters/preg_uniques/aynerisneutralnaked_preggo.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/characters/preg_uniques/chloenaked_preggo.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/characters/preg_uniques/chloenaked_preggo.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/characters/preg_uniques/emilyf_preg.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/characters/preg_uniques/emilyf_preg.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/characters/preg_uniques/tisha_preggo.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/characters/preg_uniques/tisha_preggo.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/characters/shuriya.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/characters/shuriya.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/characters/tiaclothed.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/characters/tiaclothed.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/characters/tianaked.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/characters/tianaked.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/characters/tiaportrait.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/characters/tiaportrait.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/dimensional_crystal/button_images/crystal_1_transparent.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/dimensional_crystal/button_images/crystal_1_transparent.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/dimensional_crystal/button_images/crystal_2_transparent.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/dimensional_crystal/button_images/crystal_2_transparent.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/dimensional_crystal/button_images/crystal_3_transparent.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/dimensional_crystal/button_images/crystal_3_transparent.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/dimensional_crystal/button_images/crystal_4_transparent.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/dimensional_crystal/button_images/crystal_4_transparent.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/dimensional_crystal/button_images/crystal_5_transparent.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/dimensional_crystal/button_images/crystal_5_transparent.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/dimensional_crystal/button_images/crystal_6_transparent.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/dimensional_crystal/button_images/crystal_6_transparent.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/dimensional_crystal/crystal_banner_small.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/dimensional_crystal/crystal_banner_small.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/dimensional_crystal/dimcrystal_dark_1.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/dimensional_crystal/dimcrystal_dark_1.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/dimensional_crystal/dimcrystal_dark_2.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/dimensional_crystal/dimcrystal_dark_2.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/dimensional_crystal/dimcrystal_dark_3.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/dimensional_crystal/dimcrystal_dark_3.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/dimensional_crystal/dimcrystal_dull.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/dimensional_crystal/dimcrystal_dull.png.import  Error code(7): File: not found

I get these exact set of errors when I install AricsExpansion without first installing the Bugfix mod and restarting the game. There are a few bugs in the mod system which prevent AricsExpansion from installing correctly so the game must restart in order to be running the fixed modding system. Also, you may shorten this post to after the first two ERROR lines and delete the second post as those are simply the same two errors repeated for a few dozen files.

I've installed the bugfix and restarted the game multiple times and still get this error. I've deleted the game and mods and reinstalled them. I've moved game folder to different locations, and I tried deleting the backup and roaming folder.

I followed the instructions by applying the bugfix first, restarting the game, then applying the expansion. 

Is it because I'm extracting both the bugfix and expansion into the mods folder at the same time?

(1 edit)

Are you using Bugfix version 6b? You are not getting the necessary fixes to the mod system. Since you are not listing any errors when opening the Mods menu, this eliminates various OS and folder permissions problems, so there should be no need to change locations. Also no errors listed for when installing the Bugfix indicates no folder permissions problems.
The data in the user/app data folder is almost always safe from corruption and does not need to be deleted. Deleting the Strive program folder after a failed install is a good practice to avoid using corrupt files. Deleting only the backup folder is a good way to make the current state of your game files permanent, as the game will use the current game files to create new ones, though this is rarely advisable as it can cause problems when installing mods. The mods can be extracted into the Strive mods folder at any time before the start of the game as they only affect the install process and game files if they are selected when Apply is pressed.

Yes I am using bugfix 6b. I only receive errors when applying the Aric's expansion mod.

I did noticed something when going through the errors 

Additional Mod Installation Information: 

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

ERROR: copy: Failed to open res://backup/.import/woman_crawl_clothed.png-dc9866f9e7d4695632e4160db759c118.md5

   At: core/os/dir_access.cpp:307

ERROR: Copying backup file res://.import/woman_crawl_clothed.png-dc9866f9e7d4695632e4160db759c118.md5  Error code(7): File: not found

ERROR: copy: Failed to open res://backup/.import/woman_crawl_clothed.png-dc9866f9e7d4695632e4160db759c118.stex

   At: core/os/dir_access.cpp:307

ERROR: Copying backup file res://.import/woman_crawl_clothed.png-dc9866f9e7d4695632e4160db759c118.stex  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/abils/panic.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/abils/panic.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/backgrounds/eeriegrove.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/backgrounds/eeriegrove.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/backgrounds/elvenforest.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/backgrounds/elvenforest.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/backgrounds/marshlands.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/backgrounds/marshlands.png.import  Error code(7): File: not found

ERROR: copy: Failed to open res://files/aric_expansion_images/backgrounds/newamberroad.png.import

   At: core/os/dir_access.cpp:307

ERROR: Patching file res://files/aric_expansion_images/backgrounds/newamberroad.png.import  Error code(7): File: not found

Does this explain anything?

(2 edits)

Part of the fixes to the mod system was changing an incorrect directory function which prevented the mod system from creating new folders when patching, which is the source of the errors when patching files to aric_expansion_images. Manually adding that folder will remove those errors, but it's not a reasonable solution.

It's possible your backup folder is corrupt from deleting it but keeping the rest of the program folder while Aric's mod was installed, but using a fresh extraction of the game would solve that. Any permissions issues would raise errors long before the mods were applied.

Also your copied messages are self contradictory as you copied it incorrectly.

I've tried using a fresh extraction of the game and mod multiple times and still received the same errors. I would like to know what you mean by manually adding a folder? 

What folder would I add and where, in the Aric expansion mod folder or within the game folder.

(3 edits)

The Windows explorer can be used to create folders within the Strive program folder instead of waiting for the mod system to create them. There are folders within ".../Strive/mods/AricsExpansion/patch/" that do not correspond to folders within the Strive program folder. For instance, in "res://files/aric_expansion_images/abils/panic.png.import" from the the errors you just gave "res://" refers to your Strive program folder, which contains the "files" folder. However there will not be the folders "aric_expansion_images/abils" within that folder, so the panic png.import file cannot be copied to there.

Edit: Many of your errors are a missing folder in the backup folder "res://backup/.import".

If you downloaded Strive from somewhere other than itch.io then it's possible your game folder is corrupt, which would explain the contradictions in how the mod system interacts with your Strive program folders.

Otherwise there have been rare cases where a computer has weird permissions everywhere and the best solution is to put the game folder in the roaming folder beside the game's user data folder since this usually provides all necessary permissions to edit files and folders.

Okay I've resolved my issue. the problem was on my end, I installed the DebugMod for v1.0d instead of the Bugfix-V6b on itch.io 

Sorry for wasting your time.

No problem, at least it all makes sense now.

Do I need to apply the Constant?

No, but it can help you change the settings of the mod once it works.

Hi =)

It been a long time since i have play that game and i was happy to see a new update of that mod =)

But i struggle to understand how enchanting work exactly, i figured you would need certain material from the dialog but not sure if you can really do it atm or if i need to unlock something first.

Thank by advance for any information =)

hi I'm having trouble getting the mod to work, I'll follow it step by step, only bugfix mod, apply, restart, add aric's beneath, apply, get the follow not-error, close the game, and then the game will crash on launch- I'm just confused where I went wrong :( (I already made sure the folders were direct access (/mods/arics/patchetc)

Are you getting any bugs in the debug console, if you're launching with it? If so, can you post them here for us to examine?
Without any errors being shown, I can make a few guesses at what happened. Have you changed the name of the mod within the file to anything but "AricsExpansion"? It should be very specifically "mods/AricsExpansion/" then the files. As you posted, if you extract it so it has "mods/AricsExpansion/AricsExpansion" OR the folder name is changed (to just arics, like in your example) that it will crash on launch. 

I agree with Aric's assessment, a wrong folder name makes the most sense as the cause, but I'd like to clarify some details.

Without the Debug Mod(https://itch.io/t/1137280/debugmod-v10d), most users won't get any debug console and some OS require launching the game through Command Prompt to get one.

Both the current mod system and AricsExpansion can handle non-direct folder locations for the mod so anything like ".../mods/.../AricsExpansion/" will work, but the folder containing "info.txt" must be named "AricsExpansion". The usual culprit is that GitHub names the Zip archive "AricsExpansion_main", which results in an incorrect folder name when extracted.

sometime after posting i discovered the itch.io page for aric's and tried that one as well in the slim chance that the github was source code or something (I have accidentally done that on several occassions) and still get the same errors, launching with only bugfix + debug give no errors

(2 edits)

Please be sure to read the instructions for the Debug mod. It explicitly states that it is a manual patch and not installed using the mod system, so selecting it in the Mods menu will have no effect.

From what I can make out from the screenshot your "AricsExpansion" is spelled correctly, so you have some other issue.

Also, the mods are essentially always source code as the game is open source and the mod system works by editing the game's code to include the mod's code.

(+1)

oh that explains it! i didn't realize that's how debug mode worked ^^' unselected it in the mod menu + put it in the right spot and everything's working fine now! my guess is the first go around was the aricsexpansion-main issue and then i was a dunderhead with debug mode, thank you so much! (misunderstood the ingame instructions of debug as it not being visible right away/in the mod menu, not that it wouldn't be in the mod folder until i looked at the txt file)

Glad to hear you got it sorted out!

Hi, I'm using this mod, and I noticed that I am stuck in this part of the quest. appearantly it was due to all the drow and dark elve are named into tribal elf instead, now I have tribal elf but cannot submit them, is there anyone know a way to let me pass this part of the quest?

You are overthinking your problem and it has nothing to do with this mod. Version 1.0 of the unmodded game made the following changes to race names:

  • "Dark Elves" are renamed to "Tribal Elves"
  • "Drow" are renamed to "Dark Elves"

Dark Elves can be found in the Elven Grove.

Ahh I see, I couldn't find out where I can get dark elves so I assumed that they all renamed into tribal elves, just find some dark elves after some grinding. Thanks a lot, you rock!

Did I not install the mod properly, I ran into a bug where my game crashes on day end as one of my slaves gives birth. I'm
not sure if something didn't install correctly or if a file is missing

Error Log from the debug mod, game crashes without it

SCRIPT ERROR: getBabyDescription: Invalid get index 'fullfeathers' (on base: 'Dictionary').

          At: res://files/scripts/characters/description.gd:486

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

          At: res://files/scripts/Mansion.gd:3321


 
(2 edits)

No, this is an old error that was never fixed. The baby has a description problem because babies don't use the standard data. It can be fixed with any plain text editor.

After line 354( or anywhere inside of "dict"), of ".../mods/AricsExpansion/scripts/characters/description.gd", a new line needs to be added for feathers_and_fur. I just copied the normal entry from lower down in the file:

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]', 

Although [furcolor] doesn't work because it was only added to the normal description function, it doesn't cause any errors.

Edit: another description line is missing from "dict" and can also be added next to the feathers_and_fur line.

fullfeathers = '$His body is covered with [color=aqua][feathercolor] feathers[/color]. ',

Since this change is made to the mod file, you will need to re-apply the mods to update the game files. No need to go through the full install process, simply press Apply and restart when done.

It worked! Thank you Ankmairdor

(+2)

Aric, the credit companies are going after NSFW /Itch so if possible please write and combine the mod with updated guidance to install game/mods/new images, as I fear it won't be long they come for this game and I want to download it all once again as safety measure, but it was a long time since I installed it with mods and all. Thank You.

(1 edit)

How can I change the default option of what to do with defeated enemies back to leave instead of rape? It's very tedious to have to change it back to 'leave' every time.

In ".../Strive/mods/AricsExpansion/customScripts/expansionsettings.gd" you can change the value of capturedSelect to your preference. The comment above that variable explains the values. The Constants mod can be used to easily chance many of the values, but support for that type of value was never added to either mod.

Thank you!

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