By the way, every time I try to download the file its trips Windows Anti-Virus saying there's a trojan in here but it makes no sense since I downloaded it from here before and it was fine? Any ideas?

A successor to first Strive For Power game, currently at alpha stage · By
I do not. I didn't put a virus in it (don't they all say that though) and I don't have any viruses that I know of. Your anti-virus might not like one of the files in the .zip but that would be weird because they are all text files and pictures. Can you download the unofficial EML for 6.10a on the SfCArics page? I did that one after my last update to SfCRevamp.
Updated to v1.5.8a
Not compatible with prior versions if you have Enhanced Armors. The code was changed. If you have any Enhanced Armors sell them before upgrading or start a new game. If you have any quests that have Enhanced Armors as a reward, either complete the quest or forfeit before upgrading.
Existing basic staves will remain 2 handed. New basic staves will be right hand only.
Hey,
I'm having no icons at all for any of the additional stuff provided by the mod.
It seems the mod is searching for *.png icons, and all I have are *.png.import files in the designated folder:
Example:
equipment.gd file:
icon = input_handler.loadimage("user://mods/SFCRevamp/revamp_equipment/icons/Dagger.png")
Folder:
%AppData%\Roaming\Strive for Power 2\mods\SfCRevamp_v1.5.8b\mods\SFCRevamp\revamp_equipment\icons\Dagger.png.import
I'm using the last (current) versions of the game and the mod.
Can you help?
Thanks!
The *.png import files are how Godot codes the picture files. There is a *.png import file that is actually a text file that calls a special PNG in the .import folder. These PNG's have a header on them and can not be viewed by traditional picture viewing software. Since the mod works properly for most users I would assume that you are having permission issues with the installation location
Hey, thanks for your support!
I found the issue. It was not about permissions (in fact, I also had that issue after I tried to tweak permissions, but that's more like I added troubles to troubles...). It was about not having correctly unzipped the different mods. I realized what I did after I compared with other mods that were working correctly. I did not put "what was in the /mods folder of the zipped file into the /mods folder of the game"; instead, I put what was zipped into the /mods folder of the game.
100% my mistake, thus.
Version 0.7.0a, other mod i'm using is conquest tweaks. And uhm... there are multiple logs and they seem to have different errors in them but i believe this is
SCRIPT ERROR: Invalid call. Nonexistent function 'escort_gold (via call)' in base 'Reference (ch_leveling.gd)'.
at: get_progress_task (res://src/character/ch_leveling.gd:905) - Invalid call. Nonexistent function 'escort_gold (via call)' in base 'Reference (ch_leveling.gd)'.
SCRIPT ERROR: Invalid operands 'Nil' and 'float' in operator '/'.
at: update_characters (<built-in>:58) - Invalid operands 'Nil' and 'float' in operator '/'.
SCRIPT ERROR: Invalid call. Nonexistent function 'page_gold (via call)' in base 'Reference (ch_leveling.gd)'.
at: get_progress_task (res://src/character/ch_leveling.gd:905) - Invalid call. Nonexistent function 'page_gold (via call)' in base 'Reference (ch_leveling.gd)'.
SCRIPT ERROR: Invalid operands 'Nil' and 'float' in operator '/'.
at: update_characters (<built-in>:58) - Invalid operands 'Nil' and 'float' in operator '/'.
SCRIPT ERROR: Invalid call. Nonexistent function 'escort_gold (via call)' in base 'Reference (ch_leveling.gd)'.
at: get_progress_task (res://src/character/ch_leveling.gd:905) - Invalid call. Nonexistent function 'escort_gold (via call)' in base 'Reference (ch_leveling.gd)'.
SCRIPT ERROR: Invalid operands 'Nil' and 'float' in operator '/'.
at: update_characters (<built-in>:58) - Invalid operands 'Nil' and 'float' in operator '/'.
SCRIPT ERROR: Invalid call. Nonexistent function 'merchant_gold (via call)' in base 'Reference (ch_leveling.gd)'.
at: get_progress_task (res://src/character/ch_leveling.gd:905) - Invalid call. Nonexistent function 'merchant_gold (via call)' in base 'Reference (ch_leveling.gd)'.
SCRIPT ERROR: Invalid operands 'Nil' and 'float' in operator '/'.
at: update_characters (<built-in>:58) - Invalid operands 'Nil' and 'float' in operator '/'.
SCRIPT ERROR: Invalid call. Nonexistent function 'page_gold (via call)' in base 'Reference (ch_leveling.gd)'.
at: get_progress_task (res://src/character/ch_leveling.gd:905) - Invalid call. Nonexistent function 'page_gold (via call)' in base 'Reference (ch_leveling.gd)'.
SCRIPT ERROR: Invalid operands 'Nil' and 'float' in operator '/'.
at: update_characters (<built-in>:58) - Invalid operands 'Nil' and 'float' in operator '/'.
effect eid4039546407 is removed as applied to no one
warning bonus not found price_mul
warning bonus not found price_mul
warning bonus not found price_mul
warning bonus not found price_mul
warning bonus not found price_mul
warning bonus not found price_mul
warning bonus not found price_mul
warning bonus not found price_mul
warning bonus not found price_mul
warning bonus not found price_mul
warning bonus not found price_mul
warning bonus not found price_mul
warning bonus not found price_mul
SCRIPT ERROR: Invalid call. Nonexistent function 'page_gold (via call)' in base 'Reference (ch_leveling.gd)'.
at: get_progress_task (res://src/character/ch_leveling.gd:905) - Invalid call. Nonexistent function 'page_gold (via call)' in base 'Reference (ch_leveling.gd)'.
SCRIPT ERROR: Invalid operands 'Nil' and 'float' in operator '/'.
at: update_characters (<built-in>:58) - Invalid operands 'Nil' and 'float' in operator '/'.
SCRIPT ERROR: Invalid call. Nonexistent function 'apprentice_gold (via call)' in base 'Reference (ch_leveling.gd)'.
at: get_progress_task (res://src/character/ch_leveling.gd:905) - Invalid call. Nonexistent function 'apprentice_gold (via call)' in base 'Reference (ch_leveling.gd)'.
SCRIPT ERROR: Invalid operands 'Nil' and 'float' in operator '/'.
at: update_characters (<built-in>:58) - Invalid operands 'Nil' and 'float' in operator '/'.
I seem to be getting a bug when attempting to clear the first dungeon. It's at stage 2/2, level 2, but when I click "Advance" I get the combat start notification, it fades to black and then - nothing. I'm in the same menu and nothing happens. I can't effectively finish the dungeon for the quest.
Disabling all mods from SFCRevamp fixes the issue and the combat proceeds normally.
well I downloaded it into the Mods Folder and Extracted it there, So you had it right the first time, It was also on a new computer so there was no prior SFCRevamp folder so I was just trying to be lazy. Also in the second line you did the first he, all the others are he/she, but it is also correct I am indeed a he.
When you unzip/extract the mod you will have a folder named 'SfCRevamp_vXYZ'. Inside that folder is a folder named 'mods'. Copy and paste mods folder into %appdata%/Roaming/Strive for Power 2. This makes the path for the mod '%appdata%/Roaming/Strive for Power 2/mods/ScCRevamp'
If you extract ScCRevamp_vXYZ into the 'mods' folder then the path would be '%appdata%/Roaming/Strive for Power 2/mods/SfCRevamp_vXYZ/mods/ScCRevamp' which would be incorrect and would cause issues.
None of the mods in SfCRevamp have any dependences, not even each other. Equipment, Items and Jobs are the only ones that add icons. It looks like an issues with unpacking/unzipping the mod or an installation issue. After the mod is unzipped it should be placed in the mods folder. The path for that is c:\Users\USERNAME\AppData\Roaming\Strive for Power 2\mods. You mods folder should have the unzipped folders for the mods you are using. For example, for revamp_equipment the path is c:\Users\USERNAME\AppData\Roaming\Strive for Power 2\mods\SFCRevamp\revamp_equipment
Copied the path you wrote and still broken. All mods are unpacked from zip file into the SFCRevamp folder inside mods folder so:
c:\Users\USERNAME\AppData\Roaming\Strive for Power 2\mods\SFCRevamp\All your mods here. Double and triple checked that i did not extract wrong and did not unzip into the mods folder itself so no Strive for Power 2\mods\SFCRevamp\mods\ your mods thing happening.
Lots of changes in v1.6.0. I added elemental bonuses to various mage classes. Added spells to Priest, Bishop, Alios Champion and Freya's Priestess. Increased damage of most AOE spells. Added ability to Hide in Medium Armor. Made most of the skills that used charges or had use per day restriction to unlimited use. Vanilla Armor and Shields no longer show up as loot. Vanilla Shields no longer craftable. For crafting, changed Part Material Rods and Handle values.
These changes will only effect newly crafted items and newly acquired classes.
Hey, I'm confused and was wondering if someone can help me;I'm been trying to complete a tool making quest for the workers guild all day without any success.
The quest tasks you to craft a "Lumber Axe" with "Part Requirements: Tool Blade: Iron"
I've trade making just the handle out of iron, just the blade out of iron, and both parts out of iron,
but no combination allows me to complete the quest. Was wondering if it might have something to do with this mod and if anyone else experienced the same problem.
I downloaded the 9.0c program and the Mod Version: V1.6.2a, and started a new game on my mac. Everything seemed to work fine when I was at the mansion, town, settlements, even arriving at the dungeons, but the moment I entered a combat I ran into a combat screen where there were no combatants loaded and no buttons worked forcing me to hard quit out of the program. Removing the SFCRevamp slew of mods allowed combat to proceed like normal. I figured I could work with removing the mods for dungeon combats and putting them back for the rest of the game. Seemed like a simple enough workaround.
I figured wrong. Tools were breaking because they had part nomenclatures (clothwork vs fishing line) and qualities (none vs poor/average/good/great/epic) that did not match between mod & no-mod play. Quests would generate requirements that crossed the mod/no-mod barrier. At least one item (a soul stone) became an empty, useless slot in my inventory. The workaround wasn't working. On top of that I ran into crafting issues for the armor and weapons where I have the materials and can select the materials but cannot get the "confirm" button to respond forcing me to cancel with the "back" button. I do not know if this was an issue from before my use of the workaround or a result of it.
I would like to be playing a game that is working, and SfP:C plus SFCRevamp seems to be working fine for everyone else. Please, may I have some pointers on what may have gone wrong with the SFCRevamp and the dungeon combats on a mac that runs vanilla SfP:C just fine.
First, you can not normally install and uninstall mods without starting a new game. On discord someone who was also using a Mac was having issues with revamp_locations, revamp_jobs and revamp_date_and_preg. Revamp Locations and Revamp Dates and Preg can be installed and uninstalled without starting a new game. Revamp Jobs adds new traits to the game and is not safe to install/uninstall. The bad news is that I don't have a Mac so I can not troubleshoot Mac only issues. If someone who does use a Mac figures out what the issue is I would be happy to make those changes. Sorry I can't be more help.
I just finished a 10.0b playthrough using most of the Revamp mods. The only one I didn't use is the Location Name mod.There is or was an issue with it. Also on one occasion a dungeon boss treasure chest failed to generate. I suspect this was because the game tried to load a vanilla piece of equipment. I didn't try very hard find the exact issue. Other than that I didn't see any issues.
Playing through in 0.10.0b with Marriage, Class, Dates..., Descriptions, dialogue, location, race, rooms, and skill modules and, as stated above, task progress bars are broken (which isn't a big deal) and more concerningly spell descriptions are borked. I haven't gotten enough SP to unlock one, yet, but for example the spell "Decay" has the tooltip description "Deals [dmg] [type] damage to all enemies.]. This is exactly the description in the mod's descriptions.gd file but I'm too ignorant of actual code function to guess as to why it's not populating actual values for [dmg] [type], I'd guess that the game has changed how it formats/parses this information.
Thanks for the update on Descriptions. Mine don't even work (I get vanilla descriptions) so I've been working on that issue. I was piggybacking Descriptions on Conquest Tweaks Skill Descriptions which seems to have an issue.
Progress bars aren't broken, that's the new way the vanilla game displays task progress.
Hmm maybe not compatible :? Cause when i try to understand the code and the description he give, i see that he remove the requirement of classes and change the place to buy some class, also he warning that if you already change the requirement of classes it may not work properly
At first i was thought that mod will work as remove entire requirement codeline but when i check it actually just remove the specific requirement to access the classes and change the way to get the class by buying in guild, so if your mod already change the classes requirement it will not work
Posted link for Revamp Equipment and Revamp Guilds fix for Conquest v0.13.2x. I am currently working on an update to Revamp and these fixes will be in the new version. https://www.mediafire.com/file/8s4kptrfcixbtby/SfCRevamp_for_Conquest_0.13.2x.zi...