You probably need game version v05.25. Ask for a link on discord if there isn't one around elsewhere.
Recent community posts
Seems fine. There's no harm in having new mods that players can use or skip without a problem either way. If a new supported version of RP is available then I'm sure you'd get new requests as well, such as ...
I've edited my RP code to skip gender filtering if there is no match for that gender. I imagine other players would like that as an option in a new version as many portrait packs lack a selection of male images.
My PC is very old so it lags a little when portraits are assigned for bandits enemies, etc. Ideally I'd like the speed to be as fast possible so I can run with as large a portrait collection as possible, so anything you can do in that regard would be helpful.
New verison Leo mod v1.5 working with bugfix patch v4
My copy of bugfix v4 - https://mega.nz/file/Rx4BVTjD#-VFtbAsx-XmzzauYOUhCGAllbcIe32wsVk9csSPT7Kk
To apply bugfix4 take a clean Strive installation, copy the bugfix4 files over the base game files, then run Strive for the first time to create a backup incluing bugfix4. After that you can use mods and they will inherit the bugfix4 changes.
This version of my mod will not work without bugfix v4. It will not work with bugfix 3. It will not work with bugfix 5. This mod was tested with bugfix4 and random portraits. It should also work with the constants mod.
New in 1.5
- Shuriya quest (from 1.3) is removed. Changing the constants settings is a better way to manage pregnancy speed.
- Captives sent home at the slave guild (from 1.4) is now a menu option.
- New unfinished quest BANDIT QUEEN has two stages.
- New bandit specialization. Some bandits have posion attacks.
- New enemy sandworm with custom monster AI.
- New items tabards in slave guild shop.
- New treasure item in Undercity library.
- New open road encounter.
- Continued minor rebalancing of jobs, ability costs, loots, etc.
You can increase and shrink male breast/ass size. I wouldn't assume that you get a 'masculine' chest back if you increase it then descrease it. It might revert to being 'flat'. Test it out if it bothers you.
Strive lets you play as person who rapes their slaves in jail without consent. Subdue them, Tie them up.
The requirements for consensual sex can be complicated but one change made since you last played was the need for 80 obedience to avoid starting a sex scene with the resist symbol. Sex traits like masochist do not change rape, they do other things. Read the descriptions. I seem to remember that Submissive is more relevant.
As you get further through the game you can remove rebellious a lot fast with spells and potions.
New version Leo mod 1.4 working with bugfix patch v4.
My copy of bugfix v4 - https://mega.nz/file/Rx4BVTjD#-VFtbAsx-XmzzauYOUhCGAllbcIe32wsVk9csSPT7Kk
Previous versions of my mod will not work with bugfix v4. This version of my mod will not work with previous versions of bugfix or without bugfix v4. See the posts above on how to install the bugfix files. (There is already a later version of bugfix 4 available. It should work but this mod version was tested with this bugfix and random portraits.)
New in v1.4
- New enemy, frozen wisp
- Spell scrolls can be found in loot and equipped to add spell abilties
- Captures are returned home when you enter the slave guild
- New level up request for permanent collaring
This mod was very helpful to me and probably others to show ways modding could be done. However it has very little content, the image problems it solved don't need fixing any more, and it isn't up to date.
It should all be visible in game in the race description with max stats and modifiers as well. If you create characters of these races you should be able to see the appearance options available.
Shuriya can advance pregnancy (after doing her main quest task)
Lab assistant job makes base solutions
Sedation in traveling spells
Elven Grove now connects to Shaliq instead of the Ancient Forest
Bandit populations changed
Chests may have a surprise
The level up process redisplays the slavetab after a request is completed in a chat. The vacation request is correctly showing the main screen again after the slave is removed from the list, but the level up process then shows the slavetab for the slave that now isn't there.
In statstab.gd I think we can add
if command != 'vacation': #Fix
Thanks for feedback. Spear should give you a buff (with an icon) for the first round of combat. The shortbow is meant to be better than a dagger and (mostly) worse than a longsword. An end game bow is actually a lot harder to balance and I'd rather create a new concept, like a 'tome of spells' weapon, than do another bow.
This will work with randomportraits and constants and probably not much else. It changes too many files. If someone in the future makes a sex actions mod then that might be distinct and compatible.
Thank you for the feedback. The backstory would be filled in as part 2, if part 2 ever happens. The quest log entries are actually new to this version so they could be more detailed in the future.
It is possible to cast guidance (and presumably mark too) with zero mana. The validation only checks whether you are in an encounter when enabling the button.
Is it more surprising that nobody has seen this bug before or that I actually managed to run out of mana?
Posted up V1.1.
I've not been able to reproduce these problems but it will hopefully be fixed by either v1.1 code changes, using v3g, or both. To apply v3g take a clean Strive installation, copy the 3g files over the base game files, then run Strive for the first time to create a backup incluing v3g. After that you can use mods and they will inherit the 3g changes.
V1.1 also includes permanent collars. Go into the slave guild and buy can get a collar for a slave with a custom name tag and it doesn't use an accessory slot.
Right, this might be quite a technical problem with errors from white space characters in the code. Ank has given me some advice and I'll try to fix it tomorrow with a new version which will also have one or two goodies that I thought were too difficult to code (but actually were not).
The code calls Leodata.gd after the game is loaded to populate the dictionaries with new values such as learningrequest. This is mainly done this way to avoid some of the code merge problems. When you look at the modded jobs&specs.gd file you will see the base game definitions but the values from Leodata should be used when the game runs.
Mirrorquestdict and Brothelquest dict are new dictionaries that should be defined in the mansion.gd file after modding. If they are missing when the rest of mod has merged in then it does look like a merge error. I really hope this isn't a code merge problem as I've pretty much done all I can (with the file architecture) to eradicate those problems.
Any more information you can give me may still help though and I can perhaps just try to fix this through 'trial and error'.
Mansion line 4113 isn't doing anything that should cause this error so my first guess is that it is something to do with how your mod is loaded. Have you been able to get other mods to work?
Have you downloaded the latest version of the base game from discord?
This mod should run with randomportraits but anything else might cause problems.
After applying this mod in the mod screen ( or resetting the mods) exit the game and restart to make sure the game is reloaded fully.
Download link https://mega.nz/#!s9Q1lagT!Z3PX9ILrRfqddAKiKN7rawwSUAgyW-0NcdWiVyn5uZc
Recommended bugfix v3g was released on the Strive discord channel.
My copy of v3g https://mega.nz/#!R5JXzSgJ!uNs8H3PnnnLEgGdgXiTA69YmR6TxBNi47iVEBwHLMns
This is the combination of two of my previous mods plus some new extra features.
- Magic Mirror story quest mod
- Full support for starting in Gorn and Frostford
- Assorted game rebalancing for the combat and economics
- Optional payment system (charity scheme) for players who want a long term money challenge
Recommended for story mode. Not tested in sandbox.
Recommended for play with Randomportraits mod.
Tested with Strive v05.25 with bugfix v3g.
Full list of changes
Similar to the previous mirror quest (see walkthrough). Starts after advancing far enough in the mage guild. You can now permanently throw away the mirror after looking into it.
Entries for the mirror and brothel quests in the quest log.
Repeatable guild quests are available only in the home city.
New repeatable quests for each city with new completion conditions.
The slave guild has its own shop that sells your essential slavery items.
Permanent collars with the same effect as leather collars except they are permanent, are not an accessory, and come with a text tag.
You can spend TP (50,100) to reduce the away days for slave guild services.
The slaver's guild offers a charity scheme. This is a financial challenge that escalates weekly. It gives no reward. It is entirely optional.
Minor changes the slave populations in the slave guild.
Can no longer sell untamed monsters to the guild (can still quicksell). Some minor sale price balancing.
Rest is available in cities and villages.
Can meet the chancellor (to start the main quest) in your home town.
Level up requests made suitable for Frostford & Gorn with futher rebalancing to make them less obstructive.
New balanced set of jobs available with different jobs based on your home city.
Brothel is now always avaialble in your home city.
Three quests are available at the brothel to improve prostitution, access escort jobs, and access exotic whores.
Sex traits are now important in reducing stress and increasing income from sex jobs.
Some weapons and armour changes, generally rebalancing ability point requirements, energy costs. Check these before you buy them!
New items shortbow, spear, and battleaxe with their own effects. Claymore has a new effect.
Magic items are named, enchants are simplified, and some items have a standard enchant.
Recipes for beauty potion and hair dye. Minor potion rebalancing.
Panic status (-5 speed) added in combat for slaves with over 100 stress
Guidance returns the party directly to the Mage Guild (Wimborn).
Heal, Dream, Sedation, and Fear changed slightly.
Acid Spit deals damage over a number of turns.
Enemies have a new ability point generation method that eliminated a few older bugs and will give similar or slightly less AP than guild slaves.
Enemies are created with a range of levels, also some slight level changes to zones.
Minor changes to forest bandits in Cali's quest
Main quest step added to quickly raise Frostford reputation (since you can't do Frostford guild quests if it's not your home)
Taurans have migrated and you might need to look for them (in the plains)
Demons no longer walk the swamp
Monsters are better at escaping
Undercity library moved to the tunnels
Cook can no longer buy food in Frostfood
Minor vendor changes in each city
You should be able to switch between playing this mod and playing the base game. Some errors messages may get logged for legacy items (like spears) when shopping. To fix these, take a copy of the files/scripts/shopinventory.gd file with the Leo mod applied and use it to replace the same file in the base game. Permanent collars will also create log errors at end of day. To fix these, take a copy of the files/scripts/effects.gd file with the Leo mod applied and use it to replace the same file in the base game.
If anyone wants to copy any code or part of this mod please feel free to do so.
I'm guessing you've got bad data in your group of captured slaves. This could both mess up the control panel (travelling outside) and throw out this error message when trying to move your captured slaves into the mansion.
Keep a copy of the bad save file set aside in case someone wants to look at it (or edit it). I suggest you reload from before this error for now. Do you know how you might have got bad data into your list of captured slaves?
If you've already talked to a slaver group as an outside road event, when you cancel the slave buy list in umbra the menu appears for the road event with the fight slavers option etc. You can press cancel again and it returns to the umbra menu. This is a pretty obscure bug and looks harmless however you can repeatedly choose to fight the slavers and get another previous battle instead so it might be exploitable (with the right battle).
I'm guessing the cause is this check on guildlocation and location which is in the wrong order (or using different variables).
if guildlocation == 'outside':
get_node("playergrouppanel/VBoxContainer").visible = true
elif location != 'umbra':
Very minor bug
If you click on the '?' to change a character's abilities in combat, and the character is still to act, the character is not highlighted as the active character. Their skill list is shown, they will act when you press any of the abilties, but the previous character is showing as the selected one.
This would be useful to fix as it is easy to buy equipment like ropes for the mansion chest rather than the travelling bag, so updating the screen with the right number of backpack items is genuinely helpful.
The fix in outside.gd could be somthing like
get_node("shoppanel").visible = false
if currentshop.has('sprite') && currentshop.code != 'aydashop':
Low quality slaves can't hunt for much food so it's easier to earn money and buy food. However, low quality slaves can't earn much money either so try to get good prostitutes or slaves with a grade of commoner who can do a wider variety of jobs. Avoid expansion or jailing people until you are confident in your finances. The first quest at the mage guild should give a bit of money that you can spend to get a few reasonable slaves who benefit your mansion.
Completing requests in the slave guild will give you a lot of quick gold in the early game so if the requests look possible, try to do them. These guild requests will give you the capital to purchase your adventuring gear.
Selling slaves to the guild will put them into list of slaves you can buy there. That can clog up the list. If you go into the control window in Town you can quicksell captives for much less money but they will not reappear in the slave guild.
The 'default title' control on the master's screen of the mansion is not covered when 'unlock abilities' and 'inspect looks' show their windows. It is covered by the 'see relatives' popup.
I tried to some quick fixes to show the windows as modal but it wasn't happening for me. I'll leave it for someone with better GD/windows knowledge to sort out.
I found a bug months ago where the farm panel was opened in background behind the character detail in the mansion, but only when a character was selected in the character list. I think Ankh fixed this in the main code but this mod still carries the original bug (presumably as it copied an older version of the file).
At the start of on_farm_pressed in mansion.gd you can add the lines
and this seems to act as a general reset for the UI, fixing this problem.