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LurkerFail

22
Posts
1
Topics
A member registered May 10, 2023

Recent community posts

Is anyone else having a problem with combat in the 0.5  version? (Game folder says "0.4.b6-mac" but splash screen says "0.5"). Neither the MC nor the enemies take damage when committing to each round of attack but if choosing to flee and the enemy blocks escape the MC takes an amount of damage proportional to the threat (1 for snakes up to 7 for wolves). This makes entering the forest a losing proposition since the forest creatures are effectively unbeatable (even with weapons and armor equipped) and the MC is constantly losing life from each encounter that has up to multiple instances of blocked retreats that inflicts an unblockable, default damage.

Updated to 0.11.0b and the save function seems to be working through testing various actions (travel, dungeon exploration, completing quests, multiple sex/date options, NPC dialogue selections, leveling up, and equipping). The major problem is solved (at least, for me). Still have a case of The Slows, but that is much better than a terminal case of The Can't Saves.

Question - Are the .sav and .dat files proprietary to the program/system build or are they universal? Can Jotok (linux system) share his saved game with Maverik so that Maverik can see his game state? I know the errors shouldn't migrate (if they do then that is another clue), but it should give Maverik a better idea of what the game is trying to do when it is giving Jotok those errors.

Oh, you want a game feature that automatically selects and changes custom portraits and body images instead of manually doing it yourself using the in-game search function in each character's customization section. Maverik already took on a herculean coding effort with the sprites/paper dolls that does that with pre-formatted adjustable assets. I think you'll be looking for a mod from a 3rd party coder.

It's listed as such on F95, but I just checked what I downloaded from there and it still says "ver. 0.11.0" in the bottom corner of the title screen. That means I don't have the latest version meaning I downloaded and replaced the same version I had been having problems with from before. >.< More the fool me for just taking the user generated title at face value instead of checking the factual evidence right in front of my face.

(1 edit)

Custom images are fully removed (bodies & portraits). No joy. Still having to limit myself to a few (1-3) actions before saving into a brand new file and the program most of the time still quits out leaving a bad save file (zero bytes) without an accompanying DAT file. The actions do not seem to matter whether it is selling some items, traveling to a dungeon, entering dialogue options with NPCs, doing Dates/Sex activities, or using the craft system. Sometimes repeating actions that failed to save before are successfully saved but I cannot reliably replicate what works and what does not. 2-5 minutes to load or save plus playtime is rough for casual bug-finding. Looking at the crash report, I don't see anything that jumps out at me like what Jotok saw from the failure at Thread 0 (what the crash report indicates as the failing process).

It is running on a 2011 MacBookPro11 3, Quad-Core Intel Core i7 2.3 GHz, 16 GB RAM, macOS 11.7.10 Big Sur

Strive4Power 0.11.1 with no mods and no custom images. Paper dolls are turned off and background animations are turned off.

When I was running 0.10.3 I had no problems. From the Dev's indications, there are no problems running and saving the game with the Dev's setup. Jotok mentioned something about monitoring the system parameters while playing the game and how the observed operation taxed system resources up to 100%. Is this a stack overrun from the new code that is too much for my computer to handle?

EDIT: Jotok just pointed out a version sequential issue, and upon reviewing the source of my information and... just looking at the title screen, I am forced to admit that I do not have the latest upgrade of S4P and that I have been acting under the mistaken belief that I did and erroneously stated that I did. I have Strive4Power 0.11.0 installed.

I apologize for the additional work and stress this has caused.

You could change the file name of the images to include the words "nude" or "outfit" as you see fit.

I do have custom images, but I have resized them to be under 500K and most are between 70K-250K; however, after the first repeat game crash destroying my save file I turned off character sprites and no further game play made use of the custom images. Should I try a play through with the bodies & portraits folders empty?

I am also experiencing these issues with the new build on my Mac with no mods installed - slow load, slow combat, VERY slow save, and it often crashes when saving which renders the save file useless. This is frustrating because not only does it wipe the progress I made but also any previous progress in the existing save file.I mean, these are basic game functions that a programmer can and would easily test as soon as the code is deemed operational before "putting it out to market." Jotok didn't mention what kind of operating system Jotok has for the above report, but I am assuming a Wintel personal computer, which means this is a cross-platform problem.  Are there changes to the machine requirements for this build (i.e., a need for RAM or CPU hertz) which has effectively removed this game from our machines' catalog of playable programs?

The only times I see this happen is upon completing a Quest Location like the wolf hunting quests that feature a single battle and immediately sends everyone back to the mansion upon resolution. I actually consider this a feature as it saves me time reassigning everybody to their prior jobs (many I do not remember what my plans were in assigning their duties in the first place). The current system for everything else of resetting back to default resting is just a pain in the neck where I have to remember who was doing what and why, often without clues of gear.

Regarding the side note: If you're talking about the Charm stat and not Charm Factor, characters can increase those through persuasion events where one has to expend a Persuasion Charge or when selected to negotiate the recruitment of a character found in the dungeons. Service tasks for waitress and stripper also still build charm.

As for the main point: I have not noticed stat increases for characters assigned to job-quests, but I was not looking for any such changes. A small experiment in my current game leads me to agree with your assessment since advancing 15 turns and monitoring the assigned characters showed no growth of the requisite stats. That is not definitive, since those characters have bad factors, but it would seem doubtful that all three characters would not see a single point of improvement if job quests did still count for stat increases.

Thank you for the reply. Hopefully remove those three parts of SFCRevamp will be enough to keep me quiet for the next few months of gaming.

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.

That is the work of Gatekeeper in your OS. I usually run a terminal and a pair of typed commands to get the OS to treat the program as a trusted source, but it appears there is an easier alternative (SOURCE:  https://itch.io/t/1033075/the-super-simple-mac-gatekeeper-workaround). I haven't checked it myself but it is easy to do and doesn't involve monkeying around with your machine's code. If that doesn't work, just do an internet search for "mac gatekeeper workaround" and that should get you to other solutions to this frustration.

I agree with having an alternative to random generation from the markets for some of the rarer items, like having guild quests that open up options to purchase the specific items directly from the guilds. That is already possible with the Fighters', Servants', & Mages' guilds through their shops for Dragon Bones, Writs of Exemptions,  Oblivion Potions, and Unstable Concoctions. I already save-hacked to add Dragon Leather to the Workers' Guild, Elegant Chokers & Hand Cuffs to the Servants' Guild, and Energy Crystals & Gems of Energy to the Mages' Guild. This would also make the accumulation of Guild Points passed the mid-point of the game (after all the upgrades are unlocked) still worthwhile. Doing mini quests to, let's say, find and bring a renown herbalist to the Mages' Guild to add Blue Moss/Salvia to that guild's store, or acquiring an Arachne slave for the Servants' Guild who adds Ethereal/Magic cloth to the Servants' shop. It doesn't even have to be people, maybe so much as a mix of coins and materials plus a time delay to upgrade the Workers' Guild with an arcane forge that puts Adamantine into their shop, or the clearing of each type of hard dungeon makes the Warriors' shop carry a limited quantity of Crystalized Ether, Fire Rubies, Earth Shards, Eternal Ice, Chitin, and Ogres' Teeth as NPC guild explorers pawn off their finds from the recently cleared locations.

Story-wise, the protagonist is tied rather extensively to the guilds so it would make sense that the guilds are still important go-to locations for un-farmable resources.

There is an advantage to using the cooking system to process food. On it's face, there is a built in reward mechanic but it is only on the material side. One gets three meat stews for the price of one meat and one veggie, which means that for the cost of two food resources one gets three food resources and those three foods count as both meat and veggies. One gets three fishcakes for the cost of two grain and one fish, and those three foods count as both grain and fish. These prepared foods satisfy the "Likes" requirement for both of their base food types so the slave/peon/follower achieves the "favorite food" loyalty bonus when consumed normally or improves "mood" when on a date unless their "Hates" food is the other component which results in the pros and cons cancelling each other out. Essentially, the benefit from cooking these foods is to stretch food supplies if one is running a particular deficit, which is resource management.

0.7.0a is working on my Mac - I can load my saved games and the main menu does not freeze. I don't have time to delve any deeper into finding any other issues at the moment.

That is a "no go" on he Mac. It just refuses to find the files no matter where I put them - in the Win64 folder with the executable, in the Application Support/Strive for Power2 folder, on the root directory. The log it spits up keeps reporting the same issues with only a few minor differences between the initial problems I had and now.

Godot Engine v3.5.1.stable.official.6fed1ffa3 - https://godotengine.org

OpenGL ES 3.0 Renderer: NVIDIA GeForce GT 750M OpenGL Engine

Async. shader compilation: OFF

Registered camera FaceTime HD Camera with id 1 position 0 at index 0

ERROR: No loader found for resource: res://Character_generator/images/99_armory_set_maidu/tits_maid_large.png.

   at: _load (core/io/resource_loader.cpp:278) - Method failed. Returning: RES()

ERROR: res://ragdoll.tscn:106 - Parse Error: [ext_resource] referenced nonexistent resource at: res://Character_generator/images/99_armory_set_maidu/tits_maid_large.png

   at: poll (scene/resources/resource_format_text.cpp:412) - res://ragdoll.tscn:106 - Parse Error: [ext_resource] referenced nonexistent resource at: res://Character_generator/images/99_armory_set_maidu/tits_maid_large.png

ERROR: Failed to load resource 'res://ragdoll.tscn'.

   at: load (core/io/resource_loader.cpp:206) - Condition "err != OK" is true. Returned: RES()

ERROR: Failed loading resource: res://ragdoll.tscn. Make sure resources have been imported by opening the project in the editor at least once.

   at: _load (core/io/resource_loader.cpp:271) - Condition "found" is true. Returned: RES()

ERROR: res://gui_modules/CharacterInfo/SlaveBodyModule.tscn:19 - Parse Error: [ext_resource] referenced nonexistent resource at: res://ragdoll.tscn

   at: poll (scene/resources/resource_format_text.cpp:412) - res://gui_modules/CharacterInfo/SlaveBodyModule.tscn:19 - Parse Error: [ext_resource] referenced nonexistent resource at: res://ragdoll.tscn

ERROR: Failed to load resource 'res://gui_modules/CharacterInfo/SlaveBodyModule.tscn'.

   at: load (core/io/resource_loader.cpp:206) - Condition "err != OK" is true. Returned: RES()

ERROR: Failed loading resource: res://gui_modules/CharacterInfo/SlaveBodyModule.tscn. Make sure resources have been imported by opening the project in the editor at least once.

   at: _load (core/io/resource_loader.cpp:271) - Condition "found" is true. Returned: RES()

ERROR: res://gui_modules/CharacterInfo/CharInfoMainModule.tscn:4 - Parse Error: [ext_resource] referenced nonexistent resource at: res://gui_modules/CharacterInfo/SlaveBodyModule.tscn

   at: poll (scene/resources/resource_format_text.cpp:412) - res://gui_modules/CharacterInfo/CharInfoMainModule.tscn:4 - Parse Error: [ext_resource] referenced nonexistent resource at: res://gui_modules/CharacterInfo/SlaveBodyModule.tscn

ERROR: Failed to load resource 'res://gui_modules/CharacterInfo/CharInfoMainModule.tscn'.

   at: load (core/io/resource_loader.cpp:206) - Condition "err != OK" is true. Returned: RES()

ERROR: Failed loading resource: res://gui_modules/CharacterInfo/CharInfoMainModule.tscn. Make sure resources have been imported by opening the project in the editor at least once.

   at: _load (core/io/resource_loader.cpp:271) - Condition "found" is true. Returned: RES()

SCRIPT ERROR: Parse Error: Can't preload resource at path: res://gui_modules/CharacterInfo/CharInfoMainModule.tscn

   at: GDScript::reload (res://assets/data/ResourceScripts.gd:80) - Parse Error: Can't preload resource at path: res://gui_modules/CharacterInfo/CharInfoMainModule.tscn

ERROR: Script does not inherit from Node: res://assets/data/ResourceScripts.gd

   at: start (main/main.cpp:1921) - Condition "!valid_type" is true. Continuing.

Game Version: 0.7.0

OS: OSX

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

   at: _ready (res://src/core/globals.gd:88) - Invalid call. Nonexistent function 'load_scripts' in base 'Nil'.

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

   at: _ready (res://src/scenes/ClosingPanel.gd:11) - Invalid get index 'scenedict' (on base: 'Nil').

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

   at: add_close_button (res://src/core/gui_controller.gd:132) - Invalid get index 'scenedict' (on base: 'Nil').

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

   at: add_close_button (res://src/core/gui_controller.gd:132) - Invalid get index 'scenedict' (on base: 'Nil').

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

   at: add_close_button (res://src/core/gui_controller.gd:132) - Invalid get index 'scenedict' (on base: 'Nil').

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

   at: add_close_button (res://src/core/gui_controller.gd:132) - Invalid get index 'scenedict' (on base: 'Nil').

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

   at: AddPanelOpenCloseAnimation (res://src/core/input_handler.gd:1051) - Invalid get index 'scriptdict' (on base: 'Nil').

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

   at: get_spec_node (res://src/core/input_handler.gd:1137) - Invalid get index 'node_data' (on base: 'Nil').

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

   at: SetMusic (res://src/core/input_handler.gd:626) - Invalid get index 'stream' (on base: 'Nil').

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

   at: cycle_backgrounds (res://gui_modules/Universal/Scripts/Menu.gd:94) - Invalid get index 'core_animations' (on base: 'Nil').

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

   at: cleanup (res://src/core/characters_pool.gd:39) - Invalid get index 'game_party' (on base: 'Nil').

ERROR: Condition "_first != nullptr" is true.

   at: ~List (./core/self_list.h:108) - Condition "_first != nullptr" is true.

ERROR: Condition "_first != nullptr" is true.

   at: ~List (./core/self_list.h:108) - Condition "_first != nullptr" is true.

WARNING: ObjectDB instances leaked at exit (run with --verbose for details).

   at: cleanup (core/object.cpp:2070) - ObjectDB instances leaked at exit (run with --verbose for details).

ERROR: Resources still in use at exit (run with --verbose for details).

   at: clear (core/resource.cpp:417) - Resources still in use at exit (run with --verbose for details).

Having the exact same issues on a Mac. I thought it was a Mod issue and reported it as suchreported it as such, but now I see it is bigger than that.

Downloaded. Installed. And it freezes on the main menu after a few seconds. None of the mods are loaded nor do they load even after they are selected and the game is relaunched. I cannot load an old game. I cannot start a new game. I even deleted the files from the EML to see if that would help. Are the Mod files causing a problem or is the 0.7 messed up for the Mac?


Godot Engine v3.5.1.stable.official.6fed1ffa3 - https://godotengine.org

OpenGL ES 3.0 Renderer: NVIDIA GeForce GT 750M OpenGL Engine

Async. shader compilation: OFF

Registered camera FaceTime HD Camera with id 1 position 0 at index 0

ERROR: No loader found for resource: res://Character_generator/images/99_armory_set_maidu/tits_maid_large.png.

   at: _load (core/io/resource_loader.cpp:278) - Method failed. Returning: RES()

ERROR: res://ragdoll.tscn:106 - Parse Error: [ext_resource] referenced nonexistent resource at: res://Character_generator/images/99_armory_set_maidu/tits_maid_large.png

   at: poll (scene/resources/resource_format_text.cpp:412) - res://ragdoll.tscn:106 - Parse Error: [ext_resource] referenced nonexistent resource at: res://Character_generator/images/99_armory_set_maidu/tits_maid_large.png

ERROR: Failed to load resource 'res://ragdoll.tscn'.

   at: load (core/io/resource_loader.cpp:206) - Condition "err != OK" is true. Returned: RES()

ERROR: Failed loading resource: res://ragdoll.tscn. Make sure resources have been imported by opening the project in the editor at least once.

   at: _load (core/io/resource_loader.cpp:271) - Condition "found" is true. Returned: RES()

ERROR: res://gui_modules/CharacterInfo/SlaveBodyModule.tscn:19 - Parse Error: [ext_resource] referenced nonexistent resource at: res://ragdoll.tscn

   at: poll (scene/resources/resource_format_text.cpp:412) - res://gui_modules/CharacterInfo/SlaveBodyModule.tscn:19 - Parse Error: [ext_resource] referenced nonexistent resource at: res://ragdoll.tscn

ERROR: Failed to load resource 'res://gui_modules/CharacterInfo/SlaveBodyModule.tscn'.

   at: load (core/io/resource_loader.cpp:206) - Condition "err != OK" is true. Returned: RES()

ERROR: Failed loading resource: res://gui_modules/CharacterInfo/SlaveBodyModule.tscn. Make sure resources have been imported by opening the project in the editor at least once.

   at: _load (core/io/resource_loader.cpp:271) - Condition "found" is true. Returned: RES()

ERROR: res://gui_modules/CharacterInfo/CharInfoMainModule.tscn:4 - Parse Error: [ext_resource] referenced nonexistent resource at: res://gui_modules/CharacterInfo/SlaveBodyModule.tscn

   at: poll (scene/resources/resource_format_text.cpp:412) - res://gui_modules/CharacterInfo/CharInfoMainModule.tscn:4 - Parse Error: [ext_resource] referenced nonexistent resource at: res://gui_modules/CharacterInfo/SlaveBodyModule.tscn

ERROR: Failed to load resource 'res://gui_modules/CharacterInfo/CharInfoMainModule.tscn'.

   at: load (core/io/resource_loader.cpp:206) - Condition "err != OK" is true. Returned: RES()

ERROR: Failed loading resource: res://gui_modules/CharacterInfo/CharInfoMainModule.tscn. Make sure resources have been imported by opening the project in the editor at least once.

   at: _load (core/io/resource_loader.cpp:271) - Condition "found" is true. Returned: RES()

SCRIPT ERROR: Parse Error: Can't preload resource at path: res://gui_modules/CharacterInfo/CharInfoMainModule.tscn

   at: GDScript::reload (res://assets/data/ResourceScripts.gd:80) - Parse Error: Can't preload resource at path: res://gui_modules/CharacterInfo/CharInfoMainModule.tscn

ERROR: Script does not inherit from Node: res://assets/data/ResourceScripts.gd

   at: start (main/main.cpp:1921) - Condition "!valid_type" is true. Continuing.

Game Version: 0.7.0

OS: OSX

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

   at: _ready (res://src/core/globals.gd:88) - Invalid call. Nonexistent function 'load_scripts' in base 'Nil'.

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

   at: _ready (res://src/scenes/ClosingPanel.gd:11) - Invalid get index 'scenedict' (on base: 'Nil').

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

   at: add_close_button (res://src/core/gui_controller.gd:132) - Invalid get index 'scenedict' (on base: 'Nil').

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

   at: add_close_button (res://src/core/gui_controller.gd:132) - Invalid get index 'scenedict' (on base: 'Nil').

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

   at: add_close_button (res://src/core/gui_controller.gd:132) - Invalid get index 'scenedict' (on base: 'Nil').

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

   at: add_close_button (res://src/core/gui_controller.gd:132) - Invalid get index 'scenedict' (on base: 'Nil').

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

   at: AddPanelOpenCloseAnimation (res://src/core/input_handler.gd:1051) - Invalid get index 'scriptdict' (on base: 'Nil').

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

   at: get_spec_node (res://src/core/input_handler.gd:1137) - Invalid get index 'node_data' (on base: 'Nil').

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

   at: SetMusic (res://src/core/input_handler.gd:626) - Invalid get index 'stream' (on base: 'Nil').

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

   at: get_spec_node (res://src/core/input_handler.gd:1137) - Invalid get index 'node_data' (on base: 'Nil').

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

   at: cycle_backgrounds (res://gui_modules/Universal/Scripts/Menu.gd:94) - Invalid get index 'core_animations' (on base: 'Nil').

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

   at: cleanup (res://src/core/characters_pool.gd:39) - Invalid get index 'game_party' (on base: 'Nil').

ERROR: Condition "_first != nullptr" is true.

   at: ~List (./core/self_list.h:108) - Condition "_first != nullptr" is true.

ERROR: Condition "_first != nullptr" is true.

   at: ~List (./core/self_list.h:108) - Condition "_first != nullptr" is true.

WARNING: ObjectDB instances leaked at exit (run with --verbose for details).

   at: cleanup (core/object.cpp:2070) - ObjectDB instances leaked at exit (run with --verbose for details).

ERROR: Resources still in use at exit (run with --verbose for details).

   at: clear (core/resource.cpp:417) - Resources still in use at exit (run with --verbose for details).

I just downloaded the EML and installed it into the main game folder one step up from the Mods folder, as per vadi92's instructions. Freshly launched S2C, no joy. The log was verbatim the same from the OP., which I thought was odd. I checked the EML to see that there was a ReamMe that said to copy the src folder out of the EML folder into the game folder. Done, but I had to overwrite my existing src folder containing subfolders and files that had the exact same creation dates as the files I was replacing them with... Ignoring that sinking feeling, I relaunched S2C. Still no go, but this time I have a different log.

Godot Engine v3.3.2.stable.official - https://godotengine.org

OpenGL ES 2.0 Renderer: NVIDIA GeForce GT 750M OpenGL Engine

OpenGL ES Batching: ON

Registered camera FaceTime HD Camera with id 1 position 0 at index 0

**ERROR**: No loader found for resource: res://assets/Textures_v2//Universal/Icons/icon_female.png.

   At: core/io/resource_loader.cpp:290:_load() - Method failed. Returning: RES()

Game Version: 0.6.10

OS: OSX

Def Rebalance

TW Threaded Image Load

TW Simple Loli Unlocker

TW Skill Descriptions

TW Service approximation

TW more_presets

TW Persistent Skill Panel

TW More Family Relations

TW Kennels

Sex Scenarios system

TW Image Cashe

TW Dynamic Gui Lib

TW Dungeon Purchase Tabs

TW dungeon_expansion

TW Character Creation Image Select

TW breed_anyone

TW Better Class Select

TW alchemy_expansion

TW Add Family Relationships

Generating portrait attribute cache took 0 minutes and 0 seconds.

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

   At: scene/gui/base_button.cpp:329:set_enabled_focus_mode() - This method has been deprecated and will be removed in the future.

**SCRIPT ERROR**: Invalid get index '6' (on base: 'Dictionary').

   At: res://src/core/game_res.gd:71:fix_tax() - Invalid get index '6' (on base: 'Dictionary').

Added res on load: deepstone

**SCRIPT ERROR**: Invalid call. Nonexistent function 'to_upper' in base 'Array'.

   At: res://gui_modules/Universal/Scripts/ClockModule.gd:40:update_food_tooltip() - Invalid call. Nonexistent function 'to_upper' in base 'Array'.

**SCRIPT ERROR**: Invalid call. Nonexistent function 'to_upper' in base 'Array'.

   At: res://gui_modules/Universal/Scripts/ClockModule.gd:40:update_food_tooltip() - Invalid call. Nonexistent function 'to_upper' in base 'Array'.

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

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 get index '6' (on base: 'Dictionary').

   At: res://src/core/game_res.gd:71:fix_tax() - Invalid get index '6' (on base: 'Dictionary').

**SCRIPT ERROR**: Invalid call. Nonexistent function 'to_upper' in base 'Array'.

   At: res://gui_modules/Universal/Scripts/ClockModule.gd:40:update_food_tooltip() - Invalid call. Nonexistent function 'to_upper' in base 'Array'.

**SCRIPT ERROR**: Invalid get index 'diff' (on base: 'Dictionary').

   At: <built-in>:1364:get_rolled_diff() - Invalid get index 'diff' (on base: 'Dictionary').

**SCRIPT ERROR**: Invalid call. Nonexistent function 'to_upper' in base 'Array'.

   At: res://gui_modules/Universal/Scripts/ClockModule.gd:40:update_food_tooltip() - Invalid call. Nonexistent function 'to_upper' in base 'Array'.

**SCRIPT ERROR**: Invalid get index 'diff' (on base: 'Dictionary').

   At: <built-in>:1364:get_rolled_diff() - Invalid get index 'diff' (on base: 'Dictionary').

**SCRIPT ERROR**: Invalid type in built-in function 'min'. Cannot convert argument 1 from Nil to float.

   At: res://tmp/de_ch_stats.gd:750:generate_random_character_from_data() - Invalid type in built-in function 'min'. Cannot convert argument 1 from Nil to float.

**SCRIPT ERROR**: Invalid call. Nonexistent function 'get_icon_small' in base 'Nil'.

   At: res://gui_modules/Universal/Scripts/CombatV2Animated.gd:493:victory() - Invalid call. Nonexistent function 'get_icon_small' in base 'Nil'.

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

warning bonus not found price_mul

warning bonus not found price_mul

warning bonus not found price_mul

warning bonus not found price_mul

**ERROR**: Condition "_first != __null" is true.

   At: ./core/self_list.h:112:~List() - Condition "_first != __null" is true.

**ERROR**: Condition "_first != __null" is true.

   At: ./core/self_list.h:112:~List() - Condition "_first != __null" is true.

**ERROR**: Condition "_first != __null" is true.

   At: ./core/self_list.h:112:~List() - Condition "_first != __null" is true.

**WARNING**: ObjectDB instances leaked at exit (run with --verbose for details).

   At: core/object.cpp:2132:cleanup() - ObjectDB instances leaked at exit (run with --verbose for details).

**ERROR**: Resources still in use at exit (run with --verbose for details).

   At: core/resource.cpp:450:clear() - Resources still in use at exit (run with --verbose for details).

**ERROR**: There are still MemoryPool allocs in use at exit!

   At: core/pool_vector.cpp:66:cleanup() - Condition "allocs_used > 0" is true.

Hello. I seem to be having the same issue horridesthenry had: "After you have defeated all enemies the victory sound plays but the reward screen doesn't. Only way out is to restart the game." I tried the solution ElaGames suggested, which seemed to work for horridesthenry, had no joy modifying my "globals.gd" file with 'normal': or 'medium': or even the full 'normal': #'medium':

The following is the log that was spat out.

Godot Engine v3.3.2.stable.official - https://godotengine.org

OpenGL ES 2.0 Renderer: NVIDIA GeForce GT 750M OpenGL Engine

OpenGL ES Batching: ON

Registered camera FaceTime HD Camera with id 1 position 0 at index 0

**ERROR**: No loader found for resource: res://assets/Textures_v2//Universal/Icons/icon_female.png.

   At: core/io/resource_loader.cpp:290:_load() - Method failed. Returning: RES()

Game Version: 0.6.10

OS: OSX

Def Rebalance

TW Threaded Image Load

TW Simple Loli Unlocker

TW Skill Descriptions

TW Service approximation

TW more_presets

TW Persistent Skill Panel

TW More Family Relations

TW Kennels

Sex Scenarios system

TW Image Cashe

TW Dynamic Gui Lib

TW Dungeon Purchase Tabs

TW dungeon_expansion

TW Character Creation Image Select

TW Better Class Select

TW alchemy_expansion

TW Add Family Relationships

Generating portrait attribute cache took 0 minutes and 0 seconds.

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

   At: scene/gui/base_button.cpp:329:set_enabled_focus_mode() - This method has been deprecated and will be removed in the future.

**SCRIPT ERROR**: Invalid get index '6' (on base: 'Dictionary').

   At: res://src/core/game_res.gd:71:fix_tax() - Invalid get index '6' (on base: 'Dictionary').

**SCRIPT ERROR**: Invalid call. Nonexistent function 'to_upper' in base 'Array'.

   At: res://gui_modules/Universal/Scripts/ClockModule.gd:40:update_food_tooltip() - Invalid call. Nonexistent function 'to_upper' in base 'Array'.

**SCRIPT ERROR**: Invalid call. Nonexistent function 'to_upper' in base 'Array'.

   At: res://gui_modules/Universal/Scripts/ClockModule.gd:40:update_food_tooltip() - Invalid call. Nonexistent function 'to_upper' in base 'Array'.

**SCRIPT ERROR**: Invalid get index '[vege, fish]' (on base: 'Dictionary').

   At: res://gui_modules/CharacterInfo/SlaveSiblingsModule.gd:111:update() - Invalid get index '[vege, fish]' (on base: 'Dictionary').

**SCRIPT ERROR**: Invalid get index '[vege, fish]' (on base: 'Dictionary').

   At: res://gui_modules/CharacterInfo/SlaveSiblingsModule.gd:111:update() - Invalid get index '[vege, fish]' (on base: 'Dictionary').

**SCRIPT ERROR**: Invalid get index '[vege, fish]' (on base: 'Dictionary').

   At: res://gui_modules/CharacterInfo/SlaveSiblingsModule.gd:111:update() - Invalid get index '[vege, fish]' (on base: 'Dictionary').

**SCRIPT ERROR**: Invalid get index '[vege, fish]' (on base: 'Dictionary').

   At: res://gui_modules/CharacterInfo/SlaveSiblingsModule.gd:111:update() - Invalid get index '[vege, fish]' (on base: 'Dictionary').

**SCRIPT ERROR**: Invalid get index '[vege, fish]' (on base: 'Dictionary').

   At: res://gui_modules/CharacterInfo/SlaveSiblingsModule.gd:111:update() - Invalid get index '[vege, fish]' (on base: 'Dictionary').

**SCRIPT ERROR**: Invalid get index '[vege, fish]' (on base: 'Dictionary').

   At: res://gui_modules/CharacterInfo/SlaveSiblingsModule.gd:111:update() - Invalid get index '[vege, fish]' (on base: 'Dictionary').

**SCRIPT ERROR**: Invalid get index '[vege, fish]' (on base: 'Dictionary').

   At: res://gui_modules/CharacterInfo/SlaveSiblingsModule.gd:111:update() - Invalid get index '[vege, fish]' (on base: 'Dictionary').

**SCRIPT ERROR**: Invalid get index '[vege, fish]' (on base: 'Dictionary').

   At: res://gui_modules/CharacterInfo/SlaveSiblingsModule.gd:111:update() - Invalid get index '[vege, fish]' (on base: 'Dictionary').

**SCRIPT ERROR**: Invalid get index '[vege, fish]' (on base: 'Dictionary').

   At: res://gui_modules/CharacterInfo/SlaveSiblingsModule.gd:111:update() - Invalid get index '[vege, fish]' (on base: 'Dictionary').

**SCRIPT ERROR**: Attempt to call function 'get_global_rect' in base 'null instance' on a null instance.

   At: res://gui_modules/Universal/Scripts/ItemTooltipV3.gd:104:showup() - Attempt to call function 'get_global_rect' in base 'null instance' on a null instance.

**SCRIPT ERROR**: Invalid get index 'diff' (on base: 'Dictionary').

   At: <built-in>:1364:get_rolled_diff() - Invalid get index 'diff' (on base: 'Dictionary').

**SCRIPT ERROR**: Invalid call. Nonexistent function 'to_upper' in base 'Array'.

   At: res://gui_modules/Universal/Scripts/ClockModule.gd:40:update_food_tooltip() - Invalid call. Nonexistent function 'to_upper' in base 'Array'.

**SCRIPT ERROR**: Invalid get index 'diff' (on base: 'Dictionary').

   At: <built-in>:1364:get_rolled_diff() - Invalid get index 'diff' (on base: 'Dictionary').

**SCRIPT ERROR**: Invalid call. Nonexistent function 'to_upper' in base 'Array'.

   At: res://gui_modules/Universal/Scripts/ClockModule.gd:40:update_food_tooltip() - Invalid call. Nonexistent function 'to_upper' in base 'Array'.

**SCRIPT ERROR**: Invalid get index 'diff' (on base: 'Dictionary').

   At: <built-in>:1364:get_rolled_diff() - Invalid get index 'diff' (on base: 'Dictionary').

**SCRIPT ERROR**: Invalid type in built-in function 'min'. Cannot convert argument 1 from Nil to float.

   At: res://tmp/de_ch_stats.gd:750:generate_random_character_from_data() - Invalid type in built-in function 'min'. Cannot convert argument 1 from Nil to float.

**SCRIPT ERROR**: Invalid call. Nonexistent function 'get_icon_small' in base 'Nil'.

   At: res://gui_modules/Universal/Scripts/CombatV2Animated.gd:493:victory() - Invalid call. Nonexistent function 'get_icon_small' in base 'Nil'.

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

warning bonus not found price_mul

warning bonus not found price_mul

warning bonus not found price_mul

warning bonus not found price_mul

**ERROR**: Condition "_first != __null" is true.

   At: ./core/self_list.h:112:~List() - Condition "_first != __null" is true.

**ERROR**: Condition "_first != __null" is true.

   At: ./core/self_list.h:112:~List() - Condition "_first != __null" is true.

**ERROR**: Condition "_first != __null" is true.

   At: ./core/self_list.h:112:~List() - Condition "_first != __null" is true.

**WARNING**: ObjectDB instances leaked at exit (run with --verbose for details).

   At: core/object.cpp:2132:cleanup() - ObjectDB instances leaked at exit (run with --verbose for details).

**ERROR**: Resources still in use at exit (run with --verbose for details).

   At: core/resource.cpp:450:clear() - Resources still in use at exit (run with --verbose for details).

**ERROR**: There are still MemoryPool allocs in use at exit!

   At: core/pool_vector.cpp:66:cleanup() - Condition "allocs_used > 0" is true.

As it stands right now, I have to turn off every mod to get through combats which breaks a bunch of the alchemy items, nullifies a few class features, and makes some dungeons unplayable. Any help would be appreciated.