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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: 456,142 Replies: 2,448
Viewing posts 361 to 380 of 733 · Next page · Previous page · First page · Last page

First and foremost, my sincerest thanks for taking the time and effort to create this incredible expansion for the game AricTriton!

While dabbling around with the version 0.9.4 I came across a problem with the snail pit Management panel, which boils down to two bugs.

The first one is that when assigning available eggs to sell, the number in between the buttons doesn't in- or decrease, while the text in the box above changes as is intended. Instead the number of 'Unassigned' (Far left of the panel) in- or decreased from or to zero in accordance to how often the sell-buttons are clicked. Actually trying to sell the eggs resulted in the following error message once the day end button is clicked:

SCRIPT ERROR: dailyFarm: Invalid get index 'goldper' (on base: 'Dictionary').
   At: user://mods/AricsExpansion/scripts/aricsexpansion/expansionfarm.gd:1291.
SCRIPT ERROR: _on_end_pressed: Invalid operands 'String' and 'Nil' in operator '+'.
   At: res://files/scripts/Mansion.gd:1318.

Removing any remaining eggs from the sell option that remained after an attempted sale resolves the error and the game continues normally.

The second error pertains to the 'assign to Hatch' option which, whether an incubator is a available or not, assigns all eggs to cooking for all intents and purposes. No errors occur, since the cooking option works as intended.

While I'm at the topic of snails, is it intended that you have to build the Hatchery for the encounter with the snails to be available? Because no matter what I did at the farm, without the vanilla Hatchery I could not find any.


I also encountered a third problem. After building the Beauty Parlor, I was unable to decorate the nether regions of my female servants, as all options for that area didn't show up. Looking though the slave_tab.gd, I found a simple solution to that particular problem can be implemented in the line 784 (line number according to an Unmoded vanilla script):

if ii.requirement == null || ( person.consent == true && ii.requirement == 'lewdness') || (person.penis != 'none' && person.consent == true && ii.id == 10) || (person.vagina == 'normal' && person.consent == true && (ii.id == 8 || ii.id == 9)):

by simply replacing person.vagina == 'normal' with person.vagina != 'none'

I guess this is due to how the mod classifies vaginas?

Anyway, that's all I could find. Thanks again to everyone that has help bring the mod as far as it is

The vanilla game specifies that players can only encounter snails after they have built a hatchery. It is controlled by a condition in explorationregions.gd, you should be able to search for "snail" if you wish to change it.

Thanks for the reply. I will look into this and see if I can change it to the farm unlocking.

I appreciate the feedback and will look into getting these changes added for v0.9.5!

(1 edit)

Fixed issues in hatchery. 

Getting this error when trying to post screenshots: body: expected text between 1 and 20480 characters

Got around the issue #2 reported by blacky by autoassigning to the incubators.  Seems to work and I get snails.


Fix 1:

snails.goldper => snails.goldperegg in expansionfarm.gd.

Fix 2:

Three instances of  division by "/ cattle.send" during a bad egg birthing event, which crashes if the cattle's endurance is 0. Lazily changed the pain reduction modifier to  (1+cattle.send) since I'm not sure about the game balance.

https://mega.nz/file/uzglFLrT#6y1y5no3LU9edcrIhon_oTTSKMxO5z6ujL9thQFuwDQ

Perfect and appreciated. You've learned my trick to avoid division by 0, I see. Lol. Thanks for all of the work on the bugfixes and it'll be resolved in v0.9.5

(3 edits)

Sweet! Thanks for all of your hard work on this.

I put in a bit of logic around the fetish.  All tagged with:  #added oviposition fetish

https://mega.nz/file/z2ISWArK#u34gGSxxMH5keS6thKBsvsTQsfN0zLXfN2PSUVPSZ6o

Math scales (un)enjoyment significantly/non-linearly so that the farther from neutral someone is they react significantly stronger, and will tend to get stuck at either fetish end. 

How do you set up the IDE/debugger?  There's some odd behavior going on.

Recommend adding a getFetish() function that doesn't affect the fetish value you're pulling.   

In checkFetish,  changing "clamper = clamp(opinionrank-2, 0.5, 3)" to "clamper = abs(opinionrank-3)"  would give consistent behavior whether the fetish is loved or hated.  -3 makes uncertain =0.

Would you be open to contributions? I ended up working the fetish into the hatchery code.  I could flush out some of the birthing weights and maybe add a mechanic where energy is required to birth, and running out leaves them in until the next day.

If the oviposition fetish is set at night to 0, it comes back the next day at 1.  Do you know where or why this happens?

Thanks!  

Do you get a text log in the end of the day report? There is a dailyFetish inside of expansion.gd that has a chance of increasing a fetish daily but it should trigger a “$name feels like fetish is now {opinion}”

Yes, that's it, but it doesn't seem to output anything in 9.4.

  • if person.dailyevents.count([i]) + rand_range(0,2) >= globals.fetishopinion.find(person.fetish[i])*2: 
  • if person.fetish[i] != globals.fetishopinion.back(): 
  • person.fetish[i] = globals.fetishopinion[globals.fetishopinion.find(person.fetish[i])+1]

If a topic is taboo, any fetish check will make it dirty the next day which isn't wanted in this case.  This isn't handled yet as I didn't want to put in too many workarounds for things you may modify in the future anyway.

Code already includes some workarounds for the checkfetish function because we want to use fetish to modify the experience, without necessary modifying their fetish.  It's called a lot during the snail experience, and the built-in increase chance made things weird.  You'd fail the fetish check, have an awful time, then be more ok with the fetish.  Makes sense to have a check function that doesn't add to daily events.

For daily events, some of this is down to personal taste. I would put in chances to increase a fetish for each successful check, and maybe chances to decrease it for each failed check, both weighted by the check difficulty. (e.g. succeeding a very difficult fetish check would have a high chance for increase).  

(2 edits)

Nope, that's not it??

Anyway, the latest most cleaned version is available here:

https://mega.nz/file/23ZVzCKb#-xx8M94Ku2UDAfxH8CwUkkVF3YOuWnAo2TidZsyfxWU

I tried erasing any references to oviposition in the dailyevents log from any checkfetish call at the end of the snail event with:

while cattle.dailyevents.find('oviposition') > -1: cattle.dailyevents.erase('oviposition') 

but the reduction still happened.  I don't see anywhere else in the code that could drive this.  Even confirmed absence of oviposition in dailyevent right before the game calls dailyfetish().  It looks like the farm events in my game are from the prior day - dailyevent processes before the farm script.

I'm giving up for now.  No idea how that value is going back.  Maybe my save is somehow broken.

I reworked the egg laying substantially.  Hope you like it.

https://mega.nz/file/avgBzSpJ#xMTPFGpAYmEK7N8f3F0bZXHZjW9eQerYLxuxzFvvLGk

Adds cattle.farmexpanded.breeding['eggsleft'], otherwise no impact to other files.

It would still need a bit more logic to handle unbirthed eggs - right now you can take someone out of a farm with them and there's no easy way to get them all out.

Sorry for not seeing the other posts, I’m always welcome to more contributions! I’ll check it out. Are you alright with any modifications being merged into the main code (with credit)?

(1 edit)

That would be awesome, credit not required.  

From working on this a bit I now have an even greater appreciation of how difficult and time consuming it is!  The more you build the more can be tweaked and customized, and then it takes a ton of play testing to catch all the bugs because some are hit very rarely.

You must be learning a lot about coding as you go through this!  Do you have it under source control?

Updated the script so that if someone is still in the farm but deselected for egg laying, they will try to lay eggs they didn't manage to push out the prior day.  Old eggs increase potential discomfort (or enjoyment with fetish check pass), as well as chance for permanent stretching if overstuffed.  A new egg layer sleeping on dirt with poor endurance will quickly find themselves gaping, and (usually) stressed and hating it, while better sleeping conditions and endurance will increase the chance of expelling all eggs.

Looks like globals.expansion.settings.futasexualityshift is undefined, and futas cause shift towards preferring males by default (which is a bit weird for a default response to futas tbh).

Hi, i just installed Aric's Expansion Mod on a new Strive for Power install. It's my first time playing the game. I made a new save. Whenever I save the game I get these errors. Would anyone know what would cause this. When I try to load a save it doesn't show any saves other than autosaves. None of my named saves show up on the save file list. Thanks.

This is a vanilla error related to deleting the "progressdata" file but keeping the autosaves, or transferring the saves without the "progressdata" file. Either end the day 3 times without viewing save list or delete the autosaves from your save folder.

Thank you for the quick reply. This resolved the error. Thanks!

(+2)

Oh hell yeah, update is out! I hadn't even realized 0.9 was up, much less already fully bug free :D

Time to finally start my farm... now if only I could remember which slave I had intended to be the manager, heh.

Appreciate your work as always Aric <3

I would say “mostly” bug free, but I hope you enjoy it!

Is the "lactating giant-titted cow" quest broken? I've done it dozens of times past, but now Melissa doesn't seem to want any of my slaves who seem to be on the target.

Have 3 tits or more and develop them with lab

I got 4 pairs, lactating, and pumping them from "rather huge" all the way to the end and trying to give her to Melissa inbetween every shot to no avail.

The actual extra tits have to be “developed” as well (usually in a laboratory). It’s a vanilla quest meant to be an introduction to the laboratory system.

That's the missing ingredient. Thanks!

(1 edit)

No problem. I may have to edit that quest’s text to clarify it more, it’s a common confusion

Edit: Further clarification to the text added in v0.9.5

(2 edits) (+4)

EDIT 2: Here is the final release of the add-ons. Everything should be working correctly now. I believe all of the add-ons had at least some minor change to them.

Release Download

EDIT: I was able to correct the issue with the father not being passed to the child so that is now working correctly. I also modified the ovulation cycle durations to use variables.


Aric,

Here are the add-ons I previously mentions. Please keep in mind this a beta and there are bugs in the hybrid/ovulation system. I have not yet done a complete play through. I will be doing that over the next week or two and will update the code with the needed bug fixes. I wanted to go ahead and post this so you guys could take a look and play with it. The code is not fully marked up yet. I will include the mark ups you requested with the final release.

All of the add-ons require the general code (file aricsexpansion_addon_general_beta). Changes are made to the person object so this will break previous game saves.

Standalone Add-ons

These should be fine by themselves. They are very simple modifications and should be relatively bug free.

  • Housepet -


    • adds a housepet job
    • slave must have advanced brand for job
    • provides stress relief for slaves resting in mansion
    • random encounters with dogs increases obedience and loyalty (basically they are becoming more of a housepet)
  • Kennel Sleep Location
    • adds kennel as a sleep location
    • no limit on number of slaves sleeping in kennel because they don't need much space
    • random encounters with dogs increases obedience and loyalty (basically they are becoming more of a housepet)
  • Body Cum Handling


    • modifies how the expansion handles cum removal from body
    • removal is based on bath rule (for body and face), pregnancy desire (for pussy) and fetishes
    • slaves will want to remove cum from themselves unless they have a desire or fetish
    • a decay will gradually reduce cum no matter what desire or fetish is, simulates minimum daily cleaning
  • Unique Character Naked Images
    • extends the expansion's naked image support to the unique characters
    • have not completed a full play-through and tested all characters but it should work just fine

Dependent Add-on

This add-on is dependent on the main hybrid add-on

  • Beast Breeding
    • Simple mod that modifies the sex scene code to allow animals to attempt to impregnate slaves
    • There are breeding restrictions based on race in the hybrid add-on which determines if it is possible to impregnate

Hybrid, Ovulation & Improvements Metrics

These three are too intertwined to use separately, so I included the code together. Please note there is a bug in the ovulation system where the father is not being set so offspring are not being generated correctly. I will identify the issue and correct it during my testing over the next week or two. Be warned you are likely going to run into bugs until then.

Hybrids

Hybrids are handled by generating a genealogy for each person. For generated persons (not born), the race is used to determine the genealogy. For born persons, the race is determined from genealogy which is inherited from the parents.

All races are separated into categories: Humanoid, Uncommon, Magic, Beast and Animals

  • Humanoid : Human, Elf, Dark Elf, Drow, Orc, Gnome, Goblin, Demon and Dragonkin
    • can breed with any humanoid race or beast race
    • full blood is 70% or higher
    • half blood is 50% or higher
  • Uncommon : Fairy, Seraph, Dryad, Lamia, Harpy, Arachna, Nereid and Scylla
    • can only breed with a member of their own race
    • always full blooded
  • Magic : Slime
    • cannot breed - game description describes slimes as a magic mutation
    • have highest possible bonuses since cannot breed
    • always full blooded (idea is they are no longer whatever they previously were when turned into a slime)
  • Beast : Centaur, Taurus, Beastkin and Halfkin
    • can breed with any humanoid race or beast race
    • can breed with corresponding animal (beastkin wolf can breed with dog, centaur can breed with horse, etc.)
    • beastkin is 70% or higher of animal stock
    • halfkin is 50% or higher of animal stock
    • because genealogy is determined by taking half of each parent, breeding a beastkin and halfkin of same type will result in halfkin, breeding two of different type is likely to result in a mixed blood
    • breeding a halfkin with the corresponding animal will produce a beastkin
  • Animals : Bunny, Cat, Cow, Dog, Fox, Horse and Raccoon
    • can only breed with corresponding beastkin/halfkin type

The idea here was to create a more complex way of breeding slaves and encourage the use of breeding strategies. I tried to apply some basic rules of genetics to give the system more flavor. The beastkin/halfkin are based off of in-game descriptions which suggest that at some point in the past mages experimented on people. I interpreted this as they blended animal stock with people.

Each race gives bonuses and/or negatives to certain stats. I tried to make the bonuses/negatives make sense. The value for each bonus/negative is based on a random range so each person will be a little bit more unique. Since these bonuses/negatives are applied to all persons, both born and generated, overall game balance should be maintained. Just some races will be more suited to certain tasks than others.

Ovulation System

The ovulation system completely replaces the current impregnation system. The vanilla function calls are repurposed to now use the new system, allowing for all previous code to continue to work.

There are two types of ovulation. The standard ovulation type ovulates for 8 days and then rests for 15. The extended type ovulates for 12 days then rests for 15. The ovulation type is determined by the person's race. Each time a male ejaculates into a female an entry is made in an array. This simulates semen remaining in the womb. After 5 days, semen begins to "die off" and is removed from the array. The amount of semen is based on the values used in the expansion for each balls size. The size of the penis determines how much of that semen initially enters the womb. The virility of the male at the time of ejaculation is also stored in the womb to be used later in determining if the semen reaches the egg. If is possible for the semen of multiple males to be simultaneously in the womb competing for the egg.

Each night the female is ovulating the womb array is looped over and each deposit is given a chance to impregnate the egg. This means that a single ejaculation could potential try to fertilize the egg 5-6 times. Also, if there is cum still in the pussy, each night a small percentage will enter into the womb, thus increasing the chances of reaching the egg.

To fertilize the egg, semen must first pass a check to determine if they reach it. Then, the egg must pass a check to determine if it is successfully fertilized. The chance of actually fertilizing the egg is based on:

  • Male - penis size, balls size, base fertility, racial fertility bonus/negative, viritility, fertile trait
  • Female - breast size, butt size, base fertility, racial fertility bonus/negative,, egg strength, fertile trait

Scores are determine for both the male and the female. The difficulty of this check is reduced by 25% if the player is a breeder

It is possible for multi-children births. In order for this to happen multiple eggs must be fertilized on the same night. There is also a limit on the number of possible children in a single birth based on the race type.

Improved Metrics

Displayed metrics and person information is changed in multiple locations to accommodate the hybrid and ovulation systems.

Whoa, this is some interesting mod although (I might be wrong) but at the 'Hybrids' section for the 'half-blood' you wrote 50% or higher but wouldn't that overlap the 'full-blood' which is 70% or higher? In my opinion a 'half-blood' would be around either 25%-50% or 50%-69%. Otherwise cant wait to try out this mod I love the idea of this game having more flavor into it.

It’s an if else, meaning if >= 70% then full else if >= 50% half blood. 

The idea of the full blood and half blood is these are your most pure blooded. Someone who is say 40% human, 30% elf and 30% gnome is not really half human but a mixed breed.

The percentages and values can be tweaked to some extent very easily and Aric very well may do so. Also, once the code is bug free I’d like to add more depth to the in-game descriptions. That is a lot of creative writing and a good deal of logic so it will wait until the mechanics work flawlessly.

Are those files useable by everyone, or are they just for Aric, so that they can be implemanted in the mod?
If they are useable by everyone, please give us a short guide how to handle the files

The intent is for Aric to incorporate them into the expansion itself, but anyone is free to use the code. Each file corresponds to one of the add-ons (calling it that because they are not standalone and rely  on aric’s expansion mod). 

Within each file the code is broken down into sections by the file edited and then either one new code or modified code. Modified code replaces a variable or function while new code adds it.

If you don’t know what your doing you really should make sure you have a backup of your files before attempting anything (probably a good idea even if you do know what your doing).  The files are formatted like this so it is easier for Aric (or anyone for that matter) to review exactly what is being changed and walk through the code.

(1 edit)

Love what I’m seeing so far and appreciate the write-up. A couple of notes from the systems you explained so far. I’ll dig into the code after work to see more precise details.

Ovulation System - You mentioned precise variables for that system. The issue I can foresee is that it may conflict with edited values if the player changes the pregnancy duration via the Headgirl.

I would recommend changing them from Ovulating 5/8 and resting 15 to Ovulating duration = globals.variables.pregduration * .25 or *30 and resting globals.variables.pregduration * .75 or *.70, whatever your monthly percentage is. If you’d prefer players to have greater control and flexibility, you could also just create a variable in expansion.gd > settings called cyclelength to have the percentages based on, then one  of us can tie it into the existing pregnancy length dialogue system to be able to shorten or lengthen durations fluidly.


Secondly, regarding existing game support from the person edit that should be easy to add. Create a function that checks if a person has the dictionary value and adds it if not. Either toss that into backwards compatibility or just call your function from it. There should be examples in the expandPerson function to show how it can work

(1 edit)

I really like the variable to modify the on/off cycle lengths so I’ll implement that. I hesitate  to use a percent of pregduration because I sometimes set that 90 or 180 days to make the game a bit more realistic so the on/off cycle would be way out of wack in such cases (same thing if the pregduration is really short).

You will notice when you dig into the code I tried to respect all of your expansion’s flags. I wanted the system to feel like a fully integrated part of your mod and not just a bolt-on afterthought. If you notice any I missed please let me know.

As for the person file I did not know that. I’ll read through the code tonight.

One question for you, what is the purpose of the perfectview variable? When displaying metric data I wanted to require a nurse for some information but also wanted to respect any mod variables which should override that requirement. But it looks like the perfectview variable is always set to true.

(2 edits)

Perfect Info is a Boolean that will unlock the ability to always see if someone is pregnant or lactating even before they tell you. Otherwise it will not show in statistics until they have told you that they are pregnant/lactating.

It was intended as a debug feature but is also a way for users to circumvent the whole “slave keeping secrets” part of the mod.

Edit: The one thing to keep in mind is that the backwards compatibility formula I’ve been using really works best when checking for values within an existing dictionary in that save game. Otherwise you’ll have to add the entire new dictionary to the person class. That’s a big part of why I implemented the npcexpanded dictionary early on, as that can be an easy catch-all for any new variables added to the person class to be checked with if !person.npcexpanded.has(‘example’):

 i tried moving your stuff in, but strive immediately said that "changerace" isn't defined. I also can't find it anywhere, but it's in your code for constructor.gd.

please help.

(1 edit)

While it is possible that I missed a function or variable when compiling the list of code changes, that actually sounds like you did not add the code correctly to the game files. The function changerace is not one of my functions, but is called by one of the functions I modified.

The first thing to understand is that the files provided are not game files. They will not work by dropping them into the game folders. Rather the files are excerpts of code. The code has to be inserted into a game file manually. There is a header for each section of code which tells you what game file and whether you are adding new code or replacing existing code. New code can be added anywhere within a script. Though in general it is best practice to place global variables before functions, for simplicity you may want to just add all the new code at the bottom since it is just for your personal use. Modified code, however, must replace the existing variable/function otherwise you will get an error for multiple declarations.


Before making any edits make sure you have a backup of you game files, especially if you have made any other manual modifications.

I prepared them this way because the intent is to allow Aric to easily perform a code review and then add it into the base expansion. It is likely by the time this code is release ready he will be in the middle of working on v0.95.0 so this allows him to easily integrate my work into his current work.  

Hope this helps.

(2 edits)

right, so i did copy and paste the individual code blocks i'm pretty sure into the correct places, but strive still flips out. does anyone know where changerace() even is?


EDIT: OHHHH, so you wanted me to port the code blocks into ARIC's scripts, not the applied scripts. That makes more sense, since changerace() isn't in the applied constructor.gd but IS in aric's constructor.gd

well, you can disregard me entirely ig.

To clarify (and for anyone else reading) after you have enabled Aric's mod and it is working correctly you would want to insert the code into the game files within the main Strive game folder. Typically when I am writing any code for Strive I edit the game files directly so that I can see code changes immediately upon reloading the game. This of course means that if you go back into the mod options and disable the Aric mod you will lose all of your code changes (which is why I also keep a copy outside of strive). There are also some files which are not part of the base game which reside only in the roaming/strive/mod/AricsExpansion folder. I think the only file in there that is modified is expansion.gd.

So, for base game files put the code into the files located within the main game folder. For expansion only files, put them in the files in the roaming folder.

I'm adding in the changes and working on getting the backwards compatibility set up (so you don't focus on that). Loving everything I'm seeing so far, mate! I'll touch base if I have more questions as I go through and add these in.

Sounds good and I'm glad you like it. I've encountered a few more bugs during my full play through test, but I think I will complete that by the end of the weekend and will have a release ready version of everything for you by Sunday.

And just so we are on the same page, you are not adding any dialog for the setting variables correct? I am planning to hook into that as soon as I complete the full play through test. Going to add it as a option when talking to the Headgirl about pregnancies.

Negative. I'm only adding in backwards compatibility (as I find it). Love the extra dialogue and descriptions but will definitely hold off on any further until you are wrapped up with it.

One of these days I need to do a github so we can collaborate easier.

I just updated the add-on files with a final release version. Included is the dialog to modify the duration.

Got it

So I want to clarify: In terms of the Hybrid part of the add-on, if my PC isn't an Uncommon race, the PC can't breed any of those races? The only exception would be if PC was a Seraph, then PC can breed other Seraphs and no other Uncommon races, right? As a Seraph PC I can't have PC breed with say, a fairy, and come up with either a fairy offspring or a Seraph offspring, am I hearing that correctly? That sounds kind of depressing for a Breeder play through, being locked out of an entire category the PC can breed with...

That is currently being entirely reworked as that does invalidate multiple playthrough options and limit player versatility. 

Ah, good to know. Breeder is the only play through I haven't done yet, and with all of the changes with the Farm and stuff I was thinking about finally getting around to running one, but then I was starting to think maybe it wasn't going to be a good idea, especially since I really like almost everything else the additions give to the game.

It should be a fun play through once these pregnancy  issues are corrected

is there a possibility of releasing the edited files instead of needing to edit them by hand? I was trying to merge the code from your files and messed up a lot of everywhere. by the way, what do you actually merge and where? i tried merging it all into the mod file instead of the game file but some of the files where not there giving me the impression i messed up, also at one point i managed to lose 500 lines of code and i'm kinda throwing in the towel for doing this my self. for reference, I was trying to add all of the addons, not any specific set. thanks in advance

These are already included into v0.9.5. They weren’t intended to be added on separately.

oh wow, i seriously need to learn how to read, thank you for clearing that up for me and keep up the god work!

so, i made a thing, with lots of help from redle and ank (thanks again!). Don't know if you want it Arics, but it is compatible with 9.4, and should be compatible with deviate's changes (haven't tested yet).

anyways, craftable equipment is now easy to add! just put a load() over the icon of the equipment you want to craft and over the icon of the equipment you will use to craft (if you want to use equipment to craft equipment) and then go to items.gd and type out a new recipe.

and link the item to the recipe, duh.

mega link

warning: probably buggy, hopefully i haven't forgotten any snippets of code elsewhere in the world (i don't think i did). I would do all the icon preloading, but sometimes that's also a bit glitchy, so leave it to you to preload when you want.

Love the concept and congrats on getting the details of that worked out! I’ll check it out and look into adding it as well.

What I’d LOVE to see is a new panel that mirrors Alchemy just for gear to make the game have a fully fleshed out crafting system. It really wouldn’t be that hard to add in “components” and a “deconstruction” feature that can break any item/weapon down to base components to be recrafted into something else.

i can't gui so sorry but i can't help you there. feel free to add that if you feel like it

This is a fantastic idea and if Aric is too busy I would be happy to work on it after I finish the hybrid work. I haven't looked at your code, but it should be fairly straight forward to create a system to craft and break down items. I can envision a system somewhat like WoW, where you can break down magic items for raw magic ingredients, and then use mundane items, magic ingredients and spells to craft new gear. Item values could be dynamically derived from your magic affinity stat and maybe even a new item crafting skill (one which slowly goes up as you use it). As for the GUI, that should be a simple matter of coping the alchemy panel and then making some modifications. Likely also want to add a new mansion upgrade path (maybe Forge).

Pallington, if you are ok with me expanded on your code I will look into it next week.

bump: i edidded mansion.gd so that everything intelligently loads, so you don't have to put load() functions over the items icons and suffer from thanos'd equip icons. will upload to mega shortly.

(2 edits)

Okay, I've been trying to figure this out for a day, and it's nearly made me drop the mod. When I start with my sister she is always crawling and I can't seem to figure out how to change it. Her breasts are small, I didn't restrain her in anyway and I'm not even sure what the mod means by "rules" regarding movement, as I can't find anything like this. The only document explaining the mod in the library is the sexuality scale. Any help would be appreciated at this point. Is this a bug?

Edited:

definitely a bug, is there anything in the console logs? any other mods?

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The only other mod I have is the default one and the random portraits. By console you mean the box that opens with the game, yes? Nothing unusual pops up there. I reinstalled the mod and went through the instructs piece by piece. Even reinstalled strive. Nothing. Still get the same bug. Seems to happen with every starting person except the stranger.

Updated my original post with the image of the console (?)

huh, not sure what's going on there.

Yeah.. Sometimes it happens and sometimes it doesn't? I can't seem to figure out what is causing it.

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Constants killed the radio star. The very top error shows that Constants has an incompatible type.

Try disabling Constants and trying again, I would almost bet that'll resolve it

Edit: This should fix that - https://itch.io/post/1488530

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Unfortunately, I already had the mod turned off by now as I was testing. At first, changing the value gave me an error, but it did get rid of the constants errors. Sadly, it seems my girl is still crawling. T.T

It's very difficult for me to test as sometimes they walk, sometimes they crawl for now reason. I began this game with my girl walking, but now, on day 5 she's suddenly begun to crawl again. I wonder if portraits could be causing this by any chance? Is that a long shot?

Edit: Then, I might have to restart my save again for it to work. I'll try that. @.@ Rip.

The factors for checking why she may be crawling are these:

Is she wearing cuffs/restrained (equipped via the inventory)?

Is she set to “permanently crawl” (via slave rules)?

Is she swollen/pregnant/cumfilled (checked on the bottom left panel of Statistics)?

And finally, is her energy bottomed out? (Main page or slave page, fixed via spell or sleeping)

Thanks for your help. :D

It did happen at the beginning, so my best guess would be the permanent crawl rule, but I have no idea where I'd find that? I've looking at all the menus for talking to them, but there is nothing like that in there.

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Okay, anyone have a bit of an idea what's going on here? It looks like you're supposed to be able to choose how you want stuff to be extracted with, and the container to use, but instead the drop down windows list hairstyles, of all things. I have a few canisters and pressure pumps I had bought, and couldn't figure out why my farm hands weren't using them. Took another look at this page and that was when I realized that something about this menu didn't seem quite right. Suggestions please?

Weird coincidence, I came to post this exact same thing - except for me the "work station" and "daily action" menus are also hairstyles :P

check the console error log, first and foremost.

expansionfarms.gd may be having a bad day.

The primary culprit seems to be this node.cpp thing. Problem is, I have no idea where its located and doing a quick search didn't turn it up either. Did I somehow botch the install and I'm missing something?

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It looks like Constants broke the game (the very top error). I would recommend disabling Constants and trying again. I can't promise they are compatible.

Edit: The snailsbreeding issue is one that is fixed via the hotfix that I posted in the main post. Deactivate Aric's, drop that into your mansion file in appdata/strive/mods/arics/scripts, and reactivate Aric's. That should clear up the snailsbreeding issue until v0.9.5 is released.

The Constant's error should be resolved via the following - https://itch.io/post/1488530

The constants mod is working fine, it is quite robust and is unlikely to effect the rest of the game. The message is simply a harmless notification that it didn't like the value of a variable. There is a small oversight in the mod system's RegEx, and a variable in variables.gd that has a syntax that has incompatible with the mod system. The rest of the errors are the result of problems solely related to Arics Expansion.

Huh, looks like multiple problems can cause this same symptom, heh. In my case the error message is:

SCRIPT ERROR: farminspect: Invalid get index 'stallbedding' (on base: 'Dictionary').
      At: res://files/scripts/Mansion.gd:3651

In fact, all the farm panel buttons are throwing a similar error:
SCRIPT ERROR: _on_vatsbutton_pressed: Invalid get index 'bottler' (on base: 'Dictionary').

          At: res://files/scripts/Mansion.gd:5575
SCRIPT ERROR: _on_workersbutton_pressed: Invalid get index 'farmhand' (on base: 'Dictionary').
          At: res://files/scripts/Mansion.gd:5846
SCRIPT ERROR: _on_storebutton_pressed: Invalid get index 'containers' (on base: 'Dictionary').
          At: res://files/scripts/Mansion.gd:5902

Any errors above this one? Stallbedding or any of the farm panel buttons don't usually through up errors unless it's misinstalled. There is a file as a hotfix in the main post for Mansion.gd that should clear up the issue if it's related to the snailsbreeding node (if that's part of any error code above that one)

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No other errors. Here's a full console - started up the game, loaded the save, added a slave to the (previously empty) farm, then tried clicking the panel buttons (the workers button, oddly, worked fine this time. Maybe because I had no farmhands assigned)

Was this a new or existing save? And any other mods installed? Finally, have you reinstalled the mod and/or double checked the install steps or video? That includes deleting the backups folder, as it looks like your Mansion.gd is acting like the farm’s variables aren’t a thing (ie: vanilla code) in your globals & farm file.

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Existing save - which turns out to have been the problem, as revelealed by fsadfasdfasdfasfdaaa's excellent sleuthing :P

Excellent! Unfortunately it looks like a few of the backwards compatibility aspects may not be able to apply automatically on existing saves (or at least how I have been doing it, hopefully there's another way to).

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Might have the solution for you in my recent comments. Fixed it for myself and one other person. On old saves you don't have all of the code you need so you need it added. Follow the post where I said "Okay well this was miserable" first and then after that do what is in the "Buckle up buttercups" post.

Thanks for the reply, although your edit made me feel kind of dumb. I had found the fix in a previous post before mine (the line of code being "snailsbreeding" instead of "snailbreeding"), but when I made the changes myself it still wouldn't work and I couldn't figure out why. I completely forgot that I had to deactivate and reactivate Aric's if I expected the changes in code to be recognized by the game and not throw those errors.

Nothing dumb about it! I was incredibly tired when I posted the first reply (pre-edit) so I should have seen that right away too. Good catch and way to fix it solo!

Might have the solution for you in my recent comments. Fixed it for myself and one other person. On old saves you don't have all of the code you need so you need it added. Follow the post where I said "Okay well this was miserable" first and then after that do what is in the "Buckle up buttercups" post.

For some reason seem to be having an issue whenever I try to use this mod. Once I install it, it causes most of the text in town to disappear, and also seems to make the option for the laboratory in the upgrades tab to vanish entirely, which obviously makes it impossible to progress past the related quest in story and also improvements to characters.

Not quite sure whats causing it. Can't tell anything from what I'm seeing in error log, though it does seem to have a link to the upgrades menu script, and tried reinstalling mods, and even wiping and redownloading the main game.


Is this on an existing savegame? It seems as though either it isn't installed properly OR there's something in that savegame that is preventing the global's file from gaining the allnpc dictionary (which a lot of the npc expanded features are based on). Have you tried this on a new game?

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No (to on existing save). Was originally, but as said in original post have since wiped all saves and game data and reinstalled from scratch with same issue. Wiped folders for both base strive game folder (where .exe is) and the one in app/roaming (where mod folder, bodies act. go) before reinstall.

Do this for me. Pull up your "globals" file from where your exe is and control+f to look for "dimensionalcrystal". Do you come back with any entries? Or one from within mansionupgrades, specifically? Check for "allnpcs" as well (should be var allnpcs).

If you aren't finding those, I would deactivate Arics from the mod panel, exit the game, copy the files for the game folder from Important back to the base game, delete your backups folder, start the game and apply the mod, exit the game again, then start it to see if you have the same issue pop up. You might get away with just copy/pasting the Globals file as that seems to be the main cause of your error log messages (those dictionaries pull from globals) but doing them all should be safer.

Let me know if that clears it up!

References seem to be there. Three for dimensional crystal, two related to mansion upgrades, and one for the allnpcs. Tried reloading mod anyway but didn't seem to fix issue.


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Hey AricTriton. Thanks as always for amazing work. I ended up trouble shooting some errors with using old saves in my two posts with "Okay well this was miserable" first and "buckle up buckaroos".

Only mod other than yours was random portraits, and maybe farm label (but I don't think I ever activated it).  The issue seemed to be 

1: The jobskills did not include new jobs for each character

2: Code between production and farmoutcome did not update for each character

3: The single instance of code between "resource","array" and "foodcaparray" did not update.

Thanks for your work on that, mate! I always try to add in backwards compatibility, but unfortunately some aspects don't seem to successfully add themselves to the old saves (without manually adding it like you did). I need to figure out a good way to force old saves to update with the parts from current classes, but unfortunately I may end up just having to officially break compatibility on major version releases if they won't auto-update

So I'm playing 0.9.4, and am on day 40 or so.  The crystal's researched for the immortality and pregnancy acceleration, and bad stuff is starting to happen.  So I used the option to feed someone to the crystal.  Just a bandit I pulled out of the first area.  There are no errors, and the game doesn't crash, instead just soft locking with the dialogue becoming "...." and no choices or anything available.  I can't close out of the dialogue and effectively have to shut the client down and reload.  I uh, hope nothing bad happens if the crystal gets too hungry...

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Bad stuff definitely happens if the Crystal gets too hungry (though it shouldn't lock the game completely like that). The Dialogue only became "..." for that particular slave, but it didn't close their talk panel?

Edit: I may have found part of the issue on why that panel won't close automatically (how it should). That should be fixed in v0.9.5

As an update, it happens on any slave I try to use the crystal with.  The dialogue panel displays only four dots, and it doesn't close the talk panel.  The game basically soft-locks after that.  It also only happens if I try to intentionally feed them to it using that dialogue option.  If I get them accidentally eaten by the crystal and just don't bother rescuing them, it works just fine and lowers the hunger properly.  Not entirely sure what triggers the accidental eating bit.  It appears to be researching or modifying the crystal's settings with a slave with low magic stat?  Not every slave I notice has the option to try to research the crystal though.  

That is correct. A slave has to have a certain magical affinity to be able to manipulate or research it at all, however if the crystal has gone "Dark" then it has a chance to try and consume someone researching it if their magical affinity is less than the crystal's power + hunger. You should have the option to try and save them, though.

I have to finish the new additions into the game to be able to troubleshoot my fix properly before I can release the fix for that issue, unfortunately

Oh, so there's something that triggers it going all evil then.  Now I wanna experiment more.  Is there a way to make it not evil again once it is, or is that spoilers?  Heh.  And let me know if I can help in any way!  You're doing amazing work so far!

The storyline for it isn't completely fleshed out, but there are abilities and some interesting things that can happen with it so far. It's primarily a teaser for a full new playstyle that is slated for a future version. :)

If you're interested in coding, writing story or dialogue, or anything else you are more than welcome to join in. This is definitely a group project at this point and there's always room to play to whatever strengths you'd like!

Consider me very, very curious then!  Also, I'm a writer myself, capable of both story and dialogue.  I can code too but I'm not at all familiar with the language that the game uses.  I wouldn't mind trying to help the project out. :3

What we could do is this then. If you’re interested in writing for a certain event, I can send you the code format to write in so you can just write it, apply that format, and I can drop it into the code.

Examples would be: expanding the dialogue system to have different “conversations”, Intro prompts, etc based off of personalities or flaws. Expanding the combat capture post-dialogue. Adding more quests or end of day material. Etc 

I could definitely give it a shot. :3  I'd have to know what you need of course.  And probably a better way than this back and forth board commentary to communicate.  Heh.

Hop on the discord. I'm usually around

Hey Aric, struggling a bit to trouble shoot this bug in my file. When I go to end day, the game processes to the next day but the daily report does not generate. Console gives two errors:

SCRIPT ERROR: dailyFarm: Invalid get index 'hp' (on base: 'Reference (person.gd)').
          At: user://mods/AricsExpansion/scripts/aricsexpansion/expansionfarm.gd:1134

SCRIPT ERROR: _on_end_pressed: Invalid operands 'String' and 'Nil' in operator '+'.
          At: res://files/scripts/Mansion.gd:1282

This does not occur with fresh saves. What portion of a save do these errors refer to?

That "hp" line should be "health". That was modding from another game bleeding in. It'll be fixed in v0.9.5, but if you open up expansionfarm.gd and search for that hp line, just change it to health and it'll resolve the "prod" action for now

Hey! First time user of this mod and I ran into an error as soon as I started the game. 


Mod Version v0. Expanding game to latest Aric's Expansion version
Aric's Expansion v.0.81
SCRIPT ERROR: GDScript::reload: Parse Error: Identifier 'participants' is not declared in the current scope.
          At: res://files/scripts/newsexsystem.gd:896
ERROR: reload: Method/Function Failed, returning: ERR_PARSE_ERROR
   At: modules/gdscript/gdscript.cpp:580
SCRIPT ERROR: _on_startbutton_pressed: Invalid call. Nonexistent function 'startsequence' in base 'Control'.
          At: res://files/scripts/Mansion.gd:4221


Error message looks like this while the sex interaction refuses to work; it literally only shows the background picture and won't let me click  anything. Was wondering if you could help?

This mod is currently version 0.9.4, and your message declares that your version is 0.8.1. If you intended to play the most recent version, then you have made a mistake during installation. Probably failure to apply the correct version of the mod, but it is important to properly follow the installation instructions.

Right first of all thanks for the quick reply. I dunno why I had the old version installed even after reinstalling everything, but I fixed it. Unfortunately, more errors happened that killed my save file(Unsurprisingly) and prevented me from  creating a new one either. 

SCRIPT ERROR: getsexfeatures: Invalid get index 'penissizearray' (on base: 'Node (globals.gd)').
          At: res://files/scripts/assets.gd:75
SCRIPT ERROR: newslave: Invalid get index 'expansionsetup' (on base: 'Node (globals.gd)').
          At: res://files/scripts/characters/constructor.gd:81
SCRIPT ERROR: _ready_newgame_creator: Invalid call. Nonexistent function 'cleartraits' in base 'Nil'.
          At: res://files/scripts/mainmenu.gd:270
Loading Backup...
Load Finished
SCRIPT ERROR: _newgame_creator_reset: Invalid set index 'memory' (on base: 'Nil') with value of type 'String'.
          At: res://files/scripts/mainmenu.gd:323
SCRIPT ERROR: _stage4: Invalid set index 'race' (on base: 'Nil') with value of type 'String'.
          At: res://files/scripts/mainmenu.gd:691

If you saved after all those errors, then yes your save file is probably dead. If you only loaded it, then it is probably fine as the game was likely dead before you even selected the file in the list. Your Strive program folder is probably hopelessly corrupt as this point. There are errors before the backup has loaded, which suggests a botched installation followed by activating the mod system to compound the problem.

I recommend extracting a fresh copy of the game (if you downloaded the zip archive), deleting the mod folder, and making sure you have the correct mod folder in place. It's probably fine to keep the rest of the appdata, but people sometime need to delete that as well.

It is recommended that you start a new progress for the new version of the game, so this is probably for the best. But feel free to keep the saves and try to use them, at worst they will cause errors and you will need to restart the program.

ok so 

in globals:

var expansionsetup = globals.expansionsetup

then in assets.gd you call globals.expansionsetup

expansionsetup is never declared otherwise

sooooo

It is declared in the globals.gd in the mod folder (as it has to be in that location to show where the mod paths are, apparently). That's the unfortunate reason for the 2 globals and why the errors will pop up until you activate the mod.

yup, it's fixed now, thank

 
So far I havn't experienced any errors beside this. Happens when I try to test the breeding with the kennel animals.

Sweet, thanks for the feedback! I'll look into it

There was a bug with how that was handled in the beta version I posted last weekend. I just posted a release version of the add-ons which should address this. I was able to do a near complete play through with no errors.

Hello , i tried to start a new game because i haven t played in a while. I only reinstalled strive and aric expansion and i get this error. Can you tell me if i made a mistake or is it a bug ?

ty for your amazing work btw ^^

I just created an installation using version 0.9.5 and had no error messages. The installation of version 0.9.X has become significantly more complex than prior versions, so be sure to start with a fresh copy of the Strive program folder and follow the instructions.

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I don't think my first post was posted because of my new account so here's my comment again.
I get an error when I as a half-kin wolf have a child with an elf.  I am unable to select the child in the residents window normally.  Additionally, when I can select the child it gives me the following inspect window.

Edit: The same problem also occurred when I tested as a Human male with elf female.




Anyways thanks for the great mod!

I have the same problem. I cant play with my own childs, I have to sell them all at the moment. Reinstalled everything and I am playing on a new save file.

Here the corosponding datas from the save file.

First one is one of my normal slaves:

"340":{"children":[],"father":-1,"halfsiblings":[],"id":"340","mother":-1,"name":"Carrie Sagespirit","race":"Dark Elf","sex":"female","siblings":[],"state":"enslaved"}

this is one of my daughters. I sold her because she wasn't working:

"481":{"children":[],"father":"3","halfsiblings":[],"id":"481","mother":"285","name":"Torbanise Pendragon","race":"Elf","sex":"female","siblings":["957","379"],"state":"left"}

I hope this helps some one to help us xD. thx for helping. ^^

I’ll dig into it. Thanks to both of you for pointing it out!

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I encountered this problem too. I was able to solve it by changing the "race_display" of any bred slaves in my savefile from "Mixed" to something else (in my case i have only tried setting to Dragonkin). So it seems to encounter some kind of error when trying to display a Mixed race character, which so far only can exist from the players breeding.

Deleted 3 years ago

Is it just me, or is the "garbage collector" (arrest/execution) system a little... overzealous? The post-combat notifications always make it seem like there's a chance you'll find your opponents again, looking for revenge - yet nearly every single bandit winds up being arrested that very night. Hell, even characters saved from bandits almost inevitably get arrested.
It's a great idea, cutting down on save bloat, but it'd be nice if at least some characters, especially the innocents, were able to persist for a much longer time.

Oh, and speaking of executions, I still need your discord info so I can send you ideas for the "eroticized" executions we discussed a while back

https://itch.io/t/284398/discord

Discord info is in the link Ank sent, I’m easily found on the mods thread most days.

I’ve heard complaints on both sides (ie: too overzealous or not zealous enough on the purge). The system can be lessened to your tastes though, as I try to please everyone. Open up your expansion.gd, go to Settings, and find the town guard capture chance variable. You can lessen/raise that as much as you’d like. Basically, that’s the base chance each NPC has which is then modified by other factors like their notoriety (ie: how many times you’ve fought them), the overall number of NPCs in the NPC system (to lessen bloat), etc.

Keep in mind that lowering it will drastically raise the number of re-encounters. Also, any of them caught have a 33% chance to be sent to the slaves guild (to be bought), 33% to be “executed” which can be rescued or bought from that scene, and just 33%ish to be “sent away” which permanently removes them.

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I can't have children with any of my slaves without them disliking it and becoming stressed. No matter which of them I impregnate, it always comes out that they don't want the baby and that the pregnancy will be more stressful even though I have their consent and  also their number of wanted pregnancies has not been met.  Was this problem addressed in the new 9.5 update or not. If it hasn't been addressed yet is there a workaround or mod to fix this. 


The pregnancy system was overhauled in v0.9.5 and that check may not be triggering correctly. I’ll look into it and appreciate you pointing it out

I forgot to go through the consent to get pregnant dialogue choice with the slave under the "talk" tab.  After I did that she was ok with the pregnancy. Will I have to ask "can I impregnate you" every time a slave gets pregnant so they will not get stressed or do I only need to do it the first time?

Ah, gotcha. And that depends. If the number of pregnancies/births is lower than their desired number of children (which you can again ask about in the Talk menu), they will continue to Consent. If the number goes past how many children they want, they have a chance to no longer want kids (and you’ll have to ask again).

When they actually give birth (ie: the childbirth panel) they will say something along the lines of “I don’t think I want to have any more kids”.

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