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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: 461,542 Replies: 2,448
Viewing posts 381 to 400 of 734 · Next page · Previous page · First page · Last page

I am having an issue where I can't leave with one specific slave in my party. When I click the leave button it does nothing but add the following errors to the console:


This only happens with one specific slave. I haven't been able to get another to have the same issue yet. 

I used a new clean install and a new save for this version (I always just delete all the game and roaming folders and just re-copy everything to be sure that it is clean). I have this mod, and then Random Portraits and Enhanced Slave List loading after this (higher numbers).

It could be related to having Enhanced Slave List as I can’t speak to the compatibility, but that almost looks like  its an item that cant determine how much it weighs. Does that slave have any items equipped?

So loaded up the game to look and see if it was related to weight and noticed that on my most recent save she now seems to work fine. If I add her to my party I can leave and use my inventory as normal. However, when I go back to any older save she is still broken and can't be used. She has no items in either save.

In the older save I looked into it and the issue definitely is related to weight. When she is in my party I can't add anything to the inventory, it just gives another error message:.
If I try to remove something from the inventory the item will be removed but the weight won't decrease and the same error will occur show in the log. It will either display the old weight or no number at all. Once I swap her out of the party my inventory corrects itself to the correct weight.

During this process of playing around for a trying to figure out why she works in my most recent save and not the older ones I seem to have found a way to fix the issue, in game at least. If I add her to the party, go to the inventory screen, select the slave causing the error, and then switch from mansion inventory to party inventory or vice versa, the inventory weight will correct itself and she becomes usable in a party. Fixing her like this once seems to work permanently (or at least for a long time, she still worked after being removed and re-added to the party, even several days out of it).

As to the Enhanced Slave List, I don't think it conflicts. It is from here: https://itch.io/t/542481/redles-mods-updated-20200412. So far as I can tell it only affects the slave list on the right side of the screen. I looked in the scripts and that is all it seems to be touching (though I can't be sure as I'm not a programmer, or  very familiar with how the game or your mod are coded.

That is fascinating. It does seem very peculiar, but everything IS working well now?

Yes. It's working fine now.

I still don't know what caused it or why only that one slave. I even tried getting other slaves to similar stats but they weren't broken like her. I thought  it was because she had high strength (5), but I made other slaves with the same strength and they weren't broken. But at least it's working now.

(1 edit)

So, I've got a question. I'm messing around with a test save and trying to manually add a Hybrid Character just to mess around. Looking at the code in person.gd it looks like if anything other than the same race or Mixed is set as display_race than it should result in a Hybrid character, but when I save the edit and check, the character is entirely broken. What am I doing something wrong? 

Obviously a normal player wouldn't come across something like this, just wondering.

What values are you trying to change in the save file to make the hybrid race? The basic formula (as I understand it, deviate wrote that particular code) is that 70%+ is full blooded for one race while 30%+ is enough for a hybrid to be considered. I don’t believe it handles 3 way hybrids though (ie: 30% for 3 different)

(3 edits)

So, I took a character, changed the name and id of them, and then was just trying to make them appear as either mixed or hybrid. I was specifically changing the 'race' and 'race_display' to 'Human' and 'Fox' respectively. I also changed higher up (but in the section for the same character) the values in 'genealogy' of human and fox to 76/24 respectively, just changed them to 65/35 and it still didn't work. Character comes up blank.

It seems that if 'race' and 'race_display' aren't the exact same, then the character page blanks itself. If they're the same, but an invalid character type (Halfkin Dragon for example) then it loads fine but clicking on the highlighted name thats invalid forces me to close, which is expected. 

EDIT: My error logs show the exact same errors as Fibian (a few posts above mine) except for the 'slave_tab.gd' number (which isn't surprising) so I'm decently sure his problem has to do with this.

I see a couple of issues there. Editing an existing character might work but that character won't be able to be successfully called if you didn't add in that new ID you'd created manually to globals.slaves (which is how all of the person references are called by the game). As you said, something that isn't vanilla (like Halfkin Dragon) has no racial description so will force a crash for sure.

I'd recommend trying that on an existing slave without effecting the name/id and see if you can get it to manually update like that.

(2 edits)

To check, if the person appears near the bottom of the save file where it lists the name, sex, race, id, etc. does that mean that they're in the globals.slaves area?

Edit: If not then I have no idea where to look. About the only bit of coding I've messed with was some C++ in highschool, editing saves on this, and messing with some config files for other games.

Edit 2: Changed a Halfkin Bunny's race (genealogy with orc 37) to Orc and race_display left on Halfkin Bunny, same exact errors.

I would recommend looking for "slaves". There's a "guildslaves" as well, but it'll be one inside of slaves. Again, I just recommend changing the existing slave without changing ids (obviously this will override the old one) if you're looking to just test it

(1 edit)

I've got a separate set of saves for testing stuff, so no problems there.

Edit: Double checking here, 'slaves' in the save file? Or slave somewhere else? Because if its in the save file I know exactly what you're talking about, and thats where I'm changing things.

In the save file. Gotcha, I wasn't sure if that's where you were

Yeah, thats where I've been changing everything. I'm pretty sure that something to do with genealogy is breaking and causing the errors that Fibian and myself are receiving. Might wanna pass the info along to deviate since they're the original coder for that portion.

Is the "Export stats" button something added by this mod? If it is, what is it for?

Hey, i guess i found another Bug.

There was a bug in the past, which causes the data from the farmstore to carry onto new games. This seems fixed since then, but today i noticed the same thing occures to the incubators as well.

Well dang. That should only happen if going straight from an existing savegame straight to a new game, but going from a freshly booted game to a new game should avoid that issue until it can be patched

(+1)

Just had a question about something I found while  scanning through expansion.gd.  Are these ids something that can be accessed and set for different slaves in the game and if so how?


(+1)

soonTM

It’s the latest personality variation that I’m trying out to make slaves feel differently again.

Hmm....a few comments.

- Milking seems hardly worth it. It takes a lot of slaves to get it working and the income is meh

- seems like sexuality change it still fubared. Futas sleeping with females are becoming straight

- is cum production for no-balls futas even working? Doesn't seem like it. A no-ball futa cummin in someones mouth desn't register for the desire, for example. Perhaps it would be best to simply have no-balls futas have internal balls (they would have balls, with sizes, just internal, not visible. And thus would also have varrying outputs)

- one thing I added some time ago but lost the files: cowgirl sex position. It seems silly that you cannot force vaginal/pentrative sex acts on a male/futa (ride someone when tied up), but you can force yourself on females. I'm half-way implementing it back.


- the after battle action - the rape of defeated opponent - could use varriance and expansion.

Milking doesn’t start maximizing the profits unless you hit a cattle with Hyperlactation (which reverts her to the overlactation that produces a ton). If you really want it maximized, you’ll work on having her milked by hand as Milk Maids can consistently max  out production better than machines once they have high job skills.

You can change which way Futa’s shift in expansion.gd > Settings per request. It’s still set to that by default but should be easily changeable through the variable there.

I think the cum prod for no-ball futas were broken with one of deviates changes in this version. Should be fixed again in the next.

I agree, I just haven’t invested the time to write that. I do have a writer who is willing to help out that I may ask to expand and vary those scenes more.

So I was trying to figure out why the Futas were always causing sexuality to change towards straight and I found that there appeared to be an error in the file newsexsystem.gd there is a part of the code that doesn't reference properly as it searches for 'futa' instead of 'futanari' after I adjusted it my game is working correctly.

I replaced 'futa' with 'futanari' in the following lines:

if i.person.sex == 'futa':

if person.sex in ['male','futa']:

if person.sex in ['female','futa']:

I hope this helps I am not sure if there are any other instances of this issue in other files as I haven't done a thorough search.

(1 edit)

The setting has it set to female. So, yeah, something there is broken.

I have a hyperlactating cow, the the amount of milk is not really the issue. So far my seller seems to bring in anywhere from 50 to 200. Not bad, but considering that all those slaves could be working as entertainers/escorts, not really that good either. EDIT: Now it's up to 400. Far better.

Also, I can forward the cowgirl and some other fixes, but so far the descriptions are still not wokring as intended.

I’d be interested to see the new positions. Regarding the production going from 200 to 400, what changed on that? I will say that the milk merchant jobs do increase over time as well as being based on their charm and wit, so it will slowly increase (from an RP standpoint, it is to reflect the growing interest as you build the business)

The new positions kinda work, but the descriptions are mostly fubar.

http://www.mediafire.com/file/8fm38qqnlq3frkg/Strive_newPositions.zip/file

Also, at one point you said you'd merge my item mod with yours. I'm all up for it, just so I don't have to re-edit every time you update :P

Honestly, I simply use the milk to supplement my mansion's food income and instead use semen and piss as my primary sources of gold income. This was a fairly decent way to earn gold, especially if you had a stud breeding your cow pretty much every night. Your farmhands would automatically extract leftover cum that had been deposited into your cows, in addition to whatever cum the cow herself provided. Unfortunately 0.9.5 kind of nerfed the crap out of the Breeder playthrough, so I've only barely dabbled with the farm so far on my other playthroughs. I'm not sure yet what the optimal gold making strategy will be overall.

Getting a lot of the following:

SCRIPT ERROR: addrelations: Invalid get index 'id' (on base: 'Nil').
          At: res://files/globals.gd:1010

Seems like it happens at least once at the start of any combat encounter with actual characters

It seems that in this version I can't impregnate a slave, no matter how much I tried. I don't know if its related to the Demon race. I don't get any error on the log.

Have you talked to them to see if they have an option to tell you about the pregnancy? You won't see them as pregnant in the status screen until they tell you about it, if I'm not mistaken.

Yes, no alteration. Pregnancy was set to 10 days, so I did saw a slave go through the complete ovulation inseminated every day + 10 days from preg and nothing happens.

(+1)

There were a lot of changes to fertility in deviates code that I hadn’t noticed that heavily penalize non-standard races on top of the long ovulation timers. I am working to correct those ASAP though and will release a new version with those modifications heavily reworked to keep from penalizing any non-standard race playthrough soon.

Deleted 3 years ago

Seems to be a bug. It was reported above. It happens for mixed race or Hybrid race characters.
Until it's fixed, you can fix the problem by going into your save file with notepad, finding that bred character and changing their race_display from mixed or whatever it is to a specific race.

I had the same issue and can confirm that this fixes the issue (at least that it makes you able to interact with them). One thing to note is that for me it seemed that I had to select the race that was listed as 'primary' in the field above/before the 'race_display' field. Trying it the other way (i.e. using the secondary race) had the same error occurring for me.

Never figured out what the issue I was having with previous version of mod was, but thought I'd give it a go with new update. Seem to be having more issues than before though. Did clean install of SfP and mod, following install instructions to the letter, but getting an issue when get to the character customization screen. The race menu has vanished entirely and can't change portrait. Can't even click continue. Attaching resulting error log with screenshot. Hoping can get this sorted so can actually play mod :) Enjoyed it greatly before the previous update started doing wierd things to my game :)

The first 2 errors list missing variables that are added by the initial file patch. If I had to guess, then I'd say that you failed to either do one of these two actions or the order in which you performed them was wrong:

  • copy the contents of "Put in Strive Game Files" into the Strive game folder(it should ask to replace stuff)
  • delete the "backup" folder before starting the game

The order can matter just as much as doing the correct actions. The simplified order of steps is:

    1. manually move all files and folders to correct places
    2. delete backup
    3. start game and apply mod
    4. restart game and play

    Yeah, covered all that during original install. Made sure to follow install instructions exactly to avoid any added issues, but still had this happen.

    On off chance I missed something, followed instructions again and checked against what you've just said to be sure, but yeah, did it all and still getting exact same errors.

    (+1)

    These may be stupid questions, but always worth asking (per those errors):

    Did you activate Aric’s and Restart the game before trying to start up the new game? That continue button works fine for 99% of mods, but Aric’s is a special snowflake and edits things that have to be reinitialized with a newly started game.

    Are there any other mods involved?

    The continue button will only work for mods that only change files that are only loaded and used when a progress starts (i.e. after the loading screen). Continuing without restart, was only intended for people who change their mind about the mods, especially if there were errors, as the mods can still be safely reverted at that point.

    Deleted 3 years ago
    (+1)

    Yeah, always restart after mod activation. Usually forces me to anyway, but on rare occasions it doesn't manually close it anyway.

    Normally use improved random portraits, but this mods info says that's compatible. And aren't even using it for these tests/reinstalls because want to get this working before try adding another mod.

    (+1)

    The vanilla mod system always required a restart after applying mods. My bugfix, which is included as part of Aric's Mod, altered the mod system and added the option to accept the changes without restarting. If you do not receive a longer report after applying the mod or do not have two options afterwards, then it would mean that the files were not replaced properly.

    Unless there were errors during the application of the mod, I am unable to determine the source of the problem. If all steps were followed correctly, then folder permissions become a possible source of problems. The patched mod system should report any problems opening or saving files.

    The Strive Discord (https://itch.io/t/284398/discord) is a great place to resolve tough issues as we can share a lot of information quickly.  Since simple reminders were not enough to fix it, the next steps will involve verifying each step and aspect of the process . Basically it involves checking the mod folder path in-game, the folder names and paths for the mod files and replaced files, and opening script files to verify that they have indeed been altered correctly.

    So, I have a problem that follows up with the pregnancy system. So one of my slave's happened to have twins  ( ͡° ͜ʖ ͡°) but for some reason the second child just randomly disappeared. I don't know if it's a bug that Deviate has said before and or it's just me going wack. A response would be nice  ( ͡° ͜ʖ ͡°)

    Deviate introduced a large number of bugs from what I have seen and heard. I think one of them was the fact that the system stores a count of babies separate from the actual number of babies and that these can end up with different values. So it is possible that your slave never had a second baby, only a false count of 2 babies.

    (1 edit)

    I don't think it's that, I did actually have two kids as I open the relative menu of the kids related and it seems like two of them do exist. However the second child is no where to be seen. It might be another bug possibly.

    (3 edits)

    I've managed to test twins (and quadruplets and quintuplets) and in every case only one child was ever actually born

    The quad and quin were from the player, and a slave respectively, and were after I edited the fertilisation process to prevent ghost babies. (if the mother had ovulation type 2, or gave birth to eggs it would count the first 3 children twice.

    I have managed to get the birthing of multiple children working though, with the same quad and quin that weren't working before. All 9 children were successfully born. To fix it instead of repeatedly calling the birthing function, I store the birthing mother in the same manor as the baby being born, then at the end of the birthing function right before closing the birthing panel, if the mother has more children to birth I  call the start of the function.

    There are 3 relevant blocks of code that were changed/moved to make all this work all of them are in the Mansion.gd file.

    First I created a new variable right next to the baby variable above the childbirth function that I called birthing mother, it doesn't really matter where the variable is in the code long as it isn't in a function:

    ...

    var baby
    var birthingMother

    func childbirth(person,baby_id):

    ...

    next in the nextdayevents function right at the start where it checks for pregnant character to give birth, instead of calling the looping function I set the aforementioned birthingMother variable to the mother giving birth then call the childbirth function directly:

    ...

    func nextdayevents():
         get_node("FinishDayPanel").hide()
         var player = globals.player
         if player.preg.duration > variables.pregduration && player.preg.is_preg == true:
              birthingMother = player
              childbirth(player, player.preg.unborn_baby[0].id)

              checkforevents = true
              return
         for i in globals.slaves:
              ###---Added by Expansion---### Hybrid Support
              if i.preg.baby != null && (i.preg.duration > variables.pregduration || (i.race.find('Goblin') >= 0 && i.preg.duration > variables.pregduration/2)):
                   if i.race.find('Goblin') >= 0:
                        i.away.duration = 2
              ###---End Expansion---###
              else:
                   i.away.duration = 3
              i.away.at = 'in labor'
              birthingMother = i
              childbirth(i, i.preg.unborn_baby[0].id)

              checkforevents = true
              return

    ...

    finaly at the end of the babyage function after adding the baby to the list of slaves but before closing the panel I remove the newly born baby from the mother and then if there are any more children to be born call the clidbirth function again for the next baby that they are carrying:

    ...

         globals.slaves = baby
         globals.state.relativesdata[baby.id].name = baby.name_long()
         globals.state.relativesdata[baby.id].state = 'normal'

         globals.state.babylist.erase(baby)
         birthingMother.preg.baby_count -= 1
         birthingMother.preg.unborn_baby.erase(birthingMother.preg.unborn_baby[0])
         baby = null
      
         get_node("birthpanel/raise/childpanel").hide()
         if birthingMother.preg.baby_count > 0:
              childbirth(birthingMother, birthingMother.preg.unborn_baby[0].id)
         else:
              birthingMother.metrics.birth += 1
              birthingMother.preg.is_preg = false
              birthingMother.preg.duration = 0
              birthingMother.preg.ovulation_stage = 2
              birthingMother.preg.ovulation_day = -5
              birthingMother = null
              get_node("birthpanel").hide()

    ...


    The bolded lines are the lines that I changed/added or moved from the original state.

    (1 edit)

    And while reviewing this post I realised that I didn't account for if you give away the baby or babies so you could either set it up in one of two ways first:

    func _on_giveaway_pressed():
         birthingMother.preg.unborn_baby = []
         birthingMother.preg.baby_count = 0
         birthingMother.metrics.birth += 1
         birthingMother.preg.is_preg = false
         birthingMother.preg.duration = 0
         birthingMother.preg.ovulation_stage = 2
         birthingMother.preg.ovulation_day = -5
         birthingMother = null
         get_node("birthpanel").hide()

    That should just delete all of the mother's remaining children when you can't or don't want to keep them, but won't allow you to pass on one and keep a later child

    func _on_giveaway_pressed():
         birthingMother.preg.unborn_baby.erase(birthingMother.preg.unborn_baby[0])
         birthingMother.preg.baby_count -= 1
         if birthingMother.preg.baby_count > 0:
              childbirth(birthingMother, birthingMother.preg.unborn_baby[0].id)
         else:
              birthingMother.metrics.birth += 1
              birthingMother.preg.is_preg = false
              birthingMother.preg.duration = 0
              birthingMother.preg.ovulation_stage = 2
              birthingMother.preg.ovulation_day = -5
              birthingMother = null
              get_node("birthpanel").hide()

    That should remove the baby being shown, then reload the panel for the next baby, but requires you to manually pass on every child

    Love the fix and appreciate it! I'll work on integrating and testing it!

    Well, I have tried to implement this myself. However, I do not see it ever working as it conflicts with the slave_tab.gd (atleast mine) Maybe I'll have to wait for Aric next update. I'll keep trying to see if I can get it through, maybe you can help put a guide where goes where because at least I tried to put it where it suppose to be it, the first time it conflicted with the actual Aric Script than it conflicted with slave_tab.gd. For the mean time, I'll just have to find the gad dang ghost babies ( ͡° ͜ʖ ͡°)

    Could you provide a Mansion.gd file with this in effect? i've tried adding it in the places listed but it bricks my save

    Did everything right I think, but for some reason I can't actually exit the manor. 

    SCRIPT ERROR: GDScript::reload: Parse Error: Identifier 'rewardslavename' is not declared in the current scope.
              At: res://files/scripts/exploration.gd:1473
    ERROR: reload: Method/Function Failed, returning: ERR_PARSE_ERROR
       At: modules/gdscript/gdscript.cpp:580
    SCRIPT ERROR: _ready: Invalid set index 'buttoncontainer' (on base: 'Control') with value of type 'VBoxContainer'.
              At: res://files/scripts/Mansion.gd:84
    SCRIPT ERROR: _on_leave_pressed: Invalid get index 'zones' (on base: 'Control').
              At: res://files/scripts/outside.gd:122


    Am I stupid or..?

    It appears that you replaced the Strive game scripts with the files in "AricsExpansion/scripts", which erased a variable that exists in the vanilla game. You should only copy the contents of "AricsExpansion/IMPORTANT - READ THIS BEFORE INSTALLING/Put in Strive Game Files" into your Strive game folder. You will need to start the installation over with a fresh Strive folder, since yours has been corrupted.

    Re did it and it all works fine, except the Console doesn't say "Aric's Expansion Rebred", but the content is all there so I can't complain?

    (1 edit)

    I've been having a bit of an issue with the pregnancy system and can't seem to have any of the girls ovulating. both main character and starting slave are fairies and i had the 4 cycles all set to 4 days (changed through constants mod, not through the expansion files). Even after cycling through 20 ingame days the main slave still isn't ovulating but doesn't bring up any errors in the log. is changing the cycles having a negative effect? getting them pregnant isn't an issue as i set the ovulation cycles back to normal and they can be impregnated. anyone else having issues with this? I've tested with about 3 different saves. fairies, beastkin and drow, and they all have the same problem when the ovulation cycles are changed.

    Edit: started a new save. set in constants to 4 days for all cycles. haven't purchased the crystal to alter pregnancy speeds and slaves are ovulating as per normal. i'll try a separate save and see if the crystal has any involvment

    There was an issue with the v0.9.5 and ovulation cycles in particular. That's part of what I'm working to try and clear up and test

    (+1)

    I'm sure you've already found this, but the fix for "broken" Hybrid or Mixed characters is pretty simple. In case you haven't or if anyone (like me) can't wait for the next update, all you have to do is go to your "files\scripts\person\person.gd" file and change line 1654 from

    rvar = ' (' || race_display || ')'

    to

    rvar = ' (' + race_display + ')'


    Cheers, appreciate your work!

    (1 edit)

    Got a new one for you. first error at the top was during a sex scene right as all three characters had an orgasm. the emit signal one occurs sometimes when in the slave shop and you hover over a slaves traits. the last script errors occurred when ending the day and one of my slaves is pregnant. Tried uplaoding image but it's having some issues, heres the text log.


    erasing C:/Users/Lily Powell/AppData/Roaming/Strive/saves/autosave3
    SCRIPT ERROR: member.orgasm: Invalid get index '1' (on base: 'Array').
              At: res://files/scripts/newsexsystem.gd:378
    SCRIPT ERROR: member.orgasm: Invalid get index '1' (on base: 'Array').
              At: res://files/scripts/newsexsystem.gd:378
    ERROR: Reference to a Thread object object was lost while the thread is still running...
       At: core/bind/core_bind.cpp:2535
    Aric's Expansion v0.95
    Aric's Expansion v0.95
    ERROR: emit_signal: Error calling method from signal 'meta_hover_ended': 'Panel(statspanel.gd)::_on_traittext_meta_hover_ended': Method expected 1 arguments, but called with 0.
       At: core/object.cpp:1238
    Aric's Expansion v0.95
    erasing C:/Users/Lily Powell/AppData/Roaming/Strive/saves/autosave3
    ERROR: Reference to a Thread object object was lost while the thread is still running...
       At: core/bind/core_bind.cpp:2535
    Aric's Expansion v0.95
    SCRIPT ERROR: trait: Invalid get index '{conflict:[Weak Milk Flow, Milk Flow 2, Milk Flow 3, Milk Flow 4, Milk Flow 5], description:[color=aqua]Good Milk Flow[/color]: $name produces just slightly more milk than someone of $his race.

     [color=green]Milk production increased by 20%[/color], effect:{}, name:Milk Flow 1, tags:[secondary, expansiontrait, lactation-trait, regentrait, rank1]}' (on base: 'Dictionary').
              At: res://files/scripts/origins.gd:41
    SCRIPT ERROR: add_trait: Invalid get index 'name' (on base: 'Nil').
              At: res://files/scripts/person/person.gd:227
    SCRIPT ERROR: impregnation: Invalid get index 'id' (on base: 'Nil').
              At: res://files/globals.gd:1131
    erasing C:/Users/Lily Powell/AppData/Roaming/Strive/saves/autosave3

    Phew, that is a fun new one. 3 characters all had an orgasm at once at that triggered? No crash or end of day prevention though?

    nope, neither effect from that. the game continued until i closed it later on and the days continued the same but nothing else popped up. also found this one:

    ERROR: emit_signal: Error calling method from signal 'meta_hover_ended':

    is caused by running the mouse over slaves traits when in the slave shop in all towns.

    I think that one is the error that Ank gave me the fix to for v0.9.6, but that one has been around for a while. 

    Quick question: Are the future tweaks given by Deviate going to be backwards compatible with saves? I know this mod in and of itself tries it's best to be savegame compatible. (Thank God I started a new game *after* the 0.9.5 update)

    I will definitely be trying to keep them compatible from here on out. I can't say there won't be eventual updates that break it, but I try to keep them few and far between

    ok so two questions. One after my slave gives birth and it grows up. when ever i click on it i can never get the pic shown it always a slave above or below it and i am forced to sell them since the game shows me them there but acts like they dont exists,

    They second question is I have 4 snails in the farm but i cant get any of the girls to used. All of them are ok with it and it states i have 4 snails but no eggs to hatch and i can no get the option to be clickable to breed with snails.  

    Look at above comments. It's a problem with the "race display" and there are two ways to fix it until an update is made.

    thanks. I admit to glossing over it and missed it. But I am still confused over the snail thing. I capture 4 never used them but I cant breed them. I've look over post regarding it and I dont see anything close to it

    Do you get any error reports? To clarify, you 1) Have the Hatchery, 2) Have a girl with a womb in the Farm, and 3) Are clicking the "Breed Snails" toggle button?

    Out of curiosity, would it be possible to add a dickgirl/shemale/newhalf/whatever gender for slaves with boobs, cock and no twat?

    (2 edits)

    Possible yes, I would argue it probably wouldn't even be all the difficult, tedious maybe but not exceptionally difficult.

    as it is right now you can give a male character boobs with majorus potions (or cheating by editing the save file), though that is a fairly surface difference, and requires you to fill in the gaps, as far as the narrative goes.


    I imagine you mean having them randomly generate, and actually be referenced as such in game.

    in that case aesthetically you would just need to decide on what to call it, what the gender pronouns for the dialogue replacers would be, and give them a gender icon. I think setting all that up would be reasonably simple, but I don't know where everything that needs to be added lives.

     As for mechanically you need to add it to the character generation "if/else" trees for breasts so they generate larger than masculine, or from the mother rather than the father in the case of breeding (fairly simple change could actually streamline that part of the code the way I'm thinking it would look).
    And the automatic reassignment from male to shemale when adding breasts to the character or changing from futa to shemale when changing the breasts or genitalia respectively (probably not too difficult either but  that raises the question of is a 'male' with any size of breasts over masculine shemale or do you set a size threshold, this does complicate existing things slightly but not overly so).

    You would probably also want to set a rule toggle like exists for futa, or futa with balls, for those who don't necessarily want shemales to generate in their game, if you were to implement it for more than personal use. This one is not something I know how to do outside of the "editing the scripts directly" method.

    "I imagine you mean having them randomly generate, and actually be referenced as such in game."
    Mostly the latter - the former would also be nice and I'll look into it, but my priority is just the text.

    "I don't know where everything that needs to be added lives"
    Yeah, that's my problem too. Looks like most of it is in person.gd, but I don't know if there are relevant bits elsewhere.

    Like he'd said, it is already possible in game using potions, the Mutate spell (though very random), and the laboratory. They are still referred to as "dickgirl", "shemale" (though honestly I have no idea what is different between that and "futa"), etc. If it is just a question of being referred to as a "dickgirl" instead of "futa" situation...theoretically it shouldn't be that hard to code. Just depends on where all it was needing to be seen.

    (+1)

    The main difference between a futa and a dickgirl specifically is that a futa had both a pussy, and a dick, and maybe balls
     where a dickgirl just has a cock and balls.

    Yeah, I'm mostly concerned just with having the text actually refer to them as such at the moment. Would everything I'd need to change/add to just be in person.gd?

    (2 edits)

    Maybe

    If you have notepad++ search all strive files for 
    .sex ==
    .sex !=
    and probably 'male', 'female', 'futa', and 'futanari'

    that will show you most if not all of the checks for gender.

    (1 edit)

    Welp, this is going to take a little more time than I thought, heh



    I do already have it working in the character panel, at least :P

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