New version is out, v.08. Enjoy!
Since something similar happened to me a moment ago and I confirmed the case in their discord;
Are you running basegame v.525 or have you any of the .525 bugfixes applies - it was confirmed that Aric's mod runs on base .525. and is incompatible with any of the bugfixes on its own.
Also; for updating mods you have to either reset the game to its original files first (reset function via mod menu - but be aware that that doesn't work with files formerly replaced by hand - or just a simple fresh installation/extraction of the game folder) - and it can't hurt to delete 'FileOrder.ini' in the mods folder as well as 'progressdata' & 'settings.ini' in ..user/appdata/roaming/strive.
Not sure what exactly is necessary, but as long as you start a new game, getting fresh versions of those files can't really hurt.
This looks like one of the classic cases of Strive glitching on a mod installation. I would recommend (unless you’ve already got it fully fixed) just unzipping and creating a new game folder (with the Exe, not the app data) to be sure it hasn’t left any duplicated code in their that will mess you up later on. It should be pretty easy and take 1-3 minutes to fix that way and shouldn’t affect your saves or mods.
If you do that, then you do need to delete the FileOrder.ini from your mods folder just to be safe like he said
You are welcome to look at modpanel.gd and try to find that mechanic; however, you are reading between the lines to find mechanics that don't exist.
"func show():" refreshes the mod list GUI, and uses loadorder to sort the mod line, determine which mods have pressed buttons, and get the order number shown beside the mod.
"func _on_applymods_pressed():" uses loadorder without any checks for "enabled" or "disabled". The first thing it tries to do is erase all currently installed mods, so it doesn't care what is installed. Next, it iterates on loadorder to install mods one at a time.
Thus, removing the mod from the load order has a total functional result of forcing you to add it back to the load order.
Bloody hell. Re-installed everything and still getting these when putting slaves in a farm and hitting end turn
SCRIPT ERROR: getFarmFactors: Invalid operands 'bool' and 'String' in operator '=='.
At: user://mods/AricsExpansion/scripts/aricsexpansion/expansion.gd:2677
SCRIPT ERROR: dailyMilking: Invalid get index 'farmmanager' (on base: 'Dictionary').
At: user://mods/AricsExpansion/scripts/aricsexpansion/expansion.gd:2601
SCRIPT ERROR: _on_end_pressed: Invalid operands 'Nil' and 'int' in operator '>'.
At: res://files/scripts/Mansion.gd:1262
Nope. Complete new install, new folder, deleted everything, deleted everything from AppData...
And if you're wondering about line number..I did tweak fetishes a tad
func setFetishes(person):
#Sets Fetishes
var fetishdict = person.fetish
var temp
for i in globals.fetishesarray:
if !fetishdict.has(i):
fetishdict[i] = "none"
if fetishdict[i] == "none" || fetishdict[i] == null:
temp = rand_range(0,globals.fetishopinion.size()-2)
#Racial Additions
if person.findRace(['Taurus']) && str(i) in ['lactation','bemilked']:
temp += round(rand_range(0,2))
elif person.findRace(['Goblin','Bunny']) && str(i) == 'pregnancy':
temp += round(rand_range(0,2))
elif person.findRace(['Cat','Slime','Fox']) && str(i) in ['drinkcum','drinkmilk']:
temp += round(rand_range(0,2))
elif person.findRace(['Wolf','Demon']) && str(i) in ['dominance','exhibitionism']:
temp += round(rand_range(0,2))
elif person.findRace(['Seraph','Gnome']) && str(i) in ['submission','bondage']:
temp += round(rand_range(0,2))
The error messages are pretty useless without that bit of information, since the line numbers are the only way to locate the problem.
Chances are you have the same problem as this guy, I've provided a solution here: https://itch.io/post/1044647
I re-installed everything and started a new game, but I will try re-installing again.
On another note, is it just me or do the races feel.. .lacking? In stats and specials. For example, slimes are gooey, so they should have very high endurance (difficult to hurt) and good agility, but poor strength (gooey). Dryads are plan/wood spirits, so they should be slow and durable, but also strong. Elves could use re-balancing, drow are way OP as are dragonkin. Possibly giving elves nature essence (IIRC; only dryads give nature essence, but you can get other essences from 2 sources ). Some different specials. Dragonkin maybe having natural +1 armor? Succubi/demons healing/reganing stamina from sex?
I'll add what I can into my tweaks, see how that goes.
Regarding stat values I would be careful - from my own experience of testing over the last days character stats are one of the more delicate things to tweak. They range over a relatively short span in general, and the calculation in which they are used are typically relatively simple and make use of multipliers without using much decimals. So even raising stats by 1-2 points can make a huge difference - especially if applied to base stats.
Another problem I see with special stats I see is the way the code is structured - unfortunately the game makes only little use of databases when it comes to variables - instead it often applies calculation-modifying values directly in the functions - so tweaking and changing perc & Co. often includes changing a value in multiple files and lines in the code. This might be not so much a problem for sole mod-content, but modifying the core files with mod-code that is highly different in its logic and data structure could create a huge mess in the long run. But maybe that's just my layman look at this part that makes it more complicated as it actually is. ^^
If you start from a fresh install and just do my mod (no code changes, other mods, or alterations), does it still not seem to be installing the mod incorrectly? If that works, I can look at the items and changes that you've made and see what I can do to fix the compatibility with them.
If it still doesn't, there may be something weird going on in the mod installer. It seems to be applying the mod correctly for me and others I've checked with, but it's Strive modding. Doesn't always play by logical rules. However, I got permission from Ank to include his bugfixes in my mod and I believe he's fixed some quirks in the mod loader, so that may resolve this if its a mod loader quirk.
Nothing from my mod interferes with your code. I just add a few items, that's it. You can easily see it for yourself.
And yes, I did start a 100% fresh install (again), after deleting EVERYTHING, the app data Strive and normal strive folder and re-downlaoding ARCIS0.8. And for some reason the mod isn't fully applied. Most of what is in arcis globals.gd and person.gd gets copied to the globals.gd and person.gd in the main game folder, but not all. The originsarray for example wasn't there, nor was the atypical icon path. Naturally, this breaks the end turn if you have an atypical slave, during luxury calculations.
But what's even stranger is that even after I manually put those in, the game still can't find them. The only explanation I can think off is that if globals aren't properly initialized, the save game is ruined, as adding them after does nothing.
What I can try is a compeltly new game.
Oh, one more question - your globals and person are ADDED to the stock ones, they do not overwrite them as far as I can see (looking at the line numbers, at least it seems that way for globals), right?
If all else fails, maybe someone can forward their scripts folder after succesfull install?
Do you remember any events leading up to the first Error? Did you get any reports from the town’s in your end of day?
The second does pop up on occasion for me and seems to be part of the script that checks and adds attached relatives to the NPC that is “joining” the family. Unfortunately if there’s not a mother/father/sibling already set, that seems to occur but not hurt anything.

I have one save, there ending the day always throw both these errors. Things I did this day was: Interacting with slaves, grinding the Marsh location for chests and rare spawns. Sometimes , after the battle, a slave seems buggy and fires the "atypical error". These slaves I ignore.
The first error is sometimes thrown from line 2155, 2153 or 2151 .
Then I advanced the day several times to look, if there errors are persistent without doing anything else:
- The first error only get thrown one time, but sometimes get thrown again some days later, if the second error has a long run.
- The second one appeared, after I fought some bandits in Winborn outskirts and gets thrown between 2 and 6 times, one time each day.
- While one or both errors show up, the town report for the catched slaves doesn't show up.
- The errors seems to disappear after skipping 3 up to 7 days without doing anything.
Also the amount of stress gain, a pregnancy or the milk production during the pregnancy seems to add up every day, resulting in some high numbers on the report. But the stress factor in the interaction menu only rises up to 55-60% of the bar, despite having a mental breakdown every day.
Edit: The slave agreed to impregnition and the nursery was build during the pregnancy.
The slave is also the starter servant as foster sister, but doesn't want to talk about incest in the fetish section.
I actually just had one of my cows still give 1493 food from milk and she's only got huge boobs and milk flow 2 with no other farm upgrades. All my other cows are reasonable numbers although none of them do have any milk flow modifiers.
Also looking at your code i saw this which doesn't seem to make sense.
var chefhelped = false
if chefmod > 0:
chefhelped = true
else:
chefhelped = true
At that point why bother with the if? Just set it to true
It sounds like that didn’t override the file right. Jobs should now have their location as an array instead of a string as framework for the upcoming job revamp which will allow one job to be chosen then sent to one of multiple valid locations. I’ll check the code and see but that is as intended.
Do you remember the initial job and the newly chosen job? One may have been missed
Its fully working but i didn't really do it as a mod applied on top of yours. Since both of you basically just overwrite the entire files I pretty much just ended up combining the two together into a single file. i also threw in preginfo and this morning got into a bit of a binge and turned Farm label into a fully functional tab with the ability to add slaves to the farm through the sleep options like the jail.

Still getting the plains error.

Think the problem with this is that you're getting 'plains' as your zonecode and then trying to plug it into the database. globals.areas.database in explorationregions.gd lists the zonecode as being called 'prairie' instead.
so as a quick fix could just slap this under your zonecode at line 2210
if zonecode == 'plains':
zonecode = 'prairie'
That’s what was boggling me. Where is plains pulling from to begin with? It’s supposed to be only pulling zonecodes but I haven’t seen one called plains anywhere in the exploration regions. I have no clue where the “plains” are supposed to be originating from. I’ll try that fix, but any idea where prairie is showing it’s code as plains?
Doing a quick findall in the files the only place i see 'plains' listed is your outskirtsarray in expansion.gd where you define it as
Line 77: var outskirtsarray = ['wimbornoutskirts','forest','plains','gornoutskirts','amberguardforest','frostfordoutskirts','shaliq','umbra']
otherwise it exists nowhere else in your code or in the main game code. So must be migrating from there to globals.state.offscreennpcs somehow.