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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: 468,153 Replies: 2,460
Viewing posts 158 to 177 of 737 · Next page · Previous page · First page · Last page

New version is out, v.08. Enjoy!

So i'm getting an error running v.08 by itself. Followed the update instructions but for some reason all the variables down at the bottom are completely defined twice in a row. Apologizes if i just did something wrong, but wasn't sure if its just me. Just deleted them all in my version

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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.

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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

While I agree that a full re-install is likely the safe bet, FileOrder.ini is a records file for the GUI and mostly inconsequential.  Neither leaving it nor deleting it will have a positive or negative effect on the game.

It just ends up an taking extra reboot step to “disable” the mod then enable it as the game will still detect it as installed if it was active when the game was last booted.

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.

Ok thanks. I kinda of figured that out myself once i fixed that and started getting other errors coming up and code duplicated in other spots. I think its because as someone else mentioned I was using the code fixes and didn't quite understand how horrible the mod system was in this game yet.

Does Fetishdificulty even do anything?

Where are you seeing FetishDifficulty? It might not be

Where are you seeing FetishDifficulty? It might not be yet

in one of the files Expansion.gd I think. I don't see it referenced in any other file, so I guess it's not implemented.

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

Wtf? That should have been cleared up. Mind tossing me your savegame to check out? There’s got to be something in there that was missed.

His line numbers don't match expansion.gd v0.08.  He is having problems with installation. It would be best to have him try to recall his exact steps of re-installation.

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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. ^^

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AS for my direct steps - DELETE EVERYTHING Install SFP in a new folder. Add my items and the 3 lines that go in exploration.gd, outside.gd and combat.gd (just treasure/loot/shop stuff)

Add Arcis. Apply arcis. Restart.


and now the atypical bug. As if certain parts and files refuse to apply!

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Wouldn't it be safer the other way around? To first let Aric's apply its changes (what are quite a lot) and afterwards adding your lines in the already modified gamefiles?

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Tried that too. Third re-install. Again atypical error....


Yeah, some files are deifinitely not properly applied.. Both globals.gd and person.gd have some things missing.

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?

Kinda just seems like the atypical position just isn't being included properly in the globals. Just encountered my first atypical slave as a demon girl in the marsh and I get this just from trying to hover over her in the post-battle menu.

Just accidentally captured an atypical as well and it broke my ability to return to the mansion with slaves because in exploration.gd you don't account for atypical in the func captureeffect(person): multipliers.

The atypical issue should be (key on should be, of course) fixed in v.08.1

It's been a little bit since I've been here, but I'm back, I'm certain this is preventing my "cows" from being milked, it may have something to do with the fact that "autopump" is a boolean in the save files

Here's a simple fix, change line 2673 of expansion.gd from:

if result == "default":

to:

if typeof(result) == TYPE_STRING && result == "default":

Fixed in v.08.1 (though the whole Farm System is pending an update soon anyways)

Yeah, I'm definitely asking for someone to give me their script folder

Yay. Finally managed to get it to work again (some things were missing invariables.gd). Would still like someone elses scripts folder since there's a high chance some line was missed.

I can after the next Hotfix, but mine is currently mid-mod update. Anyone else who would be willing to help out would be appreciated though!

Hey, I don't know if this is because of the mod or not (or it was updated in the original game) but when I went to Gorn to buy  'a  pair of handcuffs' which supposedly be 150  (going by the wiki and my memory), it was 250 when I went to buy  it.

PS: If it is not a bug or anything sorry for the bother.

(+1)

The wiki is quite outdated in many parts. Not sure when it was changed in the game, but 250 is the vanilla price.

Is it normal to get 1700 food from a single miking slave? Not a Taurus b.t.w. and only 1 farm upgrade.

That's gonna be a no from me, dog. That is definitely not supposed to happen. What are the size of the tits? Any traits, milk factors, etc? Also, what does the Statistic's page say their Regen is?

Seraph, tiny tits, Milk Flow 1. Statpage has no regen I can see (stopped lactating atm). Food earned is over 80912.5.

Yeaaaah, that’s definitely not operating right. I’ll look into it

I only got 2 kind of errors so far. The first error sometimes pops up on ending the day.

The second one only happened one time, don't know exactly when.

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.

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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.

Seems like the sex system involving multiple partners has some issues. Its running a full loop for every partner and its also providing both the text for penis too big and too small

Gotcha, thanks for the report! I had to disable the text on the incest actions  for multiples, I’ll likely have to do that for this as well. It looks like it is running the check for each individually but tagging all Taker names for it, though the switch from enjoying to undersized is peculiar.

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Hello,

I still have the issue with the farm. As soon as i add any cows, and click next day, i don't get an end of day report and my game doesn't autosave. This is with a completely fresh install of version 0.5.25 (including Appdata/Roaming/Stive).




This should be resolved in v.08.1 (both errors shown here, the plains and milking)

v.08.1 has released, hopefully curing what ails ya. Farm seems to work now and not give ridiculous milk, so that's good. It'll likely be fully revamped soon anyways, but working for now is better than not working at all!

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 

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Because it’s supposed to toggle to false. It’s a bug, I appreciate it you finding it!

Edit: Decimal issue on the milk flow trait, I’ll get that fixed. Thanks for the heads up!

Sorry Aric, new bug with the farm. I no longer get the error message, so the old bug is fixed, but now my cows produce negative food. In the end of day report it shows a negative value, and it forced the rest of my residents to eat in town.

Well fuck. Mind shooting a savegame that it happened on? That is a new one for me

Here you go: https://drive.google.com/file/d/1pDq_0eqREp92wxbhfFG1zIKcqeejOH9k/view?usp=shari...

Thanks mate!

Deleted 2 years ago

Noted and will be checked

This is a vanilla issue, the bugfix covers this.

Deleted 2 years ago
(+1)

Not yet. It’s incoming though. I have to sort and manually add the changes. The one referred to was a specific recommendation Ank made

Deleted 2 years ago

When a slave is crawling and you attempt to change their current job.

Need to change 

if globals.currentslave.movement == 'crawl' && !i.location.has('mansion'):

to 

if globals.currentslave.movement == 'crawl' && i.location != 'mansion':

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

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She was a newly obtained slave who was resting and i couldn't select a job. With that bug in play the list of jobs won't appear.

Did you have any other mods or bugfixes installed at the time? There doesn't appear to be any jobs not converted to arrays.

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Ah yep, my fault. I merged your mod with the information organizer.  Since you do such a nice job of commenting where you do code changes i dropped your changes on top of its base files, but missed the change of locations to array form since someone failed to comment them ;P

Well, I couldn’t comment those inside of the dictionary. 😋 No worries, is it working well after that? If we can get permission, I’d love to see that available as a patch for those who are interested in IO as well

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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?

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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.

And that's what I appreciates about ya! I definitely missed that and think I figured out how it was traveling to NPC codes now. Thanks!

Deleted 2 years ago

They are born with those primarily to be able to pass those traits down or increase the traitlines of their progeny.  I thought about hiding them on males but that’s defeat the purpose as well. I may implement a “hide on males” option so they can still pass them on. 

Speaking of traits, the MC could use a trait. Otherwise it's better to breed slaves.

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It’s likely a few updates away, but the Crystal will eventually have an option to sacrifice a Slave to the Crystal to transfer one of their traits to another Slave/Player, which should allow that

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(+1)

That may be a few too many, definitely 

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