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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: 469,996 Replies: 2,460
Viewing posts 638 to 657 of 737 · Next page · Previous page · First page · Last page

Yo I need help to stop lactation I already enabled lactation stops, I tried moving the timers too but it never stops, after that I tried using leak to see if it was that nope still doesn't work is there something else missing?

It seems that in the process of removing the old milking system, I failed to notice that "person.lactating.daysunmilked" was only updated in the old system. There are currently no safe and easy methods to stop lactation. The only way that exists at the moment is the mutation spell.

There is not an exact match to that old system's code format so the update of that value is somewhat complicated.

The zero-ing of that value would need to be added to extractMilk in expansionFarm.gd.

person.lactating.daysunmilked = 0 #add
var milkproduced = 0

The incrementing(+= 1) of the value would need to be added to dailyLactation in expansion.gd just after the code checking if they are lactating.

if person.lactation == false:
    return text
person.lactating.daysunmilked += 1 #add

Note that the leading tabs are turned into spaces and I have excluded one layer of tabs, so you cannot simply copy this code into your file.

Also, if you use the leak spell on them, suck on their nipples or use a milker during sex it will reset the timer.

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I'm trying to disable the expanded farm options as I find them over-complicated and far too tedious in comparison with the vanilla system. The in-game Library says that it is possible in the expansionsettings.gd file, however I cannot find any options in there to simply turn off the farm expansion. In the "Farm Expanded" section of the file, there isn't any variable to toggle the new farm on/off that I've been able to find. Is there a line I would need to add to disable the farm or is the information from the Library simply giving me false hope.

It haven't read it, but it seems that the library is wrong. The vanilla farm does not exist when Aric's Expansion is installed, so no option could possibly revert it. Also, there is no simple change to the code of Mansion.gd that would revert it as the farm GUI in Mansion.tscn has been overhauled.

Can you let me know which entry gave you that impression so it could be fixed? That is definitely erroneous as the UI and all elements have been completely overhauled.

I just went back through the library and didn't see it there. I must have read it someplace else. So the Library is all good. Sorry about that. Even though the new farm is a complete overhaul, I noticed that the farm manager does still perform similarly to its old way by subbing in as a farm hand and milk maid if you don't have any. Would it also be possible to add Milk Merchant to the farm manager's duties if no one else is doing it? At least then all the original farm functionality would be back. Maybe with whatever energy the manager has left being a negative multiplier towards profits. With higher energy, the manager would be more willing to deal with getting good prices, lower energy and they'd just want to get everything sold so they could go home and sleep, lol.

The Milk Merchant position is actually pending a fairly substantial overhaul itself to get it closer to where the original intention was. It should allow more direct control over milk sales, city interests, etc. However, I will keep that in mind as a strong possibility to see how easily I can tie that feature into what is planned. That's a good suggestion and I appreciate the feedback.

Maybe you could split Farm changes into a separate mod?

Whew, that'd be a loooot of code detangling. I'm not saying it's impossible, but it's not likely in the near future as a lot of the mod's features rely heavily on components from the various areas it touches (like the Farm).

Deleted 1 year ago

The “strip immediately” options (from Talk or the toggle in customize) are just for them to strip right then. If you want them to remain nude, you have to brand them and use the nudity rule (like in vanilla). The tooltip from hovering over the customization toggle button should explain that as well as the nudity rule toggle (if unlocked via brand).

Lip sizes do add lisps if at the extreme side of the scale, but reducing doesn’t immediately remove lisps. I believe there’s a chance every day, but the quickest way is to just the lab to remove it (as it is a physical trait).

If you mouse over the left side of the character names, it shows the character’s body image.

Something may be broken on your save if you can’t open your self-inspect menu. I haven’t heard of or seen a bug around that in this version. It may be fixable though. If you aren’t already, download and start the game with the debug exe. See if you’re getting an error when trying to open self-inspect in that. We may be able to talk you through fixing the save, though if it’s just a mid installation it may also work if you just reinstall it fresh and reattempt the save. 

Deleted 1 year ago

That’s the order, that may be part of what messed it up. Technically you have to go in exact reverse order of installation. It would have to be uninstall Aric’s to uninstall the bugfix and reinstall the bugfix before reinstalling Aric’s. If you uninstalled the bugfix while Aric’s was active, that did likely Bork things up.

I’d recommend to uninstall both, download/extract a new game and reinstall to be safe. If it still happens from there, try going to in your AppData/Strive/mods/AricsExpansion/customScripts/expansionsettings and changing the version number to something higher like 17a or something. It’ll force the game to rerun backwards compatibility and hopefully fix the issue if it’s related to the save game.

Deleted 1 year ago

Awesome! I hope you keep having fun and enjoying the mod as it continues to grow! If you ever want to hop in and chit-chat with the team that actively works on the mod, feel free to swing by the Discord. Most of us don't bite.

Deleted 1 year ago

The body images for characters update with a preference for the first available image. The order that images are searched for is: pregnant, naked, default. If a character does not meet the requirements for the first two images or they are not found then it will skip that image. When an image is automatically updated it will store a value in the person to indicate which type of image it is using. However, this value for the image type is not used nor updated when the image is manually changed (including the random portraits mod's button). Any change of image while the image type is set to pregnant or naked would confuse the system until the person matched the default image type again.

Deleted 1 year ago

Checking the size of the image nodes is difficult without the Godot editor.

https://itch.io/t/838806/core-tag-size-rules

I don't make image packs so I don't have many tips for making them. There is a channel on the Strive Discord that is dedicated to portrait packs(https://itch.io/t/284398/discord). The game only supports PNG, JPEG, or WEBP image formats. Most use PNG because they like to replace the background with transparency, though some feel that it is just extra work especially with the fading added by the Bugfix mod. 

Something to keep in mind about image sizes is that anime images often have very fine details for things like hair or facial features, when those are shrunk to the portrait size they may not appear correct. Also, while there may be small benefits to using larger images and letting the game scale them down, this results in rather large file sizes. There is no benefit to increasing the size of images unless you have some kind of image processing to add detail.

I've been out hunting slaves and ran into something odd, not sure if it has been reported before or if it is a known issue. 

In one trip I rescued and recruited the same person twice, like exactly the same. So much the same that after selling both to the market and click on either of them in the list of slaves for sale they both get highlighted. Looking through the list of slaves in the shop some more I see that it has happened at least once before as I have 2 copies of another person in there.

My best guess is that when you recruit them in the reward screen for rescuing a captive they aren't getting removed from the lists of people in the world. Which is kind of annoying, I am recruiting them to remove them from the pool and I don't want to ruin my reputation by killing them, or capturing them which would also make them less valuable unless I take the time to calm them down afterwards.

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Looking through the code I can confirm my suspicion the else starting at line 801 of exploration.gd in the AricsExpansion mod files is the part of code that recruits the rescued captive but doesn't seem to do anything to remove them from the world.

          else:
               rewardslave.obed = 85
               rewardslave.stress = 10
               globals.slaves = rewardslave
               text = "$name observes you for some time, measuring your words, but to your surprise, $he complies either out of symphathy, or out of the desperate life $he had to carry. "

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The issue is exactly as you have guessed. This was an issue that I believed I had fixed at the start of February, but it seems that I made a mistake. There is code to filter out duplicates from the world, which will run whenever the save file's "modversion" does not match the value in the installed mod. Edit: the duplicates in the mansion will not be removed, but they will be given unique IDs.

The following code can be added below the last line of exploration.gd that you quoted. It should start with the same number of tabs as the as the quoted code. Note that you will need to use a decent text editor and replace the leading spaces with tabs as the forums automatically replaces them. If you change the mod file, then you will need to re-apply the mod; if you change the program file, then you are all set.

text = "$name observes you... #add after this line
for i in globals.state.allnpcs.duplicate():
    if str(rewardslave.id) == str(i.id):
        globals.state.allnpcs.erase(i)
        break

Thanks, I wasn't sure the exact code to remove them from the world.
I did change the code myself but instead of removing the duplicate, I set it up to prevent the slave granting a reward from being added to the world list until you don't (or fail to) recruit them after the fight.

There was already an if statement that primes the reward at line 539 of the mod file, I added an else and moved the code that adds the slave to the pools there.
Then I duplicated the code to add them to the world in the reward section at the end of every scenario other than successful recruitment.
It seems to have worked fine so far and has the added benefit of not posting a message about maybe seeing them again until after they leave.

Fix added moving forward. Thanks for identifying and helping fix that issue!

Great work team Arics mod, I want ask about new Non-Combat Travel Events system. Can I lower the chance to happen or make it disable? I'm sorry but I preffered the old travel/vanilla system.

There is no easy option to limit or disable non-combat encounters. You can edit the file "...files/scripts/explorationregions.gd" with a text editor and change the weights(13 entries) found after 'noenemyencountered' to anything greater than or equal to zero. At zero it should be the vanilla system.

Thanks you for the explaination, I'll try it.

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Hi Aric, first of all thanks for all the hard work, I think this mod really gives the game more depth and options, especially with some of Ralph's Tweaks enabled.
I've been playing and tweaking stuff for a few days, and I would like to report some bugs\ask some clarifications about some of the content of the mod\overhaul:

1) Training grounds. They are not working at all for me. I have a lvl 11 Rich Dragonkin trainer with maxed out stats and more than 500 battles, but her trainees (low level, of course) don't seem to gain any experience or learning points at all. Is this a bug or am I doing something wrong?
2) Also training grounds, this time a clarification: is the Tamer specialization working for the trainer? I've tried training some "uncivilized" people with a tamer, but to no avail. I do realize the specialization itself requires time and luck in any circumstance, so I'm wondering if it's at least doing something.

3) I love what you did with the farm. The whole bottling business is a work of genius. I wonder though: is there any way to have people who work in the farm gain some experience from their work? It seems to me like the game provides slaves with experience related to any of their possible jobs (except maybe Lab Assistant or Jailer) and it would be fitting to have low level farmhands who have the chance of getting stronger while doing the job.
4) Also about the farm: I gave a bottle of Milk to a slave with low energy, but the popup window said I'd given her a bottle of Piss instead. Not sure if the effect was correct, as she had a little bit of stress already.  Found the solution, it was just a spelling mistake in items.gd. The effect was, indeed, correct.

5) Are the MC's fetishes affecting the gameplay at all? If yes, how can I change them? I can't find the answer anywhere, sorry if it's been asked before.
6) Is there any chance to encounter randomly one of the "special" races Ralph added to the game (like Gargoyles, Ents, stuff like that) or breeding is the only chance I've got?

Sorry for the long list of questions, I have been collecting them for a while before coming here and posting :) Thanks again for your hard work!

(+2)

1) It was recently discovered that the trainer job was not included in the list of jobs to be updated at the end of the day, thus it has no effect. This can easily be fixed by opening ".../files/scripts/Mansion.gd" with a decent text editor, finding the line starting with "var corejobs" at the top of the file, and adding to the list:

,'trainer'

2) The tamer specialization has not been changed to handle trainers working with trainees. Slaves working the same jobs will effect each other, but pairing different jobs has to be done explicitly. In "Mansion.gd", the line that starts with "if i.spec == 'tamer' &&"can be changed to:

if i.spec == 'tamer' && i.away.duration == 0 && i.obed > 60 && (i.work == person.work || i.work in ['rest','nurse','headgirl'] || (i.work == 'jailer' && person.sleep == 'jail') || (i.work == 'farmmanager' && person.work in ['cow','hen']) || (i.work == 'trainer' && person.work == 'trainee')):

3) The farm has job skill experience for each of the jobs: farm manager, farmhand, milking, bottling, milk merchant, and stud. How much impact the experience has varies considerably, and unfortunately farmhands never use that experience for anything.

4) The bottles use a copy-pasted function that was altered slightly for each; however the first line of text says piss for all of them. Generally(RNG dependent), if a person has a good fetish opinion for drinking that type of liquid then they lose a lot of stress, else they gain a bit of stress.

5) Fetishes have a small impact on the gameplay and I see no exceptions for the player, so I assume yes. I believe the save file is the only place to change the MC's fetishes at the moment; it's not too hard to do with a online JSON editor, but the daily updates can reduce the values you set unless you disable that option.

6) The code for creating people does not include a way to specify a hybrid race so it is currently not possible to intentionally generate them outside of breeding. There are no specific conditions against them being randomly generated but the chances are fairly low due to the various factors involved.

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"There are no specific conditions against them being randomly generated" is all I needed to know. Let the hunt begin :D
Thanks for all the answers, oddly enough I was editing my post while you were finishing yours, I managed to find and correct the spelling problem for point 4.
You were super useful, I will add those lines to the files at once!


EDIT: Uh, should I add 'trainee' beside 'trainer'? 
EDIT2: The Trainer job now works as it should, thanks.
About point 3: what I meant is that if I have a slave do, let's say, entertainment, or hunting, that slave will eventually not only get better at his\her job, but also gain enough normal XP to actually level up. Farm jobs don't really give experience, whereas it would be useful\realistic if I could add strength\agility to farmhands\milkmaids without having to resort to take them out to tag along while I fight bandits.

I completely overlooked the point about experience towards person level. I suspect it to be an oversight that experience is never even mentioned in the new farm system.

Ah, well. My farmhands are a bunch of Orcs, they'll manage with what they've got already.

Thanks again :D

Was curious if the next update would be one would need a new save to be fully experienced =)

also as alway that mod and the one that have been added in is a freking damn nice addition to the game so as alway my bet wish of succes for you all who have work on it =)

(+2)

Thanks mate. I think we may have actually resolved the issue that was going to be save-breaking, but I'm not 100% on that yet. I appreciate your support!

nice =)

Question: mabey i am just dumb, but how do you get Access to the Fetishes? i incourge one fetish for 4 or 5 times now, and i still cant do the fetish in the sex scene, can someone help me with this?

The fetishes don't add new actions during sex, they add new Desire requests and improve the response of the person to actions corresponding to the fetish. The requests are randomly selected from the pool of possible requests. The better the opinion of the fetish the more times it is added to the pool. Many of the fetish requests can only be selected if they are not already plausibly fulfilled, meaning that they will not request cum on their body if the still have cum on them from a previous interaction.

mmh good to know, i bit wired that in a sex game there are no new sex actions added, but ok, still thx for the reply.

Got an error: occurs when trying proceed to the next day

Savegame was started without mods. After installation everything was fine for a while.

And then this:

SCRIPT ERROR: dailyPregnancy: Invalid get index 'is_preg' (on base: 'Dictionary').

          At: user://mods/AricsExpansion/customScripts/expansion.gd:1701

SCRIPT ERROR: wit_get: Invalid operands 'float' and 'Nil' in operator '+'.

          At: res://files/scripts/person/person.gd:642

SCRIPT ERROR: _on_end_pressed: Invalid operands 'Nil' and 'int' in operator '/'.

          At: res://files/scripts/Mansion.gd:930

The mod adds a lot of new data when a progress or a person is created and not all of that data has been properly included in the save file update code. This means that your save file is likely partially modded and not compatible with modded nor unmodded gameplay.

I thought so. But hoped for the best.

I will start a new career then. Not so many progress lost.

a couple of questions:

-I notice that despite the luxury requirements being satisfied, them having >90 obedience and loyalty, as well as Devoted, Sex-Crazed, Masochistic and some other traits, obedience for many of my slaves keeps dropping slowly, for reasons I don't understand, even if I push them to 100. How can I keep them at 100 obedience, what are the factors that make it drop?

-Furthermore, despite me having maxed out charm for a couple of my slaves, charm drops off rapidly, dropping to as low as 25 in a matter of 1-2 weeks. Toggling on and off the regressive trait (via nurturing and elixirs) doesn't seem to stop this charm decay.

-My slaves are getting stressed rather rapidly. My slaves are pretty much all sex-focused (so sex-crazed, nympho, straight, nude, derogatory tatoos), with high obedience & loyalty. The mansion is generally very clean, and most of my slaves spend time resting - or doing a job they're inclined to. Luxury requirements are usually more than satisfied as well. My sex slave count also isn't that high, around 35 ish, and I also never punish them when they're at high obedience/loyalty - so no fear. With the modded expansion of my bed's size, I have 10 in my bed, which is far below the limit I've upgraded the bed to. Just generally, I can't figure out the reason for the stress. (I do use potions quite a lot though, so maybe toxicity?)

-The additional races - are they in Alric's expansion 1.7 by default or do I need to download an additional mod? cause I tried breeding a succubus once to no success, with 50% demon, 50% bunny. Do I just need to try a couple of times?

Thank you.

Obedience can drop for many reasons: high stress(this is a common problem), low reputation in the town they work, high courage and confidence but low loyalty, failing to have enough food to feed them, having a low obedience and high courage slave instigate problems, not interacting with slaves with the Clingy trait, high lust for many days without sex, low luxury(can happen if you run out of supplies midway through the end of day), or having a dirty mansion. These are vanilla mechanics.

The housepet job and sleeping in the kennel each reduce charm a little per day. The pet rule reduces charm significantly per day. Regressive trait has no per day nor any stat effects.

Having more than one slave sleep in the master's bed is usually a recipe for a stress disaster unless you have prepared carefully. High stress can wreck slaves. The important things for sleeping together in the master's bed is a good relationship between each of the slaves (can be checked in the Statistics tab) or having the Fickle trait and not having the Monogamous trait. These are vanilla mechanics.

Having a farm manager with low confidence has a bug that will inflict stress upon everyone in your mansion.

Many jobs cause stress even if the person may be inclined to it. Fear is a partial substitute for obedience, it has no stress effect though they may gain stress while raising fear. Toxicity will occasional cause a bit of stress, but unlikely to be a problem by itself unless they are mutating.

The hybrid races are part of Ralph's Tweaks, you need to enable those before a person is created or conceived to be given a hybrid race. They can be enabled using the Constants mod and restarting after changing the setting. You may need to try a couple times anyways as with 50/50 splits the dominant race can go either way but the hybrid only happens for one race (Demon for Succubus).

Wow you're fast. Thanks! If you don't mind, could you tell me whether it's possible to improve relationships between slaves? As for the constants mod, I put in the mod list after Alric's expansion (last, to be precise), is that fine?


Thanks ankmairdor

The best way to improve the relations between slaves is to make them have sex with each other during an interaction.

Yes, it's fine to put the Constants mod last.

What is the constants mod?

(1 edit)

The game comes with its own mod, which provides a GUI for safely changing specific values within the game.

Cool thanks. Is there anywhere I can find information on how to mess with it? A wiki/information page?

No, it's basically self explanatory for in-game use, but here's a basic guide.

To install: Open the game, press Mods in main menu, select Constants in the list(it should probably be last), apply mods, and restart the game.

To use: press Constants in the main menu, change the values however you want, and close the menu to save the changes and return to main menu. The left column is variable names (hover mouse over for description), the right column has values that can be clicked to change. The mod will automatically reload any saved changes whenever you start the game.

Enabling Ralph's Tweaks with Constants is a special case and will require a restart to go into effect.

Once again. Thank you very much for the help

how can I deactivate the ''slaves filled with cum can't move'' thing? my character can't even cum that much plus it's just silly and kind of annoying tbh.

one suggestion that I'd like to make is not allowing the PC to treat his unbranded servants like slaves, for immersion and role playing purpose. I had a couple dozens more but I totally forgot them by now, perhaps I should write them down next time.. if you're accepting suggestions of course.

Use a text editor to open "customScripts/expansionsettings.gd", and find the line:

var swollenenabled = true

Change the "true" to "false" to disable most of the swelling and immobility, they may need to have an update triggered (ending the day if nothing else) before the change goes into effect.

Generally, the in-game solution is to give them a bath using the luxury rules, though that only works after ending the day.

Branding is not mandatory for slaves; according to the lore, it provides magical functionality to prevent escapes and (for the advanced version) enforce particular rules. You would not be alone if you are interested in distinguishing the social rank of your slaves, but nobody has invested time into implementing it and it is a rather broad mechanic to implement for a rather particular perspective. The Discord for this mod is a better place to offer your suggestions as most of the modders do not actively monitor this thread, but you can leave them here if you prefer.

Thanks! I'll check the discord then.

Hey so I got the latest github version I'm sure of something now. When a slave uses a strap-on on a slave with a normal size vagina, it says they can barely feel it in red text. I am sure its a slave with a normal size. Also a small thing during fellatio big lips are listed as being enjoyed by the giver not the receiver. Thanks!

The GitHub is not considered stable at this time so you may experience more bugs than usual.

The penis size for the person with the strap-on is being compared against null instead of 'none', thus resulting in an incorrect size of -1.

I did not see any indication of fellatio only being enjoyed by giver. If you have a specific example that would make it easier to locate.

>The GitHub is not considered stable at this time so you may experience more bugs than usual.

Would that explain why I'm not getting any after-combat activities (like raping captives, or the reward dialog when high reputation) or is that an install problem on my fault. I'm using the latest main build

Just to clarify (as main on GitHub isn’t giving me those errors), did you rename the downloaded GitHub version to make sure to remove the “-main” GitHub forces on the file name?

Yup. I can start over with a completely new install if you're not seeing the same problem

I have determined its a futa x futa fellatio thing but I can't post the screen shot it says I'm missing token not sure what that means.

(1 edit)

I have no idea what the missing token issue would be. It doesn't need to be an image, I just need the exact text for the most relevant portion of the interaction, as that can be tracked to specific points in the code. 1 to 3 sentences should be enough.

hello, I think there is a bug with the mod that makes the player unable to impregnate other slaves, I've tried with all of my female slaves but it just doesn't work, but if another male slave does it then the female is almost 100% going to have a child, I can still have kids in the unmodded game so I think this is a bug, I've only changed the saves to change the base stats for the player and I don't think it has anything to do with that

(+1)

I just tested with a new progress and the 1.7 version of the mod from this topic and had no difficulties impregnating 2 female slaves within a week. Thus there must be another factor preventing you from impregnating your slaves. While editing the save file can produce any number of problems, crashing the game is the most likely problem and severe infertility is probably the least likely, but I can't rule out that possibility. There are 4 possibilities (besides contraceptives) that I can think of which could explain it.

If you downloaded the mod from the GitHub within the last 2-3 months, then you are using an unstable version of the mod and your progress likely has severe data corruption. The solution is to download version 1.7 from the beginning of this topic and start a new progress.

Many people fail to install the mod properly, the game appears to run at first but some features like exploring will be significantly broken. Any progress created with an improperly installed mod will have severe data corruption. The solution is to re-install the mod (the Discord linked in the first post is the best place for help with this) and start a new progress.

If you started the save data using a prior version(1.6 was released in a somewhat unstable state) and continued using it with the current version, then you may have some data corruption left over from the previous version. These tend to be fairly minor but still a needle in a haystack. It may be possible to fix the save data by comparing it to a new progress. The Debug mod can sometimes help with identifying what data is corrupt.

I have not tried out every possible pairing of races, fertility traits, and testicle sizes so I cannot rule out the possibility that there is a bug for certain combinations. This mod(as well as Strive itself) is notorious for appearing to work fine until someone tries an unfortunate combination of things. Diagnosing something like this would likely require you share your save file either here or through Discord. If such an issue is found, then changes can be made to the mod files and you can continue playing your save data.

I tried with a new save and it worked so I think my save was broken, thanks for your time

(2 edits)

Having an issue with some pop up prompts appearing behind text boxes. For example, I go to the mage guild and click on the select slave and the box for selecting slaves is behind the text and is unusable. Granted I can close the text box and select the slave anyway, this doesn't work well with other scenes/quests and renaming slaves becomes really annoying. I'm also having a similar issue in this thread that after branding a slave I do not get the expanded house rules. They just don't appear. EDIT: There isn't any after combat text boxes either, nothing about killing, raping bandits or ever getting approached by the captive for money/etc. 

 I've used this mod before and never had these issues. I'm not using any other additional mods other than what's required. Any help would be appreciated. Thanks.

The issues you have cited only appear in the GitHub version which is currently not stable. Please use the download provided in the first post of this topic. Any progress saved with the GitHub version will likely have significant data corruption and will be beyond recovery.

Okay, I did download both versions, but I guess since I renamed them I ended up using the GitHub version first, then swapping to the same GitHub version instead of 1.7 from this thread after seeing the bug.  Yeah, I swapped correctly to 1.7 and it works. Thanks for the quick response time.

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SCRIPT ERROR: _on_relativesbutton_pressed: Invalid get index ‘slimesire’ (on base: ‘Dictionary’). At: res://files/scripts/slave_tab.gd:720

SCRIPT ERROR: slavetooltip: Invalid get index ‘level’ (on base: ‘Nil’). At: res://files/globals.gd:1461

(1 edit)

Your line numbers for slave_tab.gd don't match mine, version 1.7, so either you have another mod or a different version. I wouldn't doubt that the relatives panel is bugged for slimes. I think the slime changes are likely incomplete. In this case only children slimes have the slimesire data entry so captured slimes will throw that error.

(+1)

I haven't played for a while so it's quite possible I changed something and forgot. Thanks :)

It appears Mute characters can still talk during the lactation dialogue.

Thanks for the report!

When I tried uninstalling this mod, I was panicking because my game would crash if I even clicked on a slave with no profile. Thank god I had a backup in the form of an autosave...

Sounds like you either made a mistake while installing or installed conflicting mods. If you saved or auto-saved the progress while this mod was actually installed, then it is unlikely to be compatible with the game without this mod installed. Therefore, if the progress was saved with this mod installed and works after you uninstalled this mod, then you may not have had this mod installed. If you had a progress from before installing the mod and completely uninstalled the mod(or extracted a new Strive folder) and not simply deleted the mod folder, then you should be safe to play.

will there be a 1.8 or has development for this mod stopped?

most likely that this ongoing but there a sub about update of that mod  so check that from time to time 

the name is self explanatory and oc in the mod section

(+1)

There will probably be a 1.8 but when is hard to know. Most likely, development will resume in a couple months.

(+4)

There will be a 1.8. I've had some various health fun times so priority dropped on this for a little while but progress is still being made slowly but surely.

(+4)

hope you get better

(+2)

Thanks mate!

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