If you were talking about the Random Portrait setting, then that won't change the body image until the next version of Strive or if you use the current bugfix patch (neither are yet compatible with this mod). Otherwise if you meant the Random Portrait button added to the slave tab by the Improved Random Portraits mod... then well... that could be a bit complicated since that mod already does that. Chances are that your portraits and bodies folder paths don't match. Not sure where the difference is, but if you selected only one path, then you may have been effected by a bug introduced by my bugfix patch while expanding the options for selecting paths.
It might not be perfect but here is a transparent version: https://drive.google.com/file/d/1Peh4-D_pC_hn00tzT4LOt6THNU8m-ABR/view?usp=shari...
I have a small problem, and I'm not sure if it has to do with the base game or this mod. My game effectively soft locks for a few minutes after large amounts of fresh slaves are brought to the house. It then loads in a lagging glitched out menu, that can only be fixed by going to main menu. It has a error message in the log, so I'm wondering if I should adjust the file as it is recommended by the game log?
Edit: How would I go about this fix?
I recall having similar errors in vanilla when bringing back 8-12 slaves during a save with a large mansion. I can’t recall if there was a fix for it, but I know that limiting each run to 5-8 slaves resolved it for me. It’s something about the game overloading when trying to add a lot of slaves back to the mansion at once.
This issue is the result of Godot using a static sized queue to handle GUI event messages, which are issued when the GUI is changed. When new slaves are brought back to the mansion they are added to the slave list one at a time and for each one the mansion's GUI listing the slaves is refreshed. The issue is that this refresh involves deleting all of the existing slave listings and creating new ones. Each line in the slave list GUI is fairly complex so this adds up to a lot of messages, especially if the player already has a lot of slaves in the mansion.
I have just recently released a new version for the bugfix patch which addresses this issue by reusing as much of the slave list GUI as possible, which should significantly reduce the number of messages added to the queue. This will be incorporated by Aric at some point, but it's a bit of work.
The error message proposes what seems like it would be a very simple fix to the problem: "increase the size of the queue". However, this is a rather irresponsible approach to solving the problem and may come with unforeseen side effects. The problem is not of a fixed size and increases exponentially so regardless of the new size it will still be possible to trigger it again by simply having more slaves. Warnings aside, it may be a while before the fix is implemented for Aric's mod so it may provide some relief until then.
Using a decent text editor, add these 2 lines(with 1 tab before each line) after _init() in globals.gd, and the new size will go into effect after you start the game to apply the change and restart the game to use the change. After the change has been applied the code can be removed and the effect will continue for that program folder. It creates a file named "project.godot" that stores the new setting for future use.
ProjectSettings.set_setting("memory/limits/message_queue/max_size_kb", 8192)
ProjectSettings.save()
This code will increase the size of the queue by 8x, which may or may not be enough, but I would recommend against increasing this number by more than another 8x as it will be hogging a significant amount of RAM.
It doesn't seem unrelated to the mod, with 3 people I get about a full second delay after just a few ongoing actions. I haven't looked into the reason, but based on what Aric has said about his changes to the sex system I think I can narrow it down. There aren't many things that can have such a dramatic effect so fast without hanging the game, the dynamic text system is rather inefficient. From the sounds of it, Aric has added text interactions between all participants in the same action, so "decode" is likely called inside a loop that was inside another loop. Thus it would have an efficiency of O(C*N^2) with a rather large value for C.
It's most likely not related to the amount of text, as you would need a lot more to cause issues. The performance impact increases significantly when you have lots of small additions to the text rather than one or two large additions to the text. This lag issue is caused by the amount of calculations performed before the text is displayed.
The core of the problem is that sexdescriptions.gd is quite inefficient and does about 50 times as much work as it needs to. Aric increased the number of times it is called from about 4-8 times per action to about 20-26 times per action (per person with 4 participants in the action, so a single action could result in 100 calls). So just the math for a single function suggests that it needs to perform about 4-5 times as many calculations as before. On top of that, Aric has added a large amount of additional calculations which are performed multiple times per action effect.
In effect the number of times the group of calculations is performed is N^2. Meaning that for 2 participants the group of calculations is performed 4 times. For 3 participants, 9 times. For 4 participants, 16 times. For an orgy of 6 participants, 36 times.


You are missing the changes provided by the contents of the folder "Put in Strive Game Files". It's hard to know exactly what went wrong, but here are some things to check.
any chance you know what i messed up? new game, no backups, directions to a T. These are all found in the script file of the expansion in the roaming app data mods file.
The following mod scripts did not match an existing file:
user://mods/AricsExpansion/scripts/aricsexpansion/backwardscompatibility.gd
user://mods/AricsExpansion/scripts/aricsexpansion/expansion.gd
user://mods/AricsExpansion/scripts/aricsexpansion/expansionfarm.gd
user://mods/AricsExpansion/scripts/aricsexpansion/expansionraces.gd
user://mods/AricsExpansion/scripts/aricsexpansion/expansionsettings.gd
user://mods/AricsExpansion/scripts/aricsexpansion/expansionsetup.gd
user://mods/AricsExpansion/scripts/aricsexpansion/expansiontalk.gd
user://mods/AricsExpansion/scripts/aricsexpansion/old - expansion.gd
user://mods/AricsExpansion/scripts/aricsexpansion/old - expansiontalk.gd
thanks in advance:)
That message doesn’t mean anything was messed up as long as you just got that while activating the mod. It only means those are brand new files that don’t exist in the vanilla game. There’s been some discussion on a way to clarify that message in the mor system to avoid that confusion. You should be good to go if that’s the only message you got
Hello Aric, Thanks for the update.
But I still have some problems for the mod, I have followed every step of installation guide and finally the experience is good. But then I think that this playthrough is not what i want so i created another save.
And this happens whenever there should be a impregnate event.
and no one is getting pregnant........
No, just aric, I even disabled the constant mod from maverik and the error continue to appear. And it is happening on all slaves as well. Whenever I have a slave or multiple slave having cum in womb and is ovulating at the same time, this error appears.
The problem is I have had this working before, but just after a new save this function broke. I even reinstalled the game and the mod again and again, but it just won't work for me.
Looks like this issue(/post/1742260), a bug in the code. Edit: Effects mainly prostitution and sex with animals.
The errors you posted are mostly secondary errors so they don't give a clear idea of the problem, perhaps the first few errors would be more better. But I think there is enough to make an attempt at correcting the install.
You are missing some changes provided by the mod when the mod is applied through the in-game mod system. There generally are very few causes of this problem.
The simplest being that you forgot to apply the mod during the last install. This can happen because the game will report that a mod is still applied if it was not removed in-game before the next fresh install was started. The active mod list has no idea what mods are actually active, it just tracks in-game mod system changes. Simply make sure the mod is selected in the mod panel and press "Apply".
You may have the mod in Strive's mod folder, but the path may be wrong. This can happen if the mod is inside too many or too few folders or if any of the internal folders was renamed. After applying the mod, there will be a list of files that did not match existing files, if that contains files outside of ".../scripts/aricsexpansion/", then this is the cause.
You may have placed the Strive program folder in a location with restricted privileges for programs to change files. The desktop is generally a great place to avoid this problem. After applying the mod, there will be file read or write errors reported.
One other question. So i understand that we are blessed with the ability to download lots of portrait packs off of this site. Does that mean that in order to get the naked/prego option working we need to sift through these portrait packs and put naked/prego in their respective folders for this to work?
If you find a race/sex combination that the image packs don't cover well, I've enjoyed making characters in Honey Select 2 (or you could use similar character generation software/games like the ones Illusion makes) then making unclothed versions. You can also just do a little photo editing to change hair or eye color on pics from the image packs.
I do this one at a time as I find slaves who need pics b/c I'm borderline OCD about matching their descriptions, but before long I might need to collaborate with the guy who put together the All in One PNG [sic] set to post them all for folks to share.
So... Trying to provide some feedback for bugs and inconsistencies...
When upgrading from vanilla to mod, existing NPCs are not assigned attributes resulting in null assignments for new features etc. It also breaks the farm since old NPCs lack parts assigned. If an assignment is null, mod should be able to assign it some (random) value. It also results in the hilarious situation in the farm. :)

The drop downs are hair style drop downs.
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An inconsistency with "talk" concerns male NPCs (and really Futa's too) where talking to them about their consent to be impregnated is problematic. Wording can be modified to refer to pregnancies in general (be to impregnate others or get impregnated). I am unsure how this is handled for males or if does anything.
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Despite incest consent, NPCs appear as red to each other during selection.
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Specifying a single partner is kind of problematic. One stud can have multiple partners.
Conversely, two person farm stalls could be a nice option. It would save time on micro management as well as on one to one engagement.
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A checkbox to contain sex crazed npcs would be nice. If they are no allowed to masturbate they should be banable from other business as well.
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Talking for consent etc is a bit difficult to keep track of. A spreadsheet would be nice. Likewise perhaps a fetish spreadsheet as well... This can be static to inform of the status.
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Kennel stay almost does nothing. Am I missing something? Actions do not even reduce lust. Are there plans for kennel expansion?
Okay, so, I might be a giant idiot, but I just can NOT get ANYONE pregnant. i checked virility, I checked whether they were ovulating or not, I checked whether they are consuming any contraceptives or not, and whether my character use contraceptives as well. Nothing looked wrong to me, but nothing. Not even a single child. Even those with Egg Strength 2 do not get pregnant on their ovulating day. I've been trying for 40+ in game days, and still no results. The ONLY child I had was when I tried the breeder class, and added Fertile trait to my Perfect Specimen starting servant. So I was wondering whether pregnancy is only possible as the breeder class? I know it sounds stupid, but I don't have any other explanation. It could be grand if someone can explain what I did wrong, please and thank you in advance.
Welp, scratch all of that, someone FINALLY got pregnant. So what it took for it to finally happen was to enlarge your character's testicles to massive, producing 6oz of sperm each shot. Considering you can shoot 7 to 8 times as your slave's lust go higher, that means you can shoot out 42 to 48oz each session. A tad bit excessive, don't you think? But hey, I was finally able to get what I wanted, so I'm not really complaining, but whoo boy. Shoving your slave's vagoos with a jug o' jizz each day. Now that's a lotta damage! Unless she's into it.
I noticed on my 100+ day playthrough that I don't remember anyone's vagina or asshole tightening even once. I checked my list of slaves and most of them had a loose vagina and/or asshole, even though many of them hadn't had sex in weeks or even months. I then checked the scripts and found a problem that prevents any tightening.
In the dailyTighten function you have these lines for vagina and asshole:
if averagesize < globals.vagsizearray.find(person.vagina) && rand_range(0,100) <= globals.expansion.settings.vaginaltightenchance * (age-4):
if hole in ['all','asshole'] && person.asshole != "none" && rand_range(0,100) <= globals.expansion.settings.analtightenchance * (age-4):
You have 4 being subtracted from age (which is 1, 2, or 3) so you end up with either -1, -2, or -3. Then the tighten chance is being multiplied by this number giving you a negative number (ex: 25 * -2 = -50). With rand_range generating a positive number from 0 to 100, this condition is always false and no tightening can occur.
I fixed this by getting the absolute value instead:
if averagesize < globals.vagsizearray.find(person.vagina) && rand_range(0,100) <= abs(globals.expansion.settings.vaginaltightenchance * (age-4)):
if hole in ['all','asshole'] && person.asshole != "none" && rand_range(0,100) <= abs(globals.expansion.settings.analtightenchance * (age-4)):
By doing this, the above example would change from -50 to 50 and you would have a 50% chance for the condition to pass. I tested this and my slaves started occasionally tightening after this change. I probably over explained all this to you but I prefer to be very descriptive just in case to minimize the chance of misunderstandings.
Also noticed something else when checking out this function.
if rand_range(0,100) <= globals.vagsizearray.find(person.vagina) + (difference*10) + (age*5) + (person.sexexpanded.elasticity*20):
if rand_range(0,100) <= globals.assholesizearray.find(person.asshole) + (difference*10) + (age*5) + (person.sexexpanded.elasticity*20):
The age * 5 means that you are making it more likely for older slaves to tighten right? Isn't it supposed to be the opposite or am I missing something?
Awesome catch, you're absolutely right on the negative chance. My original intention was to have the chance be greater the lower the age bracket, so for example 1-4=3. Late night coding means I forgot to remove that negative. The intention for that was to replace the (age-4) with: ((age-4)*-1)
Both of those errors were pretty easily resolved by just having a variable with the inverted age then replacing the (age-4) and the age in (age*5) with ageinverted. It's var ageinverted = (age-4)*-1 if you're curious. All of this is fixed in v0.9.7