One of my viewers is aking if you my video is still relevant. Do you think we need a new vid?
There is a pre-merged version of this mod, but that simply reduces the number of steps as I describe in this sub-thread /post/2044534. I don't know that a new video is needed right now, though it really depends on how long it takes for Aric to update his mod for v1.0a of Strive. Given the simplifications offered by the new version's mod system and the existence of pre-merged mod distribution, we may be reaching the end of needing instructions videos.
Cant create a new character at all. Game fails to pass the race section as all the options are gone. The Script feedback gives these errors.
OpenGL ES 2.0 Renderer: GeForce 940M/PCIe/SSE2
SCRIPT ERROR: getsexfeatures: Invalid get index 'expansionsetup' (on base: 'Node (globals.gd)').
At: res://files/scripts/assets.gd:133
SCRIPT ERROR: newslave: Invalid get index 'expansionsetup' (on base: 'Node (globals.gd)').
At: res://files/scripts/characters/constructor.gd:88
SCRIPT ERROR: _ready_newgame_creator: Invalid call. Nonexistent function 'cleartraits' in base 'Nil'.
At: res://files/scripts/mainmenu.gd:283
SCRIPT ERROR: _newgame_creator_reset: Invalid set index 'memory' (on base: 'Nil') with value of type 'String'.
At: res://files/scripts/mainmenu.gd:336
SCRIPT ERROR: _stage4: Invalid set index 'race' (on base: 'Nil') with value of type 'String'.
At: res://files/scripts/mainmenu.gd:706
SCRIPT ERROR: _on_raceconfirm_pressed: Invalid get index 'race' (on base: 'Nil').
At: res://files/scripts/mainmenu.gd:808
Your errors exactly match this one /post/2005618. Thus your problem is related to failure to apply the mod through the mod system. As my reply to that briefly post states, this issue can happen from simply forgoing the application of the mod or if the path to the mod is incorrect.
If you applied the mod in-game. then the path is probably wrong. Strive is VERY strict about file paths and any changes to folder names or the number of folder levels will break stuff. Typically people extract the mod into another folder and have the first path but should have the second path.
Simply fix the path and re-apply the mod.
That just sounds weird, the mod system should never be luck based and the selection of the mod upon boot-up has no impact on the game functionality. It's just for appearances, though it probably means that there was some problems with either the mod system or the file system.
As long as you got it to work, I suppose that's fine.
Bug fixes:
here're some other bugs I actually came up with fixes for if you haven't already yourself
1) New hybrid (pureblood) bonuses were not applying to starting servant or MC properly. The below fixes the MC, for the starting slave I just zero'd out the str_mod and other attributes in expansionsetup.gd func setRaceBonus() after the var declarations near the beginning:
[person.gd]
func playercleartraits():
spec = null
while !traits.empty():
trait_remove(traits.back())
for i in ['str_base','agi_base', 'maf_base', 'end_base']:
stats[i] = 0
for i in ['str_mod','agi_mod','maf_mod','end_mod']:
stats[i] = 0
skillpoints = 2
level = 1
xp = 0
[mainmenu.gd]
#Connect virgin option
get_node("TextureFrame/newgame/stage6/virgin").connect("pressed", self, '_virgin_press')
#Initialize newgame variables
player = globals.newslave(playerDefaults.race, playerDefaults.age, playerDefaults.sex, playerDefaults.origins) #Prefer to use a constructor/builder
#ralph
#player.cleartraits()
player.playercleartraits()
#/ralph
...
if stage >= 6: #If backtracking after reaching player specialization stage
var spec = player.spec
#ralph
#player.cleartraits()
player.playercleartraits()
#/ralph
...
func regenerateplayer():
var imageportait = player.imageportait
player = globals.newslave(player.race, player.age, player.sex, 'slave')
globals.player = player
#ralph
#player.cleartraits()
player.playercleartraits()
#/ralph
2) Nereid was missing and Dragonkin was duplicated (fixed below)
[constructor.gd]
func set_baby_type(person):
if person.race == 'Dragonkin' || person.race == 'Nereid' || person.race == 'Lamia' || person.race == 'Harpy' || person.race == 'Arachna' || person.race == 'Scylla':
3) changed order so correct race bonuses are subtracted before slime race bonuses are added later in the if statement
[globals.gd]
if rand_range(0,100) + conversionstrength > strongestgenes:
expansionsetup.setRaceBonus(baby, false)
baby.race = 'Slime'
baby.race_type == 4
Ummm.... so, I recently installed and reinstalled this a few times after not working. But now that the game works I'm getting these errors when I start a game and having lots of problems. I'm not sure if this has happened before. I'd appreciate an assist whenever you have the time.
SCRIPT ERROR: _ready_adult_warning: Invalid get index 'settingsFile' (on base: 'Node (globals.gd)').
At: res://files/scripts/mainmenu.gd:161
SCRIPT ERROR: slaves_set: Invalid get index 'npcexpanded' (on base: 'Reference (person.gd)').
At: res://files/globals.gd:358
SCRIPT ERROR: _init: Invalid get index 'saveDir' (on base: 'Node (globals.gd)').
At: res://files/scripts/Mansion.gd:1766
SCRIPT ERROR: _init: Invalid get index 'appDataDir' (on base: 'Node (globals.gd)').
At: res://files/scripts/imageselect.gd:9
ERROR: Node not found: mansionCategory
At: scene/main/node.cpp:1382
ERROR: Node not found: prisonCategory
At: scene/main/node.cpp:1382
ERROR: Node not found: farmCategory
At: scene/main/node.cpp:1382
ERROR: Node not found: awayCategory
At: scene/main/node.cpp:1382
ERROR: Node not found: awayLabel
At: scene/main/node.cpp:1382
ERROR: move_child: Parameter ' p_child ' is null.
At: scene/main/node.cpp:316
SCRIPT ERROR: rebuild_slave_list: Invalid set index 'visible' (on base: 'null instance') with value of type 'bool'.
At: res://files/scripts/Mansion.gd:542
SCRIPT ERROR: findLowestRange: Unable to iterate on object of type Nil'.
At: res://files/scripts/Mansion.gd:2066
SCRIPT ERROR: build_mansion_info: Invalid operands 'String' and 'Nil' in operator '+'.
At: res://files/scripts/Mansion.gd:2088
SCRIPT ERROR: music_set: Invalid get index 'mansion3' (on base: 'Nil').
At: res://files/scripts/Mansion.gd:1944
ERROR: Node not found: mansionCategory
At: scene/main/node.cpp:1382
ERROR: Node not found: prisonCategory
At: scene/main/node.cpp:1382
ERROR: Node not found: farmCategory
At: scene/main/node.cpp:1382
ERROR: Node not found: awayCategory
At: scene/main/node.cpp:1382
ERROR: Node not found: awayLabel
At: scene/main/node.cpp:1382
ERROR: move_child: Parameter ' p_child ' is null.
At: scene/main/node.cpp:316
SCRIPT ERROR: rebuild_slave_list: Invalid set index 'visible' (on base: 'null instance') with value of type 'bool'.
At: res://files/scripts/Mansion.gd:542
mansionCategory, prisonCategory, farmCategory, awayCategory
They are all GUI controls that were added for v1.0 of Strive.
/post/1996539
Thank you for your response. Unfortunately another problem has arisen. When it gets to race selection, the race list isn't even there.
SCRIPT ERROR: getsexfeatures: Invalid get index 'expansionsetup' (on base: 'Node (globals.gd)').
At: res://files/scripts/assets.gd:133
SCRIPT ERROR: newslave: Invalid get index 'expansionsetup' (on base: 'Node (globals.gd)').
At: res://files/scripts/characters/constructor.gd:88
SCRIPT ERROR: _ready_newgame_creator: Invalid call. Nonexistent function 'cleartraits' in base 'Nil'.
At: res://files/scripts/mainmenu.gd:283
SCRIPT ERROR: _newgame_creator_reset: Invalid set index 'memory' (on base: 'Nil') with value of type 'String'.
At: res://files/scripts/mainmenu.gd:336
SCRIPT ERROR: _stage4: Invalid set index 'race' (on base: 'Nil') with value of type 'String'.
At: res://files/scripts/mainmenu.gd:706
It could be entirely my fault though. I'm not familiar with coding at all.
Adding mods does not require knowledge of coding, but Strive is VERY strict about its file paths.
Basically you have the same problem as this: /post/2005618
If you tried to apply the mod, then the problem is the path. This path should exist if you've done everything correct (replace USER_NAME as relevant). Edit: assumed Windows, if not, then replace the path before "\Strive\" with relevant path for user's app data.
"C:\Users\USER_NAME\AppData\Roaming\Strive\mods\AricsExpansion\info.txt"
Check out my "mod to the mod" here:
/t/1036577/ralphs-modded-arics-mod-097-standalone-hybrid-expansio...
tl;dr: I got a code segment that starts the interactive sex scene when you "rape" baddies. Just tell me if you want it as a feature.
At some point after playing with your mod a bit, I wondered "now that the npcs that I encountered actually sticks around, can I molest the baddies instead of raping them?"(I use this method to mark the baddies when I don't have enough rope (with a tweak to let me recognise the ones I have raped or rescued before)). Then I tweaked the code quite a bit and managed to get the interactive sex scene to appear when I decide to "rape" the baddies. Just wondering if you would like to have this feature in your mod. This code segment has no purpose other than flavour, unless used with your mod(since baddies despawn after encountering without your mod).
Cheers,
FF
I love the concept. I’m definitely interested in looking into it. It will likely be a little while before I’m able to work on new features, though, so if you’d like to get it out in the meantime and it’s an easy replacement, I’d encourage you to release it as a “mod/patch of the mod” option for now. That way everyone can enjoy it before I get the chance to incorporate it
Sorry for the wait. It took some time to separate it from the rest of the tweaks.
https://mega.nz/file/BrokUDDB#YxG_-uaJefygOl_byngin1wNq_py1q2ivEKXp8l90cg
Edit: you can find what I changed by searching " FF"
they will look like these:
/*line of code I tweaked*/ # FF # FF start /*Block of code I tweaked*/ # FF end
Cheers,
FF
Well, I really can't claim to be the elegance guy. I was thinking of maybe making it optional and to weave it into and/or balance it with another attempt I've been working on to try to make it so players have to choose between adventuring and other options each turn/gameday in order to have more days/playthrough for micromanagers like me who Can't Not go adventuring every turn as is habitually. Also, I just think it's a really cool idea and I'm excited you got it to work.
I have noticed that wearing a pet suit will cause slaves to increase confidence rather than decrease it. I'm wondering if it has something to do with the racial bonus mod that is pre-packaged. Also I notice that when using teaching points for some slaves the increase is different then the +1 or +5 that is listed?
Hey, another "not sure if this has been pointed out before" in the statstab.gd file, for me it's line 507 and 508.
elif i == 'lumberjack'
text += "| Affects the Chance of receiving Bonus Gold per day. [color=aqua]- " + str(clamp(person.jobskills.lumberer + (person.energy*1), 1, 50)) + "% Chance[/color] "
I get an error if anyone has any experience in that, the "person.jobskills.lumberer" should be "person.jobskills.lumberjack" maybe?
Sorry to bother you with something that is probably trivial, I don't think this is a bug in the game, I think something happened on my end, just hoping maybe someone can help me figure it out.
I recently had to move everything over to a new hard drive, after loading the game the first time I got an error and it would freeze up when I tried to load my save file, so I backed up my saves and all my images, and reinstalled the game, then copied the save and images back into the other file. It worked fine for awhile, now when I try to save I get:
SCRIPT ERROR: _on_SavePanel_visibility_changed: Invalid call. Nonexistent function 'has' in base 'Nil'.
At: res://files/scripts/Mansion.gd:2084
That particular line in that file is:
if globals.savelist[i].has('date'):
that entire section is:
func _on_SavePanel_visibility_changed():
if get_node("menucontrol/menupanel/SavePanel").visible == false:
return
var node
var pressedsave
var moddedtext
for i in get_node("menucontrol/menupanel/SavePanel/ScrollContainer/savelist").get_children():
if i != get_node("menucontrol/menupanel/SavePanel/ScrollContainer/savelist/Button"):
i.hide()
i.queue_free()
var dir = Directory.new()
if dir.dir_exists("user://saves") == false:
dir.make_dir("user://saves")
var savefiles = globals.dir_contents()
for i in globals.savelist.duplicate():
if savefiles.find(i) < 0:
globals.savelist.erase(i)
pressedsave = get_node("menucontrol/menupanel/SavePanel//saveline").text
for i in savefiles:
node = get_node("menucontrol/menupanel/SavePanel/ScrollContainer/savelist/Button").duplicate()
node.show()
if globals.savelist.has(i):
if globals.savelist[i].has('date'):
node.get_node("date").set_text(globals.savelist[i].date)
node.get_node("name").set_text(i.replacen("user://saves/",''))
else:
node.get_node("name").set_text(i.replacen("user://saves/",''))
get_node("menucontrol/menupanel/SavePanel/ScrollContainer/savelist").add_child(node)
node.set_meta("name", i)
node.connect('pressed', self, 'loadchosen', [node])
There is a very niche bug prior to v1.0a, where the autosave functionality will screw things up if the autosaves are kept but the "progressfile" is not and the player generates either 1 or 2 autosaves from ending the day. While I'm not 100% certain that is your problem, this one is the most likely. The simplest solution is simply to flush the records for the autosaves by starting the game, quick starting a new progress (do no open the load/save menu), and ending the day at least 2 times. Deleting the autosaves and restarting the game, should also work, but I haven't tested it.
hi im having a problem i dont know if in the vanilla game is the same but all my children are the same race as me, they alway are half demon, and the race of the mother but, they always are demons never the other race. i had a son/daughet with tisha,emily, cali, maple, etc, and the offsprings are always demons.
fixed in my version here: /t/1036577/ralphs-modded-arics-mod-097-standalone-hybrid-expansio...
If you want to apply the fix yourself, open constructor.gd in your main game folder/files/scripts/characters/ and add the lines of code in the attachment below ending with #ralph3. Be very careful about the indents/tabs. You need some and they've got to be right.
https://mega.nz/file/cpZxnS7Z#wJ1FAfiWOIt0OvkKtEfuhSKxYPHIlArfqnC6cKlOneg
I remember someone saying that they have issue with the way Aric's mod purge npcs...
Why not add a new option other than ["leave", "rape", "kill"] to remove the npc from the pool without increasing too much fear? Like mercy kill or something? Or make one with a name like "butcher" with the effects of original the "kill".
I don't like that the option would be about killing the character by another name with different effects. How about naming the new option "drive off" and results in a small message on the right "[character name] escapes to far away land is never seen again" instead of the usual message that tells you that the character might appear again. Additionally I would like to see an option to change the default action after combat as well. So I can kill, rape or drive off all characters after every combat without having to go through the dropdown menu for every enemy every time.
Do they have really big lips? I recall that I had made my starting slave have the largest option for lips once and they ended up lisped or mute. (I just checked creating a character like that and they got the mute trait on end of day.) So you may want to try reducing the size of their lips (with a minorus concoction) and see if that helps.