Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Strive for Power

Fantasy Slave Management/RPG Erotic Game · By Strive4Power

Aric's Expansion Rebred

A topic by AricTriton created Sep 23, 2019 Views: 600,932 Replies: 2,505
Viewing posts 481 to 500 of 751 · Next page · Previous page · First page · Last page

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.

There is always that one Guy, who needs a toutorial. But yeah. Would be nice to get some final words Arc himself. Bc only he is allowed to send me on the mission called:
"Edit new video."
Anyway, your reply is still helpful. Thx. 

I think we'll probably hold off for a new video until it is updated to v1.0 so everything is current when that hits. It should be pretty much the same for now

Thx for answering.

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

Any clue on how to fix this?

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.

  1. /Strive/mods/AricsExpansion v0.9.7/AricsExpansion/info.txt
  2. /Strive/mods/AricsExpansion/info.txt

Simply fix the path and re-apply the mod.

Figured it out;

My pathing was correct in the first place the issue was the game kept de selecting the mod upon boot-up constantly. Just had to get a bit of luck for it to work

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.

Deleted 1 year ago

/post/1996539

(2 edits) (+3)

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

is there anyway to fix these errors?

(+1)

/post/2088981

when do you think the next update will be and i love your work

Between the shift of having to update to v1 and a series of RL craziness with work, it'll be a while until the next version unfortunately. It is going to be pretty time consuming to switch everything to the latest game version.

(+1)

all good don't work too hard and go at your own pace we all love your work and hope it continues 

Thanks! I really appreciate the support, it is what keeps me coming back. :)

(1 edit)

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

(1 edit)

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.

(1 edit)

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"

It seems to be working now. I believe I just had it one too many layers deep. Thank you very much for your assistance. It is much appreciated. I believe it should all be working now. Thank you again.

(+1)

Check out my "mod to the mod" here:

/t/1036577/ralphs-modded-arics-mod-097-standalone-hybrid-expansio...

Not sure if this has been brought up or not. The slave assigned to Milk Maid gets milking experience, but not "Milk Maid" Experience.

(1 edit)

Yep, those functions were intended to do the same thing and it will be removed when it confirmed that no where calls milkmaid instead of milking.

Thanks for pointing that out though and good looking out!

So I followed all the instructions (which were kinda hard to read), and I got these errors and my mods do not show up in the mod menu.

The top bar of the screenshot says Strive 1.0a.

/post/2128646

(1 edit)

I don't get what you said, or what the post you mentioned was saying. Something about precise file names?

Edit: So I doesn't work with v1?

As Aric states on the first page near the top of the first post

Now that there's a new version of Strive, v1.0, I will be trying to update those patched changes to be compatible with Aric's ASAP. In the meantime, this is only for the version that was current until a couple of hours ago: v0.5.25
(+2)

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

(+1)

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

(1 edit)

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

(1 edit)

Hi, ferventfanatic.  I'm going to play with this a bit.  Do you mind if I include it in my patched version of Aric's Mod possibly after tweaking it further?  I will certainly credit you if I do.

Sure, by all means please try it out. I was hoping someone could find a more elegant way of doing it.

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.

(+1)

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?

That’s correct. Good catch!

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.

That did seem to fix it, thanks.

(+1)

Strive has got to be one of my favorite eroges i've played, and I'm always looking at the updates on this forum post, I just wanted to say you're doing god's work Aric

(+3)

Thanks mate! The irony of devilish hands doing god's work isn't lost on me.

Hey man, is there any prevision for an update for the mod to the 1.0d S4P? Love your work :)

(1 edit)

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. 

The code checks for the dominant race using a specific order of races, rather than randomly choosing between the 2 if there is a 50/50 split.

its a shame

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

(+1)

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".

(+1)

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.

Deleted 5 years ago

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.

Deleted 5 years ago
Viewing posts 481 to 500 of 751 · Next page · Previous page · First page · Last page