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Strive for Power

Fantasy Slave Management/RPG Erotic Game · By Strive4Power

Ralph's Modded Aric's Mod 0.9.7 Standalone Hybrid Expansion

A topic by ralphomayo created Oct 28, 2020 Views: 78,978 Replies: 299
Viewing posts 1 to 20 of 67 · Next page · Last page
(34 edits) (+10)

This is a pre-installed stand-alone version of Strive for Power (S4P v5.25 with Aric's Mod v0.9.7 already applied with added expansion to the hybrid system plus gameplay tweaks and a variety of new features/content)

You do not need to download anything else. This includes the base game v5.25 (not the latest version 1.0). You should not apply mods without deleting the backup folder and never uninstall/apply Aric's Mod (it's already applied). 

Version Game-Breaking Bug Risk Level: Lowish (most folks bugs are due to taking extra steps in the installation)
Previous Save Compatible: probably with Aric's Mod 0.9.7, but it's meant for a new game

Huge thanks to AricTriton, Ankmairdor, Maverick of course, Deviate for the hybrid concept and first draft, Redle, and all the guys on the Discord who helped me with sage advice and gdscript syntax.


 *Superseded* Last Update 1-Jul-2021 - All new content and development is now officially part of Aric's Mod!



Installation

To install simply download S4P-RalphsModdedAricsMod097.zip, extract and:

  1. Move the folder "S4PGameFolderRMAM097" to wherever you like on your drive(s) example: C:\S4PGameFolderRMAM097\
  2. Add the mod folder 
    1.  For Windows 10 at least, navigate to or create folders so you have the folder path C:\Users\YOURNAME\AppData\Roaming\Strive\mods\
    2. If you've installed Aric's Mod before, rename "AricsExpansion" to something else to back it up
    3. Move the folder "AricsExpansion" from RalphsStandaloneAM097.zip to C:\Users\YOURNAME\AppData\Roaming\Strive\mods\
  3. Take no other steps at all (Do NOT "Apply" Aric's Mod from the mod menu in the game)
  4. Run Strive.exe, start a new game, and confirm no errors
  5. Optional: Download RalphsTweaks.zip (below) and install per the instructions below (under the 'Optional' heading)
  6. Optional: Download and install some portrait packs (they really add to the game)
  7. Play or Apply other mods (Random Portraits is the only one I know that plays nicely with this), play with scripts, break the game/mod (seriously take no other steps than those above even if you find readme's that say otherwise; those are just leftovers from Aric's mod which is already fully applied).



How to Install Random Portraits mod (optional): 

Start from a working Ralph's install and then apply random portraits mod from in-game mod menu, but make sure not to have the box checked on Aric's when you do since it's already applied and you don't want to screw up the manual install that's already premerged.  You might get this when you click on full body image under Customize, but reportedly nothing breaks and it works fine.

ERROR: Signal 'value_changed' is already connected to given method '_on_scroll' in that object. At: core/object.cpp:1473

To install Random Portraits:

1. download random portraits mod
2. extract it into C:\Users\YOURNAME\AppData\Roaming\Strive\mods\
3. a) run Strive.exe    b) go to mod menu    c) checkmark random portraits mod (and nothing else)     d) install
4. reboot game
5. check-box the random portrait usage to on under settings/options (whichever)




Content

Added Hybrid Content and gameplay tweaks/fixes to include:

  • Rebalanced and expanded hybrid system
    • Added detailed listings of the new hybrid mechanics following the race descriptions for each race
    • Rebalanced max stats by race 
    • Rebalanced bonus stats for pure-bloods and all hybrids
    • Added/removed traits and adjusted physical/mental features based on racial %'s
    • Added elemental affinity component tied to racial %'s
    • Added nature magic saturation component tied to racial %'s
    • Added mana corruption component tied to racial %'s
    • Added genealogy change effect to the Mutation spell
    • Set genealogies for unique NPCs that fit story/lore better than random
  • Added Subspecies (such as Mousekin, Werewolves, Minotaurs, Succubi, etc.) which can be found or bred given the right combinations of racial %'s
    • Added custom stats and bonuses for each Subspecies
    • Added Subspecies descriptions for Inspect Looks screens
    • Added Mouse Tails to allow Mousekin Subspecies
    • Added slave guild quests that give out recipes for breeding certain hybrid subspecies
    • See the full list of added Subspecies below
  • Added lore edits to make the hybrid system plausible and align S4P / Conquest lore some where they diverged
    • Added 3 new entries to the library (1 unlocked by default, 2 with Nursery upgrade)
    • Made uncommon races like Dragonkin very rare to show up in genealogy for mixed race hybrids
    • Lore/descriptions now suggests that uncommon races are only recently becoming available for enslavement/breeding
    • Made it so Uncommon races randomly encountered have pure or nearly pure genes
  • Gameplay/pacing changes
    • Nerfed player-targeted Invigorate so it only gives you 50 energy provided you have > 50% of your health rather than more or less filling your energy gauge
    • 1 in 5 chance to get one of several special traits for babies when they get a new random trait (includes some of the ones for special characters, eg. "Sturdy")
    • Adjusted (variables.gd: var skillpointsperlevel = 1.0) to fix pacing given lower max stats (and therefore less levels to gain)
    • When accelerating development of the fetus, sexual traits from parents are removed for children and have a chance to be removed for teens; also inherited Slutty/Devoted resets to Pliable.
    • Reduced Quicksell penalty to multiply price x0.9 rather than x0.5
    • Changed Breeder specialization (nerfed sale prices a little and halved raise baby times)
    • Added Collect Bounty button next to Quicksell button. Works like Quicksell, but you collect bounties instead. The pay is a little random, but it can improve your reputation in the town you turn your bounties in. Note: for the moment captured guards could have bounties too (plan to fix in future update)
    • Made ambushes a little more random
    • Added some new dryad/nereid encounters: Dryads don't take kindly to your types 'round here and the Nereid are trying to secure the beach against slaver scum while they're here for breeding season
    • Made slave pricing race modifiers driven by market forces (sell a lot of one race and glut the market, but it recovers over time)
    • Added daily chance for random market price swings and descriptions by race
  • Miscellaneous
    • Changed "Blond" eyes to "Amber" eyes
    • Added eyesclera to Inspect Looks  and baby descriptions
    • Nerfed Starting Slave Magic hobby to +1 from +2 max magic
    • Added 'Graceful' hobby as an option for the Starting Slave
    • Nerfed Maple's starting skillpoints to distribute (she was starting with a whopping 14)
    • Streamlined consent&fetish discussions a little by displaying current consent/fetishes
    • Multiple rescues increases chance for NPCs to join party when invited
    • Added more detail to Player Inspect Looks
  • Fixed bugs
    • Player and starting slave now have hybrid bonuses applied consistently
    • 50/50% hybrids now only get bonuses according to whichever half is the same as their race (no more double-dipping)
    • Fixed func set_baby_type(person) in constructor.gd (Nereid was missing and Dragonkin was duplicated)
    • Fixed Slime setRaceBonus() line order changed so that correct race bonuses are subtracted before slime race bonuses are added
    • See Relatives now shows correct sex for offspring (was often female when should have been male).
    • Fixed 'Halfkin ' race babies (affected Taurus and Centaur race hybrids with <50% of those races in their genealogy)
    • Fixed not-quite-bug where 50/50 (or any %'s tied for top highest racial component) hybrids would always be one of the races and never the other (commonly affected player character's offspring with another pure-blood)
    • Fixed "bug" that made slave guild rosters remove slaves slower than intended (only one slave had a halfway decent chance to be removed)
    • Fixed my own bug that caused a crash in early game if the party's awareness was low
    • **NEW** Hopefully fixed npc duplication when you recruit a rescued npc (needs testing)
    • **NEW** Fixed Titssize array error [back vs back()] that would pop up in the console (in tweaks files too, now)
    • **NEW** Fixed OP Harpy bug I introduced in the April update (I think)
  • Optional tweaks (RalphsTweaks.zip)
    • Increase Spell costs
    • Make Food harder to come by
    • Have bloody bad taste
    • Make upgrade points more challenging to get
    • Restrict maximum number of beds based on game days passed
    • Player Specialization Changes
    • Instructions to add these are below

      FULL SUBSPECIES LIST:
      Imp
      Undine
      Huldrekall
      Nymph
      Siren
      Gnoll
      Lizardman
      Troll 
      Kobold 
      Gremlin 
      Redcap 
      Hobgoblin 
      Naiad 
      Ent 
      Spriggan 
      Ciguapa 
      Lobsterman
      Kappa 
      Toadkin
      Frogkin
      Tentacle
      Sylph 
      Ogre 
      Incubus 
      Succubus
      Nekomata
      Rusalka 
      Salamander
      Tiefling 
      Sharkkin 
      Crabkin 
      Slugkin 
      Merfolk 
      Naga 
      Manticore 
      Infernus 
      Kelpie 
      Minotaur
      Ifrit 
      Incubore 
      Suckubus 
      Bee 
      Alraune 
      Bicorn 
      Pegasus
      Dog 
      Werewolf
      Werebear
      Mousekin

Optional 

Optional additional changes as follows for a longer and in some ways more challenging playthrough (my personal preference)

  • Option A: GIVE ME EVERYTHING YOU GOT - to make all of the optional changes, simply download RalphsTweaks.zip and 
    • 1) copy the "files" folder in  RalphsTweaks.zip to your main game folder ("S4PGameFolderRMAM097") from step 1. above and click yes to overwrite all files when prompted (it will only update some, the rest need to stay as they are)
    • 2) copy the "AricsExpansion" folder in RalphsTweaks.zip to your ...\AppData\Roaming\Strive\mods\ folder from step 1. above and click yes to overwrite all files when prompted (it will only update a few, the rest need to stay as they are)
    • And you're done.  You can ignore Option B unless you're just interested in more detail about the changes.
  • Option B: HI, I'M KAREN AND F*@% YOUR MENU, I DINE A LA CARTE - for more advanced users who understand the game's folder structure already: pay attention to the "How?" notes below and manually delete the existing *.gd files noted then rename the *_ALT.gd files noted to replace the *.gd files deleted
    • Increase Spell costs
      • What?
        1) Increased spell costs for Sedate, Fear, Invigorate to 40 mana
        2) Rebalanced spell costs (Doubled most other spell costs)
        3) Made Summon Tentacle add 5 Lewdness to slave when cast (b/c otherwise it's not very useful IMO)
      • Why? This makes you need to manage your mana supply and helps keep you from spamming Sedate, Fear, Invigorate, etc. (+20% spell power unchanged)
      • How? Follow Option A above or for Option B:
        Step 1) delete ...\files\scripts\spells.gd
        Step 2) rename ...\files\scripts\spells_ALT.gd  to  spells.gd
    • Make Food harder to come by (recommended for experienced players only); increases cost to buy food and nerfs Hunt/Forage
      • Why? Game seemed too easy early on and I wanted another reason to start a farm aside from just because it's cool
      • How? Follow Option A above or for Option B:
        Step 1) delete ...\files\scripts\jobs&specs.gd
        Step 2) rename ...\files\scripts\jobs&specs.gd  to  jobs&specs.gd
        Step 3) delete ...\files\items.gd
        Step 4) rename ...\files\items_ALT.gd  to  items.gd
    • Have bloody bad taste (de-British some of the sex descriptions)
      • Why? Us yanks aren't gonna lie there thinking of England (What game is this, Ultima?)
      • How? Follow Option A above or for Option B:
        Step 1) delete ...\AppData\Roaming\Strive\mods\AricsExpansion\scripts\aricsexpansion\expansion.gd
        Step 2) rename ...\AppData\Roaming\Strive\mods\AricsExpansion\scripts\aricsexpansion\expansion_ALT.gd  to  expansion.gd
    • Make upgrade points more challenging to get
      • What? 
        1) Changed so converting attribute points to upgrade points only works for slaves with Loyalty >= 50
        2) Drastically increased negative repuation gained from selling slaves to Sebastion or in Umbra
      • Why? To make players rely on Custom Requests and training/selling slaves to get upgrade points and make for a longer and somewhat more challenging playthrough
      • How? Follow Option A above or for Option B:
        Step 1) delete ...\files\scripts\outside.gd
        Step 2) rename ...\files\scripts\outside_ALT.gd  to  outside.gd
        Step 3) delete ...\files\scripts\slave_tab.gd
        Step 4) rename ...\files\scripts\slave_tab_ALT.gd  to  slave_tab.gd
    • Restrict maximum number of communal beds, personal rooms, and jail cells to 4 plus 1 more for every 5 game days that pass.  
      • Why? I found I would fill up my mansion too fast and the turns dragged on me, this way you're forced to focus on a lower number of slaves early on.
      • How? Follow Option A above or for Option B:
        Step 1) delete ...\files\scripts\upgradespanel.gd
        Step 2) rename ...\files\scripts\upgradespanel_ALT.gd  to  upgradespanel.gd
        • If you want the Player Specialization changes in the next step too:
          Step 3-1) delete ...\files\globals.gd
          Step 4-1) rename ...\files\globals_ALT.gd  to  globals.gd
          And you're done, move onto Player Specialization Changes
        • If you only want the changes to the beds:
          Step 3-2) Open ...\files\globals.gd
          Step 4-2) In globals.gd, find and change var nopoplimit = false  to  var nopoplimit = true
    • Player Mage Specialization Changes (Breeder changes are in all versions)
      • What?
        1) Nerf Player Mage specialization to remove mana cost reduction
        Why? Mana comes too easily.  This helps keep you from spamming Sedate, Fear, Invigorate, etc. (+20% spell power unchanged)
      • How? Follow Option A above or for Option B:
        Step 1) delete ...\files\scripts\Mansion.gd
        Step 2) rename ...\files\scripts\Mansion_ALT.gd  to  Mansion.gd
        • If you want the changes to the beds above too then you already replaced globals_ALT.gd  with  globals.gd and you're done with this step.
        • If you only want the changes to Player Specialization:
          Step 3) delete ...\files\globals.gd
          Step 4) rename ...\files\globals_ALT.gd  to  globals.gd
          In globals.gd, find and change var nopoplimit = true  to  var nopoplimit = false

Input, requests, and bug reports/fixes are welcome. 

Note the RandomPortraits mod should work just as well as it does with Aric's Mod 0.9.7, but you'll probably want to add manual portraits and bodies for some of the subspecies if you get them for immersion.

Future plans: Bug fixes, More Features, Hopefully merging as much of this as possible into the next version of Aric's Mod

(+8)

I support any and all mods to my mods and love to see what you're doing with it...

Except for removing the bloody good taste. You. Monster. The queen just clutched her pearls, ya damned yank. That's a load of bollocks that is. ;)

Deleted 5 years ago
(1 edit)

Even the subspecies still have a race, so any randomportraits (mod or built-in) function will try to assign according to race.  Example, a Gnome subspecies Imp will get Gnome pictures assigned.  My personal preference would be to manually assign a portrait/body of an imp for that character.  

As for suggested pics, there are some great portrait packs out there and some of them will fit well (ie. there's some mermaids listed as Nereid).  I've been working with JJoseph on the Discord to get together a new portrait pack from couple thousand images I had lying around and got from folks on the Discord.  I'll start putting aside some specifically for subspecies that might be harder to match.  Let me know if anyone has any requests though, and I'll find some in response.

(1 edit)

Oh nice. I got the randomportraits mod and some decent portrait packs so that'll take care of it for the time being. But I'd be glad if you could also share the portrait pack you've compiled when it's finished. Amazing work! 

Okay so im not used too the mobile interface, and somehow deleted my comment. Uh is there any way to undo that? 

Thanks!  I had fun doing it.   
I don't know about the comment - maybe if you are still able to click on it?  Otherwise the answer probably has context enough they can figure it out, but just in case the original comment was asking if having a Subspecies interfered with randomportraits picking images.  

On the portrait pack, I need to organize it a little more and then ask for help making images transparent and cropping out portraits before I have enough pics to really be worth folks' while I think.  Releasing it for everyone to enjoy is the plan though. 

Alrighty then, I'm looking forward to it!

This mod don't works to me, not additional races are shown after installation

There are no additional races.  This is just Aric's Mod 0.9.7 with expanded hybrid content and some gameplay tweaks.  Try looking in the library (I think 4th tab from the left on the bottom when you're in the mansion; click on Browse Documents and there are some new entries on breeding).  If the new entries are there, you're playing Ralph's version.  Also, you can click on the underlined race of whatever slave when you're in Inspect Looks or seeing their description at the slave guild and it will list Breeding Notes after the usual description.  If you want the subspecies, you have to get lucky and find one, or more often, you have to breed them yourself.

Then, there aren't races at start?

Sorry, didn't notice this question. Could you explain more?  You start as normally with Aric's Mod and choose a race for MC and starting slave. They're each going to be pure-blood, 100% whichever race you choose respectively.

I mean, i've tried to select a dog as slave and i cant do it because no races are available at start after activate mod once restarted

/post/213176

Any tips on how to get some stable food income on this expansion? Foraging and hunting is entirely useless now,

Basically you gotta make some money to buy it.  So I'm playing right now.  My decent early game hunters collect 15 to 20 food and 1 supply - a lousy one gets 8 to 10 and a supply.  Food now costs 2 gold each so the decent hunter is bringing in 30 to 40 gold worth (plus the supply).  I lucked out and a rich slave was at the slave market and makes a decent entertainer pulling in 70 to 80 gold though I have to deal with her luxury demands.  I had some that could work the Wimborn market ok for 30 to 40 gold.  I end up supplementing with some adventuring too though to support prisoners, a jailer, MC, and my starting slave.  

My intent in addition to having to struggle up a bit and lengthen the playthrough some is to make it so that eventually farming is worthwhile beyond just b/c it's a cool feature and more content.  I haven't tried to tweak farming at all though, so I don't know for sure that it'll play out that way on this version.   Any suggestions or general thoughts?  I might try to make foraging a little better or de-nerf it, just b/c it seems like hunting is always better atm, and I've got a running list of things so far I want to tweak further.

Maybe give dryads a bonus to foraging/hunting since they are quite well attuned to nature  , outside of that i guess i will try going high str slaver since capturing ppl still yields quite a bit of coin

I believe Dryads do have a 40% bonus to Foraging.  I didn't change that part.  Arachna have a bonus to hunting too if I recall correctly.

After 140 days and reaching lvl 10 i found out that you can very easily skip the farm part if you just become express slave delivery (lots of ropes in eq , high str and agl master and / or starting servant , anything above normal look makes you a guaranteed profit after lvl-ing up you can just move to sea/marsh/mountains to hunt rare monster girls/bois for even more coin, after you acquire coin you can take it easy with a slave or two at a time so they become actually proper servants not rebellious cattle (dem upgrade pointz). Any thoughts?

I've been thinking I need to nerf slave sale price multipliers some.  Raising slaves for upgrade points definitely seems like a good method that should stay.  Is this the direction you're thinking (too easy?)


Thinking maybe to reduce Fox racial max magic stat down by 1 so people won't be tempted to take a Fox as starting slave every time to get the possible max 8 magic stat (don't want perfectionists to feel there's only one route to go).  Alternately I could change some of the starting slave bonuses so others give +2 in  a stat and/or add other slaves to the list of allowed starting races.  Thoughts?

Any other balance suggestions?
I'm at day 18 and up to level 6 or 7 and doing well to pull in higher value captures at the seaside.  Cook buys food every other day or so.  I'm more than staying afloat via selling captured NPCs, but need more $ to get dim crystal to level 2 and start breeding seriously.

To be fair in this run i try to avoid magic as much as possible thats why neither my master nor starting servant were proficient in it also which is quite funny 7000 gold in the stash and these two mentioned above are the only ones living permamently in the mansion , other way to just mess around the farm i think would be going for multiple public entertainers / merchant type slaves (laboratory and beuaty parlor can get their looks up pretty nice while library can help train them way faster ) the only downside is that you need to hunt for specific slaves (pretty voice is the most preferrable trait) . Going back to your first question raising and training slaves for upgrade points should stay since getting your rep back from selling untrained ones to Sebas can be tiresome , my idea for a perfect game is to have multitude of ways going forward so if you were to nerf the sell prices i would still look for any different available pathways (i love to explore this type of thing) . Magic casters are not very good at early game after second guild quest tho their power can snowball as long as they have necessary cash for it , would love to see some weak dmg aoe spell added tho while warriors depend more on equipment (thats where rerolling shitty daggers and leather armor in umbra comes in) and are pretty reliable since the beginning.As for races i  have serious bias knife eared creatures (elf / dark elf) so depending whether i feel like mage/warrior run i dont pick anything else , would have to do some runs to determine whether other races are balanced.That's all for now.

Cool, very interesting.
Are their any paths to earning gold you feel were uninteresting b/c they earned too little money?  
Did you find any interesting hybrids or subspecies in your playthrough? Are there any subspecies or variants of elves you'd be interested in having added?

Will check out alchemist/mage/master merchant pathways soon (in a day or two) to see how viable are these  compared to the warrior path , as for subspecies i find just impure vanilla races (ex. human 95% goblin 5%) will keep a close eye on those tho in next 3 playthroughs , as for elves i think wood/moon elves could be nice  , is there any chance for a portrait pack integrated with this mod  in the future?

I'll look into Wood and Moon elves to add.

A portrait pack integrated with Aric's Mod for subspecies?  Well, I've started putting aside pics that fit with the subspecies as I'm working on a portrait pack anyway, so if you're looking for something in particular now, just let me know and I'll get some together.  As for integration, with the Randomportraits mod or similar... I was going to say no, but that's an interesting idea.  I think I might enjoy tweaking that and getting it to work to my preferences, so let's call that a maybe (assuming I can figure it out, it's not a ton of work, and the author is ok with me releasing a new version of their mod).

I am having a problem and I don't know how to fix it this pops up though when I activate AricsExpansion. Please help.

Loading Backup...
ERROR: Reading backup file res://backup/globals_ALT.gd  Error code(12): File: Can't open
ERROR: Reading backup file res://backup/scripts/items_ALT.gd  Error code(12): File: Can't open
ERROR: Reading backup file res://backup/scripts/jobs&specs_ALT.gd  Error code(12): File: Can't open
ERROR: Reading backup file res://backup/scripts/Mansion_ALT.gd  Error code(12): File: Can't open
ERROR: Reading backup file res://backup/scripts/outside_ALT.gd  Error code(12): File: Can't open
ERROR: Reading backup file res://backup/scripts/slave_tab_ALT.gd  Error code(12): File: Can't open
ERROR: Reading backup file res://backup/scripts/spells_ALT.gd  Error code(12): File: Can't open
ERROR: Reading backup file res://backup/scripts/upgradespanel_ALT.gd  Error code(12): File: Can't open
Load Finished

(3 edits)

did you just try to install the patch or is this your first time installing?

it looks like it's trying to load the backup, so unless you've tried to reapply the mod or similar (which you don't need to do with my version b/c it's already modded for you), you should be able to just delete the "backup" folder within your main game folder and try again. I've actually just reloaded all the files to incorporate some bug fixes and a little new content just now, so if that doesn't work, you could redownload the main file, and reinstall per the instructions in the original post

None of those files are necessary, so if it's loading ok, you could ignore the error. These are just versions of the *.gd files the game uses that have been updated per my personal preferences (the Optional ones noted in the instructions).

To be honest I don't know if this is supposed to happen or there is a problem.


Hello everybody! Here is such an error when going to the library ... I put everything according to the instructions ... an error occurs for playing any specialty
can anyone help?

It's probably my use of the player specialization in the reqs for a couple entries.  Per my playtesting it's a harmless bug, though I can probably fix it easily too.

can I ignore it? will affect the process?

Yes, I think you can ignore it.

phew...thanks))) worried

The question is: is it possible to change the font color of some words? .... the fact is that I use the "screen translator" and the program does not recognize some text (((1 or will this lead to bugs?

Can you give an example?

Text color can be changed.  Basically you just add [color=yellow]  before and  [/color] after in the text in the code.  So if you wanted to change a lot of specific text to another color, it might be time consuming.  It's possible there's a way to force all or much of the text to a certain color, change the default text colors, or to replace one text color with another across the board, but I haven't tried to figure out how.  

okay not worth it) of course I would like to replace all the text with one color ... but I will not

oh yes ... not always, but when dryads meet, errors occur ... many of which boil down to "expansionsetup"

can you provide the error?

yes at the next meeting I will take a picture)

this is the mistake with the dryad     

awesome - good catch.  I had a person.genealogy.taurus where I should've had person.genealogy.cow

I'll update the main file and patches.

I will wait for the update then) by the way, this error is not on all dryads ...
you wrote below that the game pulls many mods ... and so I put EnhancedSlaveList_v1.3b and some settings got lost) I had to give up limited beds and complicated scrolls, and everything else is fine

should be fixed now

here's another - it's after the public execution event, if you take the slaves to the mansion    

Hmmm... I didn't mess with that so I'd guess it's part of Aric's Mod.  Does it cause any problems for you while playing?  You should probably repost over in the Aric's Mod itch-io post.

the error does not occur if you ignore the criminals and choose one of the executions ...

Do you know more mods for this game? There seems to only be a couple I could find. I want to add as much new things to my game as possible.

Sure, just go up a level to the "Mods" section here on itch.  The other big ones are Redle's, Leonais's, and the Randomportrait mod is very popular.  Not all of them play well together though (I think Randomportraits generally does though).  BUT, if you really want to get all the content possible... you can join the darkside and start modding it yourself.  S4P is VERY mod friendly.

(+1)

How would I go about changing some hybrid names? Lizardman to lizardkin, bee to beekin et cetera. I have looked through the files but I can't find any file with the hybrid names or anything. Thanks in advance.

(+1)

You'll need to change them in 2 places for each: dictionary.gd and expansionsetup.gd.  A Ctrl+F search for the name will bring them up quick. Outside some #comments there's only one line in each script (*.gd file) that needs to be changed

Though, if you think it's an improvement, I can just do it for you - got a list of recommended changes?  Note some subspecies are only one gender though.

(4 edits) (+1)

The asymmetry of a few names was just bugging my OCD a bit, the names I switched were,

Lizardman to Lizardkin, 
Lobsterman to Lobsterkin
Bee to Beekin
Dog to Dogkin

I felt that the names fit better with all the other -kin races. 

And thanks for telling me how to change the names.

Mutation Spell now can affect your slave's racial makeup (but not their actual race itself). Just download one of the patches and follow the instructions or enjoy in the updated main files above.

I woke up with an idea and 6 hours of work later I came up with something I'm proud of (aside from how long it took me) and thoroughly tested it.  Works on hybrids, but does nothing to purebreds.  I could change that if people want it... but for now, there it is.

thanks for the hard work!) I hope my bugs will fly off

The farmhand job option is missing? The only one I'm seeing is the Farm Manager.

Nevermind. I figured it out. In the scripts file, there's jobs&specs.gd and jobs&specs_ALT.gd. It seems like the two files are switched, because the farmhand is listed in the ALT file instead of the regular file. I just switched them around.
Also just wanted to note that I downloaded everything from the installation file yesterday, in case that makes any difference.

good catch, I'm fixing in the main file now for folks who don't want the food nerfs

problem with dryads remains
I have restarted everything several times

**SCRIPT ERROR**: Invalid get index 'taurus' (on base: 'Dictionary').
   At: user://mods/AricsExpansion/scripts/aricsexpansion/expansionsetup.gd:1038:setRaceBonus() - Invalid get index 'taurus' (on base: 'Dictionary').

The way I deal with similar errors (I've had both the taurus one and the centaur one), is to go into the expansionsetup.gd file and ctrl+f whatever the word is (in your case, taurus). Usually there'll be something like "person.genealogy.taurus" where there should be "person.genealogy.cow", or "person.genealogy.centaur" where there should be "person.genealogy.horse".

Do correct me if that's not the issue here though.

@Lucilya You've got it right.  That's the fix, and I thought I purged them all.  I can't find where I've still got that in the patches or main files.

@slippa666 Can you try  Ctrl+F for  .taurus in expansionsetup.gd as Lucilya points out, and see if you can find any .taurus that needs to be .cow?  If so, please replace it and see if that helps.

I believe they were in the main files. I never downloaded the patches and opted to change the stuff I wanted myself.

even in the dryad slaves guild with errors ... I don't know what the problem is

did as you said) and so far everything is fine, I got in two without problems
thank you, guys!

over time, this bug began to pop up, usually when I leave the cities
strange that this began to happen after I solved the problem with the dryads ...



most often when I attack robbers, bandits

I'm guessing this is something with Aric's 0.9.7 since I haven't tackled the relative stuff (aside from one bug with mansion bred offspring).  Probably a coincidence concerning the dryad bug going away and this one popping up.  Thanks for flagging it though.  :]

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