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: 600,012 Replies: 2,505
Viewing posts 601 to 620 of 751 · Next page · Previous page · First page · Last page

okay so get rid of last vers of the expansion, in my mod folder, then extract debug and the new expansion

OpenGL ES 2.0 Renderer: NVIDIA GeForce GTX 950M/PCIe/SSE2

SCRIPT ERROR: GDScript::reload: Parse Error: Expected indented block after 'if'

          At: res://files/globals.gd:1074

ERROR: reload: Method/Function Failed, returning: ERR_PARSE_ERROR

   At: modules/gdscript/gdscript.cpp:580

ERROR: Script does not inherit a Node: res://files/globals.gd

   At: main/main.cpp:1558

SCRIPT ERROR: GDScript::reload: Parse Error: Expected indented block after 'elif'

          At: res://files/scripts/mainmenu.gd:1462

ERROR: reload: Method/Function Failed, returning: ERR_PARSE_ERROR

   At: modules/gdscript/gdscript.cpp:580

SCRIPT ERROR: _init: Invalid get index 'setfolders' (on base: 'Nil').

          At: res://files/scripts/mods/modpanel.gd:6

SCRIPT ERROR: _ready: Invalid call. Nonexistent function 'dir_contents' in base 'Nil'.

          At: res://files/scripts/mods/modpanel.gd:25

SCRIPT ERROR: _ready: Invalid get index 'rules' (on base: 'Nil').

          At: res://files/scripts/options.tres.gd:53

SCRIPT ERROR: show: Invalid get index 'setfolders' (on base: 'Nil').

          At: res://files/scripts/mods/modpanel.gd:184

SCRIPT ERROR: _on_modfolder_pressed: Invalid set index 'current_dir' (on base: 'FileDialog') with value of type 'Nil'.

          At: res://files/scripts/mods/modpanel.gd:499

SCRIPT ERROR: _on_FileDialog_dir_selected: Invalid get index 'setfolders' (on base: 'Nil').

          At: res://files/scripts/mods/modpanel.gd:492

SCRIPT ERROR: _on_openmodfolder_pressed: Invalid call. Nonexistent function 'begins_with' in base 'Nil'.

          At: res://files/scripts/mods/modpanel.gd:512

SCRIPT ERROR: _on_openmodfolder_pressed: Invalid call. Nonexistent function 'begins_with' in base 'Nil'.

          At: res://files/scripts/mods/modpanel.gd:512

SCRIPT ERROR: _on_openmodfolder_pressed: Invalid call. Nonexistent function 'begins_with' in base 'Nil'.

          At: res://files/scripts/mods/modpanel.gd:512

SCRIPT ERROR: _on_openmodfolder_pressed: Invalid call. Nonexistent function 'begins_with' in base 'Nil'.

          At: res://files/scripts/mods/modpanel.gd:512

SCRIPT ERROR: _on_openmodfolder_pressed: Invalid call. Nonexistent function 'begins_with' in base 'Nil'.

          At: res://files/scripts/mods/modpanel.gd:512

SCRIPT ERROR: _on_openmodfolder_pressed: Invalid call. Nonexistent function 'begins_with' in base 'Nil'.

          At: res://files/scripts/mods/modpanel.gd:512

SCRIPT ERROR: _on_openmodfolder_pressed: Invalid call. Nonexistent function 'begins_with' in base 'Nil'.

          At: res://files/scripts/mods/modpanel.gd:512

SCRIPT ERROR: _on_applymods_pressed: Invalid get index 'developmode' (on base: 'Nil').

          At: res://files/scripts/mods/modpanel.gd:289

SCRIPT ERROR: _on_disablemods_pressed: Invalid call. Nonexistent function 'clear' in base 'Nil'.

          At: res://files/scripts/mods/modpanel.gd:481

so yeah if someone can tell me how to start over that would be useful, like the expansion is a mod but from what i remember i have install the vers before 1.4 cant remember wich it was it was a full different vers of the game, so yeah where should i dowload the one i need preatty please

(+2)

For the current version of this mod, please download Strive version 1.0d, the Bugfix mod version 6b, and this mod version 1.5a and install them in that order. The previous versions of this mod are no longer supported nor required. The Bugfix mod is the only one that offers several versions, for compatibility reasons.

the vers 1.0d, you mean the final version of the game ?

If not i have no idea where to found her =(

(+1)

All 3 versions I gave are currently the latest versions, but not necessary the final version. There will likely be a new version of Strive in a few weeks.

well in that case i may as well wait until the new came out

thank for your reply as always , and have a great day !

Deleted 4 years ago
(+1)

it's just a typo, there are still quite a few bugs in the current version. Many of them have been resolved for the next version, but I'm in the middle of cleaning up the farm.

Just found there are mods for this game, and stumbled across this.. I've been digging into the files to figure out how stuff works, and I have to say, this looks pretty impressive in scope. Seems to me purebreeds > special hybrids > hybrids in general? I'd need to run the numbers on the element things as that's not quite obvious.But I love everything else, adds so much depth to the game.

On another note, looking at the last few pages of bugs has me a bit worried, though. I'm guessing the tooling for GDscript is not so good, given that it doesn't catch typos, or is there some other issue? I was tempted to start learning Godot, and might try to contribute to the mod (ofc, if that's open).

Thanks a lot! So it kind of depends on several factors, but as a general rule for a purely optimized build (which isn't required in Strive, but always fun to do), Purebreeds are where to do for the highest total stat, Hybrids are better for more evenly distributed and generalized stats, and Ralph's special hybrids put a further unique spin on it with some unique traits and stat changes that really just depend on the hybrid itself. Some of the specials are stronger than purebreeds, some far weaker. The last type, Mutts, can actually turn out to be the strongest possible build if you can get a pretty even split over multiple genealogies and have fractional percentages of them all. That takes some careful breeding, however. The elemental side is a whole different level to that, of course.

There's a lot more bugs in this last version (though I believe most if not all of the reported bugs are resolved for this upcoming release) as we were reintegrating a massive mod on this mod that had just now been updated from the old game version before a lot of code was reworked. That tweak mod had a lot of conflicts with this mod that we had to resolve and the contributors did an awesome job with setting all of the major conflicts and alterations behind tweaks inside of the mod's settings file. However, though we each did a bugtest run, we figured with the scope of the merger, natural conflicts, and added systems that there would be bugs that cropped up between that release and this. Basically, bugs suck but it wasn't unexpected.

Regarding contributing, we'd love to have you! We have an awesome team working at their own pace on multiple different ideas and levels. If you have an idea to add in or just want to help bugfixing, hop in the discord listed on the front page and we'll be happy to work with you.

Godot provides decent error handling and warnings through the Godot Engine editor. I don't know about the rest of the group but I almost never use the editor for anything except the GUI as I have a text editor with a more comfortable interface. Strive 1.0d is distributed in release mode (non-debug), but there is a Debug mod that provides the Debug mode executable for those that want to debug without the editor, which is how I do it.

That said, many of the errors that make it to the users in a mod release are typos in the data structures not in the code. It is quite easy for Godot to catch code typos when files are initialized, but it does not proofread the data as that is a difficult task to anticipate. Thus, that responsibility falls to those that work on Strive and usually it is accomplished by playing the game. It is possible to write proofreading functions for the data, but nobody has bothered yet.

Hey, yeah, join us on the discord.  gdscript is pretty easy to learn - I had zero experience with it before getting involved with Aric's mod on my own mostly (though with lots of help as I went along from folks on the Strive discord).  I use the Godot Engine and it's nice vs plain Notepad++ as it does flag simple errors (missing ":"'s, bad indents, etc.)  I'm working with Capitualize on revamping the hybrid system currently too and input/collaboration is welcome.

i ha possible  bug to report. For the latest version, Arics does not either recognize or take over the additional trait i can assign to my starting servant. For example, if i chose waifu and natural beauty, in the mansion i see only the traits related to waifu and not natural beauty.

Yes, it was reported a while back, it will be fixed in the next version.

Ummm is it only me or does this mod duplicate all slaves when loading? I followed all instructions…

Also there is another bug I noticed, if you finish a fight against 3 (2 bad, 1 bystander) and you do: Rape, Rape, Ignore. But then decide to capture the second person the actions are set back to Ignore, Ignore and when you set them back to Rape, Ignore and commit, the last person is getting raped too.

This appears to be a vanilla bug, the GUI is recreated when you perform certain actions on the slaves, but it does not update the option buttons with any prior changes. The changes to those buttons are stored in a data structure, but that data structure does not update when a slave is captured and removed from the list.

(+1)

I have not seen duplicate slaves happen in recent versions, nor has it been reported by anyone else so I would expect that it is specific to something you have done or to your save file. The most likely cause would be installing additional mods besides the 2 required, Improved Random Portraits, and Constants; so if there are any additional mods, then please list them or remove them.

I would recommend not saving any progress with duplicated slaves as there can be multiple causes that can behave in weird ways, such as having two buttons for only a single slave. You may also want to consider getting the Debug mod to check for errors.

(1 edit)

Just to piggie-back of Ank's explanation, if we get a little more detail we can probably help further as this is the first I've heard of anyone having this error. Let's run through a few of the typical issues:

  1. Are you using any additional mods?
  2. Is this an existing save or save that was made using another mod?
  3. Is the load order correct and all of the mods the specific version numbers listed in the main page?
  4. Is Ralph's enabled in expansionsettings.gd or are you using the mod as released?
  5. Have you done any manual editing of the save game?
  6. If you run the game using that debug executable, does the console give you any error messages? A screenshot would be ideal if so.

Just let us know and we'll be happy to help get it sorted for you asap

Yes, it was fixed when I removed all other mods. It’s kinda acceptable since this one is an all-inclusive. It’s soo hard to make mods work in this Godot game…

Deleted 4 years ago

So I was wondering is there a way to change your character's fetishes it's starting to get a little annoying

you can manually change them by editing your save file in the Appdata/Roaming folder

(1 edit)

thank you i was wanting an in game way but if there's not then i hope they add one

(1 edit)

Hi, I have a bug when I hunting on the sea, I dont know that this bug get report yet
and if I want to try and fix it myself, what should I edit?

Aric's Expansion v1.5

SCRIPT ERROR: buildenemies: Invalid get index 'nereidgroup' (on base: 'Dictionary').

          At: res://files/scripts/exploration.gd:504

SCRIPT ERROR: encounterdictionary: Invalid get index '0' (on base: 'Array').

          At: res://files/scripts/exploration.gd:2298

SCRIPT ERROR: maintext_set: Invalid set index 'bbcode_text' (on base: 'RichTextLabel') with value of type 'Nil'.

          At: res://files/scripts/Mansion.gd:204

SCRIPT ERROR: enemyinfo: Division By Zero in operator '/'.

          At: res://files/scripts/exploration.gd:443

(+1)

That feature was not fully implemented in 1.5a, so the best solution is simply to remove it. In explorationregions.gd you should be able to find 'nereidgroup'. Simply delete the entry it is apart of with the comma.

,{value = 'nereidgroup', weight = 1}

If you make the change in the mod folder, then you will need to re-apply the mod.

Thank for the replied, your fix seem to be working!

(+1)

Hey just loaded the new Mod and when you use subdue on a non-willing person you get this error:

SCRIPT ERROR: startscene: Invalid get index 'person' (on base: 'GDScript').

          At: res://files/scripts/newsexsystem.gd:2130

Also a side note the Strap-on always seems to register as too small for enjoyment, and says "undersized large strap-on" in some descriptions. Thanks for continuing to update new stuff is great.

Looks like I forgot to update some copied code, line 2130 of newsexsystem.gd (in the program folder) has

!member.person.traits.has('Likes it rough')

but it should be 

!i.person.traits.has('Likes it rough')

For the issue Strap-ons being undersized, while the text does sound rather awkward there appears to be no issues. Your taker simply has a 'gaping' sized vagina, which is size 5, and I gave strap-ons a size of 4 to deal with a previous issue of them having a size of -1. The text sounds more severe than it actually is; there is only a 10% reduction is pleasure from the strap-on due to the size differences.

Oh, yeah that makes sense on the strap-ons. and thanks for the quick response.

crud when I replaced that line now I get this did I do it wrong?

SCRIPT ERROR: startscene: Invalid get index 'Null' (on base: 'Dictionary').

          At: res://files/scripts/newsexsystem.gd:2131

ok also another one you can't end a sex scene if it's after a date.

SCRIPT ERROR: endencounter: Invalid call. Nonexistent function 'name_short' in base 'Reference ()'.

          At: res://files/scripts/newsexsystem.gd:2943

(2 edits)

This one's my mistake as well. Line 2943 of newsexsystem.gd has

i.name_short()

but it should be

i.name

No, I don't think you got it wrong, otherwise the line number would likely be the same. It's my fault again, I changed a lot of things and didn't test all of it. Line 2131 of newsexsystem.gd has

i.person.dictionary(requests[i.request])

but it should be

i.person.dictionary(requests['stop'])

No worries. It being my mistake is always a high possibility.

Aric's Expansion v1.6

SCRIPT ERROR: calcUnspilled: Invalid operands 'Dictionary' and 'String' in operator '=='.

          At: user://mods/AricsExpansion/customScripts/expansionfarm.gd:1674

SCRIPT ERROR: extractMilk: Invalid operands 'Nil' and 'float' in operator '<'.

          At: user://mods/AricsExpansion/customScripts/expansionfarm.gd:730

SCRIPT ERROR: dailyFarm: Invalid operands 'String' and 'Nil' in operator '+'.

          At: user://mods/AricsExpansion/customScripts/expansionfarm.gd:398




Farm Report stays empty at day end. It seems like farming doesn't work at all (with Non-Consensual Livestock)

The farm gained a few typos when I was cleaning things up. I'll get them fixed up tonight.

Great, I look forward to your findings.

Something I also saw: at first I wasn't able to tick "Breed Snails" off after it was set, then somehow it worked. Playing around with it I recognized when Breed Snails is set "on" at the first girl it also shows "on" at the other girl. I tried to switch it off on the second girl (because I had only 1 snail), which didn't work.. and going back to the first girl I couldn't set it back to off anymore. Saving and restarting the game brought it back to work, also finding another snail miracously allowed me to tick that box on and off again. Funny enough the description of breast size changes whenever one sets Snail Breeding on and off.   No debug messages shown while fiddling with that tick box.

Now I got curious about the whole breeding thing and brought a guy into the farm.  I saw I could set his Breeding to stud, which gives me a list of all girls as potential partners.. and me! WTF, I'm a guy.. Mean as I am I set him to Breed snails.. which changed his state from stud to Breeding Snails.. ah well.. guess guys can't do both at once, eh?

The whole stud breeding is still confusing to me. Shouldn't the list of possible partners only show slaves who gave consent to breeding? Does female lifestock get breed by studs living in the mansion or should those studs also been set into the farm? And same question with male lifestock, do they breed girls living in mansion or should the breed girls also been set into the farm? In my opinion, I would expect consent would be needed from slaves living in mansion while everything could be forced upon farm lifestock.

Sorry for all those questions but I hope you could put some light on it.

That is a fascinating test and part of what I enjoy about people playtesting this mod. I have genuinely never even thought about (at least not as far as I can recall) flipping the script and having the male as the primary in the “cattle” slot. Yes, the only options should logically be those that gave breeding Consent. Thanks for pointing that out!

Two problems:

  Is it feature or bug that vats have infinity capacity whatever level vats capacity upgrade is?

If you put futa in farm with selected both as breeding option it can breed with itself.  Always if it is alone in farm.

There are many typos in the farm due to my code cleaning as it was not thoroughly tested. It should be much better in the next version.

I seem to keep encountering duplicate characters, which is pretty bizzare. Maybe I'm just blind but I don't see many people talk about it, but as far as I understand, it's a "normal" issue, right? Or should I get an exorcist?

Duplicate characters is a common issue when people apply conflicting mods. Generally Aric's mod is not compatible with most other mods. Known compatible mods are Bugfix, Debug, Constants, and Improved Random Portraits.

(1 edit)

Ah, so I have to turn off improved random portraits, alright.

Improved Random Portraits is one of the few compatible mods, I think you may have misread the ones he listed as incompatible. Anything BUT those likely will break it.

Sorry, I fail at reading sometimes, although this is the only mod that I had enabled besides bugfix

Hi, I cant find a way to remove the mute trait in normal game, is there a way to do that in this mod?

(1 edit) (+2)

Mute is a mental trait so the Elixir of Clarity by itself can remove it. That is vanilla and not altered by this mod, so yes there is a way to do that in this mod.

Edit: I should note that this mod currently does not support transitioning vanilla progresses to modded progresses.

(1 edit)

Thank! I though that the Elixir of Clarity are only use in Laboratory so I didnt try to applies the potion directly, my bad.
also would it be nice if the mod add deaf and blind trait that can find naturally or manually add or remove it with the Lab? 

or the action to add trait with the Lab would also be interesting.

anyway thank for your help!

Actually I would like a way to add pliability and quick recovery traits in the lab now that it's mentioned. Is that a possibility down the line?

Definitely a possibility, I’ll add it to the list!

I love how fast new updates coming out after so long. I myself really looking forward the prisoner dialogue expansion. Keep up the good work  d.

if someone could give me a link for the modded vers of the game that would be awesome (the vers that it used to run this mod) if it's the vanilla one well my bad but yeah would really apreciate some info about that =)

The first post on the first page of this topic explains the steps and provides links to the required downloads. It is applied to vanilla Strive 1.0d which can be downloaded from the Strive game page.

Cool in my memory they was a ancient vers of the game wich was used for this mod my bad =)

Have a great day =)

(1 edit)

Hey, so it seems that trying to subdue a slave who is forced and resisting crashes the game

(2 edits)

I had the same problem, the lines to edit are higher on the thread just search for my name on this page should find them.

Thanks man, editing the lines fixed it.

i am stupid, can't find the lines in notepad, how am i meant to edit lines?

Windows notepad is generally not suitable for editing Strive scripts. Use a decent text editor like Notepad++ or Sublime Text 3.

The line numbers are for the program files after the mod has been applied

(2 edits)

Mmm

so my game was instaled on an external d, and roaming is oc on the c, and so the mod are, added debug and activate it, exit , no problem, added aric then when activate it.


The following overlaps were recorded:

Patches: res://files/Mansion.tscn

     Strive-1.0d-Bugfix-V6b, AricsExpansion

Patches: res://files/outside.tscn

     Strive-1.0d-Bugfix-V6b, AricsExpansion

Patched over changes: res://files/scripts/items.gd, AricsExpansion

Patched over changes: res://files/scripts/jobs&specs.gd, AricsExpansion

Patched over changes: res://files/scripts/mansionupgrades.gd, AricsExpansion

Patched over changes: res://files/scripts/outside.gd, AricsExpansion

Patched over changes: res://files/scripts/sexdescriptions.gd, AricsExpansion

Patched over changes: res://files/scripts/variables.gd, AricsExpansion

res://files/globals.gd: func loadsettings

     Strive-1.0d-Bugfix-V6b: line 14, Remove 3

     AricsExpansion: Replace all


The following new files were added by patches:

res://.import/archhmagerobe.png-28485afc89440908cc7c5591ad224777.md5

res://.import/archhmagerobe.png-28485afc89440908cc7c5591ad224777.stex

res://.import/armorpadded1.png-f52fff00ef55e6e755793505e4cad152.md5

res://.import/armorpadded1.png-f52fff00ef55e6e755793505e4cad152.stex

res://.import/armorpadded2.png-09d2c07d199b26e1028e367094a85401.md5

res://.import/armorpadded2.png-09d2c07d199b26e1028e367094a85401.stex

res://.import/base_female.png-1b301955233701c876fde7c25853f11b.md5

res://.import/base_female.png-1b301955233701c876fde7c25853f11b.stex

res://.import/base_futa.png-d78daf748d5d3eb08decf623bbc36ff4.md5

 Havent put all the code barely a part, just to know if it's normal bahaviour when activating artic after debug. (oc i got the laster of those two file and havent any file  left in roaming where the mod are instaled before re installing the game, )but first time that debug actually work so maybe it's just that, read all i think and so far not seem to be a critical error. I can paste of all of this if you want.

Thank a lot by advance.

The first mod should be the Bugfix mod not the Debug mod (both my mods, but quite different), though many people get it right and simply state it wrong. At the start of this text should have been the green text `No errors recorded.` The long post install report with many overlaps is expected and is simply too long to get any useful information from it. It is simply a result of both mods having become rather huge. The most important thing is whether or not the game crashes or gives error messages when you start the game or a progress. Note there are still quite a few bugs in the current version, some fixes are mentioned in the posts above, but the best approach is to get the current code from the Github page (just be careful of the folder name).

well it was just the overlap, they was no error 

"No errors recorded."

So good thank ankmairdor =)

It seems that branding a slave only takes 10 energy despite saying it takes 20

(1 edit)

okay so got some issue

the part of the genetic of character dont seem to work correctly, even with the library fullly upgraded the text"aric expansion racial bonus" still is blank as my bank account. And when cliking on the name of any race i got that =(

despite that some of my slave have some bonus (in green like when you use a enchanted gear, from the start, especially full blooded one's, so it work kinda

i have up with constant the number of skill pt gained per level, but yeah she was having decent stat from the start (starting slave), but yeah she have no gear who up her stat and havent get the lab yet, and a lot of new feature seem to work, got the new training facility, the town hall, etc

So if someone can tell me how to give more information it  would be nice =)


You would need to open expansionsetup.gd and read the bonuses from the text file. I'm not aware of any other display or explanation of the racial stat bonuses. The library entry for Racial Bonuses is blank in the file, so there is nothing for you to find there.

(1 edit)

well that one thing solve, strange that you wasnt aware of this, i was abble to see the stat of every race in the pannel, the bonus from breeding with x race, the full blooded bonus and the possible mutation/hydride,  is quit problematic, will look at that expansion setup.

Hey, first off, awesome mod. Unfortunately I'm having an issue with a farm manager being placed. The game crashes when I place a farm manager and move onto the next day, and when I replace the games .exe with the debug one, it doesn't crash anymore but the farm results tab from moving onto the next day dissapears, as well as nothing actually happening on the farm.

Here is the error:

Aric's Expansion v1.6

SCRIPT ERROR: chooseworker: Invalid get index 'farmhand' (on base: 'Dictionary').

          At: user://mods/AricsExpansion/customScripts/expansionfarm.gd:1710

SCRIPT ERROR: morningUpdate: Invalid get index 'jobskills' (on base: 'Nil').

          At: user://mods/AricsExpansion/customScripts/expansionfarm.gd:448

SCRIPT ERROR: dailyFarm: Invalid type in function 'append' in base 'PoolStringArray'. Cannot convert argument 1 from Nil to String.

          At: user://mods/AricsExpansion/customScripts/expansionfarm.gd:383

There isn't an easy DIY fix for that error, a typo in another section creates improper data structures that get added to the save file. I'd recommend either waiting for the next version, which should be out in a few days or so, or getting the current main branch from the Github as most of the known issues have already been addressed there (just be careful of the mod folder name). The Debug mod prevents most crashing by aborting the current function as soon as things go wrong, so it doesn't crash but doesn't do much either. Though a side effect of the aborted function is that it causes errors in functions that were depending on the results of that function, which is 2/3 of those errors are.

Thank you for the clarification. Thankfully, using the current main branch from the Github seems to have solved my issue. Thanks!

Farm breeding

I don't know if it is intentionally but dedicated studs (partners) don't have to be added into the farm while for random breeding the stud has also to live in the farm. After I removed partners to get random breeding and I had no stud in the farm I got the following error message:

Mod Version v1.6. Expanding game to latest Aric's Expansion version

Aric's Expansion v1.7

SCRIPT ERROR: chooseworker: Invalid get index 'Null' (on base: 'Array').

          At: user://mods/AricsExpansion/customScripts/expansionfarm.gd:1717

This error repeats for every breeder without partner assigned.

Then, in the farm report always gets stated no Semen got sold: 0 bottles of Semen today for 0 gold.

But the amount of Semen Bottles for Sale (in the Semen Vat Management) decreses as if some got sold

For the empty studs array I recommend this: /profile/ankmairdor
The farm sales have yet to be investigated.

Viewing posts 601 to 620 of 751 · Next page · Previous page · First page · Last page