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Strive for Power

Fantasy Slave Management/RPG Erotic Game · By Strive4Power

Aric's Expansion Rebred

A topic by AricTriton created Sep 23, 2019 Views: 600,950 Replies: 2,505
Viewing posts 621 to 640 of 751 · Next page · Previous page · First page · Last page

Hey guys I don't know if it just me or what but I encountered two things that bothers/ gets me confused. The first one is that whenever I go through 'Far Eerie Woods' 8/10 times I get the event where a bunch of spider trap a traveler in a large cocoon  and the other 2/10 mostly wolf attacks. Now I don't know if that how it supposed to be but for the fairy quest I had to go to the 'Elven Grove' because of this where it supposed to be a lower chance to get one. The second one is when I started a new game as a halfkin fox (64%/36% of demon) mage with Frostford as a starting place  as soon as i finished with the custom start when I went to assign my stats I noticed that I started of with 1 Agility and 2 unassigned points(which is normal) also in the description it now says I'm 100% halfkin fox. So my question is why did I start of with one Agility point?

The spider trap encounter had testing data leftover so it will appear most of the time in the current release.

There are steps in the customization process where the game regenerates the player, specifically if you change the race, sex, or age or back up from that step. When the person is regenerated you will get new genetics. That said, the bonus for 100% fox is +2 agility. Apparently there is some crude genetics work happening at the end of the customization process that always forces the player and starting slave to be purebloods and the player's racial bonuses are not updated afterwards.

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Just want to ask if i'm the only one who was abble to see (before when we was at the vers 1.4) the possible  hybridation bonus from bredding with x race, and bonus from fullblooded by cliking at the race of any character in their charactersheet ?

havent been abble to found one screenshot when i was checking my folder as i was mostly saved screen of recipe for hybrid and funny moment of the game, but it  was visible like that

 cause it's was damn useful !

(also found in the setup file the crude information about it but yeah it was way more faster)

I've had it on my list to make (or get someone to help me make) something like that, but no I don't think it actually existed as you describe.

what the helll !

it thank to that that i have discover the different hybrid posible and stuff like that, wich are exactly the same as in the file, the setup something, so godamn so yeah 100% sure it wasnt a dream, damn that strange

If Ralphs is enabled in expansionsettings, it does have the list where you're referencing. I'd confirm that it wasn't left with use_expansion_tweak = false if you were playing on a Ralphs save.

damn in that case it might be that my instalation is fked up, but got the new trait, the new item, specialisation, the training ground and the colorful name, so it's strange

or do that mean that it can be re enabled by change it to true ?

also have start from vers 1.6, with debug and all if that relevant to my question.

(+1)

The traits/items/specializations are fully separate from Ralphs, Ralphs just gives the unique hybrid races and some additional race alterations (along with the option for difficulty tweaks). If you were playing with Ralphs beforehand, it wouldn't automatically save your changes to expansionsettings.gd, so any changes (like enabling ralphs via the line above) would need to be readded. We're trying to come up with a solution to having to re-add all of your tweaks/changes/customizations in expansionsettings but haven't gotten there yet. You can enable it now by setting it to true though, yes.

Nice to know,  thank !

i have no way to prove it because i cant get the debug mod to work. but my game has a moment when it crashes. when i hit the subdue button.

The Debug mod is not applied through the mod system and only works for 64 bit Windows.
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).

ok thank

Is there a way to stop lactation? I never found one so I thought I'd ask here.

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mutation (a spell that can be acquired at winborn at the magic academy and have a vast kind of effect from add a trait,to change genetic or physic atribute of the slave) or potion (alchemy station)

Go to expansionsettings.gd in the customScripts folder and change "lactationstops" to true

Mutation might work but that's not reliable and can do like anything. There is no potion to stop lactation unless I am really missing something. I've searched through the list a few times. I enabled the lactation stops rule i assume it takes a bit to occur?

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Question about save comptability, so have try to eddit the setup file to change some of the uniq npc genetic, (cause godamn the fact that some of them was losing bonus point for few %), so so far it work only problem is that for cali it work kinda, as she got all the bonus stat from pure blooded, but the text still say that she's 30% human, so have use a text editor, notepad btw, found her, change her genetic so now she show  100% halfkin wolf, wich was the point.

But with the current vers do the new save file is good for long term ?

i have been abble to play with it no prob, and the save when from classified as "file" to classified as text document.

Thank a lot for any reply =)

The next version coming out should be fully save compatible. We may have one that breaks compatibility in the near future, but not in the next version.

Well that a relieve, wonder what coming in the next update also =)

Game crash when use "subdue" at  sex

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).

I know the mind control stuff isn't set to be included in the game for a while, but I feel like there has to be some better system for sexuality in the meantime. The idea that a gay character can sleep with someone of the opposite gender a few times and magically become straight makes everything feel a bit too fluid... no idea if others feel similarly, since I know the current system makes gameplay easier, but this was something that stuck out to me

Deleted 4 years ago

Maybe if they have enough orgasms only? That way unattractive people have less chance of flipping people? But it's definitely too fluid right now imo.

I'm tried to use var use_ralphs_tweaks = true in AricsExpansion\customScripts\expansionsettings.gd. Sorry I just wanna ask, can I enable bonus race for my MC, in ralph tweak bonus race for MC not visible.

And I'm sorry if ask silly question, how can I make my MC wearing clothes, as you can see MC not wearing it, but not catch by town law nudity.


At the moment, there isn't an easy disable for the change to the player's racial bonus stats. The code responsible for it is in scripts/person/person.gd in the cleartraits function under globals.useRalphsTweaks. It causes them to be removed from the player during creation.

I don't think there is any way to manually toggle the cloths for the player, but there may be a way to have it happen automatically, though it will limit your description of the player. In AricsExpansion/expansionsettings.gd you can change player_treats_clothing_like_slave to true and edit the save file to make sure that the player's exhibitionism fetish opinion is low. You'll want a JSON editor, find the player, find fetish, find exhibitionism, and set it to "unacceptable". In theory this should cause the player to automatically re-dress after sex, though this was just from a quick read of the code.

Thx ankmairdor for fast respond, I tried to change str_mod to str_base in \files\scripts\person\person.gd

if globals.useRalphsTweaks && self == globals.player:

for i in ['str_base','agi_base','maf_base','end_base']:

stats[i] = 0

I hope this right...

As for MC clothes I'll try it, thx for the help.

I would have used:

if globals.useRalphsTweaks && self == globals.player && false:

Your way works, but made the code redundant. 

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I tried open my save file in JSON, i change exhibitionism to "unacceptable". And change Exposed value to false in result MC wearing clothes ofcouse with some small error. I tried sex, after sex the clothes not visible again hahaha


That error message means that you have an fairly old version of the mod. The redress code is fairly new.

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I'm using aric's mod v. 1.6. Sorry if I'm misunderstanding.

Sorry if I'm asking too much, but can ankmairdor make script to changeplayer.exposed value to false when I preesing button leave to town or C button at mansion. I'm novice in coding, I've tried it so many times but failed. If too many code will change the mods then don't bother to make it.

The most current version of the mod is on the GitHub, just be careful of the folder name. Adding a new button to a mod is not a trivial task. I recommend getting the GitHub version and trying the automatic approach. Also it has a lot of fixes.

Thx very much for the advice ankmairdor

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Mod version downloaded from github 12.2.: ctd when starting a fight if one member of the party has the sword Armor Breaker equipped. It doesn't crash when I use debug, but I do get: 

SCRIPT ERROR: passive: Invalid call. Nonexistent function 'append' in base 'Dictionary'.

          At: res://files/scripts/abilities.gd:871


Update: found out which equipment caused it

It appears that the addition of new items included a regression of effects for the Armor Breaker. To trigger the built in fix you will need to edit the save file with a text editor(you will want one with a Find tool) and change the "currentversion" from "1.0d" to "1.0" (any change will work, but this keeps it simple). I recommend making a backup of the save file as mistakes are hard to fix.

Ah, yes, that worked. Thank you very much! 

New update seems to be doing fine so far I havent gotten through my entire play-through yet , I did find a few grammar errors in the non combat encounters.

Oh also, I've seen this pop up quite a few times, and futanari  are disabled in my game and my character is perfectly fine being male so why would my MC randomly think this? lol

 

Great catch! We're still adding in more travel events and some potential settings checks like that weren't thought of. I also believe that one is one of the ones added by the "sillymode" setting that is on by default but can be disabled in expansionsettings, but am not 100%. Feel free to let us know about any grammar mistakes that slipped by as well!

So the links to threads where it was explained how to mod in Mac without Wine have stopped working. In one of these threads, there was a link to a stripped down version of Strive for Mac, that was a necessary part of the process, as the latest downloadable version won't work. Does anyone have that link?

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The stripped down Mac version was shared in the Mac without Wine topic; however, it appears that that topic no longer exists.

https://mega.nz/file/3MJQVJ4Y#w1vLnCqyJ8v9AMdiRLz1lf5ZJHGW9dyNgFaMdp5hIb0

This is the stripped down Mac version, you need either the Windows or Linux version for its files. There is an older copy of the MacOS mod setup in Strive's Mods menu, or in the wiki's modding guide.

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When you look at a description of yourself this error occurs:

SCRIPT ERROR: showVice: Invalid get index 'vice_known' (on base: 'Dictionary').

          At: res://files/scripts/characters/description.gd:737

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

          At: res://files/scripts/characters/description.gd:11

SCRIPT ERROR: _on_selfinspectlooks_pressed: Invalid type in function 'set_bbcode' in base 'RichTextLabel'. Cannot convert argument 1 from Nil to String.

          At: res://files/scripts/Mansion.gd:3631

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Thanks for the report. It is fixed, but for the meantime it's an easy fix on your end. Go into description.gd, find showVice(), then replace: 

if person.mind.vice_known == false || globals.expansionsettings.vices_luxury_effects == false:

with

if person == globals.player || person.mind.vice_known == false || globals.expansionsettings.vices_luxury_effects == false:

Thanks!

about 

  • The system can be disabled by toggling expansionsettings > flaw_luxury_effects to false

cant found the file where it his (i have open every file about script i think, and search for word related to it and nothing =(

thank a lot by advance !

(+1)

Sorry, it was renamed to vice_luxury_effects. It’s in customScripts/expansionsettings.gd

found it thank a lot =)

cause my last save was full of rich or noble save and it would have be a nightmare to deal wiht even more luxuary reqcuirement =)

question, if they would be a update about the labotaroy possibility, to know if it at least possible, as i assume some mechanic must be more hard to deal with than other.

For example i have search since my discovery of that game i have search for a mod who would allow you to get a secund dong and would really like to know if technically it's possible.


Thank a lot for any awser and hope the best for artic and his enchancement of the game =)

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Thanks for the best wishes, they are well received and returned. Regarding the second dong, unfortunately I'm not sure exactly how that would play into actually being used in Sex Scenes. It's an interesting concept, but unless the dong was almost treated like a second male/futa it would involve some serious retooling of the sex scenes to actually let it be used as more than a line of text in the inspect screen. It's an interesting concept though and I'll keep it in mind as a factor when we're looking at revamping elements of the sex system to see if there's any way to set the groundwork for it without redoing the whole system.

well my first idea was how to deal with melissa cause even if i was naming the slave she kill "sacrifice" well i was quit pissed at her 

and then after i was like it would be actually  a interessing idea especially with the interessing feature that is the lab  =)

Well that would be amazing if that was possible =)

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Can't create a new game, can load an old game but it immediately closes the app when I try to start a new game, please advise.


Update: passing the day in an old save with the mod active also closes the app

Make sure you have the current version of the mod from itch.io (not GitHub) installed. Use the steps: un-apply Aric's mod, delete the mod folder, move the new mod folder, and apply Aric's mod.

Otherwise install the Debug mod(/t/1137280/debugmod-v1) and post the error message you get. The Debug mod will stop the crashing but that does not mean that your problem is gone, rather the game accepts corrupted states in order to keep going no matter what.

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Alright figured out the issue it was user error.

When downloading the bug fix, I downloaded v5 because v6 explicitly said it does not work with Alaric's mod 1.4. I misunderstood that as meaning I should use 1.5.

Nope, this is 1.7 and works just fine with bugfix v6

Since 1.7, been having some odd results with certain elements of the racial builds (specifically percentages showing what they are, e..g. 50% human). For one thing, it seems to be having some strange results with the starting slave when I try and make a new game.  In previous versions I've gone back a step and re-changed her race to halfkin cat until got 100% feline (since just prefer it that way, even if you could argue a halfkin cat shouldn't be full cat), but now even when I do that her racial build seems locked at 39% human / 61 cat (or reverse, can't remember which). Since the numbers are a little odd, I don't imagine this was intentional, but maybe it is.

Also, the unique characters seem to have started having random racial builds again (e.g. Emily being about 4 different races mixed). If I'm remembering right, this was a problem during one version but was later fixed, but I'm getting same again now.

Since only way I can get a non-demon child is to breed with someone pure whatever I want them to be given that my main is pure demon (at least as I understand the system, since it only seems to pick from the ones with highest matching percentages, such as having 50/50 split and picking either), this is causing me a few problems, and just want to find out if this is intentional or a bug somewhere.

And as a seperate issue, starting slave's submissive route is playing up. When done the alchemy room scene with them, they gain the submissive trait there and then instead of during last scene, but then lose the trait next day, and the final scene that plays out is the one from love/loyal route, with same end trait results as if went that way. 

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In the previous version, the player and start slave would basically never display pureblood(100%) genes but would always be forced to be pureblood when the game was started, so re-rolling the displayed genes never mattered. The code for assigning genes to unique characters was cleaned up so that the displayed genes are always what you will receive when the game starts. It was also reported by a player that it didn't make sense for halfkins to be purebloods, so halfkins were added as exceptions to the pureblood rule unless Furry was disabled in the Options menu, in which case halfkin would take the place of beastkin in terms of genetics. The 69% animal and 31% human was hard coded for halfkin starting characters when Furry is enabled.

Unique characters will have random genes if you do not have Ralph's Tweaks enabled. (Edit: apparently this was changed and unique characters no longer get random genes) Previous versions did not support Constants mod for changing settings like Ralph's Tweaks so the files had to be manually edited every time. Though if you use Constants mod you will need to restart the game for Ralph's Tweaks to go into effect.

I don't exactly understand your problem related to getting a non-demon child. In the previous version, the race chosen for a child had an un-intended bias. It is intended that the child's race will be a random selection of one of the highest percentages if there is more than one. In the case 25/25/25/25, each race will have 1 in 4 chance to be selected. If you have a reason for wanting a different result, then you will need to clarify why and what you would prefer.

Fetishes were expanded to include several vanilla traits such as "Submissive". Vanilla systems for acquiring those traits such as the start slave's quest line and the sex interact have not been corrected, thus those traits will still be added and then later removed. Currently it is not possible to acquire and keep those traits outside of the daily fetish opinion updates.

Didn't play the previous version since was too minor an update for me to bother with (since all it changed was name colour and a few bugs, as I understand), but in the last one before that used to re-roll, hence confusion. Can understand the change to halfkin too, just seemed odd to me given the rather obscure nature of the chosen numbers.

Double checked Ralph's tweaks were on, and they are, but still experiencing the same issue with unique characters. Emily, as previously mentioned, has a ludicrously long list of genetics that doesn't seem to change for me even when start a new game. Just tried it and got the exact same list (below).




The issue with non-demon child is based primarily on my main being a pure demon. Since that means the child will always be at least 50% demon, then the only way another option is possible is if the other is 50 as well. Therefore I need to have him breed with a 100% whatever for there to even be a chance, because otherwise the genetics passed over will be under 50 and thereby excluded in favour of demon.
As example, if breed main with 100% feline, get a 50/50 demon/cat, so result could be either. But breed him with a halfkin cat, and results would be 50 demon/ 15.5 feline / 34.5 human. This means the end result will always be demon and cannot physically be halfkin cat. As it stands, the system means it's impossible for my main to have any child with a halfkin race or any other who isn't at 100% their race without the result being demon.

Whilst the fetish system would be fair enough for most part, it does cause a slight issue with the starting slave's quest line since it seems to be interfering with whatever calculates the end scene. I don't know coding, but can only assume the removal of the submissive trait is somehow removing the trigger for the ending, since it is giving the non-submissive quest ending/sex scene. If this is going to remain, then I'd think that the trigger for that scene needs to be altered somehow so get the correct ending.
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Those numbers were chosen by Ralph, I have no idea why those were specifically chosen over a random range.

Also, those genes for Emily were chosen by Ralph, it was something about being optimized for breeding, though that may no longer apply unless the equalizer setting is changed.

There are a couple solutions to your Demon breeding problem. Edit the save file to give the player something like 80% demon and 20% human; it won't update the genetic bonuses but you'll get the children you wanted. Change "player_secondaryrace" and "player_secondaryracepercent" in expansionsettings.gd and start a new progress, though I'm not certain that it works well in every case. 

The fetish system is still rather new, so I expect that it will change a bit in future versions and the other issues will eventually get addressed. If you wanted to make sure the start slave quest ends as expected, then you could influence them to have the fetish opinion high enough to get that trait.

Edit: The save file is JSON formatted, so I recommend using an online JSON editor for editing the save file. Also make a backup if you do, it's hard to fix save files.

I'm having the same issue, is there a fix for it?

Which issue?

The one where Emily (and probably the other unique characters) assigned multiple race such as human 84% then 2% of other races. Basically the same issue as Shadowsonger, above my reply.

If you don't like those genes, then open up expansionsetup.gd with any decent text editor and use a Find utility to locate 'Emily' or any other unique name. You can change the genes to whatever you want, change the condition after the "if" to false, or delete their entire section starting at the "if" or "elif" to the last line with one more leading tab than the start. Note there are two sets of code, the first is for playing without Ralph's tweaks and the second is for playing with Ralph's tweaks.

If I install improved random portraits should I do it before or after installing this mod?

All mods(probably just Portraits and Constants) besides the Bugfix mod should be applied below Aric's mod and can be applied at the same time as Aric's mod.

Yo I need help to stop lactation I already enabled lactation stops, I tried moving the timers too but it never stops, after that I tried using leak to see if it was that nope still doesn't work is there something else missing?

It seems that in the process of removing the old milking system, I failed to notice that "person.lactating.daysunmilked" was only updated in the old system. There are currently no safe and easy methods to stop lactation. The only way that exists at the moment is the mutation spell.

There is not an exact match to that old system's code format so the update of that value is somewhat complicated.

The zero-ing of that value would need to be added to extractMilk in expansionFarm.gd.

person.lactating.daysunmilked = 0 #add
var milkproduced = 0

The incrementing(+= 1) of the value would need to be added to dailyLactation in expansion.gd just after the code checking if they are lactating.

if person.lactation == false:
    return text
person.lactating.daysunmilked += 1 #add

Note that the leading tabs are turned into spaces and I have excluded one layer of tabs, so you cannot simply copy this code into your file.

Also, if you use the leak spell on them, suck on their nipples or use a milker during sex it will reset the timer.

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I'm trying to disable the expanded farm options as I find them over-complicated and far too tedious in comparison with the vanilla system. The in-game Library says that it is possible in the expansionsettings.gd file, however I cannot find any options in there to simply turn off the farm expansion. In the "Farm Expanded" section of the file, there isn't any variable to toggle the new farm on/off that I've been able to find. Is there a line I would need to add to disable the farm or is the information from the Library simply giving me false hope.

It haven't read it, but it seems that the library is wrong. The vanilla farm does not exist when Aric's Expansion is installed, so no option could possibly revert it. Also, there is no simple change to the code of Mansion.gd that would revert it as the farm GUI in Mansion.tscn has been overhauled.

Can you let me know which entry gave you that impression so it could be fixed? That is definitely erroneous as the UI and all elements have been completely overhauled.

I just went back through the library and didn't see it there. I must have read it someplace else. So the Library is all good. Sorry about that. Even though the new farm is a complete overhaul, I noticed that the farm manager does still perform similarly to its old way by subbing in as a farm hand and milk maid if you don't have any. Would it also be possible to add Milk Merchant to the farm manager's duties if no one else is doing it? At least then all the original farm functionality would be back. Maybe with whatever energy the manager has left being a negative multiplier towards profits. With higher energy, the manager would be more willing to deal with getting good prices, lower energy and they'd just want to get everything sold so they could go home and sleep, lol.

The Milk Merchant position is actually pending a fairly substantial overhaul itself to get it closer to where the original intention was. It should allow more direct control over milk sales, city interests, etc. However, I will keep that in mind as a strong possibility to see how easily I can tie that feature into what is planned. That's a good suggestion and I appreciate the feedback.

Maybe you could split Farm changes into a separate mod?

Whew, that'd be a loooot of code detangling. I'm not saying it's impossible, but it's not likely in the near future as a lot of the mod's features rely heavily on components from the various areas it touches (like the Farm).

Deleted 4 years ago

The “strip immediately” options (from Talk or the toggle in customize) are just for them to strip right then. If you want them to remain nude, you have to brand them and use the nudity rule (like in vanilla). The tooltip from hovering over the customization toggle button should explain that as well as the nudity rule toggle (if unlocked via brand).

Lip sizes do add lisps if at the extreme side of the scale, but reducing doesn’t immediately remove lisps. I believe there’s a chance every day, but the quickest way is to just the lab to remove it (as it is a physical trait).

If you mouse over the left side of the character names, it shows the character’s body image.

Something may be broken on your save if you can’t open your self-inspect menu. I haven’t heard of or seen a bug around that in this version. It may be fixable though. If you aren’t already, download and start the game with the debug exe. See if you’re getting an error when trying to open self-inspect in that. We may be able to talk you through fixing the save, though if it’s just a mid installation it may also work if you just reinstall it fresh and reattempt the save. 

Deleted 4 years ago

That’s the order, that may be part of what messed it up. Technically you have to go in exact reverse order of installation. It would have to be uninstall Aric’s to uninstall the bugfix and reinstall the bugfix before reinstalling Aric’s. If you uninstalled the bugfix while Aric’s was active, that did likely Bork things up.

I’d recommend to uninstall both, download/extract a new game and reinstall to be safe. If it still happens from there, try going to in your AppData/Strive/mods/AricsExpansion/customScripts/expansionsettings and changing the version number to something higher like 17a or something. It’ll force the game to rerun backwards compatibility and hopefully fix the issue if it’s related to the save game.

Deleted 4 years ago

Awesome! I hope you keep having fun and enjoying the mod as it continues to grow! If you ever want to hop in and chit-chat with the team that actively works on the mod, feel free to swing by the Discord. Most of us don't bite.

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