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Strive: Conquest

A successor to first Strive For Power game, currently at alpha stage · By Strive4Power

(Link Fixed.. Preg. hopefully fixed) Minimally Fucky Diffusion Megapack + Mod - ~5k body and portrait sets, ~22k images including clothed, exposed, and pregnancy, male and female every race, hair color, etc.

A topic by squariarch created Jul 15, 2023 Views: 64,272 Replies: 91
Viewing posts 21 to 40 of 44 · Next page · Previous page · First page · Last page
(1 edit)

I'v find how to fix pregnancy images issue.

In file "mods\expanded_portraits\exp_ch_stats.gd" in function "func is_visibly_pregnant():" need to replace:

--- return has_status('pregnant') or has_status('heavily_pregnant')
+++ return parent.get_ref().has_status('pregnant') or parent.get_ref().has_status('heavily_pregnant')

Not sure why "parent" should be called. Just copied that calling from "src\character\ch_stats.gd" (line 1738) from original game code.

Alright I'll look at this, sorry this time I was legitimately just not having access for a long time to be able to do things. Hope people were able to find this if they wanted it.

Ok so apparently the link was broken which is why you and everyone else still had old code. If you have time try the new version and let me know if it is actually working now.

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Firstly: looks like a lot of hard work went into this and I appreciate the result, thank you for your hard work and sharing its fruits with us.

If I have two nitpicks (which I cannot remember any image pack avoiding and I don't want to sound entitled, I acknowledge that I'm just lazily waiting for someone else like yourself to be a hero and put in the hard work to improve upon):

1) Human ears on half-kin, usually as a redundant set of ears... when I see this it completely dispels the illusion of a half-kin, they're just humans wearing costume ears (in other image packs these are often very obviously drawn as costumes/costume accessories e.g. the non-human ears are mounted on a hairband).

2) Anachronistic apparel, e.g. modern fashion and accessories incongruous with the technology and aesthetic of a medieval fantasy setting. Personally, I prefer more fantastical clothing for fantasy beings (e.g. dryads) or at least more hand-tailored-looking clothes less reliant on post-industrial manufacturing methods (e.g. zippers, print/silk-screen).

(1 edit)

So 1. seems pretty much unsolvable, at least for now. 90% of the work in this pack was trying to convince it to do approximately the right thing IE not add like extra arms and so forth, something like making sure there aren't also human ears seems like it is probably impractical. 

Number 2. is my fault largely, and I'll consider it if there is a version 2. I think there is a tradeoff though in the variety/interest of clothing if you try to make everything preindustrial, which I know makes it "realistic" but if ultimately the characters seem more samey because of that I don't know that it is necessarily worth it. But like I said, I'll consider it esp with respect to zippers and other outliers.
Edit: Also yeah definitely if/when I do another version I'll at least partition the outfits more by race so they fit better thematically.

(1 edit)

Thank you for responding! 

I want to say that, despite most of my post being critical, I'm impressed with the pack and, no disrespect to Maverik et al, it's the best solution so far if the goal is to comprehensively represent the variety of visible attributes described within the game with aesthetically pleasing, stylistically consistent, imagery. 

You employed a new, burgeoning, technology that goodness knows probably would have required exponentially more effort to use 2 years ago and may require exponentially less 2 years from now. I imagine that improving on your result will become increasingly possible in the future but whether you iterate on this project or someone else takes up the gauntlet I doubt that I will be quite as dramatically impressed; you did it first. Still, it's a sign of things to come, it's pretty interesting to think about what will be possible as tools and expertise inevitably improve.

One thing I noticed after making my post, with regards to my first nitpick, was that the portraits and bodies are often slightly different and, in many cases, the portrait versions have additional hair or other features obfuscating redundant, human, ears that are visible on the full body image so that only the kemonomimi are visible. I don't know if you touched some of them up manually or by what other means the improvement was made in those cases but I want to explicitly acknowledge that you were already clearly aware of and actively addressing the issue.

Sorry to be a pain, the link for 1.1.1 leads to 1.1.0. Any chance to update it please?

Oh, thanks for telling me that's a huge pain. That's probably why it's been broken for everyone but it kept working for me.. Should be fixed now if you try again.

Thank you (Thumbs up)

Hello, I have trouble with this mod. The image are generated, but when I want to select them as custom portrait/body, they don't appear in the selection.

if the mod Dtw_threaded_imageload_webp, is activated no custom image is availaible at all, including those from other mods. 

Do you have an idea what is causing this problem ?

Without the mod activated, I'm not surprised that no images show. The mod is necessary to support the image format. Of course though, with the mod it should show and shouldn't cause problems with other packs. I'm not sure, unless it is a conflict with another mod? If you could try disabling all other mods except the ones from here that would really be my only thought, sorry.

When enabling the Explosure mod, character portraits are not displayed during sex scenes. Version 0.8.2a, portraits from other packs are not displayed, no other mods.

I have the same issue. Seems to be a problem getting the exposed sprite. Here's the log:

Game Version: 0.8.2a
OS: Windows
Generating portrait attribute cache took 0 minutes and 2 seconds.
Mod Loader: 4.0
Exposure
TW Threaded Image Load Webp
More Improved Random Portraits
WARNING: statlist.get_stored_body_image() called directly
WARNING: statlist.get_stored_body_image() called directly
WARNING: statlist.get_stored_body_image() called directly
WARNING: statlist.get_stored_body_image() called directly
WARNING: statlist.get_stored_body_image() called directly
WARNING: statlist.get_stored_body_image() called directly
WARNING: statlist.get_stored_body_image() called directly
WARNING: statlist.get_stored_body_image() called directly
SCRIPT ERROR: Invalid call. Nonexistent function 'get_exposed_image' in base 'Reference (CharacterClass.gd)'.
   at: showbody (<built-in>:6) - Invalid call. Nonexistent function 'get_exposed_image' in base 'Reference (CharacterClass.gd)'.
SCRIPT ERROR: Invalid call. Nonexistent function 'get_exposed_image' in base 'Reference (CharacterClass.gd)'.
   at: showbody (<built-in>:6) - Invalid call. Nonexistent function 'get_exposed_image' in base 'Reference (CharacterClass.gd)'.
SCRIPT ERROR: Invalid call. Nonexistent function 'get_exposed_image' in base 'Reference (CharacterClass.gd)'.
   at: showbody (<built-in>:6) - Invalid call. Nonexistent function 'get_exposed_image' in base 'Reference (CharacterClass.gd)'.
SCRIPT ERROR: Invalid call. Nonexistent function 'get_exposed_image' in base 'Reference (CharacterClass.gd)'.
   at: showbody (<built-in>:6) - Invalid call. Nonexistent function 'get_exposed_image' in base 'Reference (CharacterClass.gd)'.
ERROR: Condition "_first != nullptr" is true.
   at: ~List (./core/self_list.h:108) - Condition "_first != nullptr" is true.
ERROR: Condition "_first != nullptr" is true.
   at: ~List (./core/self_list.h:108) - Condition "_first != nullptr" is true.
WARNING: ObjectDB instances leaked at exit (run with --verbose for details).
   at: cleanup (core/object.cpp:2070) - ObjectDB instances leaked at exit (run with --verbose for details).
ERROR: Resources still in use at exit (run with --verbose for details).
   at: clear (core/resource.cpp:417) - Resources still in use at exit (run with --verbose for details).

I can't reproduce this problem, but those warnings ("statlist.get_stored_body_image() called directly") are things I put in and shouldn't be getting called unless CharacterClass.gd isn't getting properly overridden by the mod (which maybe would also explain the other errors?). Unfortunately I don't really have any ideas on how to fix this if I can't reproduce it, it's possibly related to windows but I don't see why that would be a problem.

I found a fix for this if you didn't get a notification that the thread was responded to.  Check latest post.

(1 edit)

Sorry I'm slow on the draw as usual because I don't really look at itch very much. I'll take a peek rn if I can figure something out.


Edit: I can't reproduce this at all, seems to work ok for me. No other mods loaded, right?

May I ask, do you use any tools to organize your photo images? I tried using PortraitPackEditor but it seems different from yours. Because I also want to create my own but I don't know how.

Everything is generated from a python script, so yes and no. Not sure I can really be any help.

well i try this in 0.84a version but,,,,

exposed doesn't work
and pregnant pic doesn't work too

For some reason enabling the 'exposure' mod makes it impossible to put people into the battle formation. When I drag the portrait into the formation, nothing happens

well it seems that this only applies to the main character and the starting slave

is this still working?

(5 edits) (+1)

I made 2 posts but they're not approved yet. Since then I discovered a fix for anyone who generated characters prior to the mod's install, specifically those using the custom bodies who won't toggle from the default clothed state.

This will involve save file editing.  I recommend using Notepad++ with the "JSON Viewer" plugin, otherwise it is extremely hard to read the file.

The solution is simple.  The 'broken' characters are using the base game character file, the non-broken ones are using the modded file.

First find the character you need to fix.  You can simply search their name then scroll up until you find something like "hid3394222865": {  This will be the start of their character data.

The fix is right under that line.

Change:

"@path": "res://src/character/CharacterClass.gd",

To:

"@path": "res://tmp/modded_class_slave.gd",

Save the file... fixed!

Alternatively you can do a 'replace all' if you have a lot. It doesn't seem to be used for anything else?

As for default vanilla body characters, I don't think it's possible to 'fix' those.  You can 'fix' them the same way, but it will use the mod resource to try and display their image, which won't exist, so it will show a generic silhouette.  I've tried to mess around with the mod code but I don't understand anything about coding actually, so someone else will have to work on it.  If I were to guess, a separate routine has to be run to check if a character is using a generated image (dynamic_portrait=true) which is checked before the mod's routine.

EDIT: This also fixed the battle formation issue! (can't move chars)

I can't get the exposed and both of the pregnancy portraits to work. Is there something wrong with the mod or is it where I put the folders since I put all the images in the bodies folder and it only works for the bodies

(+1)

There's no issues with the mod if you installed it and its dependencies properly before starting a new game.

If you started it AFTER a new game, with already generated characters, you need to perform fixes in my post (before yours).

(2 edits)

Hey, first off, very cool mods and portrait pack. Secondly, I have an issue I am hoping will be an easy solve/fix. 

I noticed that if I have images in bodies that do not have the variant image in exposure/bodies_pregnant/exposed_pregnant, when I go to do something such as sex, the game only shows whatever the last suitable image that got loaded. IE, I have my character whom does not have variant images, just portrait and body, and go to have sex with a character who does, the image it loads is the proper naked one for the character being sexed but it also displays that same image for my character now. In fact, if no prior suitable image is loaded, it will just come up blank (or when looking in character info it will generate a sprite if the character doesn't have the variant images and is selected as naked or is pregnant until is has an image that fulfills the context requirement). And when one is loaded, that image is the one that is always loaded, so for instance going to have sex with another character who also does not have variant images, it will display the same image loaded from the prior sexing. And this is all context specific, it's not like displaying the same naked image for my character in character info unless I select naked for instance. So it's not changing anything with the characters, it just displays whatever last image it loaded for the situation. 

Would it be possible to adjust the exposure mod such that if the game is unable to find variant images for whatever context and instead of keeping the same prior loaded image or in lieu of being blank when  there is no loaded image yet, it instead just defaults back to the image used in the bodies folder. 

Question.
would you be able to share with me what prompts and such you used to generate these? 

imges are random? how i change the images?

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It seems to have conflicts with the new update?  When starting a new game using the 3 mods, there are only 3 opinions, not including the new one which allow different modification( modify better crafted items, disable improve factor, etc.)

tested:  The plugins must be activated (not loaded order) as the last one in order to show the 4ht opinion.  Also removing a picture folder (like potraits/gnome/male) would cause the 4th opinion to disappear as well. 

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