HentHighSchool Development Forum

Game Development => HHS+ => HHS+ Mods => Topic started by: barteke22 on November 04, 2017, 03:15:09 am

Title: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: barteke22 on November 04, 2017, 03:15:09 am
I've made this to keep track of my mods, as well as for publishing any mods that I don't think are big enough to deserve making a separate topic for each of them. All the mods here can be used together without any issues. These mods are kept up to date, so you must have the most updated version of the HHS+ version number in the title, please don't report bugs otherwise.

Main mods

Look Around V2 (https://www.henthighschool.com/hhsplus/(hhs-1-08)(mod)-look-around-v2/msg37118/#msg37118) - for 1.9.5+ - Lets you look at every person around you.
Clone Lab (https://www.henthighschool.com/hhsplus/(hhs-1-08)(mod)-clone-lab-random-character-editor/)         - for 1.9.5 - Dropped after 1.9.5. Lets you create clones (edit random, non-special NPCs).
Stargazing Club (http://Stargazing Club) - for ?.?+ - WIP ATM.


Other mods

Extra Randomised Teachers for 1.9.5+:
(click to show/hide)

Indicators & Difficulty for 1.9.5+:
(click to show/hide)

Wig Shop for 1.9.5+:
(click to show/hide)

Find My Phone (Smartphone App) for 1.9.5+:
(click to show/hide)

Pregnancy Mod for 1.9.5+:
(click to show/hide)


Modding Guides

I've also made some tutorials on Mod Installation, Making your own Mods, and Kisekae (along with some tools for modders) here (https://www.henthighschool.com/hhs-mods/intro-guides-on-mod-installation-and-mod-creation-(vee)/).
Title: Re: [HHS+][Mods] barteke22's Mod Index + minor mods.
Post by: . on November 06, 2017, 05:33:16 am
Hi, I like Look Around and Extra teachers, they are very cool. and Stargazing Club seems a good idea - but how do you make it sexy?) maybe spy on houses with telescope. Thank you for the mods
Title: Re: [HHS+][Mods] barteke22's Mod Index + minor mods.
Post by: barteke22 on November 06, 2017, 01:05:11 pm
Hi, I like Look Around and Extra teachers, they are very cool. and Stargazing Club seems a good idea - but how do you make it sexy?) maybe spy on houses with telescope. Thank you for the mods

Thanks :)

The Stargazing mod is a lot more than just stargazing... I just don't really know what to call it. It'll be a Stargazing Club, a special student that well... is not human, X-ray glasses, temporary skill boosts, and some other minor stuff. They're all centered around the student. Won't go into to much detail to not spoil too much.

As for the club progression: Stargazing -> Peeping -> Voyerism.
The peeping level is using a special telescope to spy at the town (and making cash by selling images underground).
The first two levels are already done.
I'm a bit lost when it comes to the 3rd one... Can't really make up my mind if I should have the members go around town and record videos, or something...
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: barteke22 on November 29, 2017, 07:38:38 pm
All mods seem to work fine in 1.9.0 as far as tested.

Also, the Clone mod had a performance improvement (yay for UID methods), as well as a change of the button-name-input into a String input (yay for String inputs).
Title: Re: [HHS+][Mods] barteke22's Mod Index + minor mods.
Post by: aaror on November 29, 2017, 09:13:59 pm
I'm a bit lost when it comes to the 3rd one... Can't really make up my mind if I should have the members go around town and record videos, or something...

You know, this was going to be a joke, but...
Drones with cameras?  Would play on the progression from the telescope, and it would still be "through windows," just closer.  I suspect a drone helicopter at night could film through windows of people without them (generally) noticing.
Would also potentially introduce a cost to the player, you have to buy 1 or more drones from the security shop, and from time to time someone shoots one down so you either don't get as many pics/revenue, or you have to replace the damaged drone.  You could have an option to try to recover a downed drone, with a 50% chance students could repair it and save you the cost, but a chance that the students would get noticed and cause a rep hit on the school (aka you).
Title: Re: [HHS+][Mods] barteke22's Mod Index + minor mods.
Post by: barteke22 on November 29, 2017, 10:50:25 pm
I'm a bit lost when it comes to the 3rd one... Can't really make up my mind if I should have the members go around town and record videos, or something...

You know, this was going to be a joke, but...
Drones with cameras?  Would play on the progression from the telescope, and it would still be "through windows," just closer.  I suspect a drone helicopter at night could film through windows of people without them (generally) noticing.
Would also potentially introduce a cost to the player, you have to buy 1 or more drones from the security shop, and from time to time someone shoots one down so you either don't get as many pics/revenue, or you have to replace the damaged drone.  You could have an option to try to recover a downed drone, with a 50% chance students could repair it and save you the cost, but a chance that the students would get noticed and cause a rep hit on the school (aka you).

I guess that'd be a pretty 'realistic' approach. Though *spoilers* considering this chain is centered around an alien, you could say that the telescopes (after the first upgrade) are probably better at capturing footage of people getting it on in their privacy at night than the drones could ever hope to be.

I guess it's kinda hard to get any suggestions for a story without actually spoiling the story xD
So here's some minor spoilers:
(click to show/hide)
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: aaror on November 30, 2017, 01:03:43 am
(click to show/hide)
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: barteke22 on November 30, 2017, 01:39:44 am
(click to show/hide)

(click to show/hide)
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: aaror on November 30, 2017, 07:47:17 am
Would be really tricky to code, but what about invisibility?  In the short run it would let the player go into opposite sex locker room and get a voyeur event (with no penalty), or go into opposite sex Onsen (ditto, or allow Onsen events).  In the long term it could allow you to be in a home you broke into without risk of being "caught," and would give random voyeur events there too, either seeing characters have sex if two NPCs are married and in bedroom together, or masturbation/shower/changing clothing if NPC is alone.
PC could also ask the alien to let an NPC (in club of course) use the power that day instead of them, in which case that NPC gets a boost to lust and corruption.

Given that the invisibility would be of the mind control variety instead of the bending light variety, might even have subtle effect on the person/people watched, as some tiny part of them realizes they are being watched and gets a thrill.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: barteke22 on November 30, 2017, 02:23:24 pm
Would be really tricky to code, but what about invisibility?  In the short run it would let the player go into opposite sex locker room and get a voyeur event (with no penalty), or go into opposite sex Onsen (ditto, or allow Onsen events).  In the long term it could allow you to be in a home you broke into without risk of being "caught," and would give random voyeur events there too, either seeing characters have sex if two NPCs are married and in bedroom together, or masturbation/shower/changing clothing if NPC is alone.
PC could also ask the alien to let an NPC (in club of course) use the power that day instead of them, in which case that NPC gets a boost to lust and corruption.

Given that the invisibility would be of the mind control variety instead of the bending light variety, might even have subtle effect on the person/people watched, as some tiny part of them realizes they are being watched and gets a thrill.

Interesting, might look into something like this.

(click to show/hide)
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: barteke22 on December 08, 2017, 12:34:11 am
After looking for design ideas for the Invisibility Device I figured that I might as well make it something you wear. The club doesn't have a 'club costume' anyways and for some reason I really like the design of Igawa Asagi's skin-tight suit, so I figured I'd base it on that (and make it a big more skin-tight).
Base:
(click to show/hide)

Atm the base idea is: It's a bracelet/necklace that when turned on integrates whatever you're wearing and turns it into the invisi-suit that can instantly turn you invisible. The suit evelopes your whole body - but for the most part it feels like you're not wearing anything.

The suit (and you) can be visible to anyone if you wish (hence can be used as a club outfit) and by anyone else who's wearing a suit (plus internal cameras that can record stuff - with different modes).

It doesn't matter how the suit looks (your whole body still goes invisible) - so it'll come with 3 different designs (Outfit Level based).


That's the gist of it, though it turns out that Kisekae doesn't have anything that looks remotely close to Taimanin Asagi suits. I had to do a lot of tweaking after generating the outfits (adding/removing/combining etc.) and the results are already pretty much as far as I can get with my image editing skills. I'd rather avoid throwing more requests at SlaveSama (who's doing some decensoring for me).

So... What do you think? Below are the main designs, how bad is it?

(click to show/hide)
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: aaror on December 08, 2017, 04:08:36 am
I think they look pretty cool, I'm more into female than male/futa so I may not be the best judge on most of them.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: . on December 08, 2017, 07:06:50 am
Hi, Im not very interested in the idea of invisibility personally (a bit useless...) but the outfits are great, really, I wish they are used for something different.

Also, bug with random teachers mod: I try to add the mod in 1.9.1, and first it works ok, but after I load a save, teachers disappear... and I try to fire them, then game crash. I hope you can fix it, I love the mod. (also, how to add more random teachers? 6 is not enough)
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: barteke22 on December 08, 2017, 01:58:38 pm
Also, bug with random teachers mod: I try to add the mod in 1.9.1, and first it works ok, but after I load a save, teachers disappear... and I try to fire them, then game crash. I hope you can fix it, I love the mod. (also, how to add more random teachers? 6 is not enough)

Did you follow the install instructions? They've changed for 1.9 as I found a work-around to a previous (similar) bug.
I haven't had this problem since then - though I can't do too much testing as I'm working on other stuff.


As for adding more, if you know how to edit events - it's simple. I actually wanted to make a whole ingame system for searching for ANY amount of applicants based on some user criteria (Gender/Best Subject/Looks/etc.), but since the game doesn't allow dynamically adding teachers (they have to be pre-made Specials in the special folder) - it would be too much trouble.

I'll add the instructions to the main post.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: . on December 09, 2017, 06:01:06 am
Hi, thank you for replying. I did: start game > hire teacher > save > reload, and they disappear. You mean: start game > save > reload > hire teacher? I will try that.

And, I am grateful for instructions, they are Very informative. Thank you very much



Hi, I did: start game > save > reload > hire teacher, and it works, thank you. And, instructions work perfectly, I have now 20 teachers !
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: barteke22 on December 09, 2017, 12:38:05 pm
Hi, thank you for replying. I did: start game > hire teacher > save > reload, and they disappear. You mean: start game > save > reload > hire teacher? I will try that.

And, I am grateful for instructions, they are Very informative. Thank you very much



Hi, I did: start game > save > reload > hire teacher, and it works, thank you. And, instructions work perfectly, I have now 20 teachers !

Yes. You have to reload before hiring any teachers (will add that to OP to clarify), I believe that the engine has trouble with dealing with name changes (which happen durring Init). I found out that reloading fixes that by chance :)
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: barteke22 on December 18, 2017, 11:41:39 pm
So... Let's say that hypothetically you had a plant in HHS that could potentially become anything depending on the items you give/feed it.

While it could become pretty much anything, let us assume that it is most likely going to become one of these 5 things:
Only 1 and 2 will have events. You only get one chance to grow it if you get anything except the last one.
If you have better suggestions for 3, 4, or 5 - I'll consider them.

Let's say you have to give it at least 3-5 unique (different) items, with some sort of time limit and item amount limit.



What I want to know is what sort of items should work for each group (1-4)? Let's count money and sperm/juices as items here. Please name at least 3, preferably 5 or more per group, all unique.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: kpdaley on December 19, 2017, 01:09:19 am
items like these would work better for clubs. gardening club for instance would have the tentical monsters. this of cource coming from the pretence that all the chem stuff requires a lot of time and prep to work, only the corruption event works well as a one off thing because of the fact that its volatile and exsplodes esaly. something like the tentical monster would take trial and error with actual plants to see if combatibal with the mutagen. plus it would work fantasticaly as a third or fourth stage of the club (because that's when things start getting unrealistic). then again all of these would work well with a gardening club. stage one gardening club. stage two cross pollination, genetics club, or drug club (experimenting with plants and hellusonagens). stage three weird shit
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: barteke22 on December 19, 2017, 02:17:45 am
items like these would work better for clubs. gardening club for instance would have the tentical monsters. this of cource coming from the pretence that all the chem stuff requires a lot of time and prep to work, only the corruption event works well as a one off thing because of the fact that its volatile and exsplodes esaly. something like the tentical monster would take trial and error with actual plants to see if combatibal with the mutagen. plus it would work fantasticaly as a third or fourth stage of the club (because that's when things start getting unrealistic). then again all of these would work well with a gardening club. stage one gardening club. stage two cross pollination, genetics club, or drug club (experimenting with plants and hellusonagens). stage three weird shit

Well... This is part of my WIP mod, it is a club (stargazing). The plant is of alien origin in the first place - so just assume it works as explained above xD

It's not an item - it's something you feed to get it to grow/while it grows, I was asking what items to feed it.

This'll start as a low chance random event for lvl 1 through lvl 2 club stuff. Atm I'm working on the lvl 2 (final club lvl) stuff - so this is more for future reference.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: kpdaley on December 19, 2017, 02:31:37 am
Makes sense
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: Zaridan on December 19, 2017, 03:24:52 am
3 got me thinking of Dead Space's Markers, based off of your off hand comment. [Kinda funny cause I never played the game]

So I'm thinking that it will effect the school by increasing/decreasing the stats at random. (Increase Wil, Decrease Inh, ect.) Club members would more likely get the bulk of the effect. (Club members get 100%, non members get 50-30%)

A Money growing Tree could very well be fun add. And depending on how early you get the club, could also be a decent early game advantage. Maybe having to spend your money to increase its growth amount as well.

Can I also count "acts" that might work?

1) Water(A/I), Coffee(I), Dildo's(I), Cologne(I) [Now I'm reminded of "Fifty Shades of Green"]
2) Cum(A/I), Wine(I), Slut Maker/Viagra(I), Perfume(I) [So long as its not acid, I'm cool with it]
3) Hypnosis(A), Energy Drink(I), Battery(I), Corrupter(I) [The mind is a fickle thing]
4) Money(A/I), Beer(I), Frumpy/Work Clothes(I), Art stuff(I) [Something we all want, but we'll lose care for later]
5) Got nothing. [ah ha, I'm funny... what am I doing with myself?]

Whatever's not listed could increase the nothing chance, or everything increase the nothing by a little.
While I don't know what setup you have, my mind threw something together.
(Probably stupid cause I'm writing this half asleep.)
The "nothing" is the outcome of the other 4, divided separately by 4(or 5) and added together for the nothing chance.
Title: Re: [HHS+][Mods] barteke22's Mod Index + minor mods.
Post by: strigon on March 22, 2018, 05:42:29 am
As for the club progression: Stargazing -> Peeping -> Voyerism.
The peeping level is using a special telescope to spy at the town (and making cash by selling images underground).
The first two levels are already done.
I'm a bit lost when it comes to the 3rd one... Can't really make up my mind if I should have the members go around town and record videos, or something...

Go big or stay home lol. I say anything goes! Have the group/club (don't restrict it to students for greater appeal) go around taking pictures and video of anyone willing or (in many cases) unwilling to show their secrets. Neighbors, friends, family, no one is safe when their gaze is upon you. Muwahahaha!... *hack!* *cough!* *wheeze* *Thumbs-up*
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: barteke22 on March 22, 2018, 01:30:32 pm
At the moment pretty much all story is complete (in terms of ideas), all logic is pretty much 95% finished for all events, just need to mostly add text to about 7 events (a lot of it). There's also some stuff I'm waiting on (1.9.3), and it would be ideal if Modular Locations were working by the time I release (which is still a while off).

There's also some stuff I'm not really sure I'll be doing - gonna get to it once all the above is finished, and maybe some un-censoring of the remaining 20-ish censored images (SlaveSama's looking into it).


Below are the screenshots of the current progress tracker. They can contain heavy spoilers, so it's up to you to view 'em :P
Most of the stuff at the very top is the stuff I'm not really sure about - some of it (like Bells chain) will probably be abandoned due to time constraints (laziness).
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: barteke22 on March 22, 2018, 03:10:08 pm
Also, I have a small question. I had to update a base-game event for compatibility and I'm not quite sure what do do about the images. See the screenshot.

In my opinion the original ones (left) look pretty much like a Paper Doll. And a PD that looks nothing like the Person's PD is pointless to me. So I would prefer to replace it with the version to the right. They look pretty much the same to me, only that the one on the right shows how the Person actually looks.

Thoughts?
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: strigon on March 22, 2018, 06:52:36 pm
Any idea if the PD engine is going to have outfits split into tops and bottoms at any point? If so then def go with the PD image and just modify the mod when the PD system is updated. But I agree that it should be a PD image and not a png/jpg to keep with the theme.

Haven't looked at the "spoilers" but I still like where it's going and if you need anyone to help with VEE string text writing I'd help.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: barteke22 on March 22, 2018, 07:25:35 pm
Pretty sure splitting the PD into something like head + body (with angles for arms/legs) + clothes was part of it. It's not necessary in this case at least, as the image is meant to reflect the girl's undress state anyway (which the PD already does).
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: Gaboris on March 22, 2018, 08:54:05 pm
Although this mod isn't my cup of tea if I may add my own two cents I'd also say that switching over to the PD system would be better cuz of consistency.
Normal pics are nice and can show more, but if the PD system does get more dynamic it might be better in the long run.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: barteke22 on March 22, 2018, 09:20:26 pm
While it would be nice, I'm not really switching over - it was just in the case of an event where the CG looked basically no different than a PD with a background :P
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: Dante on April 06, 2018, 03:39:09 am
Does every mod here requires a new game?
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: barteke22 on April 06, 2018, 01:06:45 pm
Does every mod here requires a new game?

You need to read the description of each mod, it's all there. LookAroundV2 doesn't, and Clone Lab shouldn't, the rest here need a new game.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: barteke22 on October 15, 2018, 09:11:05 pm
Look Around V2, Clone Lab, and Extra Randomised Teachers have been now updated to 1.9.5 - as all of them required an update.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: fateavernicus on October 16, 2018, 05:00:18 am
giving thanks for your mods
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: Dante on October 16, 2018, 11:53:40 am
Stargaze club link doesn't work.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: barteke22 on October 16, 2018, 12:15:32 pm
It's a W.I.P (work in progress), the link's there to remind me to put a link there once it's got a thread :P
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: Dante on October 17, 2018, 06:09:13 am
Ah alright.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: barteke22 on January 08, 2019, 01:09:21 am
Added 'Indicators & Difficulty' to minor mods. Was done like half a year ago, but I was told to hold it back till the new exhaustion mechanics were ironed out. And then I forgot about it xD

It's a pack of random suggestions/ideas I picked up. Mainly intended to make event testing easier for modders, but can also be used by players. Install at your own risk - can be very balance breaking if you push some values too far.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: barteke22 on January 17, 2019, 01:58:30 am
Small update, if you haven't encountered any issues no need to worry about this one.

Indicators & Difficulty: Fixed some textual issues in the Thief event - it was made before I knew about the [pagebreak] copy-paste bug. Needed to refresh the [pagebreak]s.

Random Teachers: Fixed a low chance Save-breaking bug (less than 1%). If you followed the install instructions you would encounter it instantly if it happened (you couldn't Load) - so don't worry. Needed a check to make sure the teachers get unique names.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: barteke22 on January 27, 2019, 03:07:01 am
Indicators & Difficulty: Fixed a progress preventing issue with Hacker Lockpicks, also fixed a small RNG Lockpick issue. The RNG one isn't important, so no need to install this one unless you want to use the Hacker Lockpicks. If you install this, you'll have to redo your config and the thief event.

Wig Shop: I made a small mod that lets you buy and wear wigs (heads), and give them to NPCs.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: Fire Dragon Slayer on March 30, 2019, 03:49:24 pm
install this mod Indicators & Difficulty for 1.9: and I can not find the thief in the park I have 1.9.5 I do not know if it affects something
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: barteke22 on March 30, 2019, 06:21:32 pm
Have you found and read the newspaper (and let a few days pass after that)? If not, then it's not a bug - and not really related to this mod :P
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: Fire Dragon Slayer on March 31, 2019, 03:56:49 am
Have you found and read the newspaper (and let a few days pass after that)? If not, then it's not a bug - and not really related to this mod :P

I was so excited for the mod that I forgot to go for the newspaper, thanks
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: MaxHex on September 13, 2019, 01:22:04 am
Are these mods still being worked on?
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: barteke22 on September 13, 2019, 02:15:36 pm
Clone Lab: Dropped past 1.9.5 due to overall instability, no point keeping it updated. The whole thing could be done better from scratch, but some features are more effort that they're worth.

Stargazing Mod: Slowly progressing towards release - when I have time and feel like it.

Everything else is up to date with all the features that I intended for it, and no-one has requested any other features for any of them.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: Suwako423 on September 20, 2019, 05:35:28 pm
The Difficulty Indicators Mini mod the download key doesn't want to let me download the file I follow the instructions on the mediafire page and it just refreshes and doesn't start the download
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: barteke22 on September 21, 2019, 12:48:09 am
Ugh, Mediafire has been getting worse and worse. First pop-up adds when downloading, now I can't even download my own file... Good thing I had a local backup, moved that one to Mega.nz

Was thinking of moving everything to Mega anyway. Maybe I'll make a general 'Latest Version' and 'Old Versions' mod folder for all my mods on Mega, but I'll look into that when I have more time.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: mesungehaul on September 25, 2019, 06:40:30 pm
Would it be possible to get a LexVille version?
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: barteke22 on September 26, 2019, 09:01:16 am
Not really, I don't have time to compare every relevant file with Lexville's to be sure, and no point in providing a potentially buggy version by doing the below:

As far as I'm aware, most mods work if you just use Notepad++ to replace all 'NormalSchool' with 'ModSchool' and 'Smallville' with 'Lexville' in all files.

So extract the mods' Schools folder somewhere and do the above, before dropping it into Lexville.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: barteke22 on January 29, 2020, 05:06:43 pm
Moved the pregnancy mod here to clear up my question topic. PregnancyModV1_04.zip is the same as the previous preg4.zip:

- Fixed integer comparison + added missing images as per anonymousHizashi and squark's reports.

If anyone takes over/absorbs it into their stuff, I can remove it from here. As far as I'm aware all the features mentioned in Features work as intended with this version.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: hellothere690 on January 30, 2020, 08:25:07 am
How could I fix this exception? PersonAttachedEvents\Principal\Pregnancy\Birth.ve.xml [EXEC] caused an exception at operation SeqActLat_RemoteEvent (ID: 868) with this as well, Unable to find Remote Event 'FunctionLibrary\SmartPhone\ShowPhone'
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: barteke22 on January 30, 2020, 09:15:40 am
By fully updating your game to the latest version before installing any of my mods, as any of the 1.X+ ones are continuously being updated to the latest version of HHS+. You're missing a base game file.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: iglix on February 07, 2020, 05:42:37 pm
Any idea how to fix pregnancy mod to show bellies with Lexvill mod? Every part of the mod functions correctly with lexvill (after either renaming paths to Modschool etc.) except no matter what stage of pregnancy, paper doll does not equip anything in its stomach area. Without lexvill the mod works fine.

After bit of fidling around I noticed that if person is fully naked (ie genitals are showing), it equips vulva picture in stomach slot. No idea if that is the cause (that lexvill is reserving stomach slot for vulva when it is visible, thus unequiping everything else from stomach slot even while person is still clothed) and if it is, what to do about it.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: alkalash on February 07, 2020, 11:11:17 pm
Yeah, I addressed this issue in the original pregnancy thread but of course that reply wasn't moved here with the mod.

Basically, I reappropriated the stomach layer for the vulva textures, so of course it wouldn't work correctly.
I have been toying with a few pregnancy ideas myself and would like to eventually implement something like this in Lexville directly.
For now, you'll have to either accept the mods as incompatible or deal with the graphical issue. Sorry.

If I decide not to make my own system for now, I may create a Lexville-compatible version of this mod (if I get permission from barteke). No promises though.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: diskcd on May 31, 2020, 05:11:32 pm
Not sure if this thread is still being tracked, but when playing with the preg mod I get an error whenever a character visits me to play with children. Even if I don't do the shady doctor quest, which is the main thing that causes errors from what I've heard.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: chanep3000 on June 10, 2020, 01:50:50 am
Top-level Exception
Type:        System.ApplicationException
Message:     PersonAttachedEvents\Principal\Pregnancy\Birth.ve.xml [EXEC] caused an exception at operation SeqActLat_RemoteEvent (ID: 372).
Source:      hhs+.exe

Inner Exception 1
Type:        System.ArgumentException
Message:     Unable to find Remote Event 'FunctionLibrary\SmartPhone\ShowPhone'
Source:      hhs+
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: squark on June 10, 2020, 04:13:05 pm
Are you running the base game of HHS+ and is it fully updated or are you running Lexville?
The mod works fine with base game but it has tonnes of errors when played with Lexville. That's why I have to ask.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: barteke22 on June 11, 2020, 07:41:29 pm
@diskcd That part of the game is hard to test properly without a lot of time spent playing the game (it worked as far as tested), so you'd have to be more specific about the error messages.

The shady doctor quest works as intended so long as you follow the instructions given during the quest finale (no errors there, it's just how the game engine works when you rename NPCs).


@chanep3000 You're missing a file called ShowPhone (and likely many others), which means your base game is not fully updated.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: diskcd on June 11, 2020, 11:51:16 pm
@diskcd That part of the game is hard to test properly without a lot of time spent playing the game (it worked as far as tested), so you'd have to be more specific about the error messages.

I think I may have accidentally figured out the issue in another playthrough possibly. Basically when playing I like to use the futa drug so I think that may have been part of the issue somewhere, but the other issue is that the Preg mod is based around the tag "HasQuest", and when brought up in the main discussion thread there was a script that removed it. Most of the characters I got pregnant with that error were characters who had pre-determined models/names (first I got pregnant ever was the prostitute because I didn't understand how the condom pack worked because I'm dumb). I don't know if others are affected by it, but what I noticed in a playthrough was I got the restaurant owner pregnant and the error didn't go off at all, so I think possibly either me doing way too much futa stuff or any important characters who may have had the "HasQuest" tag (which was removed from the character by script) messed with it in some way.

The main errors I had were with people visiting me with children and then I'd get an error message thrown at me and I didn't copy/write it down and can pull up the error again at some point if you want. Restaurant lady didn't send the error though.

*as for Shady Doctor, I eventually had no issues with that chain as long as I both followed the rules of saving/reloading like prompted to, and not messing with the "child" until after they dress up in the sibling's room, since before that point I guess they aren't fully fleshed out yet or something and errors happen.

*Edit: tried to pull up a save that I was sure the error had happened in and couldn't replicate it, by the time Andy met with me I didn't get the error thrown at me so... if I ever see it again I'll try to copy it down.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: chanep3000 on June 15, 2020, 06:03:09 am

@chanep3000 You're missing a file called ShowPhone (and likely many others), which means your base game is not fully updated.
[/quote]

so which one is the fully updated game?
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: barteke22 on June 15, 2020, 02:10:29 pm
@diskcd HasQuest should only give issues if the person is expected to be elsewhere/doing something specific at the same time, but still unlikely to be anything besides visuals. I'd need the exact error message, the character name, and your Save (or database printout from running Select * From Children in Debug -> Database).

And what do you mean by 'Not messing with the child before they dress up' errors? There should be no interaction errors, and that event doesn't really change anything important.


@chanep3000 Please read all the instructions where you downloaded the game. You have to manually update the game from Base 1.9.5 with Service Packs and/or Update files.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: diskcd on June 16, 2020, 12:40:18 am
It'll be a while before I get to a point where I can get the error again but may try a new file tonight and see in regards to the "hanging out with children" error, but when I went to the shady doctor and the child grew up I tried to mess with them the very day they came back and got some errors which stopped after they went into sibling's room and got dressed in there. As long as I didn't mess with the character in terms of having sex with them until after that point, I didn't have any further errors with the child.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: diskcd on June 21, 2020, 10:05:00 am
Wasn't able to replicate the visiting children error this time, but I did go through and get the error with the Shady Doctor and the aged up child.

When I brought home (after creating a new save/opening after I brought them to the doctor), I get the error in the attached snip if I try to have 'sex' with them (even stuff like striptease).

Error reads: "GetPersonHome: Error. Unknown character passed."

I even created another new save after I brought them home and closed/reopened with no change. The scenes still occur, it's just an error that pops up before them.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: barteke22 on June 21, 2020, 11:50:23 am
Ah, I see, this event prevents you from giving characters custom homes without modifying it. I've updated the download with a fix.

If you want to fix it on your current save, you'll have to debug ID 142 in FunctionLibrary\Location\GetPersonHome.ve.xml to also match the child's name (add |Firstname Lastname after Andy) - either in VEE (and reload event), or the ingame event debugger.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: aevojoey on June 21, 2020, 07:10:18 pm
If you want to fix it on your current save, you'll have to debug ID 142 in FunctionLibrary\Location\GetPersonHome.ve.xml to also match the child's name (add |Firstname Lastname after Andy) - either in VEE (and reload event), or the ingame event debugger.
Or you could reroute the "Default" output from ID 130 to the Try input of ID 61 "FunctionLibrary\Person\IsStudent"
This would give anyone without an address a new address based on their parents.
Not sure how this would work if the player is the parent.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: barteke22 on June 22, 2020, 02:55:32 am
Tracing the VEE, it would likely say that the child lives on a semi-randomly assigned (always the same for them) street, which isn't ideal since they live with you.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: diskcd on June 27, 2020, 06:03:01 pm
I'm not sure how easy it would be to implement this but I did have a thought just now in regards to the Preg mod: is there any way to ask a pregnant person who the father is?

Obviously most of them would be the player having too much fun, but if you enable student pregnancies and turn off protection then at least a couple students do get pregnant and the thought came from seeing a person worried about Annette bringing boys back home.

A person on good terms with you may answer with pride while someone who doesn't like you will tell you to mind your own business or something.

Not sure if the option should be available at all times (asking someone if they are pregnant when they aren't showing gets you slapped or a guy just looks at you confused), and it's not something super important to the gameplay, but it might be a random thing to consider for "potential areas of expansion".
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: diskcd on September 04, 2020, 07:47:12 pm
Browsing other threads while troubleshooting reminded me of an odd issue I've noticed with the Preg Mod in that whenever someone calls you regarding pregnancy status, they never seem to have their body showing. Is there a reason for that/is that intentional, or is this a bug on my end?

*after browsing around it looks like it's in the Birth.ve file in Schools\NormalSchool\Events\PersonAttachedEvents\Principal\Pregnancy, if that helps any. Their model does update outside of the scene, but none of their body stuff shows during the call.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: barteke22 on September 12, 2020, 11:35:25 am
There's no way to ask who the father is atm, but I've added it to the list of possible future expansions.

When someone is calling you there's supposed to be a special background on the phone, which I guess I didn't include with the original phone rework (probably made it specifically for this and then forgot about it). I've updated the download link to include it. To fix on existing you only need to copy over the Images folder.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: a1fox3 on October 22, 2020, 04:56:34 am
Are you going to be able to update the pregnancy mod to the new version 1.10.0 when it comes out of testing?
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: Kilted_Master on December 15, 2020, 08:12:37 pm
Questions about this Mod : Pregnancy Mod for 1.9+:

Pregnancy should happen so long as it's not a student ( :o )(unless you enabled that by Using a Condom item).

Isn't the idea behind 'condom' use, is to STOP pregnancy  :o, Not to enable it  ::) ?!

So, my interpretation of the above description is : If your PC, desires to impregnate, not only the Parents, but the Students, also, they should have a 'box of Trojan's" in their inventory. Correct ?  :P

(In most other porn/adult style games, based around a school, of some sort, and those (games) having 'pregnancy' as an option, it's the Students !, that the players are trying to impregnate, NOT their Parents !  :o ) This just seems to be wrong, somehow :o , for an adult/porn game.

Also, WTF is a, "HasQuest (trait) person" ? . . . . .
(Sometimes, I really think Mod Dev's/creators, forget, that not everyone who plays & uses their mods, have little, or no, knowledge of the technical terms they use, to describe their mods, & the 'workings' of such.)
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: DDC1234 on December 15, 2020, 08:30:22 pm
Is it possible to interact more the once with the slave instead of 24h(Once a day) only?

Also when i try to buy the auto dispenser i get this error ?

(click to show/hide)
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: squark on December 15, 2020, 08:37:10 pm
@Kilted_Master
Well...
By attaching all the options in a single item, they made it convenient for anyone that wants such content. (Teen pregnancy can be enabled OR disabled through the item).
Some people take their MILF fetish to the next level and actively try to knock up their students' parents rather than the students themselves.

HasQuest is a trait that informs the game that this character has a Quest chain and certain options should be disabled for as long as it takes the Quest to be completed in one form or another. For example, Annette's corruption quest can be Continued, Delayed or Disabled ([whatever the first option reads], Not right now, Never! My sister's privacy is sacrosanct!). Some other HasQuest characters have these options too.
Usually, with HasQuest (as of 1.9.5) it prevents pregnancy. barteke22 can fill you in better as to how the trait interacts with the pregnancy mod.
HasQuest is expected be EVEN MORE RESTRICTIVE with regards to the 1.10 Beta.
Without the pregnancy mod, HasQuest was just an identifier that didn't alter the game in any significant way. Character Quests in this game have always seemed to be a case of "Do not change unless you want errors" kind of dealy.

Short and simple, it's a way of preventing the player from doing things that may actively break chains without them knowing they did anything of the sort.
Under the hood, it prevents state changes that the game would not expect, thereby eliminating/reducing crash-outs and error catcher firing.
I will admit that it seems rather clumsy but I can't think of any better way of this mod handling things like that.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: Kilted_Master on December 16, 2020, 10:32:51 pm
Thanks a lot, squark, for the explanation.  ;) ( Sorry, if I worded that a bit, belligerent . . . I shouldn't be posting, when my brain is 'half-dead' tired). :o

I have another question, about the Pregnancy mod; it concerns the 'belly-images'.
In the 'mod', the ones there are basically, shadowy, circular shapes, as apposed to the examples, already in the Base game, the ones that actually look like a pregnant-belly !

Is there any particular reason, we should use the ones that come with this 'mod', over the ones that would probably look better on the 'pregnant-mother ' ?

For the time being, I'll use the ones that look, to better fit to the 'PaperDolls' .
It's just my curiosity, to wonder, if there is some, 'better' reason, to use those , drab, ugly, grey ones  ::). (they look to be 'half-drawn' . . . .  :o)
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: squark on December 17, 2020, 01:36:52 am
Now THAT is a good question. One that sadly, I do not have a good answer for.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: barteke22 on December 17, 2020, 11:42:27 am
The whole pregnancy 'mod' was meant to be a proof of concept/something someone else can take over and expand upon unless I ever feel like doing that myself (not really my fetish).

The condom item is used to prevent pregnancies in NPC-NPC and PC-NPC sex, however the player gets a menu (by using it) where they can choose whether their condoms are used during sex, and some general options.

I imagined that it wouldn't be allowed to knock up students (like in the missing girl quest), unless some sort of PTA rule was passed. This was however one idea of many possible expansions, and got cut down to basic mechanics ready for it (on/off button).

NPCs with quests (HasQuest, this part was intended for devs) can't get pregnant at all, until HasQuest is removed. The mod has no control over HasQuest, and since it's a new trait in 1.9.5, there isn't really anything that removes it (can debug it), just getting ready for next version.

The reason I'm not using the base game pregnancy bellies, is that they only exist for nude paperdolls. I'd have to generate probably over a thousand images to have them all at all times + edit every PD_Handler. And to generate those images in the first place, I'd need kisekae data for every outfit, which doesn't exist for even like 5% of them. Then there's also the tiny hope of a new PD-system (it's only been like 5 years since it was discussed), which would mean starting over with all this. So instead of all that, I opted for 6 temporary images that somewhat fit every outfit. This part would otherwise probably take me a few years.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: squark on December 17, 2020, 12:18:47 pm
Thanks for the concise answer, barteke22.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: barteke22 on December 17, 2020, 04:46:45 pm
Is it possible to interact more the once with the slave instead of 24h(Once a day) only?

Also when i try to buy the auto dispenser i get this error ?

Seems that file got split up and moved in one of the updates, uploaded the fix in main download of IndDiff.

Unfortunately it's been a while (or years) since I've done a proper playthrough, so don't have a save with a Slave to test anything. The Clone Lab mod had a post-pone feeding button which can be extracted as stand-alone. It didn't really let you interact multiple times, just avoid feeding when you don't want to, but not sure if it still works past the slave rework.


Are you going to be able to update the pregnancy mod to the new version 1.10.0 when it comes out of testing?

I try to keep my mods up to date (except the mess that is Clone Lab). I've had my biggest mod laying about for almost 2 years now (at 98% finished V1) because I've sort of lost motivation/had other things to do. I frankly just can't be arsed to write event text, it's fun for a bit, but then I get dragged into experimenting with mechanics and don't want to go back to text. Basically, I like the VEE code and messing with visuals, but getting all the ideas/thoughts to fit into the textboxes takes me forever.

Oh btw, ignoring stuff that's a possible future expansion, how is the pregnancy mod? Does it work fine? Haven't had any bug reports in a while, but asking in case people assume that the stuff mentioned under features is just meant to be half-working, which it isn't (it's all meant to work).
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: squark on December 19, 2020, 02:01:01 pm
Oh btw, ignoring stuff that's a possible future expansion, how is the pregnancy mod? Does it work fine? Haven't had any bug reports in a while, but asking in case people assume that the stuff mentioned under features is just meant to be half-working, which it isn't (it's all meant to work).
As far as 1.9.5 goes, it works just fine.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: Kilted_Master on December 26, 2020, 05:48:31 pm
Oh btw, ignoring stuff that's a possible future expansion, how is the pregnancy mod? Does it work fine? Haven't had any bug reports in a while, but asking in case people assume that the stuff mentioned under features is just meant to be half-working, which it isn't (it's all meant to work).
As far as 1.9.5 goes, it works just fine.

I can agree, in as far as, it working to a point.
So far, only the "Parents", are getting pregnant !
None of the "Students" are showing/indicating they are pregnant as of yet ! (even though the 'impregnator' has the required "Box of Condoms", needed to accomplish this  :o ) !

So, in that respect, THAT part of the Mod isn't working. Why Not ? . . . I have my suspicions . . . .  :-X
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: avengerki on December 26, 2020, 06:02:20 pm
Pregnancy mod has been working fine for me Barteke22 using version 1.06 if that is the latest, for both parents and students. Although I have also gone in and modified it some too on my side. Added in the functionality to actually have an "Unknown father." Still testing it as it seems to work sometimes and not others, primarily I think this is due to how other events handle sex sometimes.

Also incorporated the change orifice size portion of I think lexville.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: Kilted_Master on December 26, 2020, 11:58:19 pm
Oh btw, ignoring stuff that's a possible future expansion, how is the pregnancy mod? Does it work fine? Haven't had any bug reports in a while, but asking in case people assume that the stuff mentioned under features is just meant to be half-working, which it isn't (it's all meant to work).
As far as 1.9.5 goes, it works just fine.

I can agree, in as far as, it working to a point.
So far, only the "Parents", are getting pregnant !
*None of the "Students" are showing/indicating they are pregnant as of yet ! (even though the 'impregnator' has the required "Box of Condoms", needed to accomplish this  :o ) !

So, in that respect, THAT part of the Mod isn't working. Why Not ? . . . I have my suspicions . . . .  :-X

Okay, back to what I wrote about the Mod working/not working.

Unfortunately, when I read 'squark's reply, I didn't see this, " As far as 1.9.5 goes, it works just fine ", my mind read this " As far as 1.9.5/Lexville goes, it works just fine "  . . . huh . . What ? ooops . .  :-[

As it is, I don't play Vanilla HHS+ nowadays, it's usually/mostly with the Lexville Mod , already installed.

So, my comment, was actually, aimed at, it working as stated by me, but the Lexville Mod version, NOT, the version, squark was replying to . . . . my bad  :-[ :'( . . . Sorry Guys. 

(* I'm going to open the Mod, and see what is what, and if it 'hurts' my brain, well then, I may just have, to not use it. After-all, if it won't work, as one would expect it to, then it's useless till it can be made to work as expected.  ??? )  Time to put on my "Tin-Foil_Hat" ::) .  :P
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: barteke22 on December 27, 2020, 03:13:04 am
So far, only the "Parents", are getting pregnant !
None of the "Students" are showing/indicating they are pregnant as of yet ! (even though the 'impregnator' has the required "Box of Condoms", needed to accomplish this  :o ) !

I've not tried Lexville unfortunately, but have you actually Used the condom item? By clicking on it in inventory and pressing Use?

Oh, and you mentioned a Lexville version? Did alkalash actually make one already/include it in Lexville?

Added in the functionality to actually have an "Unknown father." Still testing it as it seems to work sometimes and not others, primarily I think this is due to how other events handle sex sometimes.

Hmm, I think I had something similar in there... Been a while, but think that if the person is fucked via drugs/hypno (or PC tells them to bugger off), the child will either have no 2nd parent, or the mother will pick someone else (lie I guess) she knows/likes, or abort. Think it was both of the last 2 options depending on personality/relations.

It has to be vaginal sex via GetPhysical, or artificial: Perhaps they got pregnant via the artificial option (hospital event) which uses its own logic (no sex).
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: vjmdhzgr on December 28, 2020, 06:56:16 am
I'm getting an error with the pregnancy mod. I've impregnated possibly multiple characters though only one has told me about it yet. The error just started popping up every time I changed screens. I tried sleeping until midnight and that stopped it until some point the next day it just started happening again. I don't know precisely when as I was in the chemistry lab for a long time but I left at 15:20, I'm guessing it was just once daytime started again though, and the reason it stopped was because it was past midnight.

Here's the copy of the error, I cut out a lot of irrelevant stuff. It seems like there's some events which try to access this functionlibrary/smartphone/showphone but that file doesn't exist on my computer. Not sure if that could be my fault somehow.

EDIT: I have found that that file was part of a service pack update. But just installing that has not fixed it.

[Exception Info 1]

Top-level Exception
Type:        System.ApplicationException
Message:     C:\Users\name\Desktop\games that yeah I don't know\HHS+1.9.5-2050-Release\Schools\NormalSchool\Events\PersonAttachedEvents\Principal\Pregnancy\Birth.ve.xml [EXEC] caused an exception at operation SeqActLat_RemoteEvent (ID: 372).
Source:      hhs+.exe

Inner Exception 1
Type:        System.ArgumentException
Message:     Unable to find Remote Event 'FunctionLibrary\SmartPhone\ShowPhone'
Source:      hhs+
Stack Trace: at hhs_.SeqActLat_RemoteEvent.VB$StateMachine_18_ActivatedAsync.MoveNext() in Y:\HHSp_Stable\hhs+\_Editor\_EventModules\_EventActions\_EventActions_Events\SeqActLat_RemoteEvent.vb:line 164
--- End of stack trace from previous location where exception was thrown ---
   at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
   at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
   at System.Runtime.CompilerServices.TaskAwaiter.ValidateEnd(Task task)
   at hhs_.EventRunner.VB$StateMachine_57_ExecuteAsync.MoveNext() in Y:\HHSp_Stable\hhs+\_Editor\_EventModules\EventRunner.vb:line 844
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: barteke22 on December 28, 2020, 10:03:54 am
You need to Reload Events in Debug for it to update the save, but I'm not sure if adding a whole service pack without a new game is a good idea (it'll likely introduce new problems).
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: vjmdhzgr on December 28, 2020, 11:39:00 am
You need to Reload Events in Debug for it to update the save, but I'm not sure if adding a whole service pack without a new game is a good idea (it'll likely introduce new problems).
Alright that was enough. The event worked and it's stopped appearing. But my wardrobe is empty and I can't add new clothes to it. So there are new problems. Really disappointing that was going very well.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: squark on December 28, 2020, 02:10:11 pm
You need to Reload Events in Debug for it to update the save, but I'm not sure if adding a whole service pack without a new game is a good idea (it'll likely introduce new problems).
Alright that was enough. The event worked and it's stopped appearing. But my wardrobe is empty and I can't add new clothes to it. So there are new problems. Really disappointing that was going very well.
Try starting over on a fresh save. Happened to me once (with a different mod - can't remember which) and the only to fix things was to restart.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: PhantomBull on December 28, 2020, 02:30:07 pm
But my wardrobe is empty and I can't add new clothes to it. So there are new problems. Really disappointing that was going very well.
That might be a bug in how the wardrobe works. Could you upload your save to check what happens? Wardrobe works based on items located on a secret inaccessible location, so reloading events shouldn't affect it.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: vjmdhzgr on December 28, 2020, 09:52:25 pm
But my wardrobe is empty and I can't add new clothes to it. So there are new problems. Really disappointing that was going very well.
That might be a bug in how the wardrobe works. Could you upload your save to check what happens? Wardrobe works based on items located on a secret inaccessible location, so reloading events shouldn't affect it.
I already completely reinstalled things. Because I reinstalled the entire school folder and all the mods for it the debug registered every single event as new, which might have been causing problems like how a bunch of events that aren't suppsoed to happen multiple times happened again. My parents called me about my younger siblings, the reporter on the beach approached me again, it didn't seem worth fixing the wardrobe if it was just going to be filled with other problems.

But about the wardrobe, I noticed when I tried to buy more clothes that my clothes were in my inventory, but they weren't in my inventory any other time I checked them. I tried using a clothing item I bought and it said I already had that clothing.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: barteke22 on December 29, 2020, 10:44:25 am
That might be a bug in how the wardrobe works. Could you upload your save to check what happens? Wardrobe works based on items located on a secret inaccessible location, so reloading events shouldn't affect it.

Depends on how outdated his game was, during 1.9.5 there were a few wardrobe changes/fixes that required new games, giving these symptoms if reloaded. He was missing the smartphone update too, which also needs a new game.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: diskcd on December 29, 2020, 03:12:04 pm
Odd question as I'm sure there may not be an option to set it for the town, but is there a way to basically disable "all" birth control methods for other people?

I know condoms can be interacted with directly to change settings, but during my... er... "testing"... I found that I should be seeing a larger portion of the town being pregnant, and with protection turned off and students being allowed to be impregnated basically the only people I see who are pregnant (besides ones I'd be responsible for), are 'some' students from the school in like acting club or something.

*by "testing", I mean pretty much everyone is a herm and I cheated everyone to 100% fertility and lust, basically 90% of the town is naked and the other 10% are still flashing everybody with only like... a belt on. People are doing it every second at the beach but even if I wait 50+ days no one appears to be pregnant.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: PhantomBull on December 29, 2020, 03:24:34 pm
Odd question as I'm sure there may not be an option to set it for the town, but is there a way to basically disable "all" birth control methods for other people?

I know condoms can be interacted with directly to change settings, but during my... er... "testing"... I found that I should be seeing a larger portion of the town being pregnant, and with protection turned off and students being allowed to be impregnated basically the only people I see who are pregnant (besides ones I'd be responsible for), are 'some' students from the school in like acting club or something.

*by "testing", I mean pretty much everyone is a herm and I cheated everyone to 100% fertility and lust, basically 90% of the town is naked and the other 10% are still flashing everybody with only like... a belt on. People are doing it every second at the beach but even if I wait 50+ days no one appears to be pregnant.
I didn't check the code of the mod, but I suppose they added the pregnancy check to the GeneralSex functions of the game and that's it (those functions are used in PC-NPC sex and in NPC-NPC sex). That would explain why most of the pregnant characters are students. The sex only happens through existing events and there are way more events where there is sex with students than events where there is sex with adults in the game. At least for now regardless of the lust and fertility they still would need to have sex to get pregnant (unless the mod added more things to make people have sex daily or get pregnant through things other than sex)
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: avengerki on December 29, 2020, 05:44:40 pm
That is something I have noticed and it is caused by a difference in how having sex is getting called out in each event. Basically any event that does the sex through functions seteffects or fuckeffects will allow someone to be impregnated, using the previously built in sex functions that gets skipped. So like I said it depends on the event. And there are a lot of events to update if you want to have that for every scene, I've started doing that on mine but keep getting distracted with other things.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: barteke22 on December 30, 2020, 03:17:31 pm
Events that call the Have Sex op directly without going through GetPhysical (or doing their own magic) are outdated, and there's not much I can do for those without constantly tracking the Database changes/editing them. A lot of them (and GetPhysical itself) are reworked in 1.10 - so I imagine things will be better when I update to that version.

It might be a good idea to add a daily event that makes parents/very corrupt student pairs (when enabled) try for baby (to not impact their stats too much). I'll consider this along with some other things mentioned before, when I have some time.

I didn't want to do this initially as I don't play much and don't know the general balance - will have to put some limits in place + probably give the NPCs condoms etc (currently only PC can manually give/drop them), for the autonomy to not get out of control.

Currently NPCs have no condoms unless given, so the allowed ones can always get pregnant when their fertility allows it. Fertility varies with time (menstrual) and it's basically Fertility of Person A % chance passed, and then Fertility of Person B % chance passed.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: Kilted_Master on January 05, 2021, 09:43:04 pm
So far, only the "Parents", are getting pregnant !
None of the "Students" are showing/indicating they are pregnant as of yet ! (even though the 'impregnator' has the required "Box of Condoms", needed to accomplish this  :o ) !

I've not tried Lexville unfortunately, but have you actually Used the condom item? By clicking on it in inventory and pressing Use?

In reference to;

" I've not tried Lexville unfortunately, but have you actually Used the condom item? By clicking on it in inventory and pressing Use? "

So, wait, I thought the "Box of Condoms" was just used to for "Settings", like, as in the enable/disable the "Students" ability to get pregnant. As by this, in the OP ; " Condoms (buy in Sex Shop). Item contains the mod settings (use it): 3/9 month pregnancy. Student pregnancy ON/OFF. Low child expenses ON/OFF.

IS what your actually saying is, every time the PC wants to have Vaginal sex, that could, (or planned to), lead to pregnancy, you have to open the inventory, select the "Box of Condoms", and click "Use", to activate the 'ability', to impregnate, ?   :o (besides, enabling it in "Settings"  :o )   Really ?   :o

AND, just seems a bit Weird, to use a Condom, to GET someone Pregnant.  :o

Mods are 'supposed' to add more content, and fun. We really don't need more Grind, to get to that Fun. !  >:( :o

Ahh, well, as much as it might annoy me, I'll still add it to my next game play-through, ( yeah, I want pregnancy-ability that badly :P ).
 Hope you were serious, about that, and not-just-pulling-my-leg,  :o , cause, I didn't do that, ("use" the Condoms, in that way) at all, and a few of the 'parents' still got pregnant. ::)
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: barteke22 on January 23, 2021, 11:31:18 pm
No, I was just wondering if you accessed the menu at all (to change the settings), or just had them on you.

So long as students are enabled and your Always Use setting is set to Off (or you don't have condoms on you), you should be able to impregnate the students.

IF any other NPC that has sex has condoms on them, they will likely use them to prevent pregnancy, but I assume that by 'impregnator' you mean the PC.


With how the fertility varies over time/person I'd say the chance of pregnancy is mostly 25% per vaginal sex (without condom). I think I'll add a High Fertility setting in the next version.

I did a test just now and got a student pregnant. You can check if you have any children via the Database Query (next to Reload Events): SELECT * FROM Children WHERE FatherID = 0
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: barteke22 on January 24, 2021, 12:00:47 am
New update for the Wig Shop mod, you should be able to install/update on existing saves without any issues.
Did some general tuning, and added a few new 'cosplay' wigs. A few as in almost 300... d-don't ask.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: barteke22 on February 02, 2021, 11:54:08 pm
Updated the Pregnancy mod to V1.07, requires a new game - even if updating from previous.

Minor additions/changes, plus:
(click to show/hide)
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: MajorFly on March 20, 2021, 09:01:58 am
Hi,
i try to use the preg mod V1.07 with last version of Lexville.

IN order :
Download 1.9.5 HHS+
apply the last sp 7 for hhs+ 1.9.5
copy normalschool in modschool
copy + overwrite with lexville files in modschool folder
apply the preg V1.0.7

Each time after a few days of playing, i get the message :
Location\Your Home\PregnancyReputation.ve.xml [TRY] caused an exception at operation SeqCond_CompareBool (ID: 73).
Object reference not set to an instance of an object.

is there something i missed?
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: barteke22 on March 20, 2021, 10:46:09 am
I'm not sure as my mods don't support Lexville, did you use notepad++ to overwrite all instances of Smallville with Lexville in my mod files? That might help, as folders have different names in Lexville.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: MajorFly on March 20, 2021, 01:35:49 pm
i haven't found a reference to either smallville or lexville in the file.
So i took the file away and started a new save.
So far, no message.

But i don't understand in what case the message occur. Seems like to me that the event call something that doesn't exist.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: squark on March 20, 2021, 05:15:06 pm
i haven't found a reference to either smallville or lexville in the file.
So i took the file away and started a new save.
So far, no message.

But i don't understand in what case the message occur. Seems like to me that the event call something that doesn't exist.
It's something in how Lexville was made that changed some things.
Even if that wasn't the case, alkalash used the vulva field for other things (I think) so it wouldn't actually allow for the Smallville Pregnancy mod to work with it. It does progress but some of the functions just don't work or throw an error, such as being checked at the hospital. The condoms item as well is going to throw errors or just not fire at all.
However, he did say that he'll look into some sort of pregnancy dealy with the next release of Lexville.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: diskcd on March 21, 2021, 04:01:39 am
As a note as someone who may have spent way too long trying to get the Preg mod to work with Lexville (I haven't properly played Lexville in a long enough game to really test and along with that kinda quit when I found out it doesn't support futanari characters in threesomes, though that's personal preference), I will say that it's important to remember that Lexville is "ModSchool" while the Preg mod is "NormalSchool". Also as noted, the vulva texture issue which I spent way too long trying to remove all of the vulva texture stuff.

That said, and keep in mind I'm not nearly as well versed with the actual code stuff, but it looks like the issue is with your PregMod specifically or something? Pregnancy reputation was a new thing added in 1.07 if I remember right, so whatever it is trying to point to is the thing that needs to be looked at.

*edit: looking at that file, I found the part it mentions, though it's all numbers to me. It looks like it's trying to compare 'something', but I can't tell what it's trying to compare:
(click to show/hide)
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: PhantomBull on March 21, 2021, 12:54:59 pm
*edit: looking at that file, I found the part it mentions, though it's all numbers to me. It looks like it's trying to compare 'something', but I can't tell what it's trying to compare:
(click to show/hide)
To be honest I find that way of looking at events mostly useless, because I found it too hard to follow. Did you try if it makes more sense in the Visual Event Editor (VEE)? You can find it in the Development tab of the game executable.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: diskcd on March 22, 2021, 01:17:14 am
Ahhh... found it. I'm not sure what exactly is different in Lexville quest wise, but I'm attaching two snips that I'm pretty sure explain the issue. While I can't tell what the ID is in the VEE, opening the file in Lexville showed an IMMEDIATE error, and finding the file it references it looks like Lexville deleted the Photoshop Assignments quest (again, I quit my Lexville test runs early on when I saw that threesome stuff didn't count futas as having a penis, which is a bit of an issue when you plan to mad science the world into everyone being one with a preg mod enabled for reasons... don't kinkshame).

That said, it looks like 1.07 of Preg Mod checks to see if the "Nature's Way" bill is passed, probably because a bunch of nude people out in the world makes sexy times happen more for conception reasons. Lexville however removed the event, or rather it did something to the event as it can be found in the file path that the PregnancyReputation file is looking for, again see snips.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: diskcd on March 22, 2021, 01:27:07 am
Found the fix. Change Smallville to Lexville in the PregnancyReputation file as seen below. Lexville Mod changed Smallville, to... er... Lexville, so while most things were fixing the NormalSchool issues I brought up before, the fact that the newspaper is named differently and the files are in the Lexville Times and not Smallville times is the problem. After changing in VEE, the error went away and scan was all clear:


*edit: Also look for Events\PersonAttachedEvents\Principal\Pregnancy\Birth.ve, a glance in the 1.07 download shows that the Birth.ve file also points to Smallville, and while it might not flag as an error better safe than sorry so change to Lexville.

*secondary edit: nvm, even changing it to Lexville gives an error in Birth. From what I can tell, there's a setting that Birth is pointing to in Stages <ID>191</ID>, and that is the part where it determines the money you get from talking to the other person responsible for the birth (i.e. the father or mother of child). I'd have to check more to see how this looks normally, but in VEE it's just a box that isn't connected to anything. That said, going straight to get inseminated (which I noticed was misspelled in game but whatever, it works), skipping ahead like 200 days, and then giving birth didn't throw out any errors. It's possible that this may only be an issue if you care about funds after the child is born, will look more.

*final edit: I think the Birth error I'm getting isn't an issue, it looks like it's just pointing to a comment that's in VEE to help explain another box. If anyone gets an error from there while playing it would be worth looking into, but yea already spent enough time and I think it's nothing.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: tnb8 on April 15, 2021, 04:15:59 am
Can I ask for help I have the 1.9.5 + the required updates for LexVille ( But I'm not using it with the pregnancy mod) I download the most recent version of the pregnancy mod, and made a new folder called PregSchool, changed the path at the start of the file to /PregSchool and everything is working, except I don't see the bellies getting bigger? Are they not suppose to? I didn't wait the 3 months because I don't have the patience I did "add day 30" in debug and there was still not change both naked and with clothes.

Was there suppose tobe an event in pregnancy? I dunno if there was suppose to be a birth but the "ahegao" was for birth no? I didn't see it happen anyway.

The NPC has the "Pregnancy Message" and no "HasQuest" so everything should be fine? I did get a call saying the baby was close but no event after that, and I didn't see the children anywhere? I can sell them to the lady but are they suppose to exist anywhere?
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: diskcd on April 15, 2021, 11:34:47 pm
Can I ask for help I have the 1.9.5 + the required updates for LexVille ( But I'm not using it with the pregnancy mod) I download the most recent version of the pregnancy mod, and made a new folder called PregSchool, changed the path at the start of the file to /PregSchool and everything is working, except I don't see the bellies getting bigger? Are they not suppose to? I didn't wait the 3 months because I don't have the patience I did "add day 30" in debug and there was still not change both naked and with clothes.

Was there suppose tobe an event in pregnancy? I dunno if there was suppose to be a birth but the "ahegao" was for birth no? I didn't see it happen anyway.

The NPC has the "Pregnancy Message" and no "HasQuest" so everything should be fine? I did get a call saying the baby was close but no event after that, and I didn't see the children anywhere? I can sell them to the lady but are they suppose to exist anywhere?

So in general Lexville and Preg Mod were never meant to work together. Even if you update all the stuff to point to the correct schools, Lexville and the Preg Mod both update the base game's models (Preg mod bellies and Lexville updates the labia). Because of how Lexville mod changes the labia model, it goes through the belly layer instead just like the preg mod meaning that the two models overlap and fail. If you want to try to do it, you might be able to overlap stuff and get it to work, however far more likely it will cause something else to fail. It's been way too long since I've messed with making it work on my end, however I do recall that I basically had to remove anything and EVERYTHING that points to the labia models, basically copying over character data from the normal game over the Lexville variants (at least in terms of character sheets).

Honestly if there's any way I could just upload my whole School folder without linking to like, anonfiles (or if even that is okay?) then I can do that and people can go nuts and see if they can get it to work or see if there's any other issues.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: squark on April 16, 2021, 02:24:07 am
MEGA would be ideal but some people might have an issue with it.
If you were to put it somewhere, I could host it on my Zippy account if you want.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: diskcd on April 17, 2021, 02:57:44 pm
Okay, assuming it transferred everything it needs to, here is a link to my variation of the Lexville+Preg mod (should be updated to barteke22's 1.07 preg mod if I remember correctly), as well as the configuration file. Just drop both of these into your Schools folder.

https://mega.nz/folder/5K4HCAzI#neF5E-wVVYjLQ7fsVThQGg
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: squark on April 17, 2021, 04:55:27 pm
MEGA doesn't seem to like this, though. I had to try three times to get it going (two timeouts) and the third time I was put in a queue.
Looking forward to trying this out. Cheers ^^
There must be a fuckton of people downloading this at the moment; getting ~5K/s. Would take me about 80 hours like this.
If you don't mind, may I host it elsewhere?
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: diskcd on April 17, 2021, 05:26:18 pm
If you're able to download it then go on ahead. I don't really do Lexville game stuff because Futa stuff doesn't work with the threesome stuff (forgot if it did with orgy) so aside from a couple basic test runs with an older version of the preg mod I haven't done extensive testing with Lexville. That said, I haven't messed with 1.07 too much (just skipped time to see if the whole town would be pregnant but didn't look like it, and the whole contraception thing at school I never touched), but from what I recall the models changed with the preg mod and birth happened without error.

The only two model error things I recall are with two Lexville exclusive characters: the new tanned teacher who apparently uses a different model setup compared to Slutsky the sex shop owner (pretty sure she did get pregnant but something was odd with her model when she did, like the belly was white while the rest of her was tan or something odd) and the demon in the occult club but that's mostly because her model is permanently stuck in a specific position (and honestly I don't recall if the Preg stuff failed with her, or if it was mind controlling her to follow you with Lexville stuff which caused her model to freak out and put the kid head on an adult body so she had no neck). The other new teacher may have been odd as well but less so.

*I should also note that in general I haven't done much testing with Lexville's "growth" setting where like, characters can lose virginity or their parts grow as they get older. If any of that is tied to the labia stuff, that may throw an error (might have fixed while trying to clean up all mentions, just saying as a possible error)
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: squark on April 18, 2021, 12:25:02 am
Well, I had to split it into two parts because my host doesn't like files over 500MB.

https://www30.zippyshare.com/v/jIZzVNMc/file.html (490MB)
https://www30.zippyshare.com/v/qzPB8DqO/file.html (468MB)
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: raingirth on April 20, 2021, 02:29:52 pm
Hi ! I want to ask about pregnancy mod. Can i somehow edit pregnant people at the start of the game ? like increase them ?
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: squark on April 20, 2021, 04:55:56 pm
Hi ! I want to ask about pregnancy mod. Can i somehow edit pregnant people at the start of the game ? like increase them ?
Nobody starts the game pregnant unless I'm mistaken which I don't think I am.
It's controlled by a mod, so I'm going to say that it's not possible to force characters to start pregnant.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: aevojoey on April 20, 2021, 06:16:41 pm
Hi ! I want to ask about pregnancy mod. Can i somehow edit pregnant people at the start of the game ? like increase them ?
Nobody starts the game pregnant unless I'm mistaken which I don't think I am.
It's controlled by a mod, so I'm going to say that it's not possible to force characters to start pregnant.
In there pregnancy mod, the file ExtensionLibrary\InitializeEvents\Init_Pregnancy.ve.xml sets up pergnancy at the start of a new game.
5 people start pregnant plus 1 birthed (6 people total)
In there you can also see the basics of how pregnancy is stored.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: raingirth on April 20, 2021, 08:21:32 pm
Can you, explain what can be edit to have more pregnant ppl ?  i tried finding some value but it goes nothing.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: diskcd on April 21, 2021, 12:45:08 am
I'm going to be honest, I enjoy looking at code stuff sometimes but even I'm baffled by the initial 5-6 start. Opening the initialize event in the Editor shows me the text that says "5 NPCs start pregnant + 1 child born", but two of the inputs don't seem to be from anywhere that the editor sees, and the fancy "object list" that is pointed to by a lot of stuff I don't see any way to edit.

In short, I don't know how to change the pregnant characters at the start... I mean I do know how to change the number over time but that involves "gameplay" if you know what I mean...

*edit: also if anyone can confirm whether my Lexville+Preg stuff is working that'd be great to know
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: aevojoey on April 21, 2021, 02:57:19 am
In there pregnancy mod, the file ExtensionLibrary\InitializeEvents\Init_Pregnancy.ve.xml sets up pergnancy at the start of a new game.
5 people start pregnant plus 1 birthed (6 people total)
In there you can also see the basics of how pregnancy is stored.
Following the flow, the first thing it does is create the pregnancy tracking database.
It then gets the "Principal Child" special person, attaches the corresponding event to them, then attaches the birth and children tracking events to the player.
Next it gets everyone in town with a 'Spouse' and chooses the first 6 females/futas then removes any with a job.
(The 2 filters should be switched because the job filter can reduce the pregnant pool below 6.)
It then iterates (manually) through the pregnant pool setting them as the mother and their 'Spouse' as the father.
The next step of the iteration is to attach the "Pregnancy" status effect to the mother with a Trait (stage of pregnancy) and duration of that stage.
The first 5 are still pregnant while the 6th has already given birth.

To manually set someone to being pregnant you need to Debug Persons and find the one you want pregnant.
Add one of the Traits "Pregnancy 1" (first trimester), "Pregnancy 2" (second trimester), or "Pregnancy 3" (third trimester).
Add the StatusEffect of "Pregnancy" (I am not sure how long exactly to make the Duration)

Finally you need to create the child in the database, this is the most difficult part.
Debug Database and put in this code replacing only the VALUES part:
Code: [Select]
INSERT INTO Children (Gender, MotherID, FatherID) VALUES (@G, @M, @F);@G = 0 (Male), 1 (Female), or 2 (Futa)
@M = the UID of the Mother
@F = the UID of the Father
The Player's UID is always 0
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: raingirth on April 21, 2021, 03:56:29 am
Thanks for the hints :) will definitely looking into it
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: PhantomBull on April 21, 2021, 01:54:50 pm
Next it gets everyone in town with a 'Spouse' and chooses the first 6 females/futas then removes any with a job.
(The 2 filters should be switched because the job filter can reduce the pregnant pool below 6.)
I didn't check the code, so I'm not completely sure if that's possible, but shouldn't that be done with a single ListFilter_PersonList operation? Then there wouldn't be less than 6 females/futas in the pool unless there really aren't that many without jobs, and changing the number would be as easy as modifying the min and max values for the resulting list.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: aevojoey on April 21, 2021, 07:07:39 pm
Next it gets everyone in town with a 'Spouse' and chooses the first 6 females/futas then removes any with a job.
(The 2 filters should be switched because the job filter can reduce the pregnant pool below 6.)
I didn't check the code, so I'm not completely sure if that's possible, but shouldn't that be done with a single ListFilter_PersonList operation? Then there wouldn't be less than 6 females/futas in the pool unless there really aren't that many without jobs, and changing the number would be as easy as modifying the min and max values for the resulting list.
There are actually 3 filters that could be combined into 1.
The [Get Persons From Database] can be gotten using the Relationship Status: Married, and the [list Filter: Job] with the Job option.
Instead of the manual iteration, I would use an [Iterator] and instead of the [Constant Split] I would use a [Random Split].

If there were a Config option for Pregnancy, players would not need to edit the events themselves.

An option for pregnancy from cheating could also be added.[/list]
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: lord_toker on April 24, 2021, 05:10:56 am
How long does it take before you find out a female character is pregnant? How long until they start showing a belly change?
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: raingirth on April 25, 2021, 02:09:45 pm
How long does it take before you find out a female character is pregnant? How long until they start showing a belly change?
If they impregnated they will have first period after 10800 mins ingame (around 190 hours) belly start to change after that
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: squark on April 25, 2021, 04:50:54 pm
How long does it take before you find out a female character is pregnant? How long until they start showing a belly change?
If they impregnated they will have first period after 10800 mins ingame (around 190 hours) belly start to change after that
So roughly 8 days then. Good to know ^^
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: barteke22 on April 26, 2021, 05:06:39 pm
There are actually 3 filters that could be combined into 1.
The [Get Persons From Database] can be gotten using the Relationship Status: Married, and the [list Filter: Job] with the Job option.
Instead of the manual iteration, I would use an [Iterator] and instead of the [Constant Split] I would use a [Random Split].

If there were a Config option for Pregnancy, players would not need to edit the events themselves.

An option for pregnancy from cheating could also be added.[/list]


I'll have to explain the logic a bit here, let's start with the comment of 'optional 5 NPCs + 1', it might be a bit misleading: It's more of a case of 0-6 total (up to 6).  This is to give a small chance of unique start if not enough are found, or some get removed by their job.

The reason for using 3 different filters is efficiency and a limitation.
- Using the Database directly to retrieve about 700 filtered Objects is much faster than applying an extra filter onto a list of AllCharacters (1200+) - which likely calls the database for every object, or intersects them.
- Like mentioned above, Check Job comes after for the potential of removing candidates.
- Check Job is also required as separate because, in 1.9.5 and below, the two 'List Filter: Person...' do not support checking for No Job (empty String) - it would throw an Exception.  This has been fixed in the internal version.

The point of using a Constant Split is having clear distance between the pregnancies - so that none of them end up very close to each other. This makes it seem more natural, and potentially gives an idea of how rare they currently are, if the player pays attention to the Child Index.
It could be overhauled to work with random split, but as is you could end up with most of them being born, or ending up being born on almost the same day if it randomly picks the same path multiple times.

Providing a config for an Init event would be a bit iffy as they run right before the game intro starts, and letting the user configure this later wouldn't make much sense - as it's meant to have happened in the past.

How long does it take before you find out a female character is pregnant? How long until they start showing a belly change?
If they impregnated they will have first period after 10800 mins ingame (around 190 hours) belly start to change after that
So roughly 8 days then. Good to know ^^

After 7-8 days NPCs find out they're pregnant (and PC gets a hint to test themselves) and enter Stage 0 of 3: Pregnant, but not visibly. Then after a few weeks/months (depending on speed settings) they get to stage 1 (visible belly), and so on...
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: Plasick on June 14, 2021, 02:32:15 am
You know, if we are gonna have mods that changes the head to have anime characters, why just limit the head? Why not have clothes that matches that head? There is a cosplay club after all and it would only make sense to have cosplayed outfits in a room full of cosplayers. I am sure that it might be hard to do so but you I think you could sneak in a few. I am already trying to make one into Ino.
Title: Re: [Mods][Mod] barteke22's Mod Index + minor mods.
Post by: barteke22 on June 19, 2021, 10:20:51 am
You know, if we are gonna have mods that changes the head to have anime characters, why just limit the head?

The mod started out with heads (and will likely remain as only that much) for a simple reason: Heads can be dynamically assigned by using Strings (text). Heads are just 1-2 image files (2 gender-styles), bodies are 120-200ish (if needing custom genitals etc).  Then you also need to setup a PD-Handler for each of those file-sets.

The cosplay heads were time consuming enough, as I had to use a different version of Kisekae to import public codes, and manually resize/align/cut every file in GIMP2, it took like 2-3 weeks just to edit the files. In the years it would take me to get the bodies done, a new PD system could come out and I'd have to start over from scratch :P

I'd rather focus on the 4 other projects I'm jumping in between, though people are free to expand upon this themselves. Most of the codes are on DeviantArt, you need the official Kisekae version to import them, tonnes of patience to make the poses/size match HHS version (+ trasparent background export) and an image editor. Though for outfits it might be faster to make the dolls from scratch and use the HHS Kisekae cutter.
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