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Poll

How to deal with males? READ FIRST POST

Make them infectable just as females and support all relevant features and events
- 37 (15.2%)
Make them infectable just as females but without possibility to produce new Werms
- 10 (4.1%)
Do not make them infectable but add some effects and scenes that will boost male corruption
- 19 (7.8%)
Make special type of parasite that will turn males into obedient drones
- 42 (17.3%)
Make special type of parasite that will turn males into futas
- 117 (48.1%)
Keeps it "as is" and focus on releasing mod update faster
- 18 (7.4%)

Total Members Voted: 239


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Author Topic: [MOD][1.9.4] Alien Infection - v0.2 [WIP]  (Read 50650 times)

Kilted_Master

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Re: [MOD][1.9.4] Alien Infection - v0.2 [WIP]
« Reply #45 on: January 05, 2021, 08:11:30 pm »

It's good to see you keeping 'tabs' on this Mod.
It's become a 'staple' of my play-throughs.
I like the idea, of being able to infect hypnotized people, ( it's my 'standard-mode-of-operation', in these games ). ;) , though, I thought you could already infect 'sleeping' victims . . ehh, I mean people ?  ::)

Also looking forward to the rest of the 'new interactions' you revealed, just wish I didn't have to wait till next version of HHS+ is released. (or did I misunderstand that information,  . . . hopefully :) )

BTW, I'm using this in a Lexville modded game, and so far, no problems.

Also, any 'up-date' on this, yet ?;

" A) As for now I have some future plans on adding "Biology Research Lab" location that will let player
* study the parasite features and abilities
* add/evolve new features
* student-related interactions ("Biology Research Club")? "

I'm very much interested in this idea !  :P ::) ;D

Well, anyway, Glad to see you here, and hope you had a Good Christmas, and a Very Happy New Year !  ;D
« Last Edit: January 05, 2021, 08:13:23 pm by Kilted_Master »
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Umgah

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Re: [MOD][1.9.4] Alien Infection - v0.2 [WIP]
« Reply #46 on: January 05, 2021, 10:35:59 pm »

though, I thought you could already infect 'sleeping' victims . . ehh, I mean people ?  ::)
I forgot that that feature already was in 0.2. However now it works a bit different. You have to choose a specific item (hatched werm or egg) and choose an orifice to use.

As for "Biology Research Club", right now it is "on hold". Sorry.

BTW, I'm using this in a Lexville modded game, and so far, no problems.
In my Mod I tried my best to avoid modification of base game script files. However for "Infect during hypnosis" feature I had to break that rule because the base game does not provide a suitable extension point for that. Lexville does the same for same file (Suggestion/Main.ve.xml). So the next version of this Mod will conflict with the Lexville. I plan to make a separate Lexville-compatible version but it will be possible only after Lexville itself gets updated for 1.10.
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PhantomBull

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Re: [MOD][1.9.4] Alien Infection - v0.2 [WIP]
« Reply #47 on: January 05, 2021, 10:53:12 pm »

In my Mod I tried my best to avoid modification of base game script files. However for "Infect during hypnosis" feature I had to break that rule because the base game does not provide a suitable extension point for that. Lexville does the same for same file (Suggestion/Main.ve.xml). So the next version of this Mod will conflict with the Lexville. I plan to make a separate Lexville-compatible version but it will be possible only after Lexville itself gets updated for 1.10.
Changing core files can be problematic due to conflicts both now and with the future mod engine. What did you and Lexville wanted to do in Suggestion/Main that would require changing the core file? If it's something easy to make extendable that would cover the use case of both mods I could try to put it in core in an extendable way before 1.10 is released. That would still force you to make changes in your mod for 1.10, but it would prevent problems between Lexville, your mod and core.
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Umgah

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Re: [MOD][1.9.4] Alien Infection - v0.2 [WIP]
« Reply #48 on: January 06, 2021, 01:34:46 am »

Changing core files can be problematic due to conflicts both now and with the future mod engine.
Yes, I absolutely understand that. However in this specific case it might be problematic to make a good API for mods. While both Mods change the same file they do that for different reasons.

Lexville has "Transmissive Telepathy" feature. If that feature is enabled then the Mod forces some interaction options to be enabled. To achieve that the Mod just sets some variables ("Change behavior", "Give order", "Have sex", "Command phrase") to "True".

My Mod modifies the list of choices in the first "Show Decisions" element (I add an additional option).

So while both Mods modify the same file they do that for different reasons. So each of Mods needs own extension API here.

To make this part of the game extendable for my Mod it would be necessary to replace first "Show Decisions"(ID=51) element with "Show Decisions (Dynamic)" and break down the Suggestion/Main.ve.xml into multiple files with a separate file for each option in the "Show Decisions". We can use "Try" phase of events to check if specific action should be shown as an option in the dialog and "Execute" phase to trigger the action. This is not trivial change but I can implement it myself if you this that it's good feature. With that feature it would be much easier to add new custom actions for hypnotized people so some other Mod makers may decide to utilize it.

Upd: now I remember that I've already suggested to add corresponding extension point here:
Idea: Simplify addition of new options to "Suggestion" menu
« Last Edit: January 06, 2021, 01:37:00 am by Umgah »
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PhantomBull

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Re: [MOD][1.9.4] Alien Infection - v0.2 [WIP]
« Reply #49 on: January 06, 2021, 02:23:06 am »

Changing what you need is easy enough and I'll try to implement it at some point this week in the internal version. Sadly I can't think on a way in which Lexville could add their functionality without changing core files :(
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Umgah

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Re: [MOD][1.9.4] Alien Infection - v0.2 [WIP]
« Reply #50 on: January 06, 2021, 04:51:15 am »

Changing what you need is easy enough
There are few tricky things. For example, it's possible to "cancel" action in some cases so custom events need a return value to tell the main code if the action was executed or user decided to go back and pick another action (see "Give Order" option).

So overall process may look like this:
1. Call "Suggestion\GetStatsForPerson" to populate common variables (Resistance, Min Stat, Max Stat).
2. Read list of custom events in folder "SuggestionActions"
3. For each event from 2 call "Try" phase (with common variables as arguments) and if it passed add the event to "Filtered Events" list.
4. For each event from "Filtered Events" get "Choice" property and add it to "Decision list".
5. Show "Show Decisions (Dynamic)" and store result as "Index"
6. Use "Index" to get correct event from "Filtered Events" list and "Execute" it. If result is "False" then go back to 5.

Sadly I can't think on a way in which Lexville could add their functionality without changing core files :(
There are few possible approaches but all of them are quite cumbersome. For example, you can pass the data that is needed for "Show Decisions (Dynamic)" (string list of Decisions and BitMask) plus you can also add list of events that were used to build the Decisions list to an extension point that can modify the BitMask.

Extended process may look like this:
1. Call "Suggestion\GetStatsForPerson" to populate common variables (Resistance, Min Stat, Max Stat).
2. Read list of custom events in folder "SuggestionActions" as "Action events"
3. For each event from "Action events" call "Try" phase (with common variables as arguments) and if it passed set a bit flag in BitMask. Also add value of "Choice" event property to "Decision list" (unconditionally).
4. Read list of custom events in folder "SuggestionOverride"
5. For each event from 4 call "Execute" phase and pass BitMask, "Decision list" and "Action events". It's permitted to modify "BitMask" but other arguments must be left untouched.
6. Show "Show Decisions (Dynamic)" and store result as "Index".
7. Use "Index" to get correct event from list "Action events" and "Execute" it. If result is "False" then go back to 6.

This way my Mod will be able to inject my custom action on step 2 and Leville will be able to re-enable some actions using a custom event injected on step 4.
« Last Edit: January 06, 2021, 04:54:08 am by Umgah »
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alkalash

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Re: [MOD][1.9.4] Alien Infection - v0.2 [WIP]
« Reply #51 on: January 08, 2021, 11:47:01 am »

The general plan for compatibility does sound like it would work, but it is quite complicated as you said - at this point I think it might be a question of whether implementing these override features etc. is even worth it for such limited extension/usage. It might be easier to maintain a few directly modded files that are made for specific mod compatibilities.
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My HHS+ mod: Lexville

Bloodly

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Re: [MOD][1.9.4] Alien Infection - v0.2 [WIP]
« Reply #52 on: January 16, 2021, 06:42:26 pm »

A thought keeps occurring to me.  More like a 'fantasy', really, relating to the question you asked in the poll. 

As parasite infestation rises, the infected start releasing pheromone clouds(Like the 'Release Arousing/Relaxing pheremones options') passively, affecting people around day by day.  People pumping out these clouds, sending everyone horny.  So just being near them breaks/twists others.

Probably be easier to just change the values of the pheromone commands so the effects stick on the targets more.
« Last Edit: January 16, 2021, 07:08:23 pm by Bloodly »
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Bloodly

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Re: [MOD][1.9.4] Alien Infection - v0.2 [WIP]
« Reply #53 on: January 24, 2021, 09:00:55 pm »

Mmm.  I tried to modify the Arousing Pheremones file to also turn people Futanari.  I'm not convinced I did it right.
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Umgah

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Re: [MOD][1.9.4] Alien Infection - v0.2 [WIP]
« Reply #54 on: January 25, 2021, 04:59:02 am »

Mmm.  I tried to modify the Arousing Pheremones file to also turn people Futanari.  I'm not convinced I did it right.
I think it will work fine. However my general idea is a bit different. I want to make process subtle, not an single time action with immediate result. Second, It might be better to keep the process more targeted and limited. Some events require males to actually happen.
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