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Author Topic: [MOD][HHS+1.9.5] Lexville  (Read 440060 times)

alkalash

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[MOD][HHS+1.9.5] Lexville
« on: October 07, 2018, 05:02:20 pm »

Hi everyone,
I've been working on this mod as a private project for the last 1-1.5 years, and I decided that it would be best to share it with the community.

It's based on the default scenario, renamed to "Lexville" (so it doesn't interfere with the vanilla game) with lots of adjustments, added features, extensions of existing features and whatever I could think of. It has no particular direction or theme, it's more like a "HHS++" for me, a general modification or improvement on the base game.

Features:
(click to show/hide)

Development roadmap

Download and installation:
Download v1.1.2 on Google or Mega (318 MB).
Patches:
  • None yet.
Installation:
  • Make sure that your HHS+ has all updates up to Update #38 installed (see official release thread). If you install further updates, the effects of those updates may be reverted when installing Lexville and there may be major issues in some cases. Service Pack 7 has been tested to work without major issues.
  • Go into the "Schools" folder and create a copy of the "NormalSchool" folder.
  • Rename the copy to "ModSchool".
  • Extract the contents of the main zip file into the "Schools" folder, replace all files when prompted.
  • Also extract all patches into the "Schools" folder, in the given order. Watch out for patch-specific instructions above.
Then create your character as usual, select the "Lexville" scenario on the main tab and start your new game.
Before choosing your game intro (normal/short), you can also check out the "Game start settings" button.
Otherwise, just explore the game and try to find all the new stuff, but most importantly, have fun!

To update an existing installation of Lexville, you only need to do steps 4 and/or 5, and if you want to keep playing an existing save, you need to refresh the changed event files (see the second post of the HHS+ release thread for guidance).
Due to major vanilla updates, savefiles from earlier Lexville versions are not compatible with v1.1.2.
If you want to keep playing your savegame, don't update to v1.1.2. A download for v1.1.1 with all patches is available in the "Old Versions" spoiler below.
Keep in mind that v1.1.1 requires a vanilla base game that is updated to (and no further than) update #29.

Bugs and updates:
Considering the size of this mod, you will certainly encounter multiple bugs throughout the game. If you encounter a bug, make sure that you're running the latest version of the mod with all patches installed and all event files refreshed in your save. If the bug persists and it's not listed in the "Known Issues" spoiler below, please feel free to report it. I will do my best to fix bugs as soon as I can, but I don't always have time to actively work on this mod, so some things may take a while.
Also, I will try to update the mod for new game versions ASAP, but that can also take quite a lot of work and there will be delays. Please be patient with me there :)
(click to show/hide)
(click to show/hide)
(click to show/hide)

You may find the game balance to be quite bad, and I think people like to play this game quite differently, so feel free to give me some feedback on that, I might even add a global "difficulty selection" at some point.

Have fun!
« Last Edit: August 14, 2020, 06:52:09 pm by alkalash »
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My HHS+ mod: Lexville

alkalash

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Re: [MOD][HHS+1.9.4] Lexville
« Reply #1 on: October 07, 2018, 05:03:16 pm »

(reserved for future use)
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My HHS+ mod: Lexville

orbz123321

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Re: [MOD][HHS+1.9.4] Lexville
« Reply #2 on: October 07, 2018, 07:22:09 pm »

Thats pretty fucking sweet, I'll try it out tonight mate.

Cheers!
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modalsauce

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Re: [MOD][HHS+1.9.4] Lexville
« Reply #3 on: October 07, 2018, 09:03:17 pm »

i've played a little of this and its impressive nicely done.
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maliumno

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Re: [MOD][HHS+1.9.4] Lexville
« Reply #4 on: October 07, 2018, 11:02:10 pm »

Do you think some mods from the original branch will work?
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alkalash

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Re: [MOD][HHS+1.9.4] Lexville
« Reply #5 on: October 08, 2018, 12:18:21 am »

Thank you for the positive feedback  :D

Do you think some mods from the original branch will work?
Mods for the base game that don't replace vanilla files should work, for ones that do replace files it's not guaranteed (might cause conflicts).
Just make sure to extract the correct files into the "ModSchool" folder instead of "NormalSchool".
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Zaiaku

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Re: [MOD][HHS+1.9.4] Lexville
« Reply #6 on: October 08, 2018, 02:52:35 am »

I know it would just take up space, but what I'm doing is making three HHS+ folders
HHS+ is the vanilla
HHS+Maid is HHS with Lyanel's maid mod
HHS+Lexville is this one.
It takes up a lot of space for sure, but I do this to avoid mod conflicts.
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fateavernicus

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Re: [MOD][HHS+1.9.4] Lexville
« Reply #7 on: October 08, 2018, 04:02:53 am »

my god this is good. just asking in advance
--
original of the game just tweek'd and is this all around as in any gender goes?
--
file honestly big.. cant you just use the original and add the rest as mods... problem might be for any new updates could require such a huge file update and all.
--
chance you could reduce and just inject the rest or maybe its just pic resize?
« Last Edit: October 08, 2018, 04:30:00 am by fateavernicus »
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DarkSinfulMage

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Re: [MOD][HHS+1.9.4] Lexville
« Reply #8 on: October 08, 2018, 04:39:05 am »

Really great start.

Has several bugs, including a strange start where a key character is not introduced but always ever-present. That Club's progression is not working correctly.

After enlisting someone as a student:
Code: [Select]
FunctionLibrary\Mod\GeneratePerson.ve.xml [EXEC] caused an exception at operation SeqAct_EnlistStudent (ID: 167).
Object reference not set to an instance of an object.

Surprised no sub/dom content with demons.
Enslaving people doesn't seem to have much purpose other than putting to work. Perhaps rewriting home system to use the generic apartment system in more recent versions would help.

I like the head selection system and it should be improved.
Making slaves is instant ability under cheats? Confused why I have some options so soon without doing anything.

New teachers should always have full content. This includes a short Investigation -> Choice -> Result arc that brings them on your side or into your power.
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alkalash

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Re: [MOD][HHS+1.9.4] Lexville
« Reply #9 on: October 08, 2018, 09:17:31 am »

original of the game just tweek'd and is this all around as in any gender goes?
Yes, any gender goes, though it's focused on male-female events.

file honestly big.. cant you just use the original and add the rest as mods... problem might be for any new updates could require such a huge file update and all.
--
chance you could reduce and just inject the rest or maybe its just pic resize?
I'm aware of that, and I will do my best to fix that in the future.
EDIT: I don't know how I didn't think of this fix sooner... Update to version 1.0.1 please ;D

--

Has several bugs, including a strange start where a key character is not introduced but always ever-present. That Club's progression is not working correctly.
Introduction is not something I've worried about yet, will add that to my to-do list. What exactly is wrong with the progression?

After enlisting someone as a student:
Code: [Select]
FunctionLibrary\Mod\GeneratePerson.ve.xml [EXEC] caused an exception at operation SeqAct_EnlistStudent (ID: 167).
Object reference not set to an instance of an object.
Really stupid bug :-\ fixed, please update to version 1.0.1.

Surprised no sub/dom content with demons.
Enslaving people doesn't seem to have much purpose other than putting to work. Perhaps rewriting home system to use the generic apartment system in more recent versions would help.
Not really into sub/dom, so I never added anything like that (it was originally a private mod).
If there are suggestions for ways in which slaves could be used, I'll take a look at them. And generic apartments for slaves don't make a lot of sense, because slaves never move around on their own, so they will either never be in their apartment or always be there (that's what slave rooms are for). Though I'll take a look at whether it would be difficult to implement it anyway. It might be quite useful for the "summon person" feature.

I like the head selection system and it should be improved.
Making slaves is instant ability under cheats? Confused why I have some options so soon without doing anything.
Do you have any specific suggestions on improving the head selection? :)
Yes, making slaves is instant using cheats, that's why they're called cheats. Cheats are supposed to allow you to get anything you want without doing anything. If you don't like that way of playing, please keep the cheats disabled and don't use them.

New teachers should always have full content. This includes a short Investigation -> Choice -> Result arc that brings them on your side or into your power.
The reason for adding those two teachers is to have the ability to teach more classes of students simultaneously. I'd love to have full corruption chains for them, but I haven't gotten around to that yet (might take a while, sorry).

Thank you very much for the feedback ;D
« Last Edit: October 08, 2018, 05:18:12 pm by alkalash »
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SaintChronos

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Re: [MOD][HHS+1.9.4] Lexville
« Reply #10 on: October 08, 2018, 11:53:16 am »

So I do not think anybody has noticed or reported this yet, but the Thief event of the Hooter Quest line, aka the way you unlock Lockpicking is not triggering. After Hooter references her shoddy locks you go to the park where it is supposed to trigger and you can see the thief but the event never triggers. This is annoying as you never gain the ability to Lockpick so you cannot break into anything.
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barteke22

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Re: [MOD][HHS+1.9.4] Lexville
« Reply #11 on: October 08, 2018, 12:32:21 pm »

So I do not think anybody has noticed or reported this yet, but the Thief event of the Hooter Quest line, aka the way you unlock Lockpicking is not triggering. After Hooter references her shoddy locks you go to the park where it is supposed to trigger and you can see the thief but the event never triggers. This is annoying as you never gain the ability to Lockpick so you cannot break into anything.

That's not a bug, that's how it is even in the regular game (nothing to do with Hooters either). There's a thing you have to do before you actively look out for thieves. It's something you're given at the start of the game.
« Last Edit: October 08, 2018, 02:34:37 pm by barteke22 »
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Zaiaku

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Re: [MOD][HHS+1.9.4] Lexville
« Reply #12 on: October 08, 2018, 01:23:02 pm »

Second verse same as the first. Basically, what you do in Smallville must be done in Lexville.
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GlacialAlex

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Re: [MOD][HHS+1.9.4] Lexville
« Reply #13 on: October 08, 2018, 04:15:03 pm »

So I do not think anybody has noticed or reported this yet, but the Thief event of the Hooter Quest line, aka the way you unlock Lockpicking is not triggering. After Hooter references her shoddy locks you go to the park where it is supposed to trigger and you can see the thief but the event never triggers. This is annoying as you never gain the ability to Lockpick so you cannot break into anything.

Even if you managed to learn lockpicking either through the thief in the park or by using debug, the lockpicking minigame isn't actually working for some reason, I suspect that it just hasn't been implemented- however you can get the way you originally learn by copy and pasting some files over but even then when you go to unlock the hooter home its claims you "haven't the foggiest idea" as a tempory fix go into the world editor and change the security level of the hooter home to 0 so you can just go right in, spoils the fun of unlocking it but i haven't found a way around it yet.
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alkalash

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Re: [MOD][HHS+1.9.4] Lexville
« Reply #14 on: October 08, 2018, 05:19:49 pm »

I don't know what exactly is wrong with your lockpicking minigame, but the mod doesn't modify the Hooter quest chain or the minigame. It all seems to work fine in my testing, and just like it is in vanilla. Try reinstalling HHS+, then try start the Hooter chain without the mod, then add the mod and try it again.
« Last Edit: October 08, 2018, 05:21:52 pm by alkalash »
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