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Author Topic: [MOD][HHS+1.9.5] Lexville  (Read 132963 times)

risker34

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Re: [MOD][HHS+1.9.5] Lexville
« Reply #405 on: April 04, 2019, 01:18:42 am »

now whenever i try to lockpick any doors i get this error message:

FunctionLibrary\Location\BreakInMain.ve.xml [TRY] caused an exception at operation SeqAct_GetLocationName (ID: 80).
Object reference not set to an instance of an object.
This is really weird, because all the logic that used to tell you that you need to learn lockpicking is after the operation that is causing the error here - which means that if it really does always happen, it should have happened back then too.
Either try to figure out what's going on yourself, or post a savefile here and I'll check it out.
[/quote]

Ya i've had a hard time trying to wrap my head around this for a while now. Here is the savefile i made after trying to get the lockpicking working. It was working fine yesterday but i loaded it up today and a new error message pops up rather frequently, i have no idea where that is coming from since i haven't touched any code outside of using the console to give myself the newspaper. I might just start a new game if its too much trouble to fix.
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Saleen

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Re: [MOD][HHS+1.9.5] Lexville
« Reply #406 on: April 04, 2019, 05:56:29 am »

Thanks a lot. BTW. Is there any way to take the number of classes from 12 to say 20?
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alkalash

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Re: [MOD][HHS+1.9.5] Lexville
« Reply #407 on: April 04, 2019, 11:45:12 am »

Ya i've had a hard time trying to wrap my head around this for a while now. Here is the savefile i made after trying to get the lockpicking working. It was working fine yesterday but i loaded it up today and a new error message pops up rather frequently, i have no idea where that is coming from since i haven't touched any code outside of using the console to give myself the newspaper. I might just start a new game if its too much trouble to fix.
Fixed the two apparent issues for you - two events were somehow broken, not sure how that can happen.
I can't guarantee that there's no more similar problems in any other events.
Just a tip for next time - it seems that you don't have the latest version/patch in your savegame, so you either didn't install it or didn't refresh the event files after installing it. You should generally make sure that you're running on the latest version before reporting any bugs (wasn't significant in this case, but may be in the future).

Thanks a lot. BTW. Is there any way to take the number of classes from 12 to say 20?
The 12 class limit seems to be hardcoded into the game - I suggest you post about it in the Feature request / Suggestion thread.
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My HHS+ mod: Lexville

Saleen

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Re: [MOD][HHS+1.9.5] Lexville
« Reply #408 on: April 04, 2019, 05:52:28 pm »

In that case i recommend that you lower Lexvilles max student count to 492 or else you have 8 students that are unassigned. Using the distribute function will assign 40 students to a class. The player can then transfer 1 more student into each class. I personally turned the other 8 students into slaves and have them working the busy places around the city.
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alkalash

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Re: [MOD][HHS+1.9.5] Lexville
« Reply #409 on: April 04, 2019, 07:10:43 pm »

In that case i recommend that you lower Lexvilles max student count to 492 or else you have 8 students that are unassigned. Using the distribute function will assign 40 students to a class. The player can then transfer 1 more student into each class. I personally turned the other 8 students into slaves and have them working the busy places around the city.
The increase in student count max was kind of arbitrary - but it's something to look into. Thanks.
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My HHS+ mod: Lexville

strigon

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Re: [MOD][HHS+1.9.5] Lexville
« Reply #410 on: April 06, 2019, 12:29:01 am »

The 12 class limit seems to be hardcoded into the game - I suggest you post about it in the Feature request / Suggestion thread.

I'm fairly certain this can be compensated for with world extensions adding more classrooms to school wings/hallways. The problem therein lies the ability to add them to the viable selections when assigning classrooms to subjects. But I don't see that as something that can't be programmed around unless that's where the hard-code stop is...

But honestly, I have no clue what I'm doing when it comes to coding. Other than VEE, I love to "program" with VEE. (connect the lines... la la la-la) ;D Anything else and I just look at the code, see the patterns, and tinker with them until I can get the results I want.
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Sir Edward Ross

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Re: [MOD][HHS+1.9.5] Lexville
« Reply #411 on: April 06, 2019, 06:32:34 am »

If you decline the opportunity to set free the questline slave girl and instead turn her into a "standard" slave, can you ever...

1. Change your mind and set her free?
2. Retrigger the questline the way you can if you do set her free?
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alkalash

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Re: [MOD][HHS+1.9.5] Lexville
« Reply #412 on: April 06, 2019, 09:18:09 am »

If you decline the opportunity to set free the questline slave girl and instead turn her into a "standard" slave, can you ever...

1. Change your mind and set her free?
2. Retrigger the questline the way you can if you do set her free?
If you mean unchaining the girl to make her a free-roaming slave:
1. No, you can't currently free her from being a free-roaming slave. (She wouldn't want to be freed anyway :P )
2. Yes, the questline will retrigger as usual.

I'm fairly certain this can be compensated for with world extensions adding more classrooms to school wings/hallways. The problem therein lies the ability to add them to the viable selections when assigning classrooms to subjects. But I don't see that as something that can't be programmed around unless that's where the hard-code stop is...

But honestly, I have no clue what I'm doing when it comes to coding. Other than VEE, I love to "program" with VEE. (connect the lines... la la la-la) ;D Anything else and I just look at the code, see the patterns, and tinker with them until I can get the results I want.
If nothing about it changed in 1.9.5, then the classrooms added in Lexville should work just fine and can be selected for classes, but that's not the issue here: The game simply limits the total number of classes you can make to 12, no matter how many rooms or teachers are available. There's nothing that can be done about it here.
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My HHS+ mod: Lexville

strigon

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Re: [MOD][HHS+1.9.5] Lexville
« Reply #413 on: April 07, 2019, 04:12:19 am »

If nothing about it changed in 1.9.5, then the classrooms added in Lexville should work just fine and can be selected for classes, but that's not the issue here: The game simply limits the total number of classes you can make to 12, no matter how many rooms or teachers are available. There's nothing that can be done about it here.

Aaaaah, ok. Then it's a setting in the core programming that is limited to 12. This more than likely means that it's not a numeric setting but a VEE selection setting that requires more available pathways to be made. Yes, you were correct, the only way to fix that is to send it up the chain and have the devs mod the game itself to allow for more. I apologize, and keep up the good work.
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Ashe

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Re: [MOD][HHS+1.9.5] Lexville
« Reply #414 on: April 07, 2019, 05:54:07 pm »

I want to ask about mod compatibility. How correctly install Lexville and Futanari Overhaul together? I try, but game bugged and some events don't work  ???
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Shilo

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Re: [MOD][HHS+1.9.5] Lexville
« Reply #415 on: April 07, 2019, 06:07:14 pm »

If nothing about it changed in 1.9.5, then the classrooms added in Lexville should work just fine and can be selected for classes, but that's not the issue here: The game simply limits the total number of classes you can make to 12, no matter how many rooms or teachers are available. There's nothing that can be done about it here.

Aaaaah, ok. Then it's a setting in the core programming that is limited to 12. This more than likely means that it's not a numeric setting but a VEE selection setting that requires more available pathways to be made. Yes, you were correct, the only way to fix that is to send it up the chain and have the devs mod the game itself to allow for more. I apologize, and keep up the good work.

Made it now configurable in the Scenario Config. So starting with the next release, you will be able to adjust the number.
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alkalash

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Re: [MOD][HHS+1.9.5] Lexville
« Reply #416 on: April 07, 2019, 10:38:21 pm »

Made it now configurable in the Scenario Config. So starting with the next release, you will be able to adjust the number.
Thank you.

I want to ask about mod compatibility. How correctly install Lexville and Futanari Overhaul together? I try, but game bugged and some events don't work  ???
The mods don't seem to be compatible by default - in Reply #22 of the other mod's thread, there's a patch by sbslutty that supposedly makes it Lexville compatible, but I don't know whether it's even up to date with the mod.
I generally don't use other mods alongside Lexville, so I don't have any experience with specific combinations.
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My HHS+ mod: Lexville

NikoDiAngelo

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Re: [MOD][HHS+1.9.5] Lexville
« Reply #417 on: April 11, 2019, 12:59:43 am »

Not sure if this has been posted and been resolved elsewhere or if im just doing it wrong but i can't seem to get the quest to have Samantha Keller to watch over the Computer room event so i can get the sleep device from her and yes i am using this mod/scenario
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alkalash

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Re: [MOD][HHS+1.9.5] Lexville
« Reply #418 on: April 11, 2019, 09:55:20 am »

Not sure if this has been posted and been resolved elsewhere or if im just doing it wrong but i can't seem to get the quest to have Samantha Keller to watch over the Computer room event so i can get the sleep device from her and yes i am using this mod/scenario
Didn't modify the chain, but didn't test it myself yet - Maybe someone else has tried it with Lexville and can comment?
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My HHS+ mod: Lexville

arwinnes

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Re: [MOD][HHS+1.9.5] Lexville
« Reply #419 on: April 16, 2019, 05:19:34 am »

Not sure if this has been posted and been resolved elsewhere or if im just doing it wrong but i can't seem to get the quest to have Samantha Keller to watch over the Computer room event so i can get the sleep device from her and yes i am using this mod/scenario
Didn't modify the chain, but didn't test it myself yet - Maybe someone else has tried it with Lexville and can comment?

Are you sure that you have "rigid monitoring" on?
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