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Author Topic: Futanari Overhaul Mod!! (v1.0.2)  (Read 84257 times)

Reinyn

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Re: Futanari Overhaul Mod!! (v1.0.2)
« Reply #45 on: January 14, 2021, 06:03:26 pm »

I'm not really surprised that there are problems in the world. It probably changed something in the world file of the core game and this mod uses a copy. It should be using a World Extension instead and connect the added areas of the mod with the existing ones of the core game using an init event, that way it would be more future proof.

Sadly the mod author might not be active to fix it :(

There is a world extension patch on page 2 which i used to be able to use it with lexville.
- You just have to delete a few files as per the readme added to that patch.
- Then convert the files to lexville with a modding tool.
- Next part is a bit tricky, when it asks to overwrite stuff DON'T overwrite anything except for the last image file.
- INSTEAD KEEP BOTH FILES. tHE FILES THAT ARE NAMED THE SAME WILL ADD A NUMBER AT THE END.
- Also reload and refresh files after. I do think it only works in a new game but don't know for sure.

 The only problem i had afterwards was that the futa events added by the mod just gave way to high boosts to corruption, inhibition, lust and happiness.

With high regards,

Reinyn

I have tried it as you said. But somehow its broken, The Onsenticket for example cant be bought and the Naginata Shrine is not on the Map. Do you have the same errors?

Honestly no, no errors at all. The shrine was available immediatly and the only problem i had with the onsenticket is that i had to buy it on a weekday ( at least i think so ).
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iAnimeDeath

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Re: Futanari Overhaul Mod!! (v1.0.2)
« Reply #46 on: September 25, 2021, 09:26:09 pm »

I'm not really surprised that there are problems in the world. It probably changed something in the world file of the core game and this mod uses a copy. It should be using a World Extension instead and connect the added areas of the mod with the existing ones of the core game using an init event, that way it would be more future proof.

Sadly the mod author might not be active to fix it :(

There is a world extension patch on page 2 which i used to be able to use it with lexville.
- You just have to delete a few files as per the readme added to that patch.
- Then convert the files to lexville with a modding tool.
- Next part is a bit tricky, when it asks to overwrite stuff DON'T overwrite anything except for the last image file.
- INSTEAD KEEP BOTH FILES. tHE FILES THAT ARE NAMED THE SAME WILL ADD A NUMBER AT THE END.
- Also reload and refresh files after. I do think it only works in a new game but don't know for sure.

 The only problem i had afterwards was that the futa events added by the mod just gave way to high boosts to corruption, inhibition, lust and happiness.

With high regards,

Reinyn

I have tried it as you said. But somehow its broken, The Onsenticket for example cant be bought and the Naginata Shrine is not on the Map. Do you have the same errors?

Honestly no, no errors at all. The shrine was available immediatly and the only problem i had with the onsenticket is that i had to buy it on a weekday ( at least i think so ).

Just out of Curiosity does this effect the events and pictures showing up by not overwriting the 29 xml files?
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Reinyn

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Re: Futanari Overhaul Mod!! (v1.0.2)
« Reply #47 on: October 07, 2021, 01:17:25 pm »

I'm not really surprised that there are problems in the world. It probably changed something in the world file of the core game and this mod uses a copy. It should be using a World Extension instead and connect the added areas of the mod with the existing ones of the core game using an init event, that way it would be more future proof.

Sadly the mod author might not be active to fix it :(

There is a world extension patch on page 2 which i used to be able to use it with lexville.
- You just have to delete a few files as per the readme added to that patch.
- Then convert the files to lexville with a modding tool.
- Next part is a bit tricky, when it asks to overwrite stuff DON'T overwrite anything except for the last image file.
- INSTEAD KEEP BOTH FILES. tHE FILES THAT ARE NAMED THE SAME WILL ADD A NUMBER AT THE END.
- Also reload and refresh files after. I do think it only works in a new game but don't know for sure.

 The only problem i had afterwards was that the futa events added by the mod just gave way to high boosts to corruption, inhibition, lust and happiness.

With high regards,

Reinyn

I have tried it as you said. But somehow its broken, The Onsenticket for example cant be bought and the Naginata Shrine is not on the Map. Do you have the same errors?

Honestly no, no errors at all. The shrine was available immediatly and the only problem i had with the onsenticket is that i had to buy it on a weekday ( at least i think so ).

Just out of Curiosity does this effect the events and pictures showing up by not overwriting the 29 xml files?

From what i can remember no. I think you can get either one. But it has been a while sinds i have used this one simply because of the whole unbalanced stat problem.
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Denial

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Re: Futanari Overhaul Mod!! (v1.0.2)
« Reply #48 on: October 10, 2021, 11:43:29 pm »

Love the content that this pack adds. Would love to see it get updated, and balanced.
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Garrett980

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Re: Futanari Overhaul Mod!! (v1.0.2)
« Reply #49 on: November 25, 2021, 11:27:47 pm »

Would anyone be able to get this working on the current version of the game? Even with how unbalanced it is, I just love the content.
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barteke22

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Re: Futanari Overhaul Mod!! (v1.0.2)
« Reply #50 on: November 28, 2021, 02:26:35 am »

It might be possible to make a redux version, though I wouldn't get your hopes up.

Unless someone wants to actually take over and properly fix it, the amount of broken image references is beyond my time/sanity.

I'd probably remove all events that overwrite vanilla ones, and all references to vanilla images that are missing. Never used this mod, so not sure how much content there'd be beyond that.

Unless someone wants me to just make it work code-wise - and will fix the images themselves - you can find them with the error-checker then (then point each to whatever image it's meant to point to). Could fix the 10-15 overwritten events too then, but some have changed a lot.

barteke22

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Re: Futanari Overhaul Mod!! (v1.0.2) 1.10 REDUX
« Reply #51 on: November 29, 2021, 02:37:49 am »

Old, check out frenchmandisastor's version!

(click to show/hide)
« Last Edit: December 13, 2021, 03:31:37 pm by barteke22 »
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Garrett980

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Re: Futanari Overhaul Mod!! (v1.0.2)
« Reply #52 on: November 29, 2021, 10:31:58 pm »

You are awesome. Thanks very much for taking the time!
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frenchmandisastor

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Re: Futanari Overhaul Mod!! (v1.0.2)
« Reply #53 on: November 30, 2021, 07:38:49 am »

So I took the time to rework this mod. It includes an update to make it 1.9.5 compatible (the easy part) and also a reworking of pretty much every event in the mod for balancing and to make the events more consistent with the vanilla events. In addition, it's based off of the Lexville mod so you would need to mod it on top of that mod.

Shout out to the OP who made this mod, it must have taken a lot of time.

Features
(click to show/hide)

Installation
(click to show/hide)

Download Link (Updated link after fix mentioned below): Download Here

Patches
If you are just downloading the mod, there is NO NEED to patch (as of Jan 17, 2022). If you previously downloaded the mod, issue tracking for the 1.9.5 and 1.10Beta are found here: Message Link

Releases
(click to show/hide)

I have done some sanity testing to make sure the game works but I have NOT done any event-level testing. Feel free to report anything that breaks the game here.

Thanks
« Last Edit: January 17, 2022, 11:45:30 pm by frenchmandisastor »
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Futanari Overhaul Mod Refresh: v1.10.0 Beta, v1.9.5

diskcd

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Re: Futanari Overhaul Mod!! (v1.0.2) 1.10 REDUX
« Reply #54 on: November 30, 2021, 01:18:04 pm »

Ok, actually managed to resolve most of the missing image issues. Turns out the mod had a lot of unmodded, old event copies, so got rid of all those/stuff that's too broken - as it's not feasible to have them there without someone actually maintaining it.

  • Converted to 1.10, PDs included.
  • Fixed missing images/VEE code. It's not pretty as a lot of the logic is outdated/simplistic, but I'm not gonna change that (I did in a few cases, and that took forever).
  • Converted locations to extensions and connected them to the world, seems this mod was pre-1.9.5.
  • Deleted a bunch of obsolete/broken stuff. There was no actual content there afaik.
  • Reset XML configs to default, as they were too outdated, and providing whole config/scenario files is hard to maintain. IF you wish the default futa population to be bigger, edit the ratios in the vanilla DefaultGameConfig.xml.
  • Shrine area is now only accessible through the Lake, as it doesn't seem important enough with the current content amount.

Works as far as tested.  It's a big file so I'll have to host it (threw it in my mod downloads) - however I take no responsibility for this - I only chose to port it, not maintain it.  It overwrites too many big base-game events, ideally I'd split the futa parts into separate events to prevent that, but it's a lot of effort.

Feel free to report critical game breaking bugs (here). I will however NOT fix typos, inconsistencies, balance, Error Checker false-positives, or add any content, someone feel free to take over in that regard if you wish.

New game only. Download link here.
*The link to this post is also on my Mod Index, so that it doesn't get lost among the posts.

Post a little below yours talks about futa Peter and requiring Lexville, does that apply to your port for 1.10, or is that modifications they did?
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barteke22

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Re: Futanari Overhaul Mod!! (v1.0.2)
« Reply #55 on: November 30, 2021, 02:53:46 pm »

Don't think the original was Lexville compatible, didn't find any references to it anywhere (mine is pure 1.10).

I did dm them about whether they'd like help making a 1.10 version of theirs, so will see about that. I only somewhat balanced the events that overwrote existing ones (I injected the futa stuff into the 1.10 vanilla logic). The rest/text is as it was.

I'm all for more fem/futa/trap stuff, just don't have the time to trace every bit of someone else's logic at this scale.

frenchmandisastor

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Re: Futanari Overhaul Mod!! (v1.0.2) 1.10 REDUX
« Reply #56 on: December 01, 2021, 05:19:48 am »

Ok, actually managed to resolve most of the missing image issues. Turns out the mod had a lot of unmodded, old event copies, so got rid of all those/stuff that's too broken - as it's not feasible to have them there without someone actually maintaining it.

  • Converted to 1.10, PDs included.
  • Fixed missing images/VEE code. It's not pretty as a lot of the logic is outdated/simplistic, but I'm not gonna change that (I did in a few cases, and that took forever).
  • Converted locations to extensions and connected them to the world, seems this mod was pre-1.9.5.
  • Deleted a bunch of obsolete/broken stuff. There was no actual content there afaik.
  • Reset XML configs to default, as they were too outdated, and providing whole config/scenario files is hard to maintain. IF you wish the default futa population to be bigger, edit the ratios in the vanilla DefaultGameConfig.xml.
  • Shrine area is now only accessible through the Lake, as it doesn't seem important enough with the current content amount.

Works as far as tested.  It's a big file so I'll have to host it (threw it in my mod downloads) - however I take no responsibility for this - I only chose to port it, not maintain it.  It overwrites too many big base-game events, ideally I'd split the futa parts into separate events to prevent that, but it's a lot of effort.

Feel free to report critical game breaking bugs (here). I will however NOT fix typos, inconsistencies, balance, Error Checker false-positives, or add any content, someone feel free to take over in that regard if you wish.

New game only. Download link here.
*The link to this post is also on my Mod Index, so that it doesn't get lost among the posts.

Post a little below yours talks about futa Peter and requiring Lexville, does that apply to your port for 1.10, or is that modifications they did?

The original was not Lexville compatible, but since I was playing the Lexville mod so I just modded it on top.

Futa Peter was a custom thing I built in since when I used to play HHS years ago I'd just change Peter to a futa via the debug menu anyways. (I only downloaded this mod cause I wanted pictures to mod events to make Futa Peter, but then I just... couldn't resist working on reworking the mod.)
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Futanari Overhaul Mod Refresh: v1.10.0 Beta, v1.9.5

barteke22

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Re: Futanari Overhaul Mod!! (v1.0.2)
« Reply #57 on: December 02, 2021, 05:05:54 pm »

Small edit: Fixed RudeAt level in one of the PD-Handlers, updated upgrade descriptions to better explain what they do (or rather, where). Also added a ModInfo file.

If it's too much to re-download the whole thing, all you need to do is change the RudeAt level from 7 to 6 in Erica Valentine's PD-handler. Or just live with the fact that she gets naked a bit too early - for some it could be a bonus feature :P

frenchmandisastor

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Re: Futanari Overhaul Mod!! (v1.0.2) Update on 1.10 Refresh
« Reply #58 on: December 03, 2021, 10:28:09 am »

Status: I'm probably 60% done with porting my refresh to 1.10

Expected Timeline: 2 evenings worth of work for the update. But episode 5 of WOT is calling me so yah...
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Futanari Overhaul Mod Refresh: v1.10.0 Beta, v1.9.5

barteke22

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Re: Futanari Overhaul Mod!! (v1.0.2)
« Reply #59 on: December 03, 2021, 04:37:55 pm »

@frenchmandisastor Can't attach in pm, so here you go: It's just a generic one so change whatever you want (replaced my name with yours), it goes into the root of the mod's folder. You can also include a cover image with <TitleImage>Images\...</TitleImage>
« Last Edit: December 03, 2021, 05:26:19 pm by barteke22 »
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