Jul 28, 2019
233
157
Sorry if this question has been asked before, is there a Mac version for this game?
It has been asked before (search thread for 'mac').

Long story short, no. Slightly longer version, you could try playing the windows version under Wine. It should also be possible to build it from source for mac but that needs some skill and locating the source code. (3.19 source is .)
 

Ravenger6660

Active Member
Sep 14, 2017
809
941
Okay, I was up to some shenanigans.
With the new swim suits and tan lines added to the game, I thought I try my hand at making a beach.
Well needless to say it looks "okay......", but doesn't work very well.
I tried hiding certain furniture into floor to mimic beach towels or sitting in the water. But my guy looks like he needs an exorcist, or at least tie himself to some rocks.
 

Icebird

Member
Sep 22, 2017
291
197
Has anyone figured out how to prevent temporary NPCs from spawning in a building or how to clear them from the room until you move to another building? I'm trying to add a new room to a building, but I don't want a bunch of random people jammed into it since it doesn't make any sense.
Yes. In your script use the 'moveTo(home)' command. This ensures that your PC and his companion move there only. After that line use setBackGound3D(roompresetwithpath). In 'home' location behind only spawns what you call.
For removing npc from scene use 'Actor.Delete()' command instead of 'Actor.hide()'.
 
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Ravenger6660

Active Member
Sep 14, 2017
809
941
Yes. In your script use the 'moveTo(home)' command. This ensures that your PC and his companion move there only. After that line use setBackGound3D(roompresetwithpath). In 'home' location behind only spawns what you call.
For removing npc from scene use 'Actor.Delete()' command instead of 'Actor.hide()'.
Kind of bad advice. Because the 'moveTo(home)' command can be rather disruptive;

A. it teleports you home. which means you have to travel back to where you were if you looking for a different scene to trigger.

B. it cancels the action your PC is currently doing. Some actions like looking for a photo shoot take a while to complete, and can only trigger the scene once action is completed.
 

Grim

Member
Aug 17, 2016
424
349
Yes. In your script use the 'moveTo(home)' command. This ensures that your PC and his companion move there only. After that line use setBackGound3D(roompresetwithpath). In 'home' location behind only spawns what you call.
For removing npc from scene use 'Actor.Delete()' command instead of 'Actor.hide()'.
Kind of bad advice. Because the 'moveTo(home)' command can be rather disruptive;

A. it teleports you home. which means you have to travel back to where you were if you looking for a different scene to trigger.

B. it cancels the action your PC is currently doing. Some actions like looking for a photo shoot take a while to complete, and can only trigger the scene once action is completed.
Yea I've already tried the moveTo(home) route and due to the problems Ravenger mentioned plus others it's not a viable solution. I've given up on the idea for now since it seems like proper tools/API methods aren't there yet.
 

Icebird

Member
Sep 22, 2017
291
197
Yea I've already tried the moveTo(home) route and due to the problems Ravenger mentioned plus others it's not a viable solution. I've given up on the idea for now since it seems like proper tools/API methods aren't there yet.
Sry, maybe I misunderstanded the problem. But as I know 'home' is the only location type where not spawn npc (from AI). Otherwise the AI try fill the other places with npcs according to the predefined location type (shows in edit building). The npcs as I expected start disappear if location is closed, so there must be a mechanism for that, but likely nobody knows (except the dev).
 

Grim

Member
Aug 17, 2016
424
349
Sry, maybe I misunderstanded the problem. But as I know 'home' is the only location type where not spawn npc (from AI). Otherwise the AI try fill the other places with npcs according to the predefined location type (shows in edit building). The npcs as I expected start disappear if location is closed, so there must be a mechanism for that, but likely nobody knows (except the dev).
No, you understood correctly. Using a home building is an idea that came to me as well while I was awaiting answers, but there's too many issues with it for it to be viable. I was hoping somebody else had some other workaround since it seems like there's no officially implemented way of preventing them from spawning, but it seems like there's no solutions currently.
 
Jan 29, 2018
104
19
You can get police job at police station.
Then you have three action options:
Street work
Guard work
Paper work
Each one will trigger different set of scenes.
No I mean I hit street work and for 3 days straight not a single one of the scenes popped up, just a bunch of hey you wanna hang out, hey you wanna talk etc. Or for one whole day, nothing... Nothing at all triggered.

So wondering is there a way to manually trigger say the dark alleyway or the pickpocket etc.
 

Deleted member 2476484

Member
Modder
Jun 15, 2020
164
117
[Also looking at this post https://f95zone.to/threads/lifeplay-v4-2-vinfamy.11321/post-6011896]
Okay.
Do you need me to make any changes?
If I make any changes, in the future, will I have to notify you about them?
Need any help?
First thank you to let me include your works inside that ...

Do you need me to make any changes?
Not at the moment, I will take a look first.

In fact for that project, I'm doing this:
1- If a person (JohnDoe) create a new file (lpscene,lpaction,..) his files will start like this: jd_VB_thenameofthefile.lpstat
2- If a person edit a lpscene, his code will be separated by comment "\\", if possible.
Because there's a lot of "If" possible in a scene...


If I make any changes, in the future, will I have to notify you about them?
No obligation but it will be useful


Need any help?
You can join the project at any moment - I create channels on to talk about the remake of LifePlay (reserved for serious artists, modders and writers), to know who is working on what (workflows), sharing doable new ideas and a channel to talk between artists, modders and writers about the project or near.

And, I also made a page for contributors: , you will be listed and all your contributions (This page will be improved ...).

**The RaiderKnight Mods Wiki's layout is better when you login... I'm waiting for Fandom to update.

***
To all those who wonder "What is this big project?", it's the same game but more difficult.
Still not finished, there are a lot of files to edit and variables to implement.
So you can try it but it is certain that you will run into some bugs ... or starve! ;)
 

Deleted member 2476484

Member
Modder
Jun 15, 2020
164
117
No I mean I hit street work and for 3 days straight not a single one of the scenes popped up, just a bunch of hey you wanna hang out, hey you wanna talk etc. Or for one whole day, nothing... Nothing at all triggered.

So wondering is there a way to manually trigger say the dark alleyway or the pickpocket etc.
Like Grim said: Hit the tilde or insert key and type the name of the scene (without .lpscene) in the textbox at the bottom right of the screen
 
Jan 29, 2018
104
19
Like Grim said: Hit the tilde or insert key and type the name of the scene (without .lpscene) in the textbox at the bottom right of the screen
Thanks that got it to trigger. Now to figure out how to get the scene to work till the end. Hitting peep just ends the scene and transports back to the station. Also only the victim spawns, not the attacker. Do I need to install more of Ravenger's files than just the police module and Ravenger scenes folder?
 
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