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CatEclctic41

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Jan 28, 2018
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this might be an interesting module, i might cook it up
Yeah, if you can cook it and try it. I really like to know the result. Plus, I just know that Adoring module will cause heroines gain hate/dislike toward MC if we did not interact with them enough. Also, one of the waifu have the Naive module so basically she gain like (or maybe love) toward everyone.

Note: I just rebuild all of the waifus character card by add+remove certain module carefully and turn out some of previous module have some that cause gain love/like toward random classmate (male & female). Plus, I add romance trait to all of the waifus character card (previously, only like certain waifus has the romance trait).
 

BudgetPro

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Nov 11, 2020
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Bruh, I am obviously not implying corruption is a vanilla game feature. I'm saying, from the start, that you can use the corruption mechanic (implemented using AAU triggers) to lower virtue. That you can write a trigger to tap into corruption, which while not a mechanic built into the game originally as released by Illusion in 2014, is a mechanic added by the AAU triggers feature - to make use of it, it does not require the target card to have the corruption module. I didn't think I'd need to be this hyperspecific.
The contention that it's too slow is asinine, I am quite sure you can give as many corruption points as you want.

Also, no, my PC card does not have those modules but that's beside the point. I didn't even realize you literally meant that "you need some kind of module that uses corruption to do something with it". I mean you couldn't even build corruption if you didn't have any. Why did you even assume I was talking about the vanilla game when most people in 2025 would have a hard time installing it?
i want to give you the benefit of the doubt that im just not quite comprehending what you are saying, but,
i cant tell but from what you keep saying i still get the impression you dont quite understand that the corruption variable is nothing but a number, and that you absolutely DO need to have at least one of the main corruption modules installed in the class (either Corruption on the card itself, OR the corruptor/seducer module on your PC card or some other card in class) in order for any Virtue to ever be effected by the corruption stat.

If you write a trigger that itself does nothing other than add to the corruption stat, and your trigger does not specifically also have code in it to reduce virtue at certain corruption levels, then your trigger will not ever effect virtue, because the corruption stat does absolutely nothing on its own. its just a number being saved. you will absolutely be required to have one of the main modules installed along with your custom trigger if you actually want virtue to be effected

"corruption" is not a "feature" of AAU triggers. there is no corruption function in aau.

there are only some modules which have been written which arbitrarily use the word "corruption" as a variable name to store a number. and then those modules also contain code which takes that arbitrarily named value and at certain amounts, will then use code to change the Virtue.

ie, the Virtue change, IS a feature of aau trigger code, the "corruption" is not.

if you have any other modules that have corruption on them (outside of the 3 named above) then id love to see them, and i will probably find the virtue changing code within them, or maybe not.
 
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BudgetPro

Member
Nov 11, 2020
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Yeah, if you can cook it and try it. I really like to know the result. Plus, I just know that Adoring module will cause heroines gain hate/dislike toward MC if we did not interact with them enough. Also, one of the waifu have the Naive module so basically she gain like (or maybe love) toward everyone.

Note: I just rebuild all of the waifus character card by add+remove certain module carefully and turn out some of previous module have some that cause gain love/like toward random classmate (male & female). Plus, I add romance trait to all of the waifus character card (previously, only like certain waifus has the romance trait).
ok heres the module



this will make it so if a card is a Lover of PC's, then it will not gain hate/dislike towards PC,
and it will not gain Love/like points with any NPC that is the same gender as the PC

let me know how it goes :D

(note this module may not stop all other modules from giving cards love/like/dislike/hate points. it only stops the points during "Relationship Points Updated" events )
 

BudgetPro

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Nov 11, 2020
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Does anyone have tennis court map? I want to change baseball field to it.
as far as i know im the only person whos managed to make a custom room like that (the baseball and backstreet swap module a few weeks ago)

i have maybe some documentation i could share if you wanted to try to make that custom room yourself though ? fair warning its pretty complex though. i had to create the walking paths and camera angles and standing waypoint locations and exit/entry locations all manually ...
 
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Lewis7408

New Member
Jul 12, 2019
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as far as i know im the only person whos managed to make a custom room like that (the baseball and backstreet swap module a few weeks ago)

i have maybe some documentation i could share if you wanted to try to make that custom room yourself though ? fair warning its pretty complex though. i had to create the walking paths and camera angles and standing waypoint locations and exit/entry locations all manually ...
Oh, I don't know changing the map is so complicated. I thought it just changed the picture that easily.
It's fine. I can change to the other design for my class.
 

BudgetPro

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Nov 11, 2020
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Oh, nevermind. Yeah, thats exactly what i wanted. A "private" buff (as silly as this sounds), so i can use it in a controlled manner, rather than having my girl turn into a slut.
Ok give this a shot:


This will make PC requests to NPCs gain a bonus roll chance based on their love amount, and you can configure it to make it more or less narrow scope depending on what you want.

by default the configs are set:
loveContribution: 30%
VirtuesEffected: 3+ (high+)

and you can also set the variable "OnlyEffectHrequests" to true if you want this to only apply bonus on H requests (leave false if you want the love bonus to apply to all PC conversations with those virtues cards)

[ no changes to any virtue in this module, the virtue limit is just to allow you to restrict the love roll bonus to high virtues if you want the normal virtue cards to all respond by default standards. but you can lower it if you want the love bonus to apply to Normals or lower ]
 
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BudgetPro

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Nov 11, 2020
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Oh, I don't know changing the map is so complicated. I thought it just changed the picture that easily.
It's fine. I can change to the other design for my class.
both of those room swaps i made are actually a test of a bigger mod myself and a couple others are currently working on to add new rooms to the game. and so in the future there is a high chance i will end up converting the aa1 rooms to aa2, so likely the tennis court as well. no real timeline available for that since we are in a stage where there are a lot of bugs we havent fixed yet, but keep your eyes peeled, hopefully sometime in the next couple months if all goes well ;)

on the other hand, if youve got money to spend you could potentially buy a few hours from me and ill make that tennis court swap just for you :D
 

CatEclctic41

Member
Jan 28, 2018
489
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ok heres the module



this will make it so if a card is a Lover of PC's, then it will not gain hate/dislike towards PC,
and it will not gain Love/like points with any NPC that is the same gender as the PC

let me know how it goes :D

(note this module may not stop all other modules from giving cards love/like/dislike/hate points. it only stops the points during "Relationship Points Updated" events )
Ok, I gonna try it now. Hopely, there is no more "Hate but Love" or any related Love status toward other male NPCs

Note before adding Lovers Have Limits module:
- I currently having issue where 1 of the waifu seems fall in love with this male NPC and getting "One-Sided Love..." toward this male NPC (Plus, when MC ask her, she said she love them). Even do she has Loyal module & Singleminded trait.

NEW note before adding Lovers Have Limits module:
- I some forget that this of the waifu has Trendy trait :oops:
 
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BudgetPro

Member
Nov 11, 2020
491
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Ok, I gonna try it now. Hopely, there is no more "Hate but Love" or any related Love status toward other male NPCs

Note before adding Lovers Have Limits module:
- I currently having issue where 1 of the waifu seems fall in love with this male NPC and getting "One-Sided Love..." toward this male NPC (Plus, when MC ask her, she said she love them)
you can try to fix her in QTedit, if you go to the play data tab on her, Action Backlog, find the seat number of the guy. change "LoveCount" to zero, and then manually go in to the History array in that list, and change any "Love" action to dislike in the dropdown
 

tiikerihai

Member
Oct 22, 2022
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i want to give you the benefit of the doubt that im just not quite comprehending what you are saying, but,
i cant tell but from what you keep saying
I'm saying that if you're making a module that changes virtue, you should implement it in the form of a corruption module rather than just changing virtue out of the blue by itself. What I'm not saying is that I want you to learn how the existing modules or the stat itself are implemented from me.
Corruption is in fact a feature implemented in AAU triggers, you're lawyering the semantics of that statement for no benefit to yourself. Or me for that matter. I already know you understand how triggers work far better than I do, you don't need to demonstrate it.

Not gonna go and say I expressed that in a great and easy to understand way, but you weren't clear about what you were saying either. I was so confused when you started talking about vanilla game as if that is relevant.
 
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Gogiga gagagigo

New Member
Jun 22, 2025
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May I ask a question about character creation?

In character creation, I set the eyeliner added in AAU from the tanning options.
The created character has fair skin, but on the map (low-poly), the tanning slider seems to be applied, resulting in tanned skin.
Is there a way to fix this?

In other words, I want to set eyeliner or eyeshadow with fair skin.

The text may be incorrect due to automatic translation.
 

BudgetPro

Member
Nov 11, 2020
491
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131
I'm saying that if you're making a module that changes virtue, you should implement it in the form of a corruption module rather than just changing virtue out of the blue by itself. What I'm not saying is that I want you to learn how the existing modules or the stat itself are implemented from me.
Corruption is in fact a feature implemented in AAU triggers, you're lawyering the semantics of that statement for no benefit to yourself. Or me for that matter. I already know you understand how triggers work far better than I do, you don't need to demonstrate it.

Not gonna go and say I expressed that in a great and easy to understand way, but you weren't clear about what you were saying either. I was so confused when you started talking about vanilla game as if that is relevant.
yeah i think we are maybe talking about two slightly separate things but im still not sure lol

all i know is, "corruption" is a Card Storage Float, which means the name "corruption" was chosen by the person who made the corruption module, a separate person and long after the AAU was created (and the triggers system). corruption is not an aau function, its just an artistic word choice. i could easily change all those modules to use instead a variable called "LiterallyAnything" and the overall function would be identical (value goes up, and eventually the module subtracts a virtue point when the value reaches 100) without the word "corruption" ever being used in any form in the triggers. its an arbitrary word.

Untitled.png

a module has to be in the class to do this function ( .AddVirtueMod ) in order for virtue to change.

the "corruption" stat is just an arbitrary means of keeping track of incremental progress over a long period.

that feature is entirely unnecessary for most virtue changing mods.

as someone who has written over 200 modules myself now, possibly the individual who has written the most modules for this game of all individuals, and has written specifically like 10 modules that deal with virtue changing alone

i am highly confident in what i am saying lol

Somewhere in your class you have a module that has that code i posted in that screenshot. (or had one and removed the card)
otherwise that screenshot you showed from the .json could not exist. thats just objective reality

.AddVirtueMod() was invented by AAU devs

"corruption" the Card Storage Float was created by whatever person wrote the original Corruption module, and is not part of AAU itself.

((when i said Vanilla Game, i just meant the game you install with AAU and all the fancy stuff, but with ZERO card modules running in the game. That is what i meant by vanilla. Corruption does not exist in that game context. it only exists when you add Modules that specifically add things arbitrarily named "corruption" because the module artist simply felt like using that word))

going all the way back to the conversation that started this, i was saying that the constant keeping track of and incrementing that corruption value is a burdensome system that isnt necessary and takes up a lot of processing unnecessarily when you are just trying to have a consistent effect on gameplay across a whole class.

Enjoying the feature is perfectly legitimate, enjoy away, but I tend to prefer more straight forward methods, particularly when I can build them to require significantly less processing

The War is against module soup. :D
 
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BudgetPro

Member
Nov 11, 2020
491
264
131
May I ask a question about character creation?

In character creation, I set the eyeliner added in AAU from the tanning options.
The created character has fair skin, but on the map (low-poly), the tanning slider seems to be applied, resulting in tanned skin.
Is there a way to fix this?

In other words, I want to set eyeliner or eyeshadow with fair skin.

The text may be incorrect due to automatic translation.
as i understand it, the low polys dont use the custom tan colors, they use the editor tan color slider (on the right side window, not the left side AAU window)


so you gotta set the standard tan how you want it BEFORE you apply a custom tan, and then adjust the custom from there without changing the default tan setup
 
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CatEclctic41

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Jan 28, 2018
489
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you can try to fix her in QTedit, if you go to the play data tab on her, Action Backlog, find the seat number of the guy. change "LoveCount" to zero, and then manually go in to the History array in that list, and change any "Love" action to dislike in the dropdown
What is the different between LoveCount and LovePoint? Previously, I want to edit it but idk what the different. Plus, what is the max number for the variable?

Notes:
- the module work perfectly, some of the waifus have "Piece of Shit..." & "Not good with these types" status toward certain Male NPC
 
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BudgetPro

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What is the different between LoveCount and LovePoint?
Lovepoints is a temporary holder of a small value. when you do interactions they add directly to that first.
once that value goes above 30, the game removes 30 from it, and adds a single "Love Count" as well as a "Love" History action in the history list (which has a maximum of 30 entries in that list). ((these Counts/History log, are the real values that the game actually cares about, and considers towards cards action choices/decisions))

Therefore you can think of each LoveCount as equal to 30 LovePoints. and since the maximum number of entries in the History log is 30, that means you can have a maximum of 30 "Love" actions, ie LoveCounts with a single card.

This means 30points * 30 count = 900 maximum Love Points (in the trigger value called "Love Points"... i know this is more confusing lol)

Since you can also have basically up to 29 Love points naturally saved, that actually means the true Love cap is 929 points.

the LLDH Counts and the history log are codependent.

when you get 30 points of any LLDH type, it adds a history action of that type.

that means your entire LLDH score with any card is a total pool of 900 points (30 counts) spread among the LLDH types. if you do something that adds a new action to that list, it bumps the oldest action off the list, and the total is recounted.

This means if you do 5 love count actions, and then do 25 Like count, then the next action you do will remove one of the LoveCount actions from the log (since they are the oldest) and your love value with that card will actually go down lol

Ie, Like counts, remove just as many Love counts from a card, as a Dislike count, or a Hate count. :(

Friend zone ....

basically just always spam love actions lol

also note: the average amount of points you get for a single positive response for a conversation action with a Normal virtue person of the same orientation as you (ie, both cards have max orientation alignment with each other) is 30 Points. (1 count / 1 log action) but some major actions can go way above that. 200 points 300 even. in which case 300 / 30 = 10 love counts / log actions can occur from a single game action (like having H for the first time with a lover). and the points are drastically reduced by mismatching orientations, or when someone hates you too much, or even when someone has a high love count already. for example with most cards, once you get them over 500 love points the amount of points you get from further standard love actions (talk Love, Lewd, Massage, Praise) is significantly reduced, and youll need to do stronger actions like Hug/Kiss etc to gain more love
 
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tiikerihai

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Oct 22, 2022
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yeah i think we are maybe talking about two slightly separate things but im still not sure lol
Ok. Let me try to make it even more obvious. The corruption mechanic is a good mechanic for using in virtue changes, because by implementing virtue changes via a module that uses corruption you're also taking advantage of the corruption styles that cards might already have. If you just change virtue by itself it's not taking advantage of this therefore is an inferiour way of doing it.

"corruption" the Card Storage Float was created by whatever person wrote the original Corruption module, and is not part of AAU itself...
when i said Vanilla Game, i just meant the game you install with AAU and all the fancy stuff, but with ZERO card modules running in the game.
This here is what I meant about semantics lawyering. It's a completely arbitrary standard that isn't based on any practical implications. The module was created by one of AAU devs (wanna guess who added the code to modify virtue?) and it's always included with the mini (which most people have) so there's no reason to pretend that it isn't a feature you can use as a player when creating your cards or modules. For clarity when I am talking about game mechanics I mean any mechanic that is implemented in the game. I don't care if you are Illusion and put it into game to begin with, wrote C++ code for AAU to implement it, interfaced with AAU via a LUA script to implement it or wrote it in triggers pseudocode. All of these are valid ways to implement a feature if they work and I consider every method to be equally valid despite the latter two having much more limitations than the former 2.
If you implement a disgusting system for STDs using only triggers pseudocode and actually make it work reliably, I'll consider that a mechanic in the game henceforth.
 

BudgetPro

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Nov 11, 2020
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Ok. Let me try to make it even more obvious. The corruption mechanic is a good mechanic for using in virtue changes, because by implementing virtue changes via a module that uses corruption you're also taking advantage of the corruption styles that cards might already have. If you just change virtue by itself it's not taking advantage of this therefore is an inferiour way of doing it.


This here is what I meant about semantics lawyering. It's a completely arbitrary standard that isn't based on any practical implications. The module was created by one of AAU devs (wanna guess who added the code to modify virtue?) and it's always included with the mini (which most people have) so there's no reason to pretend that it isn't a feature you can use as a player when creating your cards or modules. For clarity when I am talking about game mechanics I mean any mechanic that is implemented in the game. I don't care if you are Illusion and put it into game to begin with, wrote C++ code for AAU to implement it, interfaced with AAU via a LUA script to implement it or wrote it in triggers pseudocode. All of these are valid ways to implement a feature if they work and I consider every method to be equally valid despite the latter two having much more limitations than the former 2.
If you implement a disgusting system for STDs using only triggers pseudocode and actually make it work reliably, I'll consider that a mechanic in the game henceforth.

i could easily tell any card to equip any style. dont need the corruption stat. can just tell the card "equip style 'corrupt' "

incrementing that corruption variable only has one purpose: To allow small changes many times over a given period.

in other words its only relevant when you are talking about doing some action many times and having it add up over the long term. (conversations)

thats certainly a fine way to achieve something you want to, but not even remotely the only way that makes sense, nor even a majority of the methods to do so.

in fact all of my virtue changing mods instead rely on completely different styles of checks and balances. many use Rolls instead of increments to determine when a thing changes. rolls based on LLDH for example, the game is already keeping track of LLDH increments over time (your actions over game days/weeks) why would i bother using some 3rd new variable when the game already has relevant variables in place? or perhaps instead i use very low chance random acts like a 2% chance at the end of any H scene, or further still I only change virtue when a personality changes, which maybe in turn be caused by changes in a characters Orientation. All of these systems would make absolutely no sense to use the corruption stat, especially since then i would have to arbitrarily add the corruption checks to make the virtue changes which i can simply make directly instead.

suggesting that all virtue changes are inferior if they dont follow the code bloating corruption stat maintenance is just silly

the corruption float variable is just a way to push a consistent value around, and that is only one of 1000 forms of actions that might cause virtues to change

as to whether or not an AAU dev made the Corruption module, I have no idea, and i dont think its relevant to the distinction i was trying to point out. which is the code scope.

in any case, i can assure that code i screenshot above was in your class somewhere, so what i really am interesting in finding out is which module it was from. if you cant find it, send me the .sav and let me see if i can hunt it down
 
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