Dec 24, 2021
40
23
lets see how to explain it the easiest way possible.
First step is looking for a card in bepis web, generaly the keywords for tags should be Custom_modules or Custom_triggers.
After downloading the card youre interested open the card in the editor and go to modules tab. (for reference im gonna use a card that i really apreciate and attach some screnshoots) as you can see this card for example has the messenger of love module, a module that basically is not in the base modules that came with the game. in this step as you said you unpack the modules.

View attachment 3404972

The second step is going to the triggers tab, here you will find the unpacked module, this step is a bit tricky cause some cards has some random unamed triggers, so you should note beforehand unpacking the module what is that was unpacked in the module, after making really sure what are exactly the things that where in the module then you select them and press R mouse button and select "export as module" (again i attach a screenshot for reference)

View attachment 3404982

After that you should name the module and put a description, some modules are a little more complex that others and have dependencies of other things but lets put that for another time, cause almost every module on cards are not that complex, well going back to the point, after naming the module and writing the description it should appear in the modules tab as any other normal module, i recommend to test them cause sometimes you can pack something unrelated when exporting the module and things will not work as intended.

Wait a fucking minute. your telling me this whole time i could've done this and i wasted HOURS fucking remaking the shit myself...?


wtf.png
 
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ezpot008

Newbie
Oct 16, 2016
89
46
Wait a fucking minute. your telling me this whole time i could've done this and i wasted HOURS fucking remaking the shit myself...?
what i explained only works with some of the modules, some others have global variables and dependencies and determining in what tab requires to put some of those triggers when exporting them requires a full understanding of the especific module.

i would not say, you wasted hours remaking them, you created a base for learning to code new modules yourself by making what you did, (something i lacked myself when i tryed to make some modules myself) he only asked if it was possible to extract them from cards and i pointed out that method, its only gonna work with some modules, with other its not gonna work and your method is the real way to go, but asking some newbie with no idea of how to code to recreating them from scratch is sending him to a painfull road.

Lets put your method for when someone decides that really loves the game , the point im myself now is that recreating modules from scratch and trying to make my custom ones.
 
Dec 24, 2021
40
23
what i explained only works with some of the modules, some others have global variables and dependencies and determining in what tab requires to put some of those triggers when exporting them requires a full understanding of the especific module.

i would not say, you wasted hours remaking them, you created a base for learning to code new modules yourself by making what you did, (something i lacked myself when i tryed to make some modules myself) he only asked if it was possible to extract them from cards and i pointed out that method, its only gonna work with some modules, with other its not gonna work and your method is the real way to go, but asking some newbie with no idea of how to code to recreating them from scratch is sending him to a painfull road.

Lets put your method for when someone decides that really loves the game , the point im myself now is that recreating modules from scratch and trying to make my custom ones.
Ah, okay that makes sense. This is still a HUGE relief to me as someone who codes. I really appreciate it. Thank you Sir/Ma'am for exsisting.
 
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おい!

Engaged Member
Mar 25, 2018
2,614
7,786
lets see how to explain it the easiest way possible.
First step is looking for a card in bepis web, generaly the keywords for tags should be Custom_modules or Custom_triggers.
After downloading the card youre interested open the card in the editor and go to modules tab. (for reference im gonna use a card that i really apreciate and attach some screnshoots) as you can see this card for example has the messenger of love module, a module that basically is not in the base modules that came with the game. in this step as you said you unpack the modules.

View attachment 3404972

The second step is going to the triggers tab, here you will find the unpacked module, this step is a bit tricky cause some cards has some random unamed triggers, so you should note beforehand unpacking the module what is that was unpacked in the module, after making really sure what are exactly the things that where in the module then you select them and press R mouse button and select "export as module" (again i attach a screenshot for reference)

View attachment 3404982

After that you should name the module and put a description, some modules are a little more complex that others and have dependencies of other things but lets put that for another time, cause almost every module on cards are not that complex, well going back to the point, after naming the module and writing the description it should appear in the modules tab as any other normal module, i recommend to test them cause sometimes you can pack something unrelated when exporting the module and things will not work as intended.
Personally I copy and past the modules name and description with Notepad first and then add those back to the module once they are unpacked. I have also found that not all custom modules are listed as such by the people sharing the cards, for example: has After School Tutor, which I renamed to After School Study
Screenshot 2024-03-04 003832.jpg
and this one that has Shipper On Deck
Screenshot 2024-03-04 004530.jpg
 

Monosomething

Well-Known Member
May 24, 2019
1,874
3,283
More custom modules for AA2Mini (88 Modules that weren't included in AA2MiniPPx Installation. I own none of these modules.)

Link 1 -
Link 2 - Mega

MD5 Checker -
Maybe, finally, after all this time, there will be some modules that are actually useful, rather than just being cheats, stupidly pointless (racial ones) or both. Then again, people dont make much more than "easier to fuck" modules anyway. Which is strange, given how theres a cheat built into the game just for that very purpose (absolute obedience cheat).

Appreciate the upload. Least i wasnt the one going through thousands of cards finding these things...
 
Dec 24, 2021
40
23
Maybe, finally, after all this time, there will be some modules that are actually useful, rather than just being cheats, stupidly pointless (racial ones) or both. Then again, people dont make much more than "easier to fuck" modules anyway. Which is strange, given how theres a cheat built into the game just for that very purpose (absolute obedience cheat).

Appreciate the upload. Least i wasnt the one going through thousands of cards finding these things...
i thought i was the only one who thought like this lol. np
 

JustAl

Active Member
Jan 28, 2022
683
818
Maybe, finally, after all this time, there will be some modules that are actually useful, rather than just being cheats, stupidly pointless (racial ones) or both. Then again, people dont make much more than "easier to fuck" modules anyway. Which is strange, given how theres a cheat built into the game just for that very purpose (absolute obedience cheat).

Appreciate the upload. Least i wasnt the one going through thousands of cards finding these things...
I think modules just need more effort to have fun with. It's been months since I last played but what time I spent with the game most recently was making new modules.

For what I've made or was making at the time, I made a module series that was designed to make a character "pity" those who were less well-off than them, and modules for envy that made them dislike characters that were more well-off than them, with the criteria being popularity, strength, and intelligence.

Before that, I made a module that puts a weighting score considering traits, modules, moods, and opinions to make a card more or less likely to be raped by other cards. Then I realized with a bit more tuning I can make a global system that significantly increases the chances of and improves the sensibility of who will rape who. Not even much effort required. So the one module can come in the flavor of managing aggression towards its owner, or managing aggression across the whole class, or suddenly diverting all the fine-tuned aggression factors towards one card, most sensibly the teacher.

Before that, I made a module that flipped the Succubus module into a compassionate version to actually give strength to other cards after sex instead of taking it, but then take half as much value in intelligence. Unless the card lacks the strength to pay, then some light sex happens that mildly improves both participant's stats.

Before that, I made a module to nerf fight scoring in a manageable way: rather than the "Martial Loser" approach to always give a deficit in strength rank, I made a version that considers both strength and intelligence, then divides that by half. "Uncoordinated Fighter", I thought - they need not just the strength, but the intelligence to be able to aim it well.

Before that, I tried to make a Class Prez Tempter module. The original concept was easily made, but then I thought why not use strings as tradeable globals so a pack of such cards can hunt down the Class Prez like wolves. Then I had to complicate it by making sure orientation was paid mind so cards who aren't queer won't be queer and cards who aren't straight won't be straight. Loop back to correct the Pity and Envy set.

At some point, I made "Turbulent Memories" to make cards have aggressive or depressive mood swings if cards who raped them enter conversation with them. Because I thought the "sad" mood didn't make sense for appearing a lot of the time yet I wanted to see it more often. This was in prep for trying the depression module with all of its different styles and odd effects on attendance and such.

I made a Frankenstein's monster at some point and made cards avoid patting her head or they'd get shocked and sent to the infirmary. So modules were made to enforce avoid attempts at kissing and headpats. She had a certain anal-freak motive to her so I had made a module make her increasingly slutty per cumshot, but that got absorbed into simply adding the mental state changes into the conditions of unpacked Corruption conditions for reversability.

I made a super pervert at some point so I had to make a perverted version of Toilet Police. She was a flirtatious bully so I had to make a more gentle and sexy version of the Loving Bully module.

I made a sickly character at some point so I made a version of Sugar Rush to involve the Infirmary instead. It stacked with the original while being treated under unique naming to not conflict.

In short, look at modules as a way to make a character more meaningfully unique. Modules shouldn't be about making meta-gaming powerful characters because any game is defeated to become less fun that way. Since I play purposely disadvantaged characters against hostile murderer-packed rosters for the purpose of fun I make my modules that way too. Granted, it's easy to get burned out when you spend more time in the module editor than playing the actual game. Plus I have other work to do. I figured at the time I'd drop AA2 to make way for other stuff but I still enjoy the game for what it is and what it lets me do.
 

ezpot008

Newbie
Oct 16, 2016
89
46
More custom modules for AA2Mini (88 Modules that weren't included in AA2MiniPPx Installation. I own none of these modules.)

Link 1 -
Link 2 - Mega

MD5 Checker -
Thx for the upload theres probably some in there that i did not have so i aprecciate it.
i also agree that a lot of modules are basically some form of cheats or to make things easier, but sometimes you can stumble uppon hidden gems.

Some ppl pour a lot of love in her cards, the screenshots of the card i used in my other post for example, its from a card called Tamura rin from author croissant in bepis, if you take a moment to see the card you can really see the amount of work he poured in that card, in its earliers versions it was a super plain card, finally culminating in the masterpiece it is now, basically the card as it is now it contains modules and triggers really complex to the point of taking in to account the number of couples , love, hate and like dislike of the class and changing the appeareance of the character according to those numbers.

And thats the problem, they are hidden gems, i probably downloaded hundreds of cards and found a really little number of cards like that.
 

Monosomething

Well-Known Member
May 24, 2019
1,874
3,283
I think modules just need more effort to have fun with. It's been months since I last played but what time I spent with the game most recently was making new modules.

For what I've made or was making at the time, I made a module series that was designed to make a character "pity" those who were less well-off than them, and modules for envy that made them dislike characters that were more well-off than them, with the criteria being popularity, strength, and intelligence.

Before that, I made a module that puts a weighting score considering traits, modules, moods, and opinions to make a card more or less likely to be raped by other cards. Then I realized with a bit more tuning I can make a global system that significantly increases the chances of and improves the sensibility of who will rape who. Not even much effort required. So the one module can come in the flavor of managing aggression towards its owner, or managing aggression across the whole class, or suddenly diverting all the fine-tuned aggression factors towards one card, most sensibly the teacher.

Before that, I made a module that flipped the Succubus module into a compassionate version to actually give strength to other cards after sex instead of taking it, but then take half as much value in intelligence. Unless the card lacks the strength to pay, then some light sex happens that mildly improves both participant's stats.

Before that, I made a module to nerf fight scoring in a manageable way: rather than the "Martial Loser" approach to always give a deficit in strength rank, I made a version that considers both strength and intelligence, then divides that by half. "Uncoordinated Fighter", I thought - they need not just the strength, but the intelligence to be able to aim it well.

Before that, I tried to make a Class Prez Tempter module. The original concept was easily made, but then I thought why not use strings as tradeable globals so a pack of such cards can hunt down the Class Prez like wolves. Then I had to complicate it by making sure orientation was paid mind so cards who aren't queer won't be queer and cards who aren't straight won't be straight. Loop back to correct the Pity and Envy set.

At some point, I made "Turbulent Memories" to make cards have aggressive or depressive mood swings if cards who raped them enter conversation with them. Because I thought the "sad" mood didn't make sense for appearing a lot of the time yet I wanted to see it more often. This was in prep for trying the depression module with all of its different styles and odd effects on attendance and such.

I made a Frankenstein's monster at some point and made cards avoid patting her head or they'd get shocked and sent to the infirmary. So modules were made to enforce avoid attempts at kissing and headpats. She had a certain anal-freak motive to her so I had made a module make her increasingly slutty per cumshot, but that got absorbed into simply adding the mental state changes into the conditions of unpacked Corruption conditions for reversability.

I made a super pervert at some point so I had to make a perverted version of Toilet Police. She was a flirtatious bully so I had to make a more gentle and sexy version of the Loving Bully module.

I made a sickly character at some point so I made a version of Sugar Rush to involve the Infirmary instead. It stacked with the original while being treated under unique naming to not conflict.

In short, look at modules as a way to make a character more meaningfully unique. Modules shouldn't be about making meta-gaming powerful characters because any game is defeated to become less fun that way. Since I play purposely disadvantaged characters against hostile murderer-packed rosters for the purpose of fun I make my modules that way too. Granted, it's easy to get burned out when you spend more time in the module editor than playing the actual game. Plus I have other work to do. I figured at the time I'd drop AA2 to make way for other stuff but I still enjoy the game for what it is and what it lets me do.
After going through the "new" modules, ive found one i like. Yes. Just one.

"Cruel", which makes the loser of a fight get jailed in the infirmary for the rest of the break period. Makes fighting less pointless.

As for the rest? More "easier to fuck" or some outlandish modules i cant possibly think of finding a use for. In my honest opinion, modules should be filling in the gaps left by the developers in interaction options and certain mechanics that simply dont exist. Why cant the player warn their lover about cheating the same way the AI does? Why doesnt it:

-make your partner check their love count with you and their other lover/partner they are cheating on you with
-if your your partners love count with you is 10 points higher than it is with them - they dump the other lover
-if its lower than 10 points - they say "you are both important to me", implying your partner cant decide and wants you to compete (completely obnoxious to me, and would instead end in an instant breakup from my end, but its an option)
-as stupid as it is for me, who hates NTR, to say: "share" outcome, if love count between you, the other card your partner is cheating on you with, and your partner is equal more or less.

I know a lot of the options are missing for the PC, mainly due to the statue being a thing, and as unreliable and "guessy" it is, its still a powerful tool if you know how to read it. Maybe the solution would be to remove the statue functionality and add in interactions to make up for it? I was recently thinking about challenging myself. Modules wont do here, since those are mostly cheats or are flat out irrelevant/not working as advertised. The idea was to simply not look into QtEdit or the statue for a whole playthrough. Just read whats going on by what i know might be happening and judge the game by interactions, without the current, Big Brother-esque, thing we have going on now.

Hell, even a simple module ("simple" in my opinion, that is), which would show the PCs status on the statue. One might not even comprehend how much information is contained in YOUR OWN status towards other NPCs, especially since NPCs ignore your status when it benefits them. You may have the "unforgivable" status, due to being rejected by your lover twice during a competition, or losing a fight a couple of times, but not know it. "Unforgivable" normally makes it impossible for characters to interact, until an apology happens - not with the PC, though. You can and will be interacted with regardless of your status.
Another good example of this is the "cheater!" tag. Your lover, if they found you cheating, might reduce your interaction chances to near zero, assuming they take action on the status. And trust me, they very well might:

Just two "Warn about cheating" interactions did this. From high love count to absolutely nothing. In a span of 20 real time seconds. Yep...

Another thing the AI does is ignore your opinion of them. Even if you hate their guts, as a result of either spotting them fucking in the open all the time or due to bad rumors - the NPCs will still interact with you. Realistically, if your hate count is above 10 points, but your other points dont exceed that - you dont want to speak to the other NPC. Same for dislike count - if its the highest count - your response should be an automatic "no". Reminds me of that one time, where ive fed a girl lies about her BF, after which the guy came over trying to talk to her, and the interaction looked like this:

-guy wants to grope her, she responds with "no"
-guy wants to talk to her, she responds with "no"
-guy tells her how much he loves her, she responds with "Is that what you came all the way here to tell me? Piss off!"

Result of having more than 21 dislike...

Im thinking this requires actual modding, not bandaids like "modules". Functions need to change, not little things like prompting the AI to do this or that. Hopefully someone will make modules do "more" than just make it easier to fuck... even the module ive picked up from the batch makes fighting relevant. Thats a step in the right direction! One can literally pile up on this idea - allowing to force an NPC do ignore another (possibly your lover, but might be anything else, really) and enforcing it with a beating. Why isnt this a thing, after about a decade of the games existence? Sigh... i could rant like that forever, so im cutting it short here.
 

ezpot008

Newbie
Oct 16, 2016
89
46
allowing to force an NPC do ignore another (possibly your lover, but might be anything else, really) and enforcing it with a beating. Why isnt this a thing, after about a decade of the games existence? Sigh... i could rant like that forever, so im cutting it short here.
The "Possesive" module does just that, basically if you put it on any card it ask his lover to ignore almost everyone that want to interact with them.

And basically you can ask your lover to ignore whoever you want, if that one tries to talk with your lover she is gonna reply with lines like "im busy" or "dont want to talk with you" interrupting any interaction with the marked target.

For example if you have a guy trying to hit on your woman you can go to that guy and force him to ignore your woman, and even go to your woman and force her to ignore that anoying guy, that way they never gonna interact, but its only temporary so you need to repeat that process almost every other period.

Edit : the real problem would be the rumors that others characters randomly do, they can make your lover hate or dislike you, and make even the pair on the list of ignoring adquire like or even love mutually.
 
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Monosomething

Well-Known Member
May 24, 2019
1,874
3,283
"Possesive" module
NPC exclusive = useless. Would have to be available for the PC too. To my knowledge, no such module exists.

Lately ive been inquiring if theres a way to stop the PCs love count from going above 10. JustAl mentioned something about changing some code to get what i want. Im not capable of doing that, so instead ive went after the already existing modules.

Found the "unlovable" module, which is not what i was looking for, but looked promising - the PC was not supposed to gain love count at all - thats fine, as only the NPCs love count matters, so i gave it a go. Turned out - the module made me generate love count with my interactions, but the same interactions made the NPCs generate like points only. USELESS. The point was to have everybody run around with the "Like, but cant say it" status, allowing me to do whatever i pleased with them, while making them unable to ask to be lovers or ask out on dates. What happened instead, is that its ME who got friendzoned by every chick in class, because all theyve had in terms of LLDH towards me was likes. Describe your modules properly peeps. Yeah, it does what it says it claims it does, but the way its achieving it is retarded. Love, dislike and hate count are the only LLDH that matters (contrary to what the wiki states, as per usual). Having likes with someone exclusively effectively turns every chick into a pure homo.

Then ive checked another module. "Apathetic" - to quote its description "doesnt have strong feelings towards anyone". What does that even mean? Apparently, it means incoming interactions have reduced efficiency (basically a rip off of "bad with guys/girls" trait) but outgoing interactions increase the PCs love count as usual... *long sigh + shakes head*

I gave up on the idea of the current modules changing anything of note. I consider all of them "get to fucking quickly" until proven otherwise.

How to make npcs easily horny ( no cheat ) ? I have many modules that only activate when that character is horny
If you dont want to cheat - sex talk is your only option. After two successful uses the NPC should turn horny, unless "balanced by other traits" (the "calm" trait, mostly).
 
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Arde645

Newbie
Apr 30, 2018
95
115
Lately ive been inquiring if theres a way to stop the PCs love count from going above 10. @JustAl mentioned something about changing some code to get what i want. Im not capable of doing that, so instead ive went after the already existing modules.
I know you've said that you decided against using the trainer, but it does have an option for this in the form of the freeze command.

It freezes all PC -> NPC point gains towards the selected character though, so I'd suggest manually entering the values you want before freezing for best results. This does not affect the NPC -> PC point gains as long as you don't freeze it on their side as well.

It also works on NPC -> NPC if you need to freeze point gain towards specific characters for testing, though you'll have to go through every character you don't want to gain points with that specific character.
 
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Monosomething

Well-Known Member
May 24, 2019
1,874
3,283
I know you've said that you decided against using the trainer, but it does have an option for this in the form of the freeze command.

It freezes all PC -> NPC point gains towards the selected character though, so I'd suggest manually entering the values you want before freezing for best results. This does not affect the NPC -> PC point gains as long as you don't freeze it on their side as well.

It also works on NPC -> NPC if you need to freeze point gain towards specific characters for testing, though you'll have to go through every character you don't want to gain points with that specific character.
Right. Ive done all the testing there was to do. The only thing that im still interested in is a NPC exclusive interaction ive ran into relatively recently (no more than 2 weeks ago). Some slut ive banged went "around town", telling everyone she fucked me. The "key" in the interactions sub-tab of QtEdit said: Key: ive had sex with someonw (no, its not a typo on my part). What interests me is... what is the point of this interaction? I can think of two things:

1. Ruin the LLDH with someone by telling them that.
2. Force a "cheater" tag on them by saying that.

If its the first one? Sure, why not. If its the second, then no result was gained, as both me and the NPC she interacted with were guys, and the only purpose for other guys in the eyes of a hetero guy is hard work - to the salt mines with them!

Theres still a bunch of un-described NPC exclusives ive seen. Key saying a bunch of, possibly random, numbers for example. No idea what they do. 117 and 112 is what ive seen, though there might be more. Maybe a trigger for MM? Who knows. Then theres an odd case of NPCs interacting with each other, asking to talk, the other side agrees... but no words come out (my settings are set to voice what is being said). Strange.

As far as mechanics go, i think ive mapped them all. Hell, discovering MM was quite an achievement, though knowing how prevalent this mechanic is, its not that big a deal. Admittedly, though, the wiki says nothing about it, so i guess it still makes it an achievement of sorts... heh.

Im now only looking for "sensible" modules that change interactions in a significant way. I dont need to get into girls pants quicker - ive got so proficient at it, that i can get into a lean homo chicks pants in 2-3 days tops, assuming she doesnt have bad traits. Im interested in modules like the one ive mentioned - giving fighting more incentive, than just sadistic pleasure of beating someone up (at the cost of LLDH of everyone witnessing it). I might post about some miscellanous mechanics later on. We will see.

EDIT: that reminded me - i will be issuing a challenge before i post about the minor stuff. The reason the challenge will be sooner is because what is contained in those misc mechanics will... reveal... too many of the secrets most people dont know about, but would help them in beating said challenge. Patience, grasshoppers...
 
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