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.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...
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.