- Oct 16, 2018
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Yeah I'm stumped too lol, I tried making new characters, default characters, etc- nothing worked! I ended up just setting up my old PC and downloading it and it works fine so it must be something with my current set upeXtraPROtein If you get this using default characters on a new class, then I am completely and utterly stumped.
No idea about the discord link, but check these for modules:Anyone know the current/newer link of Discord for AA2? or just new modules/triggers?
Props to Maxie for the links.More custom modules for AA2Mini (88 Modules that weren't included in AA2MiniPPx Installation. I own none of these modules.)
Link 1 -You must be registered to see the links
Link 2 - Mega
Thanks for this. I knew I was missing something in the process but didn't know what. (It was the unpacking.)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.
Ok I ran into a small issue, after downloading new triggers, I can't seem to be able to save changes? Everything runs smoothly and fine but when I press Save, it takes forever and does not save changes at allNo idea about the discord link, but check these for modules:
Props to Maxie for the links.
No idea. Maybe a bug with the editor itself?Ok I ran into a small issue, after downloading new triggers, I can't seem to be able to save changes? Everything runs smoothly and fine but when I press Save, it takes forever and does not save changes at all
Have you checked the folder properties and see whether the read only mark is unchecked?does anyone know how to fix "Save" in Edit? It takes forever and doesn't seem to save changes
I had the same issue but too lazy to fix it. I was doing 3p route and she kept asking to trade THE WHOLE DAY, she also did that to the other lovers. I just ended up deleting her from the classI had a character in my game who seemed to be bugged, because she would constantly ask to trade items with me every time she was in the same room as me. I tried removing her from the class, re-adding her, changing her traits/modules/personality, but no matter what I edited, she kept doing it. What finally fixed it was swapping her position in the roster with another character’s. She immediately stopped, and all of her modules seem to have updated correctly. The weird part is that after noticing this, I realized that other characters I re-edited and re-added to my ongoing save were also displaying traits from modules that I removed. I just don't understand why…? This makes me believe that if you edit a character, and add the new version to the same spot in your roster that the old version inhabitanted, then they will keep their old modules. So maybe roster spots in ongoing games save data from characters who originally occupy them? Could this be a hidden function of QTEdit?
The fix for this bug seems to be swapping their spots on the roster. They didn't keep their old modules in a new roster spot, but I am worried that adding new characters to used roster spots in an ongoing game will still keep some old information. So at this point I'm starting a new save instead of experimenting more.