I tried installing another modification. Also a collection of clothes. I put the ppx file into the data folder and again nothing. In the game, when you open the menu for editing a character's clothing, there simply is no new outfits. Only standard ones.
Based on that last pic you don't appear to have the PPX version of the game, which is why the new clothes wouldn't show up. I would suggest following the
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which is also linked in the OP under "Other Sources". It'll guide you through downloading a "modern" version of the game with PPX support and setting up everything.
IIRC, Corruption is a module-added value, right? You can make a kind of debug module to read it on demand (perhaps specific key press), but corruption as I've read in the module descriptions merely work as a threshold to lower in-game virtue. Or in the case of removing corruption, raises virtue.
Based on that last pic you don't appear to have the PPX version of the game, which is why the new clothes wouldn't show up. I would suggest following the
You must be registered to see the links
which is also linked in the OP under "Other Sources". It'll guide you through downloading a "modern" version of the game with PPX support and setting up everything.
Understood thanks. But there is only a link to the torrent, but is there where to download AA2miniPPX without the torrent?
Can you please send me this AA2miniPPX through Mega or GoFile or something else? I just can’t find where else I can download this AA2miniPPX without a torrent
IIRC, Corruption is a module-added value, right? You can make a kind of debug module to read it on demand (perhaps specific key press), but corruption as I've read in the module descriptions merely work as a threshold to lower in-game virtue. Or in the case of removing corruption, raises virtue.
Yeah I mean the module, it's sometimes hard to tell if it's actually moving or how quickly it's moving, so I was wondering if there was a hotkey that pulled things like that up.
Understood thanks. But there is only a link to the torrent, but is there where to download AA2miniPPX without the torrent?
Can you please send me this AA2miniPPX through Mega or GoFile or something else? I just can’t find where else I can download this AA2miniPPX without a torrent
The game runs fine with the new dll, but I'm hesitant to say it fixed the problem since I've only been testing with it for less than a day, and the crashing has always been intermittent for me. I figure if I can go a week or more without crashing then I'll call it solved.
If you want to try it as well:
1. Make a backup of AAUnlimited/lib/dgd3d9.dll. I just added a .bak extension to mine and left it in the folder.
2. Download dgVoodoo2_82_4.zip from here:
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3. Copy D3D9.dll from MS/x86 in the zip file you downloaded and paste it into AAUnlimited/lib, and then rename it to dgd3d9.dll so it matches the old dll name.
As an update to this, I haven't experienced any further crashing related to loading cards in the character/clothing editors since replacing the old dll with the newer one. Prior to that I was frequently crashing. The only crashes I've had since then have been a few upon exiting the game, but those seem to be an unrelated issue and are inconsequential.
As an update to this, I haven't experienced any further crashing related to loading cards in the character/clothing editors since replacing the old dll with the newer one. Prior to that I was frequently crashing. The only crashes I've had since then have been a few upon exiting the game, but those seem to be an unrelated issue and are inconsequential.
Better than nothing I guess. Seems like some (most?) people weren't getting any crashes even with the old dll, so it might be due to hardware/driver differences, like different GPUs.
For anyone who's familiar how the different modules work, what's the ideal module/trait combination for giving killers the best chance of getting away with murder? I've been stacking the Armed/Thorough modules on them along with the Lucky trait, but I'm wondering if that isn't redundant. Reading through the trigger logic as best as I can, it seems like the Armed and Thorough modules are automatically adding the Lucky trait in those situations anyway, so giving the card that trait doesn't seem to actually be necessary.
Beyond that, I'm wondering if having both the Armed and Thorough modules is necessary, or if just the Thorough module would be sufficient. I don't necessarily need the killers to be able to defend themselves against other killers, which is where I think the Armed module would come in. I just want them to succeed at killing their targets.
For anyone who's familiar how the different modules work, what's the ideal module/trait combination for giving killers the best chance of getting away with murder? I've been stacking the Armed/Thorough modules on them along with the Lucky trait, but I'm wondering if that isn't redundant. Reading through the trigger logic as best as I can, it seems like the Armed and Thorough modules are automatically adding the Lucky trait in those situations anyway, so giving the card that trait doesn't seem to actually be necessary.
Beyond that, I'm wondering if having both the Armed and Thorough modules is necessary, or if just the Thorough module would be sufficient. I don't necessarily need the killers to be able to defend themselves against other killers, which is where I think the Armed module would come in. I just want them to succeed at killing their targets.
Oh, you're in luck: I was working on a feminine protag who will get away with Murder. The answer will surprise you.
I'll start with the common sense stuff. If a character commits a proper murder, they will succeed if their target is not Lucky, but then may get caught if the killer is not Lucky. If both are, they are mutually unlucky because the Luck perk will nullify.
Next, witnesses. Thorough module simply checks for any other classmates in the same room as you, and if it's zero the condition lets the murderer get away with it. However... "room" considers private rooms as unique rooms. If the characters are in one of those "sex closet" kind of rooms, they're technically in a new room. Typically only the sex start dialogue can happen here, but some modules change topics here to force the murder dialogue, causing a murder in a room that almost always can never have more than just those 2 people inside... unless a special scenario like Kidnapper happens in which 3 people are in the room, which will probably count as a witness since I don't see anything that would prevent the student from counting +1 in the same room check.
Okay then, so what about "killing" cards without actual murder?
Yes, this is actually a thing. "Expel" is kicking the card out of the class, and some modules do that.
I'll share some names of modules relevant to affecting murder in this nature. I'll read from my plan doc and only include what should act on murder towards this way. Mostly only things that change how murder is recognized but maybe a personality style one or so.
There's the above for my planning based on the modules I found related to murder, some found in the main pack but many found strewn about in different uploads. None of these are what I need for my particular approaches though, hence why I researched and studied the modules to make my own appropriate triggers. There was also an AI mod that Arde645 posted a few pages back, converted from PP format to PPX format for the latest AA2-AAU Mini builds. I haven't returned with notes on my experience yet so now is the best time to post my finds.
The AI overhaul mod causes many great effects, but has one effect that strongly breaks the functionality of club-based modules for dedicated NPC characters.
The AI mod makes interactions like insults, fighting, travel to class together, general "Minna" (group) actions more common, and such. Based on a rare (seen once only) glitchy conversation, it can even cause spontaneous breakups but this rarely leads to a character initiating a breakup with you while you never got into a relationship, causing no effect but Hate points. However the problem is it makes students frequently change club. This makes it nearly impossible to have gang factions since surprisingly despite good relationships with their dominant friend (not official leader), or cards with Banchou / Cultist module (actual leader), or Club Leader (in-between level of leader), members of clubs just roam way more often so half the class has changed their club about a few weeks in. It's pretty annoying if you want faction drama.
But for murder, it's pretty good. The murderers are more aggressive and stalk more, and if you attempt to brush off a murderer the AI mod will make them spam dialogue with you until they fight you or until they kill you. So you can't just keep saying no, you won't even have enough time to press the button to end the period. So it's pretty nice aside from the constant club-changing NPCs.
Oh, you're in luck: I was working on a feminine protag who will get away with Murder. The answer will surprise you.
I'll start with the common sense stuff. If a character commits a proper murder, they will succeed if their target is not Lucky, but then may get caught if the killer is not Lucky. If both are, they are mutually unlucky because the Luck perk will nullify.
Next, witnesses. Thorough module simply checks for any other classmates in the same room as you, and if it's zero the condition lets the murderer get away with it. However... "room" considers private rooms as unique rooms. If the characters are in one of those "sex closet" kind of rooms, they're technically in a new room. Typically only the sex start dialogue can happen here, but some modules change topics here to force the murder dialogue, causing a murder in a room that almost always can never have just those 2 people inside... unless a special scenario like Kidnapper happens in which 3 people are in the room, which will probably count as a witness since I don't see anything that would prevent the student from counting +1 in the same room check.
Okay then, so what about "killing" cards without actual murder?
Yes, this is actually a thing. "Expel" is kicking the card out of the class, and some modules do that.
I'll share some names of modules relevant to affecting murder in this nature. I'll read from my plan doc and only include what should act on murder towards this way. Mostly only things that change how murder is recognized but maybe a personality style one or so.
There's the above for my planning based on the modules I found related to murder, some found in the main pack but many found strewn about in different uploads. None of these are what I need for my particular approaches though, hence why I researched and studied the modules to make my own appropriate triggers. There was also an AI mod that Arde645 posted a few pages back, converted from PP format to PPX format for the latest AA2-AAU Mini builds. I haven't returned with notes on my experience yet so now is the best time to post my finds.
The AI overhaul mod causes many great effects, but has one effect that strongly breaks the functionality of club-based modules for dedicated NPC characters.
The AI mod makes interactions like insults, fighting, travel to class together, general "Minna" (group) actions more common, and such. Based on a rare (seen once only) glitchy conversation, it can even cause spontaneous breakups but this rarely leads to a character initiating a breakup with you while you never got into a relationship, causing no effect but Hate points. However the problem is it makes students frequently change club. This makes it nearly impossible to have gang factions since surprisingly despite good relationships with their dominant friend (not official leader), or cards with Banchou / Cultist module (actual leader), or Club Leader (in-between level of leader), members of clubs just roam way more often so half the class has changed their club about a few weeks in. It's pretty annoying if you want faction drama.
But for murder, it's pretty good. The murderers are more aggressive and stalk more, and if you attempt to brush off a murderer the AI mod will make them spam dialogue with you until they fight you or until they kill you. So you can't just keep saying no, you won't even have enough time to press the button to end the period. So it's pretty nice aside from the constant club-changing NPCs.
Typically I like playing as a scheming type character that orchestrates the murders from behind the scenes, without actually doing it myself. So NPC modules that aid in this are what's most interesting to me, and I guess this would be what you call "conventional murder". Usually I'll try and get the target NPC to get into a relationship with another NPC that's either Evil, or has the Yandere Type A module, and then get them to cheat with someone else. Yandere Type B can work also if the NPC with that module is already in a relationship, at which point I'd get the target to get involved with their lover instead.
For this type of scenario, to aid the killer would you say that the Thorough module will suffice?
Also, the Death Knight, Hex, and Transient modules you mentioned must have come from cards because I don't have those, so they're not in the standard module pack.
Typically I like playing as a scheming type character that orchestrates the murders from behind the scenes, without actually doing it myself. So NPC modules that aid in this are what's most interesting to me, and I guess this would be what you call "conventional murder". [...]
My "conventional" or "normal" murder, I mean using the actual murder dialogues and all the initially intended mechanics. "Expel" is a proxy-murder option that's not using the murder functions but effectively works the same. And sometimes you can get creative; "Pregnancy" end is a game-over, so why not a module that makes a girl blame a male player they don't like for their current pregnancy? Oof.
[...]
Usually I'll try and get the target NPC to get into a relationship with another NPC that's either Evil, or has the Yandere Type A module, and then get them to cheat with someone else. Yandere Type B can work also if the NPC with that module is already in a relationship, at which point I'd get the target to get involved with their lover instead. [...]
I forgot to mention the Yandere series but they're found in the base pack so everyone should have them. A is hard to manipulate. B and C are easier for sure.
Eh, your milage may vary. I will say if you can write a kind of limiting trigger or couple it with something that limits murder to a degree, it should work by way of homefully delaying their murderous interactions long enough that the player can progress periods rather fast then hang onto the final period at the end of the day when students start leaving and going to fun places in town together. I say this because during the day students bustle and cluster and getting caught is super easy. It's worse that so many card designers abuse the Lucky trait for the death forgiveness it gives, to the degree that some form of Luck stripping is effectively required to kill and not get caught. The base pack comes with Armed, which helps.
Thorough, Armed, sure. Although I forgot to mention in my earlier post that both Banchou and Cultist work to enable the leader to send assassins after targets they don't like. Banchou is more dominant, Cultist is more manipulative - since your checks get nerfs by intelligence on NPCs but you have the power to drain intelligence on NPCs, it feels that much more manipulative but overall works much the same.
And creativity helps. Sometimes you can try Praying Mantis or such to have a dangerous girlfriend you actually try to provoke into Cucking you with the Casanova / Polyamorous and such modules to make cheating a non-offense while she periodically kills someone she cheats with. Or mess with the triggers around Murderous, Boiling Point, and Depression to make a character who visibly grows more angry-looking until they kill. Or try the Lilith's Curse STD module triggers with Transient and simply have people get sick until they don't come to permanently vanish, but I haven't though the triggers out for that. Just have fun as you want.
It's worse that so many card designers abuse the Lucky trait for the death forgiveness it gives, to the degree that some form of Luck stripping is effectively required to kill and not get caught. The base pack comes with Armed, which helps.
Yeah I've noticed the prevalence of Lucky on cards. Seems like half or more that I download have Lucky applied to them. I've started just removing it from all of them. So you're saying Armed will automatically remove Lucky from the target?
Thorough, Armed, sure. Although I forgot to mention in my earlier post that both Banchou and Cultist work to enable the leader to send assassins after targets they don't like. Banchou is more dominant, Cultist is more manipulative - since your checks get nerfs by intelligence on NPCs but you have the power to drain intelligence on NPCs, it feels that much more manipulative but overall works much the same.
I've got one card that has the Banchou module, but I've never played as that card directly. I know NPCs with it will ask others to join, but do they also order killings and such, or is that limited to just when the player is the banchou leader?
Yeah I've noticed the prevalence of Lucky on cards. Seems like half or more that I download have Lucky applied to them. I've started just removing it from all of them. So you're saying Armed will automatically remove Lucky from the target?
[...]
Armed does it. I don't remember off the top of my head for sure, but I remember it might also have some logic flow for what to do if the target is also has Armed, liked disabling the module on the target just before the attack. So essentially, first mover wins.
I've got one card that has the Banchou module, but I've never played as that card directly. I know NPCs with it will ask others to join, but do they also order killings and such, or is that limited to just when the player is the banchou leader?
By the documentation, the NPCs are meant to do that if they have strong hatred towards a target. You can say that it is rare for an NPC to have strong enough hatred towards a target, while also having enough trust from their members to successfully request the kill in the first place.
I only had tested one Banchou I found from another card maker, and that was the only module on it. No surprise, I got into fights with her members but never got the main one angry enough in my testing to trigger her deadly henchman wrath. Not that I tried at all, I lack time for rigorous purposeful testing of this stuff but I've played enough leisurely testing my test characters in carefully curated class sets to find cool interactions.
Also, more is more. Just stuff the class roster to 25 seats if you want to see things happen. Hence the challenge of making a successfully murderous character who can kill and not get caught, with 24 potential witnesses running around and travelling between each other.
By the documentation, the NPCs are meant to do that if they have strong hatred towards a target. You can say that it is rare for an NPC to have strong enough hatred towards a target, while also having enough trust from their members to successfully request the kill in the first place.
I only had tested one Banchou I found from another card maker, and that was the only module on it. No surprise, I got into fights with her members but never got the main one angry enough in my testing to trigger her deadly henchman wrath. Not that I tried at all, I lack time for rigorous purposeful testing of this stuff but I've played enough leisurely testing my test characters in carefully curated class sets to find cool interactions.
I had an idea to set up a gang warfare scenario with like 4 or 5 different banchous, which is why I was curious if they'd order hits on each other. The
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I currently have with that module also has the Unimpressionable module, so I can't even directly influence her opinion of others. To get her to hate somebody I'd probably have to spread rumors about her to the target, and hope that the target somehow pisses her off enough, but I'm not sure how feasible that is.
Also, more is more. Just stuff the class roster to 25 seats if you want to see things happen. Hence the challenge of making a successfully murderous character who can kill and not get caught, with 24 potential witnesses running around and travelling between each other.
I always play with a full class since it's more chaotic that way, but it definitely seems to make it more difficult for the killers to get away with it. Especially since they often decide to murder their victims in front of a dozen other people.
I wonder how feasible it would be to modify the Thorough module to do a witness check before the murder, and if there's any potential witnesses then cancel the action. Would make it a bit smarter, but they could still be caught if somebody rushes into the room during the murder.