Valtorix

Newbie
Mar 13, 2022
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Damn...been years since I played this game and this is just the ultimate version of it with all these mods. I had a lot of mods back then but nothing like this. JMCP in particular really enhances the sex.

Man I missed this game.
 
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bloodbirthe

Member
Nov 25, 2018
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Unless I'm missing something, don't have you have to configure the rest of the outfit with the underwear though? Unless you have everyone in the class wearing the same outfit except for the underwear, you'd have to configure dozens of different outfits for every student. I tend to just leave whatever clothing is configured on the cards I download, unless the outfit is broken in some way, so everyone in the class ends up wearing something different, rather than a single uniform for all. I definitely wouldn't have the patience to go through every card and create multiple styles with different underwear.
I have everyone wearing the same uniform at the start of the day, true, but what you're saying you don't have the patience to do is what I've already done for each character just for their Sunday outfits. In addition to outfits named uniform#, and sports#, I also made assortments of unique outfits for each character, named things like "sophie#", or "itoka#" for example. In my opinion, it didn't take very long at all, maybe only a few thousand repetitive clicks for a full class, and it also gets faster once you get used to the process. But the crucial point here is that I have a set of characters that I consistently play with and modify. If you're always downloading and playing with new characters instead of sticking with old ones, then I can see how wouldn't be worth it, and you may be out of luck when it comes to outfit randomization.
 
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Grim

Active Member
Aug 17, 2016
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I have everyone wearing the same uniform at the start of the day, true, but what you're saying you don't have the patience to do is what I've already done for each character just for their Sunday outfits. In addition to outfits named uniform#, and sports#, I also made assortments of unique outfits for each character, named things like "sophie#", or "itoka#" for example. In my opinion, it didn't take very long at all, maybe only a few thousand repetitive clicks for a full class, and it also gets faster once you get used to the process. But the crucial point here is that I have a set of characters that I consistently play with and modify. If you're always downloading and playing with new characters instead of sticking with old ones, then I can see how wouldn't be worth it, and you may be out of luck when it comes to outfit randomization.
Yeah I tend to download new cards on occasion, and I randomize most of my class from my available cards when starting a new game. My player character is consistent, but every other student/teacher is randomly mixed in, so I'm always playing with a different class makeup each time
 
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Monosomething

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May 24, 2019
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I tend to download new cards on occasion...
I do too (have 131 chicks and 26 guys), but recently i have significantly slowed down - too many cards to deal with, and since i frequently edit the cards i download (remove awful traits/traits that nullify each-other or just modify the cards themselves, when some idiot makes a chick with boobs the size of the Moon, that would otherwise be serviceable; im also uncomfortable with short chicks, so i make them "grow" to normal height; finally - all rainbow cards have to lose that trait), or just to properly "save" them, so they dont have those wonky backgrounds.

...and I randomize most of my class from my available cards when starting a new game.
Heh, nah. Im too much of a control freak to leave anything to chance. All my rosters are "hand-crafted". I just dump them all in 5 separate classes, so i know where everyone goes at any time (assuming they wont change courses during play). Also - i tend to clear cards of modules. I consider those "pests", unless when placed by me - will expand on it later.

My player character is consistent.
Same here - my PC (both male and female) have a specific combination of "useful" modules, that i literally cant go without.


So, to clarify why i clear modules off of cards - ive had instances where modules would make my game crash. No idea what modules those were, but clearing them fixed the issue.

As for modules placed by me... i was trying to do something about MM, and in order to do that, ive created what i call a "fly trap". Its a normal virtue chick that has a bunch of traits (and a single module) that makes her attract all guys in class, while simultaneously making her unable to break-up with anyone and not be bothered with her lovers cheating. The singular module is... yep. The Casanova module (theres two, and this is the one that clears the "Cheater!" tag after the break period ends, though i guess the "Polyamorous" module would work too, assuming it works - havent checked).

What happens is, as the game goes, a bunch of guys get instantly attracted to her and get into a relationship with her. This drags a large percentage of guys in class away from my girl (assuming she doesnt have the "Charming" trait) and onto the "fly trap".

It delays the inevitable (the guys and my girl eventually WILL catch the bug), but i dont have to deal with the entire male population all at once. Works like a charm.





----------------------------------------------------------------------------------------------------------------------
On another, unrelated, note - some weeks ago ive promised you all a challenge. A challenge card to see how good you are at the game. Ive already posted the "misc mechanics", so you already have a lot of hints on how to go about it, thus it wont be THAT hard a challenge, but it will be a challenge nonetheless.

Unfortunately, i cant just post a card with everything in place, because... due to legal reasons, i didnt create it. So it will have to be a DIY challenge (heh heh).

1. Make (or download) a card you like (this bit is for hetero/homo folks out there). The card NEEDS to be LEANING, not PURE hetero/homo. It must NOT have any modules on it, and youre not allowed to have any either. This goes without saying, but you are not allowed to use any of the cheat functions from the "Additional" tab of the options. I will allow disabling the "Call outs", as i find those really annoying myself - i leave this one up to your discretion.

2. Virtue and sociability:

-make the card high or highest virtue (we dont want them succumbing to MM before you get in their pants, although chances of that with the traits i have in mind are nil)
-their sociability needs to be normal

3. Traits:

-for hetero folks, the card needs be "Bad with x" corresponding to the opposite sex; for homo folks they need to be "Bad with x" corresponding to the same sex as yours
-tsundere
-serious
-calm
-passive
-romantic
-singleminded
-asexual

You can do with sexual preferences as you wish - they dont play a role in this.

4. The card needs to be the teacher.

5. You have to play with a full roster, including the challenge card.

Just to give you a score to aim for: it took me 10 days to get in this cards pants. I could probably do better today... but nah. 10 days it is! By "getting in their pants" i mean getting into a relationship with them, not literally fucking them... hope that makes it clearer.

Good luck!

Disclaimer: I will not judge you over your score, so theres no rush or pressure here. You do this challenge of your own volition. If you feel like you wanna share your score - please do. Im curious to see how long it takes people to break into this card.
 

Grim

Active Member
Aug 17, 2016
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I do too (have 131 chicks and 26 guys), but recently i have significantly slowed down - too many cards to deal with, and since i frequently edit the cards i download (remove awful traits/traits that nullify each-other or just modify the cards themselves, when some idiot makes a chick with boobs the size of the Moon, that would otherwise be serviceable; im also uncomfortable with short chicks, so i make them "grow" to normal height; finally - all rainbow cards have to lose that trait), or just to properly "save" them, so they dont have those wonky backgrounds.
I make tweaks to all of the cards I download, but once I've done that I just leave them in the folder ready to be mixed in at random, unless I notice some problem with them during gameplay.

Heh, nah. Im too much of a control freak to leave anything to chance. All my rosters are "hand-crafted". I just dump them all in 5 separate classes, so i know where everyone goes at any time (assuming they wont change courses during play). Also - i tend to clear cards of modules. I consider those "pests", unless when placed by me - will expand on it later.
I like the randomness that comes with random students/varying modules. I tend to have a consistent challenge of getting my rivals killed off, and the difficulty of that depends on what other cards get mixed into the class, so it plays more like a roguelite. It's interesting all the different play styles people have though.

On another, unrelated, note - some weeks ago ive promised you all a challenge.
...
I'll give this a try once I'm finished working on a module. I haven't played the game normally since I started work on it. At this point I just want to get it finished.
 

Tsugumi

Well-Known Member
Oct 16, 2018
1,591
1,363
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Marcus819-# What instructions? Neither Installation spoiler, nor Modern Installation Guide mention ReiEdit (unless you count "mods are drag-and-drop - any external program with that purpose is now outdated").
 

Fid9

Newbie
Oct 24, 2018
49
37
184
ok then how do I follow instructions now rip. It said to put files in there
open AA2QtEdit, load save and class button are there. If you want to edit an actual "card", drag and drop the card there.

I didn't follow your conversation, if you have any need in detail go ahead and tell me.
 
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KotaZero

New Member
Sep 3, 2018
4
0
91
so i downloaded a custom card and when i try to change its clothes ingame it always goes back to the default it had. anyway i can fix this?
 

Grim

Active Member
Aug 17, 2016
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so i downloaded a custom card and when i try to change its clothes ingame it always goes back to the default it had. anyway i can fix this?
Check what the card has on it in AA2Edit. It's probably got one that causes it to change . If that's the case you can either remove the module causing it to change styles, or you can edit the clothes in game, save the outfit, and then apply the outfit to the card's style(s) in AA2Edit
 

Grim

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Aug 17, 2016
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While working on a module I've encountered some weird trigger behavior I figure I'll mention in case it helps someone since it doesn't seem to be documented anywhere.

I began initially with getting all of the interactions working between 2 NPCs. One of the things I wanted to do was have one NPC ask another NPC to follow them to a specific, non-private room. To do this I found that it was sufficient to use ActionAboutRoom on the card making the request during the conversation.

Once I got everything working between NPCs, I found that for some reason this didn't work the same if an NPC asked the PC to follow them. Instead of going to the room set by ActionAboutRoom, the NPC would instead lead the PC to a random room. After a lot of trial and error, and examining other modules, I've found that in order to get the NPC to lead the PC to the correct room, and to have them properly talk to the PC after they both arrive, you have to use SetRoomTarget on both the NPC, and the PC. Initially I tried just using SetRoomTarget on the NPC making the request, and while this caused them to lead the PC to the correct room, once they arrived they would end up just locked in place with the red circle around them, leaving both the NPC and the PC unable to do anything. If you use SetRoomTarget on both cards though, then everything works correctly.

What makes this even more confusing is that SetRoomTarget is labeled in the editor as an "NPC Action", yet you have to use it on both the NPC and PC cards. It also has a comment that says "//Probably doesn't work", which I can understand because it only seems to work if you use it in this very specific manner.
 
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Monosomething

Well-Known Member
May 24, 2019
1,900
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While working on a module I've encountered some weird trigger behavior I figure I'll mention in case it helps someone since it doesn't seem to be documented anywhere.

I began initially with getting all of the interactions working between 2 NPCs. One of the things I wanted to do was have one NPC ask another NPC to follow them to a specific, non-private room. To do this I found that it was sufficient to use ActionAboutRoom on the card making the request during the conversation.

Once I got everything working between NPCs, I found that for some reason this didn't work the same if an NPC asked the PC to follow them. Instead of going to the room set by ActionAboutRoom, the NPC would instead lead the PC to a random room. After a lot of trial and error, and examining other modules, I've found that in order to get the NPC to lead the PC to the correct room, and to have them properly talk to the PC after they both arrive, you have to use SetRoomTarget on both the NPC, and the PC. Initially I tried just using SetRoomTarget on the NPC making the request, and while this caused them to lead the PC to the correct room, once they arrived they would end up just locked in place with the red circle around them, leaving both the NPC and the PC unable to do anything. If you use SetRoomTarget on both cards though, then everything works correctly.

What makes this even more confusing is that SetRoomTarget is labeled in the editor as an "NPC Action", yet you have to use it on both the NPC and PC cards. It also has a comment that says "//Probably doesn't work", which I can understand because it only seems to work if you use it in this very specific manner.
While not module related, this is the difference in how PC vs NPC act when one or the other asks the other side to follow them.

Lets say you wanna bang your girl in a private room - you walk up to her, ask her to follow you, and if she agrees - you have to manually lead her to the private room in question, often getting intercepted by random NPCs trying to talk to you. If the NPCs tried to interact with your girl, though, they will harmlessly "ping" off of her while this action is in progress.

If an NPC wants you to follow them, they instantly have a target place in mind, so that the moment you agree - THEY become un-interactable to anyone (red circle under their feet) and lead you straight to where they intended to. That includes private rooms, random rooms or gender restricted areas (which the NPCs ignore when they ask you to follow them, unlike you, where the NPC will stop following you if you target a gender restricted area).

This dynamic caused me a ton of frustration, since on a number of occasions, i would try to get into the pants of some lean homo girl. As she gained love count, she would frequently ask me to follow her, but due to her having low/lowest virtue - the target would be the gender restricted areas. Funny thing is - she would lead me over to the place she had in mind, interact with me one way or another and, since i didnt have over 21 love count with her yet, would end the interaction, and instantly interact with me again just to give me a slap and get pissed off... make up your damn mind, woman!
 

Grim

Active Member
Aug 17, 2016
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she would frequently ask me to follow her, but due to her having low/lowest virtue - the target would be the gender restricted areas. Funny thing is - she would lead me over to the place she had in mind, interact with me one way or another and, since i didnt have over 21 love count with her yet, would end the interaction, and instantly interact with me again just to give me a slap and get pissed off... make up your damn mind, woman!
Yeah this happens to me all the time, and even if it isn't the NPC that dragged you there doing the slapping, there's usually other NPCs in there ready to slap you instead.
 

Grim

Active Member
Aug 17, 2016
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Another trigger oddity I've discovered during my attempts to make this module work correctly with NPC -> PC interactions.

I've got some fight logic where the NPC with the module will challenge another character to a fight, and if the challenger wins they will interact with the loser afterwards. Fight losers have a long recovery period afterwards before they can do anything, or be interacted with, and I found no way to bypass this, so instead I have the NPC challenger/winner stand and wait for the loser to recover. Recovery is determined by listening for events from the loser such as if they start to move to another room, or if they want to talk to someone.

This doesn't work with the PC because none of those events apply to the PC. So I figured the next best thing would be to have the NPC challenger enter a loop after the fight that would continue to check the LockState of the PC card. A card is considered locked when you see the red circle around them, and can't interact with them, and the value of LockState is 1 in this case, and 0 when they're unlocked. The problem with this is for some reason when LockState gets set to 0 during the fight recovery, there's still another 1 or 2 seconds afterwards before the PC can move or be interacted with, and so there's no way to accurately determine when the NPC is actually able to interact with the PC again.

I ended up getting around this by just enabling AutoPC during the recovery period, so that all of the NPC events would apply to the PC card, and the NPC would be able to determine when it could interact with the PC again.
 
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