JustAl

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Speaking of personalities, or, rather, modules: if I grab a card that ends up having a module not on the AAU list thingy in the Editor - is it still going to function? Are custom modules made to be standalone? I remember downloading some card way back when AAU was at 1.9.0, if not 1.8.0, and it had some module attached to it that I never figured out whether it was working or not. Plus, now I am kind of tempted to purge the bloat that is Bias/Hunter/Race (and the like) modules - if I end up getting a card that has one of those down the road, what am I going to be looking at: "works just fine", "is ignored just fine" or "breaks the game just fine"?
They work fine. Modules are merely a package of triggers, and the triggers are confined to the card. The triggers are not reliant on anything except AAU's functions for calling events in game, which I assume only gain functions with later AAU versions instead of lose functions. So yes, your modules will continue to work from the card even if they don't exist in your installation. The dependency is on AAU itself, not on the module.
 
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tiikerihai

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Modules are loaded with high priority from disk, the ones included on the card are only used if you do not already have the module on disk. The modules that you use have to be compatible with the version of AAU you're using, so cards that have outdated modules may possibly have issues if you are missing those modules from disk. I doubt that's going to be common.
 

Grim

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This is a new one for me. Somebody got stuck under the floor here:
Untitled.png

Edit: Actually, this might not be that uncommon. There's some NPCs running up and down the stairs below trying to get to the NPC. I've seen that behavior before but I could never figure out what was causing it. There must have been an NPC stuck under the floor in those instances also, but this is the first time I've actually seen the head sticking out of the floor.
 
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Monosomething

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This is a new one for me. Somebody got stuck under the floor here:
View attachment 3747360

Edit: Actually, this might not be that uncommon. There's some NPCs running up and down the stairs below trying to get to the NPC. I've seen that behavior before but I could never figure out what was causing it. There must have been an NPC stuck under the floor in those instances also, but this is the first time I've actually seen the head sticking out of the floor.
While i havent seen anyone get stuck in the floor like that, see where that chick walking down the stairs is? Ive seen NPCs get utterly stuck in a loop and moving back and forth between the top-right most corner of this "room" and the point where the railing turns. When i first saw it, i was ready to blame the "cruel" module, but later on saw this happening without having the module on my PC.

Its just japanese jank...
 

Grim

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While i havent seen anyone get stuck in the floor like that, see where that chick walking down the stairs is? Ive seen NPCs get utterly stuck in a loop and moving back and forth between the top-right most corner of this "room" and the point where the railing turns. When i first saw it, i was ready to blame the "cruel" module, but later on saw this happening without having the module on my PC.

Its just japanese jank...
Right, I think you've seen the same thing my edit was about. I'm wondering if there isn't always some NPC stuck under the floor in that spot when the NPCs are stuck in the loop, but just farther under the floor where you can't actually see them sticking out.
 

Monosomething

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Right, I think you've seen the same thing my edit was about. I'm wondering if there isn't always some NPC stuck under the floor in that spot when the NPCs are stuck in the loop, but just farther under the floor where you can't actually see them sticking out.
Uhhh... i actually dont think so. Ive seen NPCs get stuck in the loop on too many occasions in multiple places on the "map". This stairway is one example, the courtyard is another and ive even seen it happen in, what seemed like, open space - the main gate.
This usually happens when one (or more) NPCs tries to interrupt sex or a fight, and they get hooked on a piece of scenery, jetting back and forth. Then again, ive seen it happen without a visible reason. Pathfinding at its finest...

Which actually brings an interesting point up - we cant manually traverse the game world. We can only click on locations to make our PC move. The AI, though, is capable of moving around on its own. I know what we see is just a still image, rather than a 3d object (or rather, its an image with some 3d objects scattered here and there), so its curious whether theres a mod that actually allows the PC to move about freely, like the NPCs do.

I know for fact that ive ran into a situation where, in the screenshot you posted, a couple was having sex. Ive seen the NPCs jitter about, ive heard the moaning, but for the life of me couldnt tell where it was happening - its like the couple fucking was invisible (probably stuck in the floor, as youve shown).

Japanese jank x2!
 

Monosomething

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A tiny update on the "Lets have sex" call out; while everything in my previous post(s) holds true, there seems to be a "butt" in this:

Untitled.png

A little explanation on how this (doesnt) works:

You use the call out - NPCs that respond positively have a red circle under their feet, while those that dont simply ignore you.
Now... if they repond, and you do get to have sex with them, they will turn to face you, but sometimes, they seem to repond, but theyre facing elsewhere. The counter goes up, but nothing happens.
 

Grim

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Uhhh... i actually dont think so. Ive seen NPCs get stuck in the loop on too many occasions in multiple places on the "map". This stairway is one example, the courtyard is another and ive even seen it happen in, what seemed like, open space - the main gate.
This usually happens when one (or more) NPCs tries to interrupt sex or a fight, and they get hooked on a piece of scenery, jetting back and forth. Then again, ive seen it happen without a visible reason. Pathfinding at its finest...
I'm not sure about the other spots you're referring to, but in the case of the stairwell I'm sticking with the hypothesis that NPCs are getting stuck under the floor there, which is what causes other NPCs to run back and forth down at the bottom of the stairs. While that NPC was under there I tried routing to her from the bottom of the stairs, and my PC did the exact same movement back and forth that the NPCs were doing. There's an easy way to test this. The next time you see NPCs at that spot doing the back and forth movement, scroll the mouse wheel and see if it targets any NPCs that aren't visible.
 
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Monosomething

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There's an easy way to test this. The next time you see NPCs at that spot doing the back and forth movement, scroll the mouse wheel and see if it targets any NPCs that aren't visible.
Heh, funny. I completely forgot that this little function exists. Yeah, next time i see it, ima give it a try.

This actually reminded me - if anyone wants to do a test on MM, kick someone out of the class, and put a new card in. Observe their LLDH gain closely, as well as their popularity ranking. Its especially visible in games a couple weeks old - a nobody comes in and instantly jump up to, like, 5th spot on the ranking. Its a good eye opener as to how the mechanic works, because, in spite of all my explanations, people might not quite get how this "magic" happens.
 
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Grim

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Heh, funny. I completely forgot that this little function exists. Yeah, next time i see it, ima give it a try.

This actually reminded me - if anyone wants to do a test on MM, kick someone out of the class, and put a new card in. Observe their LLDH gain closely, as well as their popularity ranking. Its especially visible in games a couple weeks old - a nobody comes in and instantly jump up to, like, 5th spot on the ranking. Its a good eye opener as to how the mechanic works, because, in spite of all my explanations, people might not quite get how this "magic" happens.
It always annoys me that it takes me like a week in-game to build any substantial relationships with my playstyle, meanwhile some NPCs have multiple best friends by day 2.
 
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Monosomething

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It always annoys me that it takes me like a week in-game to build any substantial relationships with my playstyle, meanwhile some NPCs have multiple best friends by day 2.
Multiple best friends on day 2 is the least of our concerns - the problems start, where one card gets killed (or i just remove them), gets replaced, and the girl i fought so hard for from the start of the game is now more than eager to suck the new guys dick (mutual "overflowing love!"). Like... what?! You literally told him to study and now you want his kids?!

Fortunately... there more than one way to skin a cat...
the-beatings-will-continue.jpeg
...while simultaneously telling my girl what a piece of shit the new guy is. Works like a charm!
 

Grim

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Multiple best friends on day 2 is the least of our concerns - the problems start, where one card gets killed (or i just remove them), gets replaced, and the girl i fought so hard for from the start of the game is now more than eager to suck the new guys dick (mutual "overflowing love!"). Like... what?! You literally told him to study and now you want his kids?!

Fortunately... there more than one way to skin a cat...
View attachment 3748048
...while simultaneously telling my girl what a piece of shit the new guy is. Works like a charm!
The NPCs in my current game have been unusually standoffish. It's been 3 weeks and barely anyone has hooked up. There's only been a single couple that formed without any sort of influencing from myself. I've also been trying to get the same NPC killed for 3 weeks. I've had him targeted by 3 Evil NPCs so far. The first 2 went after the girl he cheated with first and got arrested. The 3rd Evil NPC has had the TOGETHER FOREVER status for days and hasn't made any attempts yet.
 

Monosomething

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The NPCs in my current game have been unusually standoffish. It's been 3 weeks and barely anyone has hooked up. There's only been a single couple that formed without any sort of influencing from myself. I've also been trying to get the same NPC killed for 3 weeks. I've had him targeted by 3 Evil NPCs so far. The first 2 went after the girl he cheated with first and got arrested. The 3rd Evil NPC has had the TOGETHER FOREVER status for days and hasn't made any attempts yet.
I think i have to get acquainted with the "killer" module for my PC. Removing someone from the class would be beneficial, once youve made so many enemies that most of the male population part of the class becomes a minefield:

Untitled.png
Untitled1.png
 
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Tsugumi

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Is the version in the OP up to date, or no?
Depends on what you are asking about:

1. The game itself - yes, up to date.
2. The mod framework pretty much everything runs on, AAU, is not. However, the difference is negligible (1.10.0 in OP versus 1.10.1 in the Modern Install Guide) + AAU can be updated separately afterwards, anyway, and it is a very straightforward process.
3. Mods - nope, they are not even present in the DDL. You would have to go to get some of the "almost everybody uses them" ones.
 

Monosomething

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Untitled.png
Untitled1.png

EDIT:

Does anyone know whether i need to have the lucky trait when using the "killer" module? Or will everyone forget i just *murderized* someone, regardless of witnesses?
 
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Grim

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Does anyone know whether i need to have the lucky trait when using the "killer" module? Or will everyone forget i just *murderized* someone, regardless of witnesses?
I've never actually tried that module. Given that murder is normally an NPC-only interaction, I'm uncertain whether the game would have the PC arrested or not. I would just try it at the start of a new day and see, and then reload the save afterwards
 

Monosomething

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I've never actually tried that module. Given that murder is normally an NPC-only interaction, I'm uncertain whether the game would have the PC arrested or not. I would just try it at the start of a new day and see, and then reload the save afterwards
Yeah... i just tested this now. You do need the lucky trait. I got arrested instantly (and i made sure the victim was in a secluded place without witnesses). And, holy crap, committing this murder took me like 20 seconds. So its not just a matter of finding a secluded place, but also a matter of time before someone comes in to ask whether youve had sex, haha!

EDIT: the yellow text modules come with was hilarious:

"What are you gonna do? Stab me?"

*final words of a guy stabbed to death*

EDIT2: I think i may need the "Thorough" module as well - that one makes it possible to kill someone and get away with it IF nobody saw me do it. Man, i can already see the urge for power boil within me, when >I< am the evil character!
 
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Grim

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Yeah... i just tested this now. You do need the lucky trait. I got arrested instantly (and i made sure the victim was in a secluded place without witnesses). And, holy crap, committing this murder took me like 20 seconds. So its not just a matter of finding a secluded place, but also a matter of time before someone comes in to ask whether youve had sex, haha!
Witnesses don't actually matter in the vanilla game. It's all down to the Lucky trait.

Case 1: Killer is Lucky, victim is not -> Killer gets away, victim dies
Case 2: Killer is not Lucky, victim is Lucky -> Killer is arrested, victim survives
Case 3: Killer is Lucky, victim is Lucky -> Killer is arrested, victim dies
Case 4: Killer is not Lucky, victim is not Lucky -> Killer is arrested, victim dies

It becomes more complicated when you start using modules that apply trait modifiers. It then becomes what is the total value of the killer's Lucky modifiers vs the total value of the victim's Lucky modifiers. Modules like Thorough which perform witness checks are using the presence of witnesses or not to possibly apply a Lucky modifier to the killer.

Edit:
My understanding of how modifiers work is as follows:

Case 1: Killer Lucky modifier = 0, victim Lucky modifier = 0 -> No modifiers applied, so the vanilla Lucky rules above take effect instead
Case 2: Killer Lucky modifier = 1, victim Lucky modifier = 0 -> Equivalent to the killer having the Lucky trait. Killer gets away, victim dies
Case 3: Killer Lucky modifier = 0, victim Lucky modifier = 1 -> Equivalent to the victim having the Lucky trait. Killer is arrested, victim survives
Case 4: Killer Lucky modifier = 1, victim Lucky modifier = 1 -> Equivalent to both of them having the Lucky trait. Killer is arrested, victim dies
Case 5: Killer Lucky modifier = 2, victim Lucky modifier = 1 -> Killer gets away, victim dies
Case 6: Killer Lucky modifier = 1, victim Lucky modifier = 2 -> Killer is arrested, victim survives

If the total modifier value is in the negative, even if the card has the Lucky trait, it's essentially like disabling the trait. Regardless of the value, if the modifiers for both cards are negative then it's equivalent to neither of them having Lucky.
 
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