Miukinnie02
Newbie
- Jul 26, 2021
- 79
- 197
- 92
I just redownloaded from the gofile link to see, the extra in the zip was not empty. maybe one of them is older? once you get the game running though you don't need any of the stuff in there.guys why the fuck is my extra folder empty
thisI really wanna get into this game again, is there a modern guide for it? (Just have no idea where to start)
this is what i used. the PPX version is the most recent and lightweight versionI really wanna get into this game again, is there a modern guide for it? (Just have no idea where to start)
well it can be if they want pure vanilla features but wheres the fun in thatnot just an 'unzip and run' game
i see so you can used delayed event to potentially send messages between modules but only on the same card ?trigger would listen for the delayed event
No, delayed events can be listened for by any trigger, including those on other cards. I've never used them for this myself, but you'll see some modules emit delayed events with the intention of allowing other modules to react to them. Personally I think delayed events are underutilized. I've found them useful for re-using code since you can essentially use them as a means to call triggers like you would call a function in other languages.i see so you can used delayed event to potentially send messages between modules but only on the same card ?
ah ok that makes sense basically notify itself that the init event happened so hypothetically other cards inits happened then too.have a trigger listening for the same Card Added to Class event that most modules use for their initialization, and this trigger would emit a delayed event with a delay time set so that the 2nd trigger listening for the delayed event would only fire after the other modules are done initializing.
lol i say just make the boys wear bra's instead. the girls would love thatif guys can
If you just want the other modules to start off disabled, then you could make a trigger that listens for the Card Initialized event. That event fires before the Card Added to Class event, so if you set the card variable for each module that you're handling before the modules try to initialize, then instead of defaulting to true they'll use whatever value you've already set which would be false. Of course whether this works or not will depend on how the creator of the other module wrote their init trigger. If they used the pattern of ThisCard.SetBool(module_name) = ThisCard.GetBool(module_name, true) then that'll work since the result of GetBool will be whatever you already set in the Card Initialized trigger. Occasionally though you'll run into a module that just does ThisCard.SetBool(module_name) = true, in which case the Card Initialized trigger won't work. Either way a routine trigger is probably the better way to go since it'll also handle the other stuff I mentioned.so my thought was (if i cant add mods to a card via other triggers) that I could make a mod that during its init, would also flip all the other mods off until its ready to turn them on dynamically. but the load order of the modules doesnt seem to be controllable, so if my mod loads first, flips some variables to false that dont exist, then the other modules load and init themselves, they will be turn On from the start, instead of off. so bottom line seems ill just have to set up a maintenance routine instead i think. maybe run in the mornings or evening because like you said someone might add another mod, or might intend for a certain module to be always on for the sake of the cards normal personality
Yeah that's exactly how they work, although I don't necessarily use them for message passing. They're basically custom events that you can emit whenever you want, rather than having to hook your triggers into one of the default events. I used them extensively in the Premeditated module, but I've also used them in the Puppet module, the fixed version of the Brute module, and the fixed versions of nekomancer's modules.but i went ahead and started messing with the delayed events anyway because it does seem like a very useful thing, especially if like you said other cards will be able to receive the event, that could be a great function. have you messed with them much yourself? from what i can tell basically some action sets "emit delayed event" and you give it a name with a constant, then modules can have a trigger that uses the event "delayed event" and action "If delayed event label = same constant" then they should fire, but other delayed events with a dif label shouldnt trigger that If condition. if this is right then you can definitely send messages between modules
Thanks for continuing to think about this with me. I'd be happy to spoiler my images, but I'm not entirely sure how.hmm i do see that while i have a ppx called 32_hipixel_faces_ikemen_miscmale you have two seperate called 32_ikemenfacesv12 and also 32_miscmalefaces_v17
i think i had a copy of those and replaced them with the hipixel version, im not sure if trying that or some other combination or even removing all of them will have an effect perhaps? will have to experiment
i also see we both have 29_emoji_patch_face7 maybe thats related?
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also if you can, edit your comment and put the image in a spoiler just for housekeeping![]()
hmm i do see that while i have a ppx called 32_hipixel_faces_ikemen_miscmale you have two seperate called 32_ikemenfacesv12 and also 32_miscmalefaces_v17
i think i had a copy of those and replaced them with the hipixel version, im not sure if trying that or some other combination or even removing all of them will have an effect perhaps? will have to experiment
i also see we both have 29_emoji_patch_face7 maybe thats related?
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also if you can, edit your comment and put the image in a spoiler just for housekeeping![]()
I have the same bug in my game, but I've never bothered investigating what causes it or whether there's a way of fixing it.Removed 29_emoji_patch_face7. No luck there. Any thoughts on how to trouble shoot the different male face files? Seems strange that we have different ones yet both get the tongue glitch.
No luck there
yeah i have no idea, ive tried a lot of removals but nothing. might have to try a vanilla version to see if its actually in the core game itself maybe? i tried various JMCP patches and they all seem to have it too.same bug in my game
Do you have an example card or pictures of this? I don't recall ever seeing something like that. Might just be the type of shadows that were used on the cardTrying to fix the annoyances with the game? Lemme know if you find a way to remove the irritating lighting from some cards, that makes the chicks nipples glow in the shadow.
Just two.Do you have an example card or pictures of this? I don't recall ever seeing something like that. Might just be the type of shadows that were used on the card
You can change the lighting in the editor if you open up the poser with F12, but I wasn't able to get any sort of glowing effect on the first card. Can you get a screenshot of it so I know what I'm actually looking for?Just two.You must be registered to see the linksone andYou must be registered to see the linksone. You will probably have to strip them in game, since the editor has a static light source, but those are the most prominent ones ive ran into.
"Glowing" in the sense that the nipples are completely out of sync with the lighting, not that theyre glowing like LEDs... theyre painfully obvious to spot in a sex scene. Not really sure if the first card had this issue - maybe ive linked the wrong card (i honestly dont remember which cards have this issue, just that its always the ones with shifted lighting), but the redhead absolutely has this issue.You can change the lighting in the editor if you open up the poser with F12, but I wasn't able to get any sort of glowing effect on the first card.
Will see what i can do later.Can you get a screenshot of it so I know what I'm actually looking for?
The only "glowing" I see in the second card are kinda thisJust two.You must be registered to see the linksone andYou must be registered to see the linksone. You will probably have to strip them in game, since the editor has a static light source, but those are the most prominent ones ive ran into.