BudgetPro

Member
Nov 11, 2020
210
127
I 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 version



not just an 'unzip and run' game
well it can be if they want pure vanilla features but wheres the fun in that :D
 
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Grim

Active Member
Aug 17, 2016
909
620
i see so you can used delayed event to potentially send messages between modules but only on the same card ?
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.

The reason I suggested them as a way to do a final initialization on the same card is because you can just 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. These triggers could be restricted with the typical ThisCard == TriggerCard, which would mean they only ever fire once when the card gets added to the class. It gets more complicated if you're trying to run a final initialization after multiple cards are added because there's no way of knowing when the player is done adding the cards that they want, and thus when all of the other modules are done initializing, so you'd have to be content with this hypothetical final init trigger running multiple times.

Ultimately I don't know what your goal is, but if it's to check for the existence of certain modules and react to their existence in some way, then the simpler and safer route is just to have a single trigger doing the check that runs once at the start of the day or even at the start of each period. It won't have any noticeable performance impact, and it'll account for things like cards being added or removed mid-save, modules enabling/disabling each other, and people adding/removing modules on cards in a save using QtEdit.
 
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BudgetPro

Member
Nov 11, 2020
210
127
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.
ah ok that makes sense basically notify itself that the init event happened so hypothetically other cards inits happened then too.

my thought was having a more robust personality shifting mod that uses other modules to tune the personality (like angry or murderous or something) by turning them on or off depending on different circumstances. like a card that starts out sweet and nice but if someone betrays them, they become a monster :D (and maybe redeemable)

but i dont want to write each of those personality features into the mod, id rather just utilize all the work already done by previous modders LOL

so that would mean that those mods would have to already be on the card like you were saying, and if thats the case they would also be active because they all Init default to being active. so either you could unpack them on an individual card and manually set the inits to default false, but this would be very tedious especially for a normal user who just wants some fun personality modules. otherwise if they are jsut installed on a card normally then my mod is going to have to turn them off after their inits.

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

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

but probably i will still have to use a maintenance routine for keeping track of disabled modules within my personality mod. still it gave me an idea to upgrade a couple other modules, since the events can be delayed by time, i realized i could use it as a timer for say 60 seconds and then unlock the ai on ai enforced h scenes for one example. gonna give that a shot right now actually lol. im already cursed. :( this happens every time i like a game that is moddable i just get lost in the modding spiral. i never should have learned to code :(
 

Grim

Active Member
Aug 17, 2016
909
620
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
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.

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
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.
 

chadawesome89

Newbie
Jul 3, 2020
15
1
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?

---
also if you can, edit your comment and put the image in a spoiler just for housekeeping :D
Thanks for continuing to think about this with me. I'd be happy to spoiler my images, but I'm not entirely sure how.

Any chance to experiment? I'll fiddle with it some and let you know if I find anything.
 

chadawesome89

Newbie
Jul 3, 2020
15
1
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?

---
also if you can, edit your comment and put the image in a spoiler just for housekeeping :D

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.
 

Grim

Active Member
Aug 17, 2016
909
620
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.
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.
 

BudgetPro

Member
Nov 11, 2020
210
127
No luck there
same bug in my game
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.

i have another annoyance im looking for a solution too now as well: when you move the camera there is a sprite of a big white plus sign in the focus position and it drives me nuts lol. there must be some way to replace that sprite
 
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Monosomething

Well-Known Member
May 24, 2019
1,534
2,432
Trying 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.
 

Grim

Active Member
Aug 17, 2016
909
620
Trying 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.
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
 

Monosomething

Well-Known Member
May 24, 2019
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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
Just two. one and one. 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.
 

BudgetPro

Member
Nov 11, 2020
210
127
<-----------------------------------------
More Custom card modules by ---^

Ive made some new card modules / alternate version card modules for fellow degens, enjoy :)
(( also previous versions have been updated, and all current and future modules from me will be updated on this comment.))

[[[ for my core Game mods see this comment instead:: https://f95zone.to/threads/artificial-academy-2-minippx-v8-illusion.1336/post-15837572 ]]]


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Changes made to modules by replacing the module in the data/override/modules folder will not effect cards that have already had those modules attached. you have to remove and replace the module on the card in the char editor if you want any card to use the updates.

[[ you can update the cards already in your class saves with the QTedit app, by saving the card with new modules in the Char Editor, then going to the Advanced Tab> Import section in QT and select only the "AAUnlimited Data" then import, and this will override the cards module data and style data only (wont effect current game stats) ]]

Let me know if you find any issues/bugs/etc!

Cheers <3
 
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Grim

Active Member
Aug 17, 2016
909
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Just two. one and one. 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.
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?
 

Monosomething

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May 24, 2019
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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.
"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.


Can you get a screenshot of it so I know what I'm actually looking for?
Will see what i can do later.
 

Zadke

Member
Nov 21, 2017
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Just two. one and one. 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.
The only "glowing" I see in the second card are kinda this

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and those are just the nipple textures, kinda the same like the... 5-8 textures iirc that have some shiny spots
 
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