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tiikerihai

Member
Oct 22, 2022
139
71
i want to give you the benefit of the doubt that im just not quite comprehending what you are saying, but,
i cant tell but from what you keep saying
I'm saying that if you're making a module that changes virtue, you should implement it in the form of a corruption module rather than just changing virtue out of the blue by itself. What I'm not saying is that I want you to learn how the existing modules or the stat itself are implemented from me.
Corruption is in fact a feature implemented in AAU triggers, you're lawyering the semantics of that statement for no benefit to yourself. Or me for that matter. I already know you understand how triggers work far better than I do, you don't need to demonstrate it.

Not gonna go and say I expressed that in a great and easy to understand way, but you weren't clear about what you were saying either. I was so confused when you started talking about vanilla game as if that is relevant.
 
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Gogiga gagagigo

New Member
Jun 22, 2025
2
0
May I ask a question about character creation?

In character creation, I set the eyeliner added in AAU from the tanning options.
The created character has fair skin, but on the map (low-poly), the tanning slider seems to be applied, resulting in tanned skin.
Is there a way to fix this?

In other words, I want to set eyeliner or eyeshadow with fair skin.

The text may be incorrect due to automatic translation.
 

BudgetPro

Member
Nov 11, 2020
396
202
I'm saying that if you're making a module that changes virtue, you should implement it in the form of a corruption module rather than just changing virtue out of the blue by itself. What I'm not saying is that I want you to learn how the existing modules or the stat itself are implemented from me.
Corruption is in fact a feature implemented in AAU triggers, you're lawyering the semantics of that statement for no benefit to yourself. Or me for that matter. I already know you understand how triggers work far better than I do, you don't need to demonstrate it.

Not gonna go and say I expressed that in a great and easy to understand way, but you weren't clear about what you were saying either. I was so confused when you started talking about vanilla game as if that is relevant.
yeah i think we are maybe talking about two slightly separate things but im still not sure lol

all i know is, "corruption" is a Card Storage Float, which means the name "corruption" was chosen by the person who made the corruption module, a separate person and long after the AAU was created (and the triggers system). corruption is not an aau function, its just an artistic word choice. i could easily change all those modules to use instead a variable called "LiterallyAnything" and the overall function would be identical (value goes up, and eventually the module subtracts a virtue point when the value reaches 100) without the word "corruption" ever being used in any form in the triggers. its an arbitrary word.

Untitled.png

a module has to be in the class to do this function ( .AddVirtueMod ) in order for virtue to change.

the "corruption" stat is just an arbitrary means of keeping track of incremental progress over a long period.

that feature is entirely unnecessary for most virtue changing mods.

as someone who has written over 200 modules myself now, possibly the individual who has written the most modules for this game of all individuals, and has written specifically like 10 modules that deal with virtue changing alone

i am highly confident in what i am saying lol

Somewhere in your class you have a module that has that code i posted in that screenshot. (or had one and removed the card)
otherwise that screenshot you showed from the .json could not exist. thats just objective reality

.AddVirtueMod() was invented by AAU devs

"corruption" the Card Storage Float was created by whatever person wrote the original Corruption module, and is not part of AAU itself.

((when i said Vanilla Game, i just meant the game you install with AAU and all the fancy stuff, but with ZERO card modules running in the game. That is what i meant by vanilla. Corruption does not exist in that game context. it only exists when you add Modules that specifically add things arbitrarily named "corruption" because the module artist simply felt like using that word))

going all the way back to the conversation that started this, i was saying that the constant keeping track of and incrementing that corruption value is a burdensome system that isnt necessary and takes up a lot of processing unnecessarily when you are just trying to have a consistent effect on gameplay across a whole class.

Enjoying the feature is perfectly legitimate, enjoy away, but I tend to prefer more straight forward methods, particularly when I can build them to require significantly less processing

The War is against module soup. :D
 
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BudgetPro

Member
Nov 11, 2020
396
202
May I ask a question about character creation?

In character creation, I set the eyeliner added in AAU from the tanning options.
The created character has fair skin, but on the map (low-poly), the tanning slider seems to be applied, resulting in tanned skin.
Is there a way to fix this?

In other words, I want to set eyeliner or eyeshadow with fair skin.

The text may be incorrect due to automatic translation.
as i understand it, the low polys dont use the custom tan colors, they use the editor tan color slider (on the right side window, not the left side AAU window)


so you gotta set the standard tan how you want it BEFORE you apply a custom tan, and then adjust the custom from there without changing the default tan setup
 
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CatEclctic41

Member
Jan 28, 2018
482
129
you can try to fix her in QTedit, if you go to the play data tab on her, Action Backlog, find the seat number of the guy. change "LoveCount" to zero, and then manually go in to the History array in that list, and change any "Love" action to dislike in the dropdown
What is the different between LoveCount and LovePoint? Previously, I want to edit it but idk what the different. Plus, what is the max number for the variable?

Notes:
- the module work perfectly, some of the waifus have "Piece of Shit..." & "Not good with these types" status toward certain Male NPC
 
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BudgetPro

Member
Nov 11, 2020
396
202
What is the different between LoveCount and LovePoint?
Lovepoints is a temporary holder of a small value. when you do interactions they add directly to that first.
once that value goes above 30, the game removes 30 from it, and adds a single "Love Count" as well as a "Love" History action in the history list (which has a maximum of 30 entries in that list). ((these Counts/History log, are the real values that the game actually cares about, and considers towards cards action choices/decisions))

Therefore you can think of each LoveCount as equal to 30 LovePoints. and since the maximum number of entries in the History log is 30, that means you can have a maximum of 30 "Love" actions, ie LoveCounts with a single card.

This means 30points * 30 count = 900 maximum Love Points (in the trigger value called "Love Points"... i know this is more confusing lol)

Since you can also have basically up to 29 Love points naturally saved, that actually means the true Love cap is 929 points.

the LLDH Counts and the history log are codependent.

when you get 30 points of any LLDH type, it adds a history action of that type.

that means your entire LLDH score with any card is a total pool of 900 points (30 counts) spread among the LLDH types. if you do something that adds a new action to that list, it bumps the oldest action off the list, and the total is recounted.

This means if you do 5 love count actions, and then do 25 Like count, then the next action you do will remove one of the LoveCount actions from the log (since they are the oldest) and your love value with that card will actually go down lol

Ie, Like counts, remove just as many Love counts from a card, as a Dislike count, or a Hate count. :(

Friend zone ....

basically just always spam love actions lol

also note: the average amount of points you get for a single positive response for a conversation action with a Normal virtue person of the same orientation as you (ie, both cards have max orientation alignment with each other) is 30 Points. (1 count / 1 log action) but some major actions can go way above that. 200 points 300 even. in which case 300 / 30 = 10 love counts / log actions can occur from a single game action (like having H for the first time with a lover). and the points are drastically reduced by mismatching orientations, or when someone hates you too much, or even when someone has a high love count already. for example with most cards, once you get them over 500 love points the amount of points you get from further standard love actions (talk Love, Lewd, Massage, Praise) is significantly reduced, and youll need to do stronger actions like Hug/Kiss etc to gain more love
 
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tiikerihai

Member
Oct 22, 2022
139
71
yeah i think we are maybe talking about two slightly separate things but im still not sure lol
Ok. Let me try to make it even more obvious. The corruption mechanic is a good mechanic for using in virtue changes, because by implementing virtue changes via a module that uses corruption you're also taking advantage of the corruption styles that cards might already have. If you just change virtue by itself it's not taking advantage of this therefore is an inferiour way of doing it.

"corruption" the Card Storage Float was created by whatever person wrote the original Corruption module, and is not part of AAU itself...
when i said Vanilla Game, i just meant the game you install with AAU and all the fancy stuff, but with ZERO card modules running in the game.
This here is what I meant about semantics lawyering. It's a completely arbitrary standard that isn't based on any practical implications. The module was created by one of AAU devs (wanna guess who added the code to modify virtue?) and it's always included with the mini (which most people have) so there's no reason to pretend that it isn't a feature you can use as a player when creating your cards or modules. For clarity when I am talking about game mechanics I mean any mechanic that is implemented in the game. I don't care if you are Illusion and put it into game to begin with, wrote C++ code for AAU to implement it, interfaced with AAU via a LUA script to implement it or wrote it in triggers pseudocode. All of these are valid ways to implement a feature if they work and I consider every method to be equally valid despite the latter two having much more limitations than the former 2.
If you implement a disgusting system for STDs using only triggers pseudocode and actually make it work reliably, I'll consider that a mechanic in the game henceforth.
 

BudgetPro

Member
Nov 11, 2020
396
202
Ok. Let me try to make it even more obvious. The corruption mechanic is a good mechanic for using in virtue changes, because by implementing virtue changes via a module that uses corruption you're also taking advantage of the corruption styles that cards might already have. If you just change virtue by itself it's not taking advantage of this therefore is an inferiour way of doing it.


This here is what I meant about semantics lawyering. It's a completely arbitrary standard that isn't based on any practical implications. The module was created by one of AAU devs (wanna guess who added the code to modify virtue?) and it's always included with the mini (which most people have) so there's no reason to pretend that it isn't a feature you can use as a player when creating your cards or modules. For clarity when I am talking about game mechanics I mean any mechanic that is implemented in the game. I don't care if you are Illusion and put it into game to begin with, wrote C++ code for AAU to implement it, interfaced with AAU via a LUA script to implement it or wrote it in triggers pseudocode. All of these are valid ways to implement a feature if they work and I consider every method to be equally valid despite the latter two having much more limitations than the former 2.
If you implement a disgusting system for STDs using only triggers pseudocode and actually make it work reliably, I'll consider that a mechanic in the game henceforth.

i could easily tell any card to equip any style. dont need the corruption stat. can just tell the card "equip style 'corrupt' "

incrementing that corruption variable only has one purpose: To allow small changes many times over a given period.

in other words its only relevant when you are talking about doing some action many times and having it add up over the long term. (conversations)

thats certainly a fine way to achieve something you want to, but not even remotely the only way that makes sense, nor even a majority of the methods to do so.

in fact all of my virtue changing mods instead rely on completely different styles of checks and balances. many use Rolls instead of increments to determine when a thing changes. rolls based on LLDH for example, the game is already keeping track of LLDH increments over time (your actions over game days/weeks) why would i bother using some 3rd new variable when the game already has relevant variables in place? or perhaps instead i use very low chance random acts like a 2% chance at the end of any H scene, or further still I only change virtue when a personality changes, which maybe in turn be caused by changes in a characters Orientation. All of these systems would make absolutely no sense to use the corruption stat, especially since then i would have to arbitrarily add the corruption checks to make the virtue changes which i can simply make directly instead.

suggesting that all virtue changes are inferior if they dont follow the code bloating corruption stat maintenance is just silly

the corruption float variable is just a way to push a consistent value around, and that is only one of 1000 forms of actions that might cause virtues to change

as to whether or not an AAU dev made the Corruption module, I have no idea, and i dont think its relevant to the distinction i was trying to point out. which is the code scope.

in any case, i can assure that code i screenshot above was in your class somewhere, so what i really am interesting in finding out is which module it was from. if you cant find it, send me the .sav and let me see if i can hunt it down
 

CatEclctic41

Member
Jan 28, 2018
482
129
How to keep your ring??? MC just get slapped by 1 of the waifus. :whistle:

Note:
- I get the red text where waifu ask where is MC ring + love point just dropping


UPDATE
- she ask for break up.... Time to restart the game
- I just looking the marriage v2 module & it seems likely not detecting my waifu that has Polyamorous V2 module.
 
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BudgetPro

Member
Nov 11, 2020
396
202
You could have said "I don't like the corruption mechanic and I see no benefit to tapping into it", it's far more succinct.
that would be wrong, and i use the corruption modules all the time, i even made an updated version (Corruption v2) with more configs

i also wrote a ton of other modules that change virtue for completely different reasons than "corruption".

for example i recently made one called Heart of Scars that causes a card to lose 1 virtue if they ever have a lover cheat on them. it has nothing to do with the concept of corruption, it would make no sense to use the corruption stat because its a thing that happens all at once in one single action the very first time that action happens, and nothing about the module or its use would rely on the idea of changing the characters style to "corrupt" style. they arent becoming a slut, they are having their heart broken and thus the rest of their life they hold virtue to be less important to them. this is a fundamental psychological aspect, unrelated to the artistic vision of the corruption module conceptually.

Virtue is a concept that goes far and beyond the very narrow concepts of corruption.

Many modules use virtue changes temporarily, like Sex Addict module for example, it requires drastic changes in virtue happening daily or even multiple times in a single day, that would make absolutely no sense to use the corruption stat, OR to have it change to a corrupted style. yet the module is one of the most popular in the game, its on probably 2000 cards on bepis already. you wouldnt suggest this module is inferior right? that would be a subjective imposition.

however it would be encouraged if you had a specific desire yourself to have those cards interact with the corruption styles. love variety, and love expression so MORE is better, and MORE STILL is better still. i dont like limitations. Ill push virtue around in the craziest ways i can possibly think of, id never let myself be narrowly restricted to using a specifically named card storage float

but i wouldnt tell someone else that there is anything Wrong with them wanting to restrict themselves however they want. its only a problem when one person tries to enforce a restriction on someone else. thats when i have a problem.

tends to be why i hate religion and modern society in general LMFAO
 

Monosomething

Well-Known Member
May 24, 2019
1,753
2,944
Ok give this a shot:


This will make PC requests to NPCs gain a bonus roll chance based on their love amount, and you can configure it to make it more or less narrow scope depending on what you want.

by default the configs are set:
loveContribution: 30%
VirtuesEffected: 3+ (high+)

and you can also set the variable "OnlyEffectHrequests" to true if you want this to only apply bonus on H requests (leave false if you want the love bonus to apply to all PC conversations with those virtues cards)

[ no changes to any virtue in this module, the virtue limit is just to allow you to restrict the love roll bonus to high virtues if you want the normal virtue cards to all respond by default standards. but you can lower it if you want the love bonus to apply to Normals or lower ]
Interesting...

Will give this a go later, once i find out if your after date H module works (its only friday in game...).

EDIT: while im here - i have a jokester module in mind.

You know the indecisive trait, right? It make the NPC not choose anyone in a competition.
Why not make a module that makes the NPC choose someone at random? That could make a mess of sluts, but damn, would it be funny to behold!
 

BudgetPro

Member
Nov 11, 2020
396
202
How to keep your ring??? MC just get slapped by 1 of the waifus. :whistle:

Note:
- I get the red text where waifu ask where is MC ring + love point just dropping


UPDATE
- she ask for break up.... Time to restart the game
- I just looking the marriage v2 module & it seems likely not detecting my waifu that has Polyamorous V2 module.
when you get married you get the ring as a lover item. if anyone else ever asks you to trade items you better say no.

if you have someone in your class with the original Thief module, they can steal your ring. (if you have it on your PC, you might steal someone elses lover item as well, in which case you hand them your ring lol)

if you lose the ring thats when waifu hates you

I made a version of that module called Thief v2 which removes the stealing of lover items specifically for this purpose



(y):cool:
 

BudgetPro

Member
Nov 11, 2020
396
202
Why not make a module that makes the NPC choose someone at random? That could make a mess of sluts, but damn, would it be funny to behold!
that can be done. should it be a chance based on virtue? like lower virtue = more likely to choose the interrupter ? could do something like 70% divided by virtue maybe ? should there be a limit on high virtues? or maybe theres a comparison of love points?
 

CatEclctic41

Member
Jan 28, 2018
482
129
when you get married you get the ring as a lover item. if anyone else ever asks you to trade items you better say no.

if you have someone in your class with the original Thief module, they can steal your ring. (if you have it on your PC, you might steal someone elses lover item as well, in which case you hand them your ring lol)

if you lose the ring thats when waifu hates you

I made a version of that module called Thief v2 which removes the stealing of lover items specifically for this purpose



(y):cool:
Wait, what if I use Marriage V2 module? Do I need this module?

Notes
- all waifus has Polyamorous V2 module
 

Monosomething

Well-Known Member
May 24, 2019
1,753
2,944
that can be done. should it be a chance based on virtue? like lower virtue = more likely to choose the interrupter ? could do something like 70% divided by virtue maybe ? should there be a limit on high virtues? or maybe theres a comparison of love points?
No, no. Just um... hmm. Nah, just make it a 50/50 split each time. No virtue or anything, and most importantly - no ties when both sides competing have even love count. Nothing more annoying than seeing those never be resolved.

This should make sluts more interesting, when they get into relationships they shouldnt, and then turn down any other cards competing, because "equal love count".

If the "indecisive" trait makes the card never choose someone in a competition, name this one "scatterbrained"... hahaha!
 

LonelyGuy561

New Member
May 23, 2024
5
3
when you get married you get the ring as a lover item. if anyone else ever asks you to trade items you better say no.

if you have someone in your class with the original Thief module, they can steal your ring. (if you have it on your PC, you might steal someone elses lover item as well, in which case you hand them your ring lol)

if you lose the ring thats when waifu hates you

I made a version of that module called Thief v2 which removes the stealing of lover items specifically for this purpose



(y):cool:
Yo, BudgetPro. I was wondering don't you have an rock-star module and a Punching bag module? If so I would appreciate it.
 

BudgetPro

Member
Nov 11, 2020
396
202
Wait, what if I use Marriage V2 module? Do I need this module?

Notes
- all waifus has Polyamorous V2 module
the marriage v2 was a modification i was working on but is incomplete. right now that module i dont think really does anything useful, it was going to allow multiple marriages but it doesnt quite work and i havent gone back to fix it, so i dont think its worth using

the poly v2 i dont remember what i did to that but i dont think itll effect what you were having concern with, but any of the modules in the "Third Party" folder on my media are complete and generally worth using instead of the original (usually for added configs or some bug fixes)
 

BudgetPro

Member
Nov 11, 2020
396
202
Yo, BudgetPro. I was wondering don't you have an rock-star module and a Punching bag module? If so I would appreciate it.
thats possibly modules made by someone else, because it sounds familiar

check out these other module archives:


I'mA's modules:


Shadowblaster modules:


ThoughtCrime142 's modules:

((thoughtcrimes full mega: ))

So_What's modules
 
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