Im not fully done with the episode yet so more things may pop up but so far these are the variables i had to add to make it work:
ep4_fuckedJade - boolean set to ''False''
ep4_toldDerekAboutJade - boolean set to ''False''
jade_state - int set to ''4''
This last one im not sure about what integer to set as 1,2 and 3 all result in me having fucked her in the past (1 seems to be im still fucking her while im with Sage, 2 and 3 still reference me fucking her in the past but stopped it i guess, its not clear or at least i can't see it) and i so i set it to 4 which makes the MC say ''poor thing'' when talking about Jade's divorce so this might be the one to go for but not sure
That's what i got so far but there are probably more
if ep4_fuckedJade and not ep6_reject_jade:
if branchAlone:
$ jade_state = 1
elif True:
$ jade_state = 2
elif True:
if (ep4_fuckedJade and ep6_reject_jade) or (ep3_acceptedJade and not ep4_fuckedJade):
$ jade_state = 3
elif True:
$ jade_state = 0
You should set it to 0, not 4. Not sure if making it 4 would ever break anything, but it's not a value jade_state is ever SUPPOSED to have, so it'd all depend on how DPC coded the conditionals.
Yeah, I came here to update on that. Setting it to 4 makes it clear something happened - on the phone to Sage she says "what did you do?" and the response, in thoughts, is something like "things with your mom that led to her divorce." The path flag in URM gives you that on anything other than "jade_state=0".
Is it a fresh install, or did you patch from Ep10 to Ep11? If you had the SanchoMod installed previously, you might still have the files in there. If that's the case, as well as adding the save fixer, you also need to delete the actual SanchoMod files (I think there are three, but I can't remember - I'm basing that off doing it with a different game).
Is it a fresh install, or did you patch from Ep10 to Ep11? If you had the SanchoMod installed previously, you might still have the files in there. If that's the case, as well as adding the save fixer, you also need to delete the actual SanchoMod files (I think there are three, but I can't remember - I'm basing that off doing it with a different game).
if ep4_fuckedJade and not ep6_reject_jade:
if branchAlone:
$ jade_state = 1
elif True:
$ jade_state = 2
elif True:
if (ep4_fuckedJade and ep6_reject_jade) or (ep3_acceptedJade and not ep4_fuckedJade):
$ jade_state = 3
elif True:
$ jade_state = 0
You should set it to 0, not 4. Not sure if making it 4 would ever break anything, but it's not a value jade_state is ever SUPPOSED to have, so it'd all depend on how DPC coded the conditionals.
Seems like the dev intentionally made it so some variables for your relationships get removed once you start ep11 if you had a modded game before. Scummy thing to do if you ask me but it is what it is.
The vanishing variables are a SanchoMod issue, not related to the new episode (I experienced the same thing in version 10). The Mod sets a few of the game variables to a certain value when the game first runs.
You must be registered to see the links
, so while you're playing with the Sancho Mod installed, if your route sets those values to the same as what the SanchoMod set them to be, RenPy doesn't consider them "changed" and doesn't include them in the save. As long as SanchoMod is installed, the "defaults" are set by the mod every time you boot the game, so it doesn't matter. Remove the SanchoMod code, and those variables don't exist at all in those saves.
I'm not a Ren'Py expert by any means, but I tossed together
You must be registered to see the links
that
You must be registered to see the links
. Testing wasn't thorough, but it got me through a full playthrough from the end of Chapter 10 to the end of Chapter 11 on the Josy/Maya branch with no issue, plus a few test-loads of a few random saves in various branches from episodes 9 and 10 to make sure that defined variables wouldn't get screwed up. (Still, use at your own risk, back-up your saves, etc.)
The vanishing variables are a SanchoMod issue, not related to the new episode (I experienced the same thing in version 10). The Mod sets a few of the game variables to a certain value when the game first runs.
You must be registered to see the links
, so while you're playing with the Sancho Mod installed, if your route sets those values to the same as what the SanchoMod set them to be, RenPy doesn't consider them "changed" and doesn't include them in the save. As long as SanchoMod is installed, the "defaults" are set by the mod every time you boot the game, so it doesn't matter. Remove the SanchoMod code, and those variables don't exist at all in those saves.
I'm not a Ren'Py expert by any means, but I tossed together
You must be registered to see the links
that
You must be registered to see the links
. Testing wasn't thorough, but it got me through a full playthrough from the end of Chapter 10 to the end of Chapter 11 on the Josy/Maya branch with no issue, plus a few test-loads of a few random saves in various branches from episodes 9 and 10 to make sure that defined variables wouldn't get screwed up. (Still, use at your own risk, back-up your saves, etc.)
The vanishing variables are a SanchoMod issue, not related to the new episode (I experienced the same thing in version 10). The Mod sets a few of the game variables to a certain value when the game first runs.
You must be registered to see the links
, so while you're playing with the Sancho Mod installed, if your route sets those values to the same as what the SanchoMod set them to be, RenPy doesn't consider them "changed" and doesn't include them in the save. As long as SanchoMod is installed, the "defaults" are set by the mod every time you boot the game, so it doesn't matter. Remove the SanchoMod code, and those variables don't exist at all in those saves.
I'm not a Ren'Py expert by any means, but I tossed together
You must be registered to see the links
that
You must be registered to see the links
. Testing wasn't thorough, but it got me through a full playthrough from the end of Chapter 10 to the end of Chapter 11 on the Josy/Maya branch with no issue, plus a few test-loads of a few random saves in various branches from episodes 9 and 10 to make sure that defined variables wouldn't get screwed up. (Still, use at your own risk, back-up your saves, etc.)
Assuming this is the scene you're talking about, it's one of the game's built-in killswitches. It'll immediately quit the game if it detects the persistent.mod_wt_enabled variable. You probably used the Scrappy mod at some point, and even though you're on a clean install the variable is still lurking in your save data.
You just need to get rid of that variable and the "crash" will stop.
If you get crashed because you're using another mod at some point, just turn on the console and type the command persistent.mod_wt_enabled = None. Everything will work and it won't affect SanchoMod in any way.
Assuming this is the scene you're talking about, it's one of the game's built-in killswitches. It'll immediately quit the game if it detects the persistent.mod_wt_enabled variable. You probably used the Scrappy mod at some point, and even though you're on a clean install the variable is still lurking in your save data.
The vanishing variables are a SanchoMod issue, not related to the new episode (I experienced the same thing in version 10). The Mod sets a few of the game variables to a certain value when the game first runs.
You must be registered to see the links
, so while you're playing with the Sancho Mod installed, if your route sets those values to the same as what the SanchoMod set them to be, RenPy doesn't consider them "changed" and doesn't include them in the save. As long as SanchoMod is installed, the "defaults" are set by the mod every time you boot the game, so it doesn't matter. Remove the SanchoMod code, and those variables don't exist at all in those saves.
I'm not a Ren'Py expert by any means, but I tossed together
You must be registered to see the links
that
You must be registered to see the links
. Testing wasn't thorough, but it got me through a full playthrough from the end of Chapter 10 to the end of Chapter 11 on the Josy/Maya branch with no issue, plus a few test-loads of a few random saves in various branches from episodes 9 and 10 to make sure that defined variables wouldn't get screwed up. (Still, use at your own risk, back-up your saves, etc.)
I'm still getting errors when loading a save. Guess I have to dig deeper...I got the save fixer too and put those folders in the game folder as well still nothing.