Mod Ren'Py Being a DIK [S1/S2 v0.8.3 & S3 v0.10.1] Multi-Mod [Sancho1969]

4.90 star(s) 14 Votes

Paintman73

New Member
Aug 10, 2022
1
0
View attachment 1673141

Overview:
SanchoMod Fully Cocked - In-game mod for Being a DIK
Multi-mod adds support for save descriptions, choice guide, custom stat screens, custom scene gallery, custom settings, custom fonts and more.

As always if you like the game please show your support for the Developer whose respective links are found below.

S1/S2 & S3 - SanchoMod Core v7b
Massive overhaul of core mod with 1,000's of cumulative hours in development .

This mod is huge in content and size.
Note: older processors will experience some lag simply due to resource demands.
Everything has been tested to be rock-solid as you've come to expect from SanchoMod.
Welcome to my personal sandbox, free of cat shit and fleas, shared to SanchoMod fans. Enjoy.

Updated: 12-15-2023
Game/Creator: Being a DIK / DrPinkCake /
Modder: Sancho1969 F95
Mod Version: S2 v0.8.3 / S3 v0.10.0 & v0.10.1
Game Version: S1/S2 v0.8.3 & S3 v0.10.0 & v0.10.1
Language: English

Features:
  • Improved aesthetics with animated mod menus/screens, all fully customizable to tailor your personal experience.
  • Too many story branches got you down 'cause you can't remember which of your saves is which? I gotcha covered. Includes the Original SanchoMod save description feature. Often imitated (including the use of my GUI buttons) the SanchoSave is more intelligent and efficient, saving you keystrokes as it autoloads the save slot descriptions and it also allows you to completely escape the process of saving if you wish (I've personally not seen this feature with other imitations). Feature can be toggled on/off anytime as desired.
  • Adds multiple exhaustive stats screens always accessible via the MiniMenu or Options menu. Resizable, toggle-enabled, various formats, and more.
  • Adds in-game walkthrough (ChoiceGuide) noting all variable changes and highlighting important choices. Can be toggled on/off at anytime, play as YOU want to play. You are not forced to view spoilers if you do not wish.
  • Multiple opacity and text sizing options to customize your experience including dialogue boxes, text and fonts, QuickMenu sizing and format versions, and more. All can be toggled on/off as desired, again allowing you even more control to tailor your experience.
  • Adds a custom fully unlocked scene gallery (SanchoGallery) that runs completely independent.
  • Adds professionally coded custom cheats (SanchoCheats) if applicable (varies from port to port). S1/S2 Includes dynamic variable and mini game cheat options.
  • Adds the ability to view multiple scenes (SanchoSplits) if menu choice has a scene/route split.
  • Dynamic MiniStat guide for FreeRoam, DnG, Hangout events, Mansion events and more.
  • Way too many new features to list.
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Installation:
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SaveFixer:
(Using SanchoModded saves in an unmodded game)
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Change-Log:
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SanchoMod GUI/Features (S1S2)
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Dynamic ChoiceGuide (S1S2)
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SanchoCheats (S1S2)
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(Screenshot below explains the SanchoMod interface/features)
View attachment 1673222
If you enjoy my mods and guides, please consider smashing the "(y)like" to give me support. You won't see links or advertisements in any of my mods, all I ask is for your gratitude if you enjoy my work. Feel free to follow my profile where I post new mods, updates, and status of works-in-progress. If you find this particular mod beneficial and/or enjoyable, consider leaving a proper review and a "vote" so others might benefit from your personal experience. My personal thanks (as always) to the hardworking devs, compressors, and admins. Kindest regards and be well.

For those few scrub code bandits, please see the fine print below.
Special note to a couple wanna-be hack "modders" out there: I know you're stealing my code for your personal monetary gain. Keep it up and I'll call you out publicly with ample evidence.
Always give credit to the rightful creator, show respect, and don't get your hand stuck in the cookie jar.
Great
 

Silence01

New Member
Jul 27, 2017
8
12
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
Code:
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.
 
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TonyMurray

Engaged Member
Apr 8, 2024
3,107
5,352
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
Code:
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".
Not sure what Im not doing right but I installed the fixer and it still crashes on the lena scene.
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).
 

MilesEdgeworth

Engaged Member
Nov 8, 2021
2,358
3,028
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).
It's a fresh install unforch
 

LoGyMW

Member
Nov 21, 2022
455
438
Code:
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.
I see it now yes, guess 0 is the way to go
 
Last edited:

R3B00T1.0

New Member
Jan 27, 2025
6
6
Is this Jade thing actually a problem with the game? The usual first day shenanigans crashes? Or is it actually from a modded game issue?

My game is fresh and i still getting errors related to this every time I open a new save

Edit1: I actually managed to fix my others path branch save...but the others are still fucked unfortunately
 

LoGyMW

Member
Nov 21, 2022
455
438
Is this Jade thing actually a problem with the game? The usual first day shenanigans crashes? Or is it actually from a modded game issue?

My game is fresh and i still getting errors related to this every time I open a new save

Edit1: I actually managed to fix my others path branch save...but the others are still fucked unfortunately
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.
 
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Silence01

New Member
Jul 27, 2017
8
12
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. , 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 that . 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.)

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Last edited:

LoGyMW

Member
Nov 21, 2022
455
438
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. , 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 that . 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.)

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I see. I will try this out since Sancho's save fixer doesn't seem to work this time around
 

striderblue

Newbie
Sep 17, 2023
28
62
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. , 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 that . 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.)

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I'll give it a try too, thanks for sharing
 

Silence01

New Member
Jul 27, 2017
8
12
No traceback, it just gets to a certain part of the scene and then the entire game cuts off
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.

1741469873347.png

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.
 
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4.90 star(s) 14 Votes