Riggnarock

Member
Jun 17, 2020
271
234
I ain't defending him but he already has 14k subs on patreon, yearly doesn't matter.
Dude makes more than most ppl do monthly
You should tell that to other companies. im sure several companies made enough money 20 years ago and didnt have to change anything. yet they still desided, hey we need more money, lets get people buy our games and make them pay a monthly contribution so they can play bought games/expansions.

As a wise woman once said. What do all men in power want? More power!
 

Maccabbee

Member
Mar 26, 2024
319
380
You should tell that to other companies. im sure several companies made enough money 20 years ago and didnt have to change anything. yet they still desided, hey we need more money, lets get people buy our games and make them pay a monthly contribution so they can play bought games/expansions.

As a wise woman once said. What do all men in power want? More power!
You're talking about Microsoft, aren't you? Microsoft Office vs. Microsoft 365.
 
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NonyaBusinezz

Newbie
Jan 23, 2025
42
63
You should tell that to other companies. im sure several companies made enough money 20 years ago and didnt have to change anything. yet they still desided, hey we need more money, lets get people buy our games and make them pay a monthly contribution so they can play bought games/expansions.

As a wise woman once said. What do all men in power want? More power!
Uhh.. k?

Not sure where this rant came from. Also to say only men are money/power hungry, lol.
 

The Dick

Member
Oct 22, 2022
196
2,418
I can confirm that cheating via Console or Save Editor is not detectable unless it leads to something that would be impossible in a normal run, like setting your money to more than the maximum or being on two paths at the same time, or being on Quinn's path with a Chick affinity, and so on.

Anyway, that's not automatic. DPC would have to put in his next releases some "if" clause that check for anomalies.

As per Episode 10 the only mod that causes a forced quit is the old release of Scrappy mod (Scrappy updated his mod after the forced quits were reported as Episode 10 was released - or at least so I've been told here).

But you can avoid that anti-ScrappyMod test by setting a couple of variables to None via Console or Save Editor, or even patch your own code by removing the few code lines that perform that tests.

---

Saves made with Sancho mod installed work fine on unmodded games provided you use Sancho's save fixer. This is true as per Episode 10. But, of course, there's no guarantee that in upcoming Episodes DPC won't add specific checks to specifically target Sancho mod! And since Sancho is no more active (at least not on this forum... :sneaky:) in that case you'll have to patch your code by yourself or to wait some othe user to publish a patch.
Yes. That's what I wanted to say, Scrappy mod. I mixed up things because I don't use any. But that's it, and it's very easy to override. As you said, to make the game "crash" (actually, it's just a "quit"), DPC has to add a conditional to the code. In Scrappy's mod case, it was this (I guess you know all this because I think you make mods yourself, but I'm writing for everyone):

Python:
if persistent.mod_wtenabled != None:
    $ renpy.quit()
So, you can just type in the console "$ persistent.mod_wtenabled == None" and the game won't crash.

How to find it? Just search the code for "renpy.quit()" and you'll know every instance and variable checked to make the game "crash" (and, if you miss one and the game "crashes," you'll know there will be a command like that in the part the game terminated.

Hmm if that's true, that could save me some time in the future if I need to make big changes again. Or at least changes that require longer play-throughs. But I don't know if I'm fully convinced, I think I need to see it to believe it. Since the update is likely a few weeks away I'll probably make a separate save to test this. If it proves to work, then I might add it as a strategy. Thanks again for the suggestion. It was informative.
Indeed, it is. See ZenoMod answer above confirming it.
 
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SteveyP

Active Member
Jul 1, 2017
862
3,010
DPC constantly checks with each new update for some variables that some mods/cheats writes into the saves/and/or persistent file. Editing the save and then resaving it inside the game doesn't do anything like that, nor adds any (new) variables to check on later. I have such one save just for tests and experiments. I modified it several times, resaved, then edited again, and so on. It doesn't crash on "Jacob scene" in EP9, nor in Helen scene in EP10. And I'm 99.99% sure it will pass any checks in future episodes. Since you not adding any variables that are not exist in the original game or to be more correct, the ones, DPC usually checks for, you're safe.

- give it a try

Just edit the save file in the EP7 or EP8 (after the Patrick scene) by editing the particular variable and then load/resave it and play the game till the EP10 end - you'll not get any troubles. I did it already, so you can check it by yourself. Don't exxagerate DPC's talents and programming skills. He spoils easy life for cheat/mods users, but this happens for a long-known and obvious reason - they store their variables and "tags" where they can be checked. That's about it.

Another option - you can use the , which never writes any variables or stuff into the game saves or persistent file. And, btw, you can also use this mod to alter any variable w/o need to use the save editor. Edit variable and resave the game... The only cons of this method - you probably will not be able to edit bios and other stuff. So, while I edit my saves, I also modify bios records to correct state. To get a perfect result and to avoid confusing myself.
Yes. That's what I wanted to say, Scrappy mod. I mixed up things because I don't use any. But that's it, and it's very easy to override. As you said, to make the game "crash" (actually, it's just a "quit"), DPC has to add a conditional to the code. In Scrappy's mod case, it was this (I guess you know all this because I think you make mods yourself, but I'm writing for everyone):

Python:
if persistent.mod_wtenabled != None:
    $ renpy.quit()
So, you can just type in the console "$ persistent.mod_wtenabled == None" and the game won't crash.

How to find it? Just search the code for "renpy.quit()" and you'll know every instance and variable checked to make the game "crash" (and, if you miss one and the game "crashes," you'll know there will be a command like that in the part the game terminated.



Indeed, it is. See ZenoMod answer above confirming it.
Thanks a lot for your help guys. I'll give these suggestions a look through. I'm not particularly savvy with code or things of that nature, so your explanations are a big help! If all goes to worse, I can always go back to Plan A and brute force my saves.
 
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