Create and Fuck your AI Cum Slut –70% OFF
x

Mod Cheat Mod Ren'Py College Kings [CK1 - 1.5.18] Thorian Mod [Thorian Studios]

Oct 11, 2020
67
62
153
I just started over, but also while trying to use the skip feature, it seems after the mod it is unavailable or deactivated...

This shouldn't be the case. The only time the mod's menu's shouldn't appear is when the phone is updated. I'm not able to replicate this as when using the keybind the skip feature immediately stops then opens. Could you provide more info?
 
Last edited:

Wildfirewulf

New Member
Jul 19, 2025
10
0
10
This shouldn't be the case. The only time the mod's menu's shouldn't appear is when the phone is updated. I'm not able to replicate this as when using the keybind the skip feature immediately stops then opens. Could you provide more info?
Sure, I tested it , reinstalled the game from scratch and tried a new game and the skip function works perfect... the moment I add the mod in, its like the skip button becomes disabled... I click on it and its like its not there...
 
Oct 11, 2020
67
62
153
Sure, I tested it , reinstalled the game from scratch and tried a new game and the skip function works perfect... the moment I add the mod in, its like the skip button becomes disabled... I click on it and its like its not there...
That sounds like the games lock on skipping unseen content. The mod doesn't touch the quick menu at all, so try going into the game's setting and clicking skip unseen text, that should allow you to skip. I'm guess the game see's the modded script files and assumes it's all new content, and no longer thinks it's seen text. I'll try to figure out a fix in a future update.
 

Wildfirewulf

New Member
Jul 19, 2025
10
0
10
That sounds like the games lock on skipping unseen content. The mod doesn't touch the quick menu at all, so try going into the game's setting and clicking skip unseen text, that should allow you to skip. I'm guess the game see's the modded script files and assumes it's all new content, and no longer thinks it's seen text. I'll try to figure out a fix in a future update.
didn't think about the unseen text... that worked.
 

arkhamtheknight

Active Member
May 3, 2017
834
277
217
This is what I get on Joiplay when trying it

```
I'm sorry, but an uncaught exception occurred.

While running game code:
File "game/screens/mobile/main_menu_screen.rpy", line 7, in execute
File "game/screens/mobile/main_menu_screen.rpy", line 7, in execute
File "game/screens/mobile/main_menu_screen.rpy", line 12, in execute
File "game/screens/mobile/main_menu_screen.rpy", line 13, in <module>
OSError: Couldn't find file 'whats_new/whats-new.txt'.

-- Full Traceback ------------------------------------------------------------

Full traceback:
File "_layout/screen_main_menu.rpymc", line 28, in script
File "renpy/ast.py", line 834, in execute
File "renpy/python.py", line 1187, in py_exec_bytecode
File "renpy/common/_layout/screen_main_menu.rpym", line 28, in <module>
File "renpy/common/_layout/screen_main_menu.rpym", line 35, in _execute_python_hide
File "renpy/ui.py", line 301, in interact
File "renpy/display\core.py", line 2262, in interact
File "renpy/display\core.py", line 2792, in interact_core
File "renpy/display\displayable.py", line 434, in visit_all
File "renpy/display\displayable.py", line 434, in visit_all
File "renpy/display\displayable.py", line 434, in visit_all
File "renpy/display\screen.py", line 480, in visit_all
File "renpy/display\core.py", line 2792, in <lambda>
File "renpy/display\screen.py", line 491, in per_interact
File "renpy/display\screen.py", line 700, in update
File "game/screens/mobile/main_menu_screen.rpy", line 7, in execute
File "game/screens/mobile/main_menu_screen.rpy", line 7, in execute
File "game/screens/mobile/main_menu_screen.rpy", line 12, in execute
File "game/screens/mobile/main_menu_screen.rpy", line 13, in <module>
File "renpy/exports\loaderexports.py", line 99, in open_file
File "renpy/loader.py", line 690, in load
OSError: Couldn't find file 'whats_new/whats-new.txt'.

```
 

BOZZU

Active Member
Modder
Nov 2, 2024
640
1,175
241
This is what I get on Joiplay when trying it

```
I'm sorry, but an uncaught exception occurred.

While running game code:
File "game/screens/mobile/main_menu_screen.rpy", line 7, in execute
File "game/screens/mobile/main_menu_screen.rpy", line 7, in execute
File "game/screens/mobile/main_menu_screen.rpy", line 12, in execute
File "game/screens/mobile/main_menu_screen.rpy", line 13, in <module>
OSError: Couldn't find file 'whats_new/whats-new.txt'.

-- Full Traceback ------------------------------------------------------------

Full traceback:
File "_layout/screen_main_menu.rpymc", line 28, in script
File "renpy/ast.py", line 834, in execute
File "renpy/python.py", line 1187, in py_exec_bytecode
File "renpy/common/_layout/screen_main_menu.rpym", line 28, in <module>
File "renpy/common/_layout/screen_main_menu.rpym", line 35, in _execute_python_hide
File "renpy/ui.py", line 301, in interact
File "renpy/display\core.py", line 2262, in interact
File "renpy/display\core.py", line 2792, in interact_core
File "renpy/display\displayable.py", line 434, in visit_all
File "renpy/display\displayable.py", line 434, in visit_all
File "renpy/display\displayable.py", line 434, in visit_all
File "renpy/display\screen.py", line 480, in visit_all
File "renpy/display\core.py", line 2792, in <lambda>
File "renpy/display\screen.py", line 491, in per_interact
File "renpy/display\screen.py", line 700, in update
File "game/screens/mobile/main_menu_screen.rpy", line 7, in execute
File "game/screens/mobile/main_menu_screen.rpy", line 7, in execute
File "game/screens/mobile/main_menu_screen.rpy", line 12, in execute
File "game/screens/mobile/main_menu_screen.rpy", line 13, in <module>
File "renpy/exports\loaderexports.py", line 99, in open_file
File "renpy/loader.py", line 690, in load
OSError: Couldn't find file 'whats_new/whats-new.txt'.

```
Replace the main_menu_screen.rpy file in screens/mobile with the one from screens/main_menu.

Or, better yet, download my Android port you've requested. Both Act 1 and Act 2 can be found here.
 
Last edited:
Oct 11, 2020
67
62
153
Update Note: Currently half-way done with the CK1 release, and haven't started on CK2 yet, so that might take longer for it's first release. Currently have a Multi-path system that allows you to not only have multiple scenes that are normally locked between a choice (think aubrey/penelope costume shopping or Josh's party and kissing Amber, whilst still being not drunk with Chloe), but also allow you to choose which girls you want per save. For instance if you disable one, you won't get their Multi-path scenes, and only the content you would normally have. So if you don't want a girl's scene you can just disable her. The Guide has toggles so you can remove Relationship/Mood/Notes/Variables from showing, or keep it all (by default) and also change the size of the guide. Also have a Mini-Stat like Sancho's, which includes a Freeroam checklist/guide.

I've attached the current panels, and it would be nice for some feedback on what other features you might like, or any tweaks I should make. Mini-Stat's UI is still in development
Options Cheats 1762139251675.png 1762139279633.png Mini-Stat
 
  • Like
Reactions: BobWhite1995

BobWhite1995

Newbie
Jan 21, 2023
19
8
117
Will the multi-path system allow for being on all of the girls girlfriend paths at once? The mod looks great so far! Glad someone is continuing Sancho's legacy after he disappeared.
 
Oct 11, 2020
67
62
153
Will the multi-path system allow for being on all of the girls girlfriend paths at once? The mod looks great so far! Glad someone is continuing Sancho's legacy after he disappeared.
Yes the multi-path will allow you to date as many people, without them getting mad or having to choose one. It will allow you to enter the girlfriend paths for those who have it within CK1, such as Lauren or Chloe, while also being able to be FWB with say Aubrey (Lauren won't catch you with Aubrey for example)
 
  • Like
Reactions: BobWhite1995

arkhamtheknight

Active Member
May 3, 2017
834
277
217
Update Note: Currently half-way done with the CK1 release, and haven't started on CK2 yet, so that might take longer for it's first release. Currently have a Multi-path system that allows you to not only have multiple scenes that are normally locked between a choice (think aubrey/penelope costume shopping or Josh's party and kissing Amber, whilst still being not drunk with Chloe), but also allow you to choose which girls you want per save. For instance if you disable one, you won't get their Multi-path scenes, and only the content you would normally have. So if you don't want a girl's scene you can just disable her. The Guide has toggles so you can remove Relationship/Mood/Notes/Variables from showing, or keep it all (by default) and also change the size of the guide. Also have a Mini-Stat like Sancho's, which includes a Freeroam checklist/guide.

I've attached the current panels, and it would be nice for some feedback on what other features you might like, or any tweaks I should make. Mini-Stat's UI is still in development
View attachment 5403474 View attachment 5403475 View attachment 5403476 View attachment 5403477 View attachment 5403480
It looks fine so far.
Only suggestion is maybe cheats like money or something.
It's good for a first release so far.
I can't think of anything else that could be added but there's probably something that someone else could suggest.
 
Last edited:

arkhamtheknight

Active Member
May 3, 2017
834
277
217
Would you say development of this new update is going well?
How far along is it currently and what's roughly left to finish?
 
Oct 11, 2020
67
62
153
Would you say development of this new update is going well?
How far along is it currently and what's roughly left to finish?
Update is going well, just slower than I thought. I'm roughly 60% to 70% finished with CK1. Currently still requires Act 3, and around 1/3 of Act 2. I've recently lost most of the time I used to have to work on the mod for other things.
When it comes to CK2, It should be faster than the CK1 release, as I should have a polished workflow for it by then.
Expecting CK1 by the end of the month Max, should be earlier.
 
  • Like
Reactions: arkhamtheknight

arkhamtheknight

Active Member
May 3, 2017
834
277
217
Update is going well, just slower than I thought. I'm roughly 60% to 70% finished with CK1. Currently still requires Act 3, and around 1/3 of Act 2. I've recently lost most of the time I used to have to work on the mod for other things.
When it comes to CK2, It should be faster than the CK1 release, as I should have a polished workflow for it by then.
Expecting CK1 by the end of the month Max, should be earlier.
Take all the time it needs.
Better to have something that works than something which could have issues.
The first release worked great so I know this one will be good.
 
  • Like
Reactions: Thorian Studios

arkhamtheknight

Active Member
May 3, 2017
834
277
217
With the multi-path option, will it include characters that are locked to another route like certain characters who are on the Wolves or Apes route?
Also do choices carry over to the CK2? If so, will they be carry over the choices from this mod?
 
Oct 11, 2020
67
62
153
With the multi-path option, will it include characters that are locked to another route like certain characters who are on the Wolves or Apes route?
Also do choices carry over to the CK2? If so, will they be carry over the choices from this mod?
I'm not sure if Rose/Samantha will be supported. I'm trying to mesh everything together so it doesn't lose consistency (jumping around without reason). The two are very tied to their respective house, and it feels off when doing Samantha on Wolves, and Rose on Apes. Character relations existing when elsewhere they don't. I do want to implement it, and I might include an optional Sam/Rose option. But for now I won't be offering much help with Sam/Rose. Their events also trigger alot at the same time, and their checks are actually mainly checks for which house you are apart of

I suppose you should just be able to use the CK Save transfer in CK2 (not recommended because of message lag). It's better to use path builder, which i might expand and even allow importing saves without text messages (so you can keep the minute choices you made, instead of only having the large choices saved)
 

arkhamtheknight

Active Member
May 3, 2017
834
277
217
I'm not sure if Rose/Samantha will be supported. I'm trying to mesh everything together so it doesn't lose consistency (jumping around without reason). The two are very tied to their respective house, and it feels off when doing Samantha on Wolves, and Rose on Apes. Character relations existing when elsewhere they don't. I do want to implement it, and I might include an optional Sam/Rose option. But for now I won't be offering much help with Sam/Rose. Their events also trigger alot at the same time, and their checks are actually mainly checks for which house you are apart of

I suppose you should just be able to use the CK Save transfer in CK2 (not recommended because of message lag). It's better to use path builder, which i might expand and even allow importing saves without text messages (so you can keep the minute choices you made, instead of only having the large choices saved)
Might be a good choice for CK2 but obviously if it doesn't impact progress or becomes a headache. Nobody obviously wants something which would become a headache down the line especially considering we don't know how many updates will be made to the main game yet.

Also I can understand now for not including a Sam/Rose option as that would require doing even more adjustments which could become a nuisance in the future.

Would you say development for the current version is going well for CK1/CK2 or has it still been impacted by outside factors?
 
Oct 11, 2020
67
62
153
Might be a good choice for CK2 but obviously if it doesn't impact progress or becomes a headache. Nobody obviously wants something which would become a headache down the line especially considering we don't know how many updates will be made to the main game yet.

Also I can understand now for not including a Sam/Rose option as that would require doing even more adjustments which could become a nuisance in the future.

Would you say development for the current version is going well for CK1/CK2 or has it still been impacted by outside factors?
When it comes to save loading, I haven't messed around with CK2 at all yet, apart from checking if the mod can be ported over (technically can be ported over instantly, but variables and relations are stuck to CK1). I have fun figuring out their weird code bits so it shouldn't be, and I doubt a better save imported would complicate things since I dont think they would make it so they themselves have to update it. My current method I use for the mod allows it to be semi-auto updating. Everything but the guide, and some custom variables I made for better game flow (guide, stat viewing, and MultiPath) would require a manual update.

Right Now CK1 is going steadily but slower than I hoped. Recently got a new job that's been taking most of my time but I'm able to get a bit in every week so far. I don't expect much complications for CK2, apart from figuring out UI for the Episode Specific Cheats (Presidency, Pool Party, Etc). But I haven't hit any snags lately, and it's been smooth sailing of simply coding the guide and Multi-path. I am workshopping a method to automatically detect where you are so you dont need to manually set it for pre-existing saves

Long Term, I dont see much problems with updating the mod, Most of the time it should be a simple file merge for the base renpy scripts.
 

arkhamtheknight

Active Member
May 3, 2017
834
277
217
When it comes to save loading, I haven't messed around with CK2 at all yet, apart from checking if the mod can be ported over (technically can be ported over instantly, but variables and relations are stuck to CK1). I have fun figuring out their weird code bits so it shouldn't be, and I doubt a better save imported would complicate things since I dont think they would make it so they themselves have to update it. My current method I use for the mod allows it to be semi-auto updating. Everything but the guide, and some custom variables I made for better game flow (guide, stat viewing, and MultiPath) would require a manual update.

Right Now CK1 is going steadily but slower than I hoped. Recently got a new job that's been taking most of my time but I'm able to get a bit in every week so far. I don't expect much complications for CK2, apart from figuring out UI for the Episode Specific Cheats (Presidency, Pool Party, Etc). But I haven't hit any snags lately, and it's been smooth sailing of simply coding the guide and Multi-path. I am workshopping a method to automatically detect where you are so you dont need to manually set it for pre-existing saves

Long Term, I dont see much problems with updating the mod, Most of the time it should be a simple file merge for the base renpy scripts.
Congratulations on the new job. I get why it's taking longer now.

Are you thinking December then or later based on what's been done?
 
Oct 11, 2020
67
62
153
Congratulations on the new job. I get why it's taking longer now.

Are you thinking December then or later based on what's been done?
I'm still feeling Early December for CK1, then I switch switch to getting it working for CK2 by late December. Things should speed up hopefully in December so I'll be able to give a more concrete answer. Guide for CK2 definitely wont take as long as it has since I'll already have everything made for it and ill just have to simply write the guide in
 
  • Like
Reactions: arkhamtheknight

arkhamtheknight

Active Member
May 3, 2017
834
277
217
I'm still feeling Early December for CK1, then I switch switch to getting it working for CK2 by late December. Things should speed up hopefully in December so I'll be able to give a more concrete answer. Guide for CK2 definitely wont take as long as it has since I'll already have everything made for it and ill just have to simply write the guide in
Sounds cool. Hope it doesn't take too much time away from you doing anything else.
Can't wait to try it out with the new features included.