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So the winner of the Patreon poll was "NPC Background Simulation". It'll probably be added in several stages, like most Roadmap Updates. Experiments are already being done, and it'll probably start with "relevant" NPCs changing over time due to player influence and interactions.
 
Oct 8, 2024
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So the winner of the Patreon poll was "NPC Background Simulation". It'll probably be added in several stages, like most Roadmap Updates. Experiments are already being done, and it'll probably start with "relevant" NPCs changing over time due to player influence and interactions.
I'm glad this won. The whole simulation aspect of the game is what drew me to it in the first place.
 
Oct 8, 2024
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(TLDR for anyone reading in the future: if you want to add custom npcs to your game, copy my code below, open the game file with Notepad++, do a CTRL+F search for 'niches["The Delivery Driver"]', paste my code underneath that code block, and then edit it to your satisfaction. Repeat this for however many npcs you wish to create. However, make sure you copy your custom npcs before updating to a new game version so you can re-paste them in afterwards. Enjoy!)

I can try to, but fair warning, I don't know anything about coding myself so basically all i've really done is take things from the code that already exists for other special npcs and used it to cobble together my own versions. If you search for "Clifford Rentfrow" you'll find the first of the special npcs the game uses, a few basic variables are described above it, yet you can scroll through the list of npcs to find a bunch more that you can use to make your own, then just copy the code layout of one of them and paste it at the end underneath the block for The Delivery Driver (at-least that's where I've put mine for convenience). There are two code layouts the game uses for the npcs, but if you want your npc to be specifically named not rng then you'll need to use the one that adds their name to the database. I'll provide a general template of the variables I've used, however some of them may or may not work though, because I haven't been able to actually playtest my npcs beyond starting a new game to check that they load in without errors.

A few other customizable extras: Search for "#region Archetypes" in the game code to find the list of archetypes the npcs can generate with depending on their type (student/townie/faculty) and set yours to one of them (you can edit them if you need to, but it'll affect every other npc that uses that archetype. And do not make your own either, because it will break the npc's phone texting responses for some reason). Search for "#region Styles" to find the list of predetermined styles the npcs use; if you wanted to you can copy the layout of one of those and create a custom style for your npc too. Search for "setup.outfits" for the list of outfits the npcs use, and again you can create your own outfits to match the custom style. Search for "setup.clothes" for the list of clothing items ingame to go with your outfits, and you can copy the layouts of those to create your own clothing items if you want to, but make sure you also add them to one of the ingame shops listed under "#region Mr Gable's" so they appear in the stores. You can do the same with custom makeup styles, tattoos and piercings, which you can respectively find under "#region Makeup" / "#region Tattoos" & "setup.Cosmetics.tattoos" / "#region Piercings" & "setup.Cosmetics.piercings" (custom piercings need to be added to the tattoo shop under "#region Tattoo shop").

Anyway, here is the layout I used for one of my custom npcs, with additional comments for guidance on variables:

Code:
if (!("The Best Friend" in niches) && !("Character Name" in db)) //this is needed at the start for every npc you make, edit it accordingly.
{
db["Character Name"] = {
            "special": false, //false if they are meant to be a regular npc, true if you want them to be restricted from certain events like special npcs.
            "nickname": "Nickname", //I don't think this really gets used ingame, but it's an option if you want it.
            "age": 18, //This number can technically go below 18 (yes, I checked, I was curious to see what would happen lol), but it doesn't matter since there is code that detects this and makes sure it still displays them as 18 ingame.
            "archetype": "Overachiever", //Student Artist, Stoner, Bully, Jock, Loner, etc.
            "type": "student", //can be student, townie, or faculty (or outsider, but idk what that one is for).
            "species": ["human", "female"], //must have human included here, but female can be changed to any other gender.
            "birthday": ["Meltember", 26],
            "style": "Basic", //Hipster, Punk, Goth, etc. Replace it with your custom outfit style name if you create one.
            "major": "psychology", //art, history, english, etc. Their major should match up with the first two courses you give them below.
            "courses": ["General Psychology", "Intro to Psychology", "Public Speaking", "Media Studies"], //I picked 1 course out of each of the 4 course blocks given at the start of a new game, not sure if npcs can have more than one from the same course block for the last two courses.
            "year": 1, //1=freshman, 2=sophomore, 3=junior, 4=senior.
            "schedule": 1, //rng student schedule which can be found under "setup.get_student_schedule", choose from case 1/2/3/4, not sure how much of a difference it makes.
            "cohort": true, //true if they are freshman in your year, false if they are not.
            "allowfree": true, //true if you want to romance/date them normally, false if you want them to be restricted like teachers are.
            "residence": "Chicory Hall", //can be Chicory Hall, Trillium Hall, Helleborine Hall, or Off-Campus. You can also use "house" or "apartment" if you want to be specific about their off-campus residence but those two need to be in lowercase to work.
            "job": "Legislator", //this works for most town locations and stores, but will make the npc easy to find ingame since they will usually be placed at their job location.
            "wealth": 369, //0-1000.
            "attraction": "lesbian",
            "friendliness mod": 0, //this supposedly affects how much charisma skill you need to easily befriend them, basically it's a difficulty modifier, above 0 is harder and below 0 is easier.
            "skin color": "pale",
            "eye color": "hazel",
            "hair color": "raven",
            "hair length": "mid-back length",
            "hair style": "a face-framing mermaid cut",
            "distinguishing_marks": ["thick eyelashes"], //normal npc editing only lets you give them one distinguishing feature but I don't think that applies to custom made npcs if you add them here with comma separation.
            "makeup": "none", //put their makeup style here.
            "tattoos": "none", //put their tattoo style here.
            "piercings": "none", //put their piercing style here.
            "breast size": 369, //0-1000, replace breast size, areola size, areola color, and nipple type with "penis size": 0-1000 and "penis girth": 0-1000 for males.
            "areola size": 369, //0-1000.
            "areola color": "rosy pink",
            "nipple type": "pointy",
            "pubes": "heart", //pubic hair style, duh.
            "ass size": 169, //0-1000.
            "height": 669, //0-1000.
            "plumpness": 369, //0-1000.
            "muscle": 369, //0-1000.
            "inclinations": ["Demisexual", "Polyamorous", "Loyal", "Likes Spooning", "Likes Standing Position", "Likes Cowgirl", "Iron Will", "Lucky", "Trichophilia", "Kind", "Toy Enthusiast", "Confident", "Pleaser", "Chaste", "Fuckbuddy", "Foot Enthusiast", "Sensitive Nipples", "Oral Fixation", "Anal Fetish", "Hair Trigger", "Attentive Lover", "Squirter", "Voyeur", "Masochist", "Accommodating", "Forward"], //this is not a full list of inclinations, just ones I gave mine. Don't judge me.
            "skills": {"Studying": 7, "Willpower": 6, "Charisma": 5, "Disinhibition": 4, "Writing": 4, "Photography": 3, "Artistic": 3, "Video Gaming": 3, "Intellectual": 3, "Cooking": 3, "Gardening": 3, "Dancing": 3, "Physical": 3, "Compliance": 2, "Assertiveness": 2, "Voyeurism": 1, "Exhibitionism": 1, "Sexual Knowledge": 1, "Hand": 1, "Oral": 0, "Vaginal": 0, "Penetrative": 0, "Anal": 0}, //skills go from 0-10, at 4 and above they will usually be given the skill's corresponding personality traits if one exists (Dancer, Nerd, Photographer, Wordsmith, Cook, Sporty, etc) so keep the skills low if you want to avoid that for rp reasons. Also, this was made before the greek update so you'll have to add the new troublemaking skill yourself, otherwise this should be a full list of every skill in the game.
            "virginity": ["mouth", "vagina", "anus"], //use penis instead of vagina for male npcs.
            //"turnons": ["colorful hair", "blonde hair", "punk style", "hipster style", "grunge style", "boho style", "conservative style", "fashionable style", "small tits", "tight butt", "tall"], //doesn't work. If you want to uncomment these three and use them for rp purposes go ahead, but it won't change what they are randomly generated with ingame.
            //"turnoffs": ["big dick", "plumpness", "muscles", "goth style", "sporty style", "dressy style", "glam style", "slutty look", "older people"], //doesn't work.
            //"favoriteDate": ["grab a coffee", "just chill", "have dinner", "see a movie", "hit the arcade", "have a park picnic", "study together", "hit the gym", "booty call"], //doesn't work. I think these are meant to have a number after each date to represent how much they like them, but it still makes no difference.
            "desiredRelationships": ["friend", "fuckbuddy", "date", "poly partner"], //can also be rival, hatefuck, indifferent, etc. Edit: Upon further testing, this doesn't seem to work either, or at-least it makes no difference in how the npc reacts to you upon first talking to them. I recommend keeping it defined with something though, just to be on the safe side.
            "partner": "", //only works if you add an npc name, otherwise leave it blank if you want them to not be in a relationship and hope the seed rng goes your way since I haven't figured out how to make them generate as single unless you give them the Aromantic inclination which should exclude them from the rng.
            "partnerType": "", //submissive, dominant, open partner, poly partner, etc. Again, leave it blank if they are meant to be single and cross your fingers.
            //"existingRelationshipChanceBase": -0.1, //doesn't work, these last two were a failed test to see if it would stop them from spawning with partners.
            //"existingRelationshipChanceModifier": 0, //doesn't work. Feel free to delete these two.
        }
        State.setVar("$girlbff", girlbff) //if you want them to be your best friend then use this to set them as the girl bestfriend in events, change it to boybff if they are male, otherwise delete it.
        setup.place_into_residence("Character Name", "Chicory Hall"); //I added this here because sometimes the residence variable didn't work so this just re-enforces it.
        niches["The Best Friend"] = "Character Name"; //use this to give them a custom niche designation for easier recognition amongst the other npcs, change "The Best Friend" to whatever you want their label to be.
}
Also, another question related to this: do we need to fill out all of these variables? And do we have to fill out everything in them?
1. E.g., suppose I just want to make an NPC with a certain height, plumpness, etc., but don't want to specifically set their areola size and nipple type and want to just let the game handle that for me. Can I just not enter "areola size" and "nipple type" then, and the game will automatically generate it? Or do I need to fill everything out?
2. Or suppose I want to make an NPC that's good at cooking, but then want to let the game randomly generate the rest of their skills. Can I just enter "Cooking": 3 and nothing else, and that'll let the game randomly assign them other skills? Or do I need to enter every single skill?

EDIT: I see that in the Archetypes section for townies, faculty, and students, there are variables for skills which someone has "perfected", or else is "proficient", "skilled", or "dabbling" in. I wonder if that can be used when creating NPCs? Or if any skills not specified here will use them as a fallback?
 
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VietnamVet

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Apr 17, 2023
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Also, another question related to this: do we need to fill out all of these variables? And do we have to fill out everything in them?
1. E.g., suppose I just want to make an NPC with a certain height, plumpness, etc., but don't want to specifically set their areola size and nipple type and want to just let the game handle that for me. Can I just not enter "areola size" and "nipple type" then, and the game will automatically generate it? Or do I need to fill everything out?
2. Or suppose I want to make an NPC that's good at cooking, but then want to let the game randomly generate the rest of their skills. Can I just enter "Cooking": 3 and nothing else, and that'll let the game randomly assign them other skills? Or do I need to enter every single skill?

EDIT: I see that in the Archetypes section for townies, faculty, and students, there are variables for skills which someone has "perfected", or else is "proficient", "skilled", or "dabbling" in. I wonder if that can be used when creating NPCs? Or if any skills not specified here will use them as a fallback?
Most of the special npcs already ingame are generated with code that randomizes gender/orientation/any other variables not already specified, whereas my custom ones don't use that (a downside of the code layout that allows the npc to be given a name, but I wanted full creative control anyway). However, I think you should be able to leave the variables blank (or remove them completely) and the game will still either randomize it based on the seed or as you mentioned use the variables defined in their archetype as a fallback instead, yet I haven't tested it myself so I could be wrong. If you need to, you can probably just copy the code used to randomize The Delivery Driver, paste it on the line above db["Character Name"] and edit it to suit your needs.
 
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Oct 8, 2024
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Most of the special npcs already ingame are generated with code that randomizes gender/orientation/any other variables not already specified, whereas my custom ones don't use that (a downside of the code layout that allows the npc to be given a name, but I wanted full creative control). However, I think you should be able to leave the variables blank (or remove them completely) and the game will still either randomize it based on the seed or as you mentioned use the variables defined in their archetype as a fallback instead, yet I haven't tested it myself so I could be wrong. If you need to, you can probably just copy the code used to randomize The Delivery Driver, paste it on the line above db["Character Name"] and edit it to suit your needs.
Ah, so is the only reason you've specified everything rather than use the db[npc].whatever code so that you can give them a name? I also want to name mine, but if it'd be easier/quicker to make them like the ones already ingame then I might just do that and then rename them once they're made.
 

VietnamVet

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Apr 17, 2023
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Ah, so is the only reason you've specified everything rather than use the db[npc].whatever code so that you can give them a name? I also want to name mine, but if it'd be easier/quicker to make them like the ones already ingame then I might just do that and then rename them once they're made.
Yeah, I originally tried variations of db[npc].name etc but I couldn't get it to work, so I switched to the other layout which let me name them. But if you want to randomize them like the other special npcs, I think you can just start every custom npc with something like this:

Code:
if (!("Niche Name" in niches) && !("Character Name" in db))
{
let genderstuff = setup.orientation_and_gender_for(rng, "Niche Name"); //I think you can remove this if you don't use genderstuff.gender or genderstuff.attraction.
let "Character Name" = this.add_random(genderstuff.gender, "Archetype", "student", rng); //randomizes their gender and other missing variables based on the seed rng, npc archetype, and student/townie/faculty npc type. Change "Archetype" and "student" to whatever you want the npc to be based on. Remove genderstuff.gender if you have their gender set already, it should still work for everything else.
db["Character Name"].attraction = genderstuff.attraction; //randomizes their attraction based on the PC gender. You might need to place this line at the very end after listing the other variables for it to work, I'm not sure. Remove this if you have their orientation set already.
db["Character Name"] = {
It should be quicker to edit this and only define the variables underneath that you want to use rather than filling in everything.
 
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Kev0612

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Oct 5, 2021
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On this 0.7.1f, i begin a new game and i have my roomate Trans, what can i do to make her a girl again ?
What can i do to have no trans ?
 

AccidentalGadgeteer

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Oct 8, 2020
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On this 0.7.1f, i begin a new game and i have my roomate Trans, what can i do to make her a girl again ?
What can i do to have no trans ?
Your roommate is generally the same gender as your player character (though sometimes non-binary), with their name and genitals determined by the seed you used when you started the game. To get a girl roommate you would need to start as a girl character, or use a mod.
 

Kev0612

New Member
Oct 5, 2021
14
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Your roommate is generally the same gender as your player character (though sometimes non-binary), with their name and genitals determined by the seed you used when you started the game. To get a girl roommate you would need to start as a girl character, or use a mod.
I have a girl and girl's best friend
Seed is free love
The trans bar on world seed is on 0
The gay bar on 0 on first time
The Bi on max on first time
Roomate Sabine is again a trans !
5éme test, feel anger
 

Kev0612

New Member
Oct 5, 2021
14
2
46
I have a girl and girl's best friend
Seed is free love
The trans bar on world seed is on 0
The gay bar on 0 on first time
The Bi on max on first time
Roomate Sabine is again a trans !
5éme test, feel anger
5éme test and again a trans roomate, i don't know why ?
 

miawang

Newbie
Sep 10, 2024
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So the winner of the Patreon poll was "NPC Background Simulation". It'll probably be added in several stages, like most Roadmap Updates. Experiments are already being done, and it'll probably start with "relevant" NPCs changing over time due to player influence and interactions.
Holy shit people had a brain for once! Very glad this won!
 

Ayam85

Member
Sep 10, 2019
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While it's good to see background NPC simulation wins the poll but it will be months before we get to see it. Right now the Greek House content still very new, only available last month(August) and it will take several more months to complete it. At least to my calculations, the Greek House won't be completed until this December or January 2026. The dev only start working of background NPC simulation in February. While this seems a long wait but at least this game have most consistent updates in this site. Compare that to Summertime Saga with no major update for years.
 

Space_Cow99

Member
Jul 26, 2019
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If you get pregnant and choice options to send your baby home?
I found picking a birth control option sucked big time after I read a strange newsletter on a bulletin board that said no matter how many times you fucked or ate or did anything you "NEVER" got pregnant so the point of getting birth control was pointless, don't bother with condoms either. (save yourself money)
However, there is no way not taking it.

Will I see water filter kit in mini kitchen section?

Clothing has more pants and fewer skirts and shorts.
Are socks r required?
there are no lotions or SPF at college shops. Tan spray, and deodorants would have been found at a store in town.
Alley way, somewhere of weed and aphrodisiacs and fireworks. Prank stuff. Pick locks too.

Whoopee cushion would be a useful tool for those bad bullies.
Joining clubs also helpful.
 
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