4.60 star(s) 45 Votes

squirrel24

Member
Mar 12, 2021
193
210
Sithlord86's mod works but bots are missing parts for SR24.
Sounds like you're doing an inventory! ;) That's going to be the case for all older bot mods. I've posted information on how to make mods work with SR24 so anyone can fix them for themselves but I have no plans to edit and re-post other people's mods. Cheers!
 

cavebear

Active Member
Mar 5, 2019
570
151
is there anywhere in game to sell a s ranked bot body with all s parts and a in mechanics and s in all other skills for more then 200k?? club max is 50k, seems like fleemarket caps at 30k, and bbs offers have limits per request viewed.
and a personal thought is to increase prices for selling bots as there are now 3 more bot parts needed to get them to work.
 

cavebear

Active Member
Mar 5, 2019
570
151
Sounds like you're doing an inventory! ;) That's going to be the case for all older bot mods. I've posted information on how to make mods work with SR24 so anyone can fix them for themselves but I have no plans to edit and re-post other people's mods. Cheers!
i have no programing skills at all, i am a absoulte amature at using computers, as i have posted before i am a ID10T error waiting to happen on a computer.
 

squirrel24

Member
Mar 12, 2021
193
210
is there anywhere in game to sell a s ranked bot body with all s parts and a in mechanics and s in all other skills for more then 200k?? club max is 50k, seems like fleemarket caps at 30k, and bbs offers have limits per request viewed.
and a personal thought is to increase prices for selling bots as there are now 3 more bot parts needed to get them to work.
You're right about the limits at Robosechs and the flea market. On the BBS the upper limit is 200K for combat trained bots and lower than that for other skill sets. I've tweaked BBS payments before, maybe it is time to tweak them again to increase the upper limits. This isn't any help now but planned quests will include building custom bots for high rollers. This will be sort of like the Mob Quest but you'll get paid for the work instead of being forced to give them away.

If you're willing to develop a little computer skill you can open the BBS .json files buried inside the 'mods' folder in any text editor, use 'save as', and then edit them to make your own BBS offers. Sounds difficult I know but it really isn't. Just be careful not to accidentally delete any of the punctuation! :) The first mod I made for DSCS was BBS offers selling parts because I was impatient trying to get what I needed by scavenging or at the flea market. I think veteran players thought I was just lazy!

Editing bot mods is the same. Open the .json file in any text editor, use 'save as', and then add the missing parts being careful to match the punctuation used to enter other parts exactly. Just remember to move the original file out of the mods folder, you can't use both! Cheers!
 

squirrel24

Member
Mar 12, 2021
193
210
YuriShikane's mods will sometimes lock up the game SR24 during sex scenes. all other training if fine.
i think Eekhoorn123's Witcher girls mod has the wrong json files to run in SR24 as you can find the bots, but no photos of them.
Hi cavebear, I added all 7 of YuriShikane's bot mods to my SR24-0.6.1 game on my PC and bought them all at the flea market. After fixing parts on a couple of them I trained all seven bots in sex a half dozen times each and nothing went wrong. The images and videos all ran properly on my system. Not sure why you're having a problem but since I can't reproduce it there's no way I can figure it out. Sorry.
 

poil

Newbie
May 18, 2017
36
34
Glad you stopped playing 0.5.1, it has a severe bug in the 'Ray's Online' bot store. I'm sorry but if you used the 'Ray's Online' bot store there's a chance you may have corrupted saves. If you have problems you may have to go back to an earlier save or start over.
  • Only the bots section of 'Ray's Online' is affected, the part store section of 'Ray's Online' is OK.
  • The bot store bug was also in 0.4.1.
Ahhh, good to know, I guess I encountered the bug in both 0.5 and 0.4. As I was converting my own mods at the same time I thought it was something in my json (I'm quite dumb when it comes to coding and brackets often get missing).

Now that I know that the issue is not in my mods I'll be able to start a new save without fearing to bug so often. Thanks for the head up and support :)
 
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cavebear

Active Member
Mar 5, 2019
570
151
Hi cavebear, I added all 7 of YuriShikane's bot mods to my SR24-0.6.1 game on my PC and bought them all at the flea market. After fixing parts on a couple of them I trained all seven bots in sex a half dozen times each and nothing went wrong. The images and videos all ran properly on my system. Not sure why you're having a problem but since I can't reproduce it there's no way I can figure it out. Sorry.
it might be my system then, it can run hogwarts legacy with little issue, so i am not sure why it is happening.
 

YuriShikane

New Member
Dec 25, 2017
8
10
YuriShikane's mods will sometimes lock up the game SR24 during sex scenes. all other training if fine.
i think Eekhoorn123's Witcher girls mod has the wrong json files to run in SR24 as you can find the bots, but no photos of them.
I haven't experienced this myself in SR24, it could be because of system performance (I have a 4090). Some of the videos I used are pretty large filesize/high bitrate and they have full audio, too.

Edit: Also I updated some of the bots with new videos
 
Last edited:

squirrel24

Member
Mar 12, 2021
193
210
I haven't experienced this myself in SR24, it could be because of system performance (I have a 4090). Some of the videos I used are pretty large filesize/high bitrate and they have full audio, too.
I'm jealous! I wish I had a 4090! ;) I have a new PC and the video quality is great (4070 super). All image and video support in SR24 is unchanged from DSCS because I know nothing about this stuff. If something doesn't work I don't know why and can't fix it. :(
 

Komodia

Newbie
Jan 14, 2022
20
12
I will say I have like 50 bots added, and the more you add(maybe also messy mod distribution) the often/intense I get lag in the game. For the Eekhoorn thing, I could be wrong but the json has:
"asset_packs": [
("bots Eekhoorn_ciri","mod_bots Ciri"),
("bots Eekhoorn_triss","mod_bots Triss"),
("bots Eekhoorn_yen","mod_bots Yennefer"),

Yet the bot folders aren't named Eekhoorn_xxx, rather they are just "Ciri", "Triss", "Yennefer". Not sure if that affects the image mapping.
 

squirrel24

Member
Mar 12, 2021
193
210
I will say I have like 50 bots added, and the more you add(maybe also messy mod distribution) the often/intense I get lag in the game. For the Eekhoorn thing, I could be wrong but the json has:
"asset_packs": [
("bots Eekhoorn_ciri","mod_bots Ciri"),
("bots Eekhoorn_triss","mod_bots Triss"),
("bots Eekhoorn_yen","mod_bots Yennefer"),

Yet the bot folders aren't named Eekhoorn_xxx, rather they are just "Ciri", "Triss", "Yennefer". Not sure if that affects the image mapping.
Hi! I was away for a long weekend, sorry this reply took a while. The first item in quotes is information that matches the "asset pack" to the bot in code. The first word is always "bots" and the second is the bot's "model_id" which is how it is identified in code (not the "model_name" which is displayed in the game). The second item in quotes is the path used for the assets (image and video files). The normal path used for bot mods is game\mods\assets\images\mod_bots\[bot identifier]. The bot identifier can be anything but most of the time it is the bot's id or name. The path must include exactly two words that are valid directory names and define the path to the assets. In this case the assets for the bot "Eekhoorn_ciri" are in "mod_bots\Ciri", etc. As long as the two word combination is unique it works. Veteran mod authors know that the "assets\images" path is not mandatory but I strongly suggest following convention if you want people to use your mod without having problems.
 
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Komodia

Newbie
Jan 14, 2022
20
12
Hi! I was away for a long weekend, sorry this reply took a while. The first item in quotes is information that matches the "asset pack" to the bot in code. The first word is always "bots" and the second is the bot's "model_id" which is how it is identified in code (not the "model_name" which is displayed in the game). The second item in quotes is the path used for the assets (image and video files). The normal path used for bot mods is game\mods\assets\images\mod_bots\[bot identifier]. The bot identifier can be anything but most of the time it is the bot's id or name. The path must include exactly two words that are valid directory names and define the path to the assets. In this case the assets for the bot "Eekhoorn_ciri" are in "mod_bots\Ciri", etc. As long as the two word combination is unique it works. Veteran mod authors know that the "assets\images" path is not mandatory but I strongly suggest following convention if you want people to use your mod without having problems.
The more you know! Thanks
 

Happy4now

Newbie
Aug 28, 2017
27
20
Two features that has not been mentioned I wish for are:
1. The ability to turn on DNS by ratings (ie, don't sell parts that are rated C+)
2. The ability when DNS for a part type is on, to sell this specific copy of an item (because it is irrepairable)

Thanks Squirrel, for the work to create an improved version of this game
 
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Freakzoid1

New Member
Oct 23, 2023
11
11
Why dont you turn the restoration project into its own thread/game here on f95? A lot of people are getting put off by the abandoned tag and its really hard to follow the progress of the project without the changelog
 

squirrel24

Member
Mar 12, 2021
193
210
Two features that has not been mentioned I wish for are:
1. The ability to turn on DNS by ratings (ie, don't sell parts that are rated C+)
2. The ability when DNS for a part type is on, to sell this specific copy of an item (because it is irrepairable)

Thanks Squirrel, for the work to create an improved version of this game
Reasonable ideas, I haven't touched that part of the game yet. I will put these ideas on my list but it's a long list with lots of stuff already. Thanks for your kind words.
 
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squirrel24

Member
Mar 12, 2021
193
210
Why dont you turn the restoration project into its own thread/game here on f95? A lot of people are getting put off by the abandoned tag and its really hard to follow the progress of the project without the changelog
I plan to do that with my next version, should be during the first half of June.
 
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Hermenegild

Member
Sep 18, 2017
403
226
squirrel24, first of all, great thanks for picking up the project.

There are two more things I'd like to see improved: the ability to recognize a part on the first sight, and the speed of part learning.

First, the amount of information you get when seeing a part for the first time (when searching the dump, for example) should depend on how technical you are, and how familiar you are with the particular part model.

Right now the game tells you the model name immediately but it doesn't tell you what it is exactly, so it's on you, the player, to remember that Aria is a class B vocoder. If it happened in real life, you would probably first recognize that what you're seeing is a vocoder, then that it's pretty good, but to recognize it as Aria would require you to see an Aria before, and to see a damage level you would need to know a bit of the inside workings of it.

So, for example, depending on your knowledge level, the message could look like:
  • "You found a vocoder" if your mechanical skill is E or less (I assume you need to be able to tell a vocoder from a powercore if you want to be in this business at all),
  • "You fund a pretty good vocoder" if your mechanical skill is D+ but you haven't seen an Aria before (no skill in Aria),
  • "You found an Aria, a class B vocoder" if you have worked on Aria before,
  • "You found an Aria, a class B vocoder, heavily damaged" if your skill in Aria is E or better,
  • and maybe an even more detailed message if your skill in Aria is C or better.
The primary use would be for the dump or the flea market, but you could extend this to any bot/part you see for the first time. Well, apart from the shops which are required to label their offerings, and to sell them undamaged unless the damage is clearly described.

A similar process could be applied for bots. It's not immediately obvious to me - the player - that AGMX-9 is a cheap female model and AGYS-11 is a cheap male tech. The bot's sex should be visible at the first glance, without having to go home and checking storage. Whether the bot rating would be included as well should depend on your knowledge of the particular model.

The other thing that bothers me is, skill in particular parts is earned too slowly. Even after a long play time, with your mechanical and electronics skills being A+, you would still have only a few part types with your skill at E, and the rest would be at F.

Math says this is kind of expected. If we have 7 kinds of CPUs and there are 7 kinds of bot parts, the experience in a particular part should be earned about 49x as fast as it is for the generic mechanical/electronics skill for them to go hand in hand. If a mod adds a new set of arms and legs, this number can get even higher.

Now in real life you don't get to be an expert on everything, so 49x doesn't make sense. 10x is more in line with reality. Or make the multiplier depend on the number of part types in the game, like if you have 8 kinds of eyes in the game, the part knowledge you get for working on any kind of eyes is multiplied by 8.

I don't think any rebalancing here is needed for the bot model knowledge, just the parts.

Just my $0.02...
 

squirrel24

Member
Mar 12, 2021
193
210
squirrel24, first of all, great thanks for picking up the project.

There are two more things I'd like to see improved: the ability to recognize a part on the first sight, and the speed of part learning.

First, the amount of information you get when seeing a part for the first time (when searching the dump, for example) should depend on how technical you are, and how familiar you are with the particular part model.

Right now the game tells you the model name immediately but it doesn't tell you what it is exactly, so it's on you, the player, to remember that Aria is a class B vocoder. If it happened in real life, you would probably first recognize that what you're seeing is a vocoder, then that it's pretty good, but to recognize it as Aria would require you to see an Aria before, and to see a damage level you would need to know a bit of the inside workings of it.

So, for example, depending on your knowledge level, the message could look like:
  • "You found a vocoder" if your mechanical skill is E or less (I assume you need to be able to tell a vocoder from a powercore if you want to be in this business at all),
  • "You fund a pretty good vocoder" if your mechanical skill is D+ but you haven't seen an Aria before (no skill in Aria),
  • "You found an Aria, a class B vocoder" if you have worked on Aria before,
  • "You found an Aria, a class B vocoder, heavily damaged" if your skill in Aria is E or better,
  • and maybe an even more detailed message if your skill in Aria is C or better.
The primary use would be for the dump or the flea market, but you could extend this to any bot/part you see for the first time. Well, apart from the shops which are required to label their offerings, and to sell them undamaged unless the damage is clearly described.

A similar process could be applied for bots. It's not immediately obvious to me - the player - that AGMX-9 is a cheap female model and AGYS-11 is a cheap male tech. The bot's sex should be visible at the first glance, without having to go home and checking storage. Whether the bot rating would be included as well should depend on your knowledge of the particular model.

The other thing that bothers me is, skill in particular parts is earned too slowly. Even after a long play time, with your mechanical and electronics skills being A+, you would still have only a few part types with your skill at E, and the rest would be at F.

Math says this is kind of expected. If we have 7 kinds of CPUs and there are 7 kinds of bot parts, the experience in a particular part should be earned about 49x as fast as it is for the generic mechanical/electronics skill for them to go hand in hand. If a mod adds a new set of arms and legs, this number can get even higher.

Now in real life you don't get to be an expert on everything, so 49x doesn't make sense. 10x is more in line with reality. Or make the multiplier depend on the number of part types in the game, like if you have 8 kinds of eyes in the game, the part knowledge you get for working on any kind of eyes is multiplied by 8.

I don't think any rebalancing here is needed for the bot model knowledge, just the parts.

Just my $0.02...
Well thought out! While what you say makes sense and would add realism to the game but it also is a lot of coding work for very little outcome. I'll add these ideas to my list but it's already a long list and for the reasons below these ideas will not be worked on any time soon.

When you scavenge a part I'm not sure what you'd do differently if you know you have a "high end vocoder" or an "Aria". More importantly, a scavenged part is immediately placed into inventory and you can go straight to "Status/Inventory" to see it's damage level without even leaving the dump. Trying to hide part information would require significant changes to both the "Status/Inventory" and "Workshop/Inventory" screens. Although I agree it would be better from a realism perspective I'm not willing to put that much work into that aspect of the game right now.

Your analysis of gaining expertise with each part also makes sense from a realism perspective but since this factor has little impact on game play I won't work on it unless I re-do all of the expertise related calculations. As it is now the MC's skill has much more impact than the MC's expertise with a particular part so changing part expertise values would have a trivial effect.

There are a lot of places where the simulation in SR24 and DSCS is less than perfect or unrealistic. My personal favorite is this: how would the MC fix a CPU? Even Intel or AMD have no way to fix a CPU: it either works or it doesn't. To accept that a CPU can actually be fixed I've thought of the "CPU" in the game to be more like "PC" (motherboard-CPU-memory-SSD) which actually can be fixed. Cheers!
 

Hermenegild

Member
Sep 18, 2017
403
226
Well thought out! While what you say makes sense and would add realism to the game but it also is a lot of coding work for very little outcome. I'll add these ideas to my list but it's already a long list and for the reasons below these ideas will not be worked on any time soon.
I can help you with the coding part if you want.

When you scavenge a part I'm not sure what you'd do differently if you know you have a "high end vocoder" or an "Aria". More importantly, a scavenged part is immediately placed into inventory and you can go straight to "Status/Inventory" to see it's damage level without even leaving the dump. Trying to hide part information would require significant changes to both the "Status/Inventory" and "Workshop/Inventory" screens. Although I agree it would be better from a realism perspective I'm not willing to put that much work into that aspect of the game right now.
Assume you're playing with a newly downloaded mod, and you're searching the dump for a vocoder. You found "Madonna". But what is it? is it an S class vocoder, or maybe it's just some low-class tits or medium-class legs? That's why I think it would be worthwhile to actually output some information to the player.

To be honest I didn't know about "Status/Inventory" working in the dump, point taken. On the other hand, it might be difficult to locate the part you just acquired in the inventory.

If there's a shopkeeper bot or a master techie, it should automatically scan, analyze and describe all the parts you acquire.

Again, I can help you with the coding part.

As it is now the MC's skill has much more impact than the MC's expertise with a particular part so changing part expertise values would have a trivial effect.
It would matter a bit more with the changes I proposed, but it's your game, you have the final say.

Also, there's an easy way to make part expertise count much more. The game has no notion of a failed repair: any repair you do gets the part quality up. This isn't realistic, either. You can damage a part even more, possibly destroying it, if you try to repair it without required knowledge or tools (a techie bot?). Such a failed repair would give you very little skill points but it would increase the part expertise much more than a usual repair. On the other hand, high part expertise would be the key to ensuring a repair is successful. This could even vary with the part's rating: F-class parts are simpler, easier to learn and cheaper to destroy than S-class ones. Yes, gaining expertise in an S-class part would be costly as hell...

There are a lot of places where the simulation in SR24 and DSCS is less than perfect or unrealistic. My personal favorite is this: how would the MC fix a CPU? [...] To accept that a CPU can actually be fixed I've thought of the "CPU" in the game to be more like "PC" (motherboard-CPU-memory-SSD) which actually can be fixed. Cheers!
It was bothering me as well. And there's an easy way to fix it if you think about it: just make any non-trivial damage to the CPU make it totally worthless (100% damage and unfixable). The only trivial damage which would be fixable would be if some pins were dented in some way; unless you can think of something else which would also be fixable.

Fixing a motherboard, memory, or an SSD, is also next to impossible, if you think about it. You can replace them, but repairing is out of the question. Ok, maybe repairing a motherboard would be possible with the help of a good tech bot; I can't think of a way to repair anything else, though.

Oh well, I think we're getting nitpicky here, and that kind of details - even if it's realistic - doesn't really belong in the game.

I do have some ideas about how to replace the "CPU" with a software component, but let me think for a while before revealing them here.
 

squirrel24

Member
Mar 12, 2021
193
210
I can help you with the coding part if you want.


Assume you're playing with a newly downloaded mod, and you're searching the dump for a vocoder. You found "Madonna". But what is it? is it an S class vocoder, or maybe it's just some low-class tits or medium-class legs? That's why I think it would be worthwhile to actually output some information to the player.

To be honest I didn't know about "Status/Inventory" working in the dump, point taken. On the other hand, it might be difficult to locate the part you just acquired in the inventory.

If there's a shopkeeper bot or a master techie, it should automatically scan, analyze and describe all the parts you acquire.

Again, I can help you with the coding part.


It would matter a bit more with the changes I proposed, but it's your game, you have the final say.

Also, there's an easy way to make part expertise count much more. The game has no notion of a failed repair: any repair you do gets the part quality up. This isn't realistic, either. You can damage a part even more, possibly destroying it, if you try to repair it without required knowledge or tools (a techie bot?). Such a failed repair would give you very little skill points but it would increase the part expertise much more than a usual repair. On the other hand, high part expertise would be the key to ensuring a repair is successful. This could even vary with the part's rating: F-class parts are simpler, easier to learn and cheaper to destroy than S-class ones. Yes, gaining expertise in an S-class part would be costly as hell...


It was bothering me as well. And there's an easy way to fix it if you think about it: just make any non-trivial damage to the CPU make it totally worthless (100% damage and unfixable). The only trivial damage which would be fixable would be if some pins were dented in some way; unless you can think of something else which would also be fixable.

Fixing a motherboard, memory, or an SSD, is also next to impossible, if you think about it. You can replace them, but repairing is out of the question. Ok, maybe repairing a motherboard would be possible with the help of a good tech bot; I can't think of a way to repair anything else, though.

Oh well, I think we're getting nitpicky here, and that kind of details - even if it's realistic - doesn't really belong in the game.

I do have some ideas about how to replace the "CPU" with a software component, but let me think for a while before revealing them here.
You are really into this! I appreciate the offer to code things but I've never worked with anyone and I'm not ready for another wrinkle developing this game. I'm learning DAZ as I go, I'm learning Renpy/Python on the fly, and I'm a newbie in online forums as well so creating a new page here on F95Zone for SR24 will be challenging for me.

Regarding scavenging parts, I'll take a look at replacing the part name with the part type which makes sense. I'll also take a shot at adding "low end" (F,E), "mid range" (D,C,B), or "high end" (A,S). So "Aria" would become "mid range vocoder". This does make more sense than the part name when scavenging. The flea market will not change and scavenging will only be a text change. You will still be able to go directly to 'status/inventory' and see exactly what you found provided you know what's already in your inventory beforehand.

You're right that sometimes repairs go the wrong way (plumbing for example!) and that you learn more from mistakes than from successes but I'm not going to go there. This is like pealing an onion, no matter how many improvements you make to the simulation there are always more things you could do.

The CPU repair thing is interesting but I don't think it's worth fixing. I'll just go on pretending it's a motherboard/CPU situation and that you can replace components like sockets, connectors, and chips on the motherboard.

I do appreciate your ideas and suggestions and I'm sorry that I'll be doing less than you'd like to see. Cheers!
 
4.60 star(s) 45 Votes