There's hotfix made by dev, your walkthrough was made before hotfix, so ATM game with your mod is unplayable for anyone who do not want to be a motherfucker (maybe rude but true).
It's not a text document, it's fatal error in the game (and the description of that error can be saved as a text file). Dev already fixed that, but not the mod maker.
There's hotfix made by dev, your walkthrough was made before hotfix, so ATM game with your mod is unplayable for anyone who do not want to be a motherfucker (maybe rude but true).
Thanks, seems I completely missed there was a hotfix game version released, too. I'm getting old...
Added is a fix for my Mod, extract and replace the file in the .../game folder
Hello! I'm back!
While away I manages to damage my foot and hand pretty badly.
I honestly thought it would have an effect on development.
It did not.
What has had an effect on development is my covid....
I picked it up on the Friday just gone and have been pretty much bedridden the last few days.
That being said, my workstation is in my room.
Work will be slow for the next few days until my covid eases up.
For this reason and the fact I have been away, I took the decision to pause subscription billing this month.
Now on to the development.
I managed to do 40 renders in the time I could before becoming ill.
Two animations renders have been set up also, I'm just waiting until night to render them while I sleep.
I don't have much else to say right now other than that.
The next dev update will be on the 19th so that my bi-weekly dev updates are back to every other Friday.
I hope you had a good June, I can only wish you well this July too.
Thank you for your support and let's get this next game update rolling out as soon as possible!
Hello! I'm back!
While away I manages to damage my foot and hand pretty badly.
I honestly thought it would have an effect on development.
It did not.
What has had an effect on development is my covid....
I picked it up on the Friday just gone and have been pretty much bedridden the last few days.
That being said, my workstation is in my room.
Work will be slow for the next few days until my covid eases up.
For this reason and the fact I have been away, I took the decision to pause subscription billing this month.
Now on to the development.
I managed to do 40 renders in the time I could before becoming ill.
Two animations renders have been set up also, I'm just waiting until night to render them while I sleep.
I don't have much else to say right now other than that.
The next dev update will be on the 19th so that my bi-weekly dev updates are back to every other Friday.
I hope you had a good June, I can only wish you well this July too.
Thank you for your support and let's get this next game update rolling out as soon as possible!
After two weeks and an extra four day, I can confirm that a total of 236 renders have been done since I the 1st of July!
I also managed to find time to render the animations I had ready to render in the last Dev Update.
To be honest with you, this is roughly a third of the coming update complete. I'm about to move onto the last scene of day one on Monday.
Following this.... I don't have a solid plan right now for day two. I'll most likely end up taking a day trip somewhere or make it another training day before the game. The next game will most likely be one update. So a much shorter release but an earlier one.
I hope you all have had a good two weeks and I once again thank you for your support!
I ran into an issue last week with the character Jade.
Her model became corrupt somehow... I assume my daz updated itself or something.
Anyway, it took almost two days to fix her model the exact way it was as well as going through and finding all her original outfits to save them all as presets once more.
Now that the issue has been resolved, I managed to create 103 new renders since the last update brining the new total to 339 renders.
The total numbers of renders completed lacks my target of 115 to 120 two week target. But I am happy I found the Jade issue now rather than towards the end of development.
I have one render to do now before the first day is over completely which I will most likely run tonight.
Next week begins the development of the second day of the update.
I sincerely thank you once more for your support and I hope you all had a good two weeks once more!
Until the next dev update, I hope wish you all well!
To the VN author, I suggest you never use the line "I am down to fool-around" with a straight face. Also if you are tempted to use "brother from another mother" or "its all good in the hood" please avoid those too so I dont experience severe cringe. Thank you.
To the VN author, I suggest you never use the line "I am down to fool-around" with a straight face. Also if you are tempted to use "brother from another mother" or "its all good in the hood" please avoid those too so I dont experience severe cringe. Thank you.
Hi...I compiled together a few useful mod's and as well a few minor visual changes that present a nice eye pleasing visual change that compliments this title. (Improved visibility, less eye strain)
Changed the white default textbox, to a custom dark bottom shaded version...which aid's with viewing the dialog text without blocking the background content. (Use the theme Default choice in the preferences)
Changed the white frame.png image, as well as the notify bar.png, NVL bar.png, skip bar.png, and the choice idle back ground.png from white to black. (These dark changes aids with a much clearer font, making it easier to read on screen.)
Changed the original game_menu.png image with a custom black brick version, which visually improves the preferences settings, as well fits the dark mode visual change.
Edited the GUI.rpy file, …changed a number of the the text colors to fit the dark mode change...which visually improves the display of the dialog, and other text with this title.
Included a custom font outline script, which adds a slight dark outline around the dialog and character names...which visually improves the display of the dialog and name text with the new custom dark textbox.
Included the 0x52_URM tool, which allows a user to view as well edit Ren'Py titles. (Can be used to verify and view more data behind some of the story choices, as well can be used to display requirement checks as they happen through out the story. To edit press ALT m keys together to bring up the tools search console.)
Also included a Universal Quick Menu mod, which hide's or display's the quick menu by pressing your Q key. (Used to help clean up the dialog area by hiding the quick menu from the bottom of your screen.)
Included the Universal Choice Descriptor Mod, which can display on screen data that is behind the story choices. Which can offer points and other game related info. (This is not a walk through, but this mod can still provide some additional choice info...as well this compilation of mod's and changes has worked successfully along side the Joker / KoGa3 WT mod's with other titles (If at some point a wt mod has been updated by KoGa3 for this title, this compilation mod should work with his wt mod updates.)
Included a modified version of the Universal 4+1 Textbox Mod, with a dialog opacity slider (This mod is used to bypass the default textbox settings, which forces the custom dark bottom shaded textbox as the displayed theme default textbox choice).
Install: Just extract and merge the mod'sgame folder with this titles game folder (over write if prompted). Then run your game exe, and enjoy this title's minor changes and added features.
Note: This mod compilation shouldn't need regular updates, (provided no major coding changes have been done to the original script of this title)…as this compilation should continue to work for future game releases.
Regards.
Updates: 09/22/24 - Notice the custom font outline script was removing the choice backgrounds. Added an adjusted version, with darker outlines around the dialog text.