I strongly advise against this method unless you know exactly what is in the mod. If the file contains a bit position or bool of any kind that is linked to a quest chain, that chain will be corrupted. And you'd be surprised what sort of seemingly simple mechanics contain these elements. Aside from complex ones like Underwood2 and AnnetteBlackmail-or-whatever-its called which will corrupt those chains if you force-load them in the Debug mode (consider yourself warned), even the PA System mod is bool-linked. In the original version of the PA mod, if you loaded it into a current game, the entire PA system would break because the bool would reset and the game would think you never bought the PA System upgrade, however it still shows as bought in Expansion management section so you have to hack up the game to fix it otherwise you would have no PA system at all. The version I uploaded is pre-hacked so the PA system is already installed before you even buy it (you can see this by starting a new game and seeing the PA icon already in place) to work around this issue, but it's the only mod in that pile that has a workaround setup already.This is how you add mods to an existing game. This only works for .ve.xml mods, .xml files always require a new game:
Load your Save, press "Debug" -> "Reload Events" -> "Add Changed Events" -> "Refresh Files". Save Game. Done.
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Well, you gotta understand, they can only work with images with minimal legal risk. They can't just rip the assets from DaCapo III and build their own game with them - even if it's non-profit, for example. Some games take more risks than others, like Haramese Simulator. They use a lot of modern CG and sprites, and lots of it from the same game so they can make character chains. HHS plays it pretty safe.Someone, maybe even me, needs to make a mod that replaces all the shitty censored images with uncensored ones. Because, god damn.
Someone, maybe even me, needs to make a mod that replaces all the shitty censored images with uncensored ones. Because, god damn.
I'm going to tell both of you that the best place to discuss this game is on the official game websiteWell, you gotta understand, they can only work with images with minimal legal risk. They can't just rip the assets from DaCapo III and build their own game with them - even if it's non-profit, for example. Some games take more risks than others, like Haramese Simulator. They use a lot of modern CG and sprites, and lots of it from the same game so they can make character chains. HHS plays it pretty safe.
Its what the change that is where, which mods are you talking about?Does anyone know what file to put mods in?
Like mods that add clubs or something that adds more eventsIts what the change that is where, which mods are you talking about?
Like mods that add clubs or something that adds more events
yes iknow but what file do i put it in when i finished downloading itYou must be registered to see the links
Instruction is or should be in the download or the thread the mod is in.yes iknow but what file do i put it in when i finished downloading it
Sorry, I should've specified that this applies to mods that claim to work in an existing game. It's basically a requirement to specify that (plus install instructions) on the official forum.You don't have permission to view the spoiler content. Log in or register now.
Your zip does not have the actual folder structure so here are the mods in one zipped file with the correct folder structure (including the two you couldn't figure out where to put). Unzip to main game folder and overwrite. I recommend starting a new game to use these.@jpsimon
For the players (like me) who know how to put in hard copies of mods this will not work for us.
Please can you make hard copies of these and either zip or rar them up and upload them Please.
Thanks for all these great mods for all of us save-scumers out there.
Here I made hard copies of all of them but I could not figure out the 2 lose ones, the rest I put in folder named for where they go.
Btn_PA_OrderToOffice.ve
Btn_Wardrobe.ve
Could not figure out where these 2 go.
I did it that way in hopes players would make backup copies just in case they do not work.Your zip does not have the actual folder structure so here are the mods in one zipped file with the correct folder structure (including the two you couldn't figure out where to put). Unzip to main game folder and overwrite. I recommend starting a new game to use these.
Disclaimer: These were not made by me and I have not tried these. As with any mod, use at your own risk.
Not that I know of maybe someone else will know if it can be done.is there a console command to add/set research materials? and also is thee a way to initiate the mad science event every random time twice so fair i failed it
Often what I do with the mad scientist event is save scum. With the 3 auto-saves going and saving every few days, there should be a relatively recent save you can go back to. The event will always trigger when it did before reloading (i.e. if you go in at 7 and it doesn't proc, then go in at 12 and it does, then reload before the first time, it'll trigger at 12) so you can save right outside the lab and just reload if you fail/get the wrong event (honestly, save scumming ftw)is there a console command to add/set research materials? and also is thee a way to initiate the mad science event every random time twice so fair i failed it
No not that I know of, maybe someone did a mod for it but I did not see one.Did someone find a way to add the other sibling via debug ?