4.20 star(s) 15 Votes

SurverX

Active Member
Jun 3, 2018
520
479
Question about the console commands, if people are still active here..
When I tried giving myself potions / lewds, it kept telling me I needed uid, I'm not sure where that is
I tried
give_item yuri_potion 1
tried lewds 100
were they changed or something?
if so, does anyone have a list of item IDs somewhere?
... or you can enter my "modding mall" and get all that stuff for free :)

1611749834580.png
 
Last edited:

Chingonerio

Member
Oct 1, 2017
401
465
I'm assuming there's no console commands to either modify existing items to have an enchantment (i.e.- "of Bull", "of Cat", etc.) or to give the player a new item with an enchantment on it, making them shop and loot exclusive?

I've also noticed that the Beaty Stick mod might be lost for the internet, now: The MEGA link in its reddit post is dead.
 
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Ste Rix

Newbie
Dec 17, 2017
17
38
Hello everyone. does anyone know how torture tools can be rotated before placing them and how they can be removed? I also have gas traps placed by mistake in the bedroom and I would like to remove them as well as a couple of badly placed devices
 

Luin

Newbie
Jul 4, 2018
51
58
I'm assuming there's no console commands to either modify existing items to have an enchantment (i.e.- "of Bull", "of Cat", etc.) or to give the player a new item with an enchantment on it, making them shop and loot exclusive?

I've also noticed that the Beaty Stick mod might be lost for the internet, now: The MEGA link in its reddit post is dead.
That is correct. Items gain properties at the time of their creation and their unique data can only be saved and loaded from inventories. AFAIK, the only exception to this are items from SurverX's mod, that are stored inside containers. So, it's technically possible to get non-generic items without resorting to vendors, but I haven't actually looked into the exact method of how it's done.

Hello everyone. does anyone know how torture tools can be rotated before placing them and how they can be removed? I also have gas traps placed by mistake in the bedroom and I would like to remove them as well as a couple of badly placed devices
Type give_item "terrain_editor" into console, equip it and right-click your mouse to enable free cursor movement. From there you can select inside editor's panel whether you want to create or destroy objects (objects tab). To change their orientation you can hit a button (facing) that has +x, -x, +z, -z written below it. You can only rotate things before you place them.
 
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Chingonerio

Member
Oct 1, 2017
401
465
Well, that's a shame. I guess for now an acceptable workaround has been a little modification to Ciera:
Code:
            "merchantSettings": {
                "type": "BLACKSMITH",
                "stockSize": 39,
                "magicItems": 39
            }
Of course, certain mods' items' occurrence stat being set to 20,000 (funny that you mention SurverX) causes any inventory to get a wee bit ridiculous no matter what...

It'd be nice if there were more thorough merchant modification documentation somewhere. Only so much can be inferred from the diag and unit *.json files.
 

Luin

Newbie
Jul 4, 2018
51
58
Occurrence is basically rarity setting for vendor inventories. Inside the main game code the values are within 0-100 range, so setting it to a very high number for a particular item will produce very predictable and hilarious results.
There are not that many settings for vendors that you can controll via .json files. You either have a randomly generated inventory with a specified number of generic and magic items, or you can strictly define every single one through uid and quantity. Occurrence and price are handled in the itemdata.json, item stats are inside the weapon_datas.json and if you want a different color scheme you can either apply dyes or paint the materials inside unit specific .json (so the game loads them with your colors instead of default or undefined black). You can also set the amount of money the merchant has, but only in case of strictly defined inventory. Also, some items are initiated inside main game script, so you can't access their stats from itemdata.json directly.
 

Chingonerio

Member
Oct 1, 2017
401
465
Luin I'm well aware of all that already (my observation regarding occurrence is just that SurverX used obviously ridiculous values when distributing their mods, not that I didn't understand what this decision did). Doesn't mean I don't still wish there were more documentation: Ciera's "type" declaration and Merchant-chan's lack of customization of any kind (i.e.- no inventoryRestock in her unit declaration) imply there's some unpublished data that would be neat to, well, publish someday (especially now that focus is on Corrupted at the Core).

One can infer stuff through the available samples and experimentation, but not the specifics thereof (i.e.- are there other undocumented types beyond the apparent default and BLACKSMITH that can be declared under merchantSettings?).
 

enlit3d

Newbie
Jul 9, 2017
89
188
Luin I'm well aware of all that already (my observation regarding occurrence is just that SurverX used obviously ridiculous values when distributing their mods, not that I didn't understand what this decision did). Doesn't mean I don't still wish there were more documentation: Ciera's "type" declaration and Merchant-chan's lack of customization of any kind (i.e.- no inventoryRestock in her unit declaration) imply there's some unpublished data that would be neat to, well, publish someday (especially now that focus is on Corrupted at the Core).

One can infer stuff through the available samples and experimentation, but not the specifics thereof (i.e.- are there other undocumented types beyond the apparent default and BLACKSMITH that can be declared under merchantSettings?).
IIRC the BLACKSMITH "type" Doesn't do anything. Was supposed to be for a feature in the future.
This is the code for merchant inventory gen:
JavaScript:
if (u.unitData["character"]["inventoryRestock"]){
    u.inventoryInst.init();
    u.unitData["character"]["inventoryRestock"].forEach(k => {
        u.inventoryInst.addItem(k);
    });

} else if (u.unitData["character"]["merchantSettings"]){
    let settings = u.unitData["character"]["merchantSettings"];
    let total = settings["stockSize"];
    let magicItems = settings["magicItems"];
    u.inventoryInst.init();
    u.inventoryInst.addItem("lewds", E.math.randInt(total*35, total*150));
    for (let i = 0; i<total;++i){
        while (true){
            let itemId = ItemsManager.RandomItemGenerator.getInstance().getRandomItem();
            let item = new ItemInst(itemId);
            if (item.getWeaponData() || item.getItemData()["armorData"]){
                if (magicItems > 0){
                    magicItems --;
                    Loot.rollRandomMods(item, 1);
                }
                u.inventoryInst.addItem(item);
                break;
            }
        }
    }
} else {
    let vendorLevel = uData.getUniqueState("vendorLevel") || 0;
    let m = vendorLevel;
    u.inventoryInst.init();

    let baseItems = {
        "lewds": (500 + 2000 * m) * E.math.randFloat(0.9, 1.1),
        "seeds": 10 + 10 * m,
        "hoe": 1,
        "watering_can": 1,
        "hp_potion": 5 + 10 * m,
        "crate": 2 + m,
    };
    let randomItemsCount = 5 + 5 * m;
    Object.keys(baseItems).forEach(k => {
        let amt = Math.floor(baseItems[k]);
        u.inventoryInst.addItem(k, amt);
    });

    while (randomItemsCount --> 0){
        u.inventoryInst.addItem(ItemsManager.RandomItemGenerator.getInstance().getRandomItem());
    }
}
 

Luin

Newbie
Jul 4, 2018
51
58
IIRC the BLACKSMITH "type" Doesn't do anything. Was supposed to be for a feature in the future.
I was just going to post that I arrived at the same conclusion, but you beat me to it. Also, thanks for sharing the code. I had to spend some time figuring out the logic in this exact block yesterday. I wanted to increase the cost for "yellow" items to differentiate them from "blue" ones. The difference in clarity between original and compressed code is like night and day.
 
Apr 24, 2020
73
56
Anyone know what the real scoop is with this game? It has the 'on hold' tag, but on their patreon page, they are still releasing regular updates. I was following this up until that tag was added
 

Chingonerio

Member
Oct 1, 2017
401
465
Anyone know what the real scoop is with this game? It has the 'on hold' tag, but on their patreon page, they are still releasing regular updates. I was following this up until that tag was added
Are you confusing updates on enlit3d's other game, Corrupted at the Core, for updates on this game? There aren't separate Patreon accounts per project, if that's what you were expecting.
 
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SurverX

Active Member
Jun 3, 2018
520
479
i have a question i install the mod and plaste in mod folder but how to use in game i cannot see it
You get two Mods, one containing a Demo Dungeon ("PowerModders XCross Demo") and one with only the devices. Only one Mod can be active at times (move the other one somewere else).

If you have installed the demo dungeon you should be able to visit it like a normal dungeon via the "teleport gate".
 

Chingonerio

Member
Oct 1, 2017
401
465
You get two Mods, one containing a Demo Dungeon ("PowerModders XCross Demo") and one with only the devices. Only one Mod can be active at times (move the other one somewere else).
Actually, in spite of a plethora of "device with this unique ID was already declared earlier" messages, they actually otherwise coexist just fine in my experience. It is the smarter decision to just choose one of the two, though.

If, for whatever reason, someone does want to keep both for some reason, they can get rid of the conflicting messages (and save a tiny bit of disk space) by deleting (or changing the file-type thereof; I usually use .bak) the following 4 *.json files in the demo map's folder:
Code:
_FilesToLoad.json
xcross_device.json
xcross_device_animations.json
xcross_device_move_data.json
You can also choose to delete the devices folder therein after you've done this.

Both the devices and their demo dungeon will still work and won't trigger any conflict warnings this way.
 
Nov 30, 2019
142
40
Actually, in spite of a plethora of "device with this unique ID was already declared earlier" messages, they actually otherwise coexist just fine in my experience. It is the smarter decision to just choose one of the two, though.

If, for whatever reason, someone does want to keep both for some reason, they can get rid of the conflicting messages (and save a tiny bit of disk space) by deleting (or changing the file-type thereof; I usually use .bak) the following 4 *.json files in the demo map's folder:
Code:
_FilesToLoad.json
xcross_device.json
xcross_device_animations.json
xcross_device_move_data.json
You can also choose to delete the devices folder therein after you've done this.

Both the devices and their demo dungeon will still work and won't trigger any conflict warnings this way.
thanks so for that mean i go detele the the folder so call "devices" and trying out
 
Nov 30, 2019
142
40
and also i have a big question why they are so many mod for herione recue.
when i trying to find mod for herione rumble what i get a just a futa mod
does anyone know??
 

SurverX

Active Member
Jun 3, 2018
520
479
and also i have a big question why they are so many mod for herione recue.
when i trying to find mod for herione rumble what i get a just a futa mod
does anyone know??
Unfortunately HR has no modding support. That means you can not make mods for that game. The one "fute mod" that it did is more "hard coded patch", i do not see how to make any other stuff for HR.

... but... if we are lucky Enlit3d will create a HR 2 version with modding support someday :)
 
Nov 30, 2019
142
40
Unfortunately HR has no modding support. That means you can not make mods for that game. The one "fute mod" that it did is more "hard coded patch", i do not see how to make any other stuff for HR.

... but... if we are lucky Enlit3d will create a HR 2 version with modding support someday :)
yeah i wish
 
Nov 30, 2019
142
40
Unfortunately HR has no modding support. That means you can not make mods for that game. The one "fute mod" that it did is more "hard coded patch", i do not see how to make any other stuff for HR.

... but... if we are lucky Enlit3d will create a HR 2 version with modding support someday :)
wait i have a question since u are the mod develop
did u know one all of mod call the "Surver X lost item"
i download from reddit but when i trying to enter is alreay have error message pop up say something is missing do u know how to slove tell me please?? thanks
 
4.20 star(s) 15 Votes