Mod Ren'Py Jury [Ep.2] Multi-Mod [Sancho1969]

Sancho1969

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Jury_SM_Cover.jpg

Overview:
In-game mod for Jury
Multi-mod adds support for save descriptions, choice guide, custom stat screens, custom scene gallery, custom settings, custom fonts and more.

As always if you like the game please show your support for the Developer whose respective links are found below.

*** The latest SanchoMod Core v7b ***
Another massive overhaul of core mod with 1,000's of cumulative hours in development

Updated: 04/08/2024
Game/Creator: Jury / Nickle3DArt /
Modder: Sancho1969 F95
Mod Version: Ep2 v2.1.1
Game Version: Ep.2 v2.1.1
Language: English

Features:
  • Improved aesthetics with animated mod menus/screens, all fully customizable to tailor your personal experience.
  • Too many story branches got you down 'cause you can't remember which of your saves is which? I gotcha covered. Includes the Original SanchoMod save description feature. Often imitated (including the use of my GUI buttons) the SanchoSave is more intelligent and efficient, saving you keystrokes as it autoloads the save slot descriptions and it also allows you to completely escape the process of saving if you wish (I've personally not seen this feature with other imitations). Feature can be toggled on/off anytime as desired.
  • Adds multiple exhaustive stats screens always accessible via the MiniMenu or Options menu. Resizable, toggle-enabled, various formats, and more.
  • Adds in-game walkthrough (ChoiceGuide) noting all variable changes and highlighting important choices. Can be toggled on/off at anytime, play as YOU want to play. You are not forced to view spoilers if you do not wish.
  • Multiple opacity and text sizing options to customize your experience including dialogue boxes, text and fonts, QuickMenu sizing and format versions, and more. All can be toggled on/off as desired, again allowing you even more control to tailor your experience.
  • Adds a custom fully unlocked scene gallery (SanchoGallery) that runs completely independent.
  • Adds professionally coded custom cheats (SanchoCheats) if applicable (varies from port to port).
  • Adds the ability to view multiple scenes (SanchoSplits) if menu choice has a scene/route split (varies from port to port).
  • Too many new features to list (see FAQ below for even more features implemented in the latest Core).
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Installation:
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SaveFixer:
(Using SanchoModded saves in an unmodded game)
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Change-Log:
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Current revision: 04/08/2024 16:06 CST
Download: -

SanchoMod GUI/Features
Jury SM B01a.jpg Jury SM B01b.jpg Jury SM B01h.jpg Jury SM B01c.jpg Jury SM B01d.jpg Jury SM B01e.jpg Jury SM B01f.jpg Jury SM B01g.jpg
Jury SM B02a.jpg Jury SM B02b.jpg Jury SM B02c.jpg Jury SM B02e.jpg Jury SM B02f.jpg
Fully Dynamic ChoiceGuide
Jury SM B03f.jpg Jury SM B03g.jpg
Jury SM B03a.jpg Jury SM B03b.jpg Jury SM B03c.jpg Jury SM B03d.jpg
(Screenshot below explains the SanchoMod interface/features)
OTR D01a.jpg
If you enjoy my mods and guides, please consider smashing the "(y)like" to give me support. You won't see links or advertisements in any of my mods, all I ask is for your gratitude if you enjoy my work. Feel free to follow my profile where I post new mods, updates, and status of works-in-progress. If you find this particular mod beneficial and/or enjoyable, consider leaving a proper review and a "vote" so others might benefit from your personal experience. My personal thanks (as always) to the hardworking devs, compressors, and admins. Kindest regards and be well.
 
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Sancho1969

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Reserved for pending FAQ

The main newest feature sets within the mod (for those already accustomed to SanchoMod) are the following:
  1. SanchoDiaBox toggle (found in the Options screen). Seamlessly changes from OEM dialogue box to SanchoMod custom. New bonus feature - adjust dialogue font size and dialogue box opacity while in game via [Alt+(ArrowKeys)].
  2. QuickMenu alignment (found in the Options screen). New bonus feature - The alignment changes dynamically depending on whether the OEM or Sancho dialogue box is on screen.
  3. SaveDescription toggle (found in the Options screen)
  4. SanchoAlerts (isolated custom notifications that are completely separated from RenPy's default notifications, toggled on/off along with the normal ChoiceGuide). New bonus feature - now receive alerts of potential scene/path splits as save marker points.
  5. SanchoGallery (improved efficiency and handling of isolated gallery, isolated MC renaming, improved start and ending screen transitions and more). New bonus feature - The "SanchoMod Menu" opacity slider (that normally controls the opacity of the MiniStat screen in-game) now controls the dialogue box opacity while in a scene replay. When back in-game it switches back to it's default of adjusting the MiniStat screen opacity. New bonus feature - Scene filters by character and/or scene type available as desired.
  6. SanchoCheats (found via the Options screen). Professionally and properly coded cheats that are rock-solid, including a reset button for stat changes that works intuitively and correctly every time. You asked for it, you got it...cheater. New bonus feature - alt character renaming, deep-rooted.
  7. SanchoHotKeys (in-game only). Alt+ArrowKeys for dialogue text size/opacity, Lower-case "g" for ChoiceGuide, Lower-case "m" for MiniStat, Lower-case "q" for QuickMenu, Lower-case "s" for medium SanchoStat, Lower-case "o" for SanchoOptions, Lower-case "c" for SanchoCheats. These work exactly as if you had clicked them in the MiniMenu or SanchoOptions, they just give you another way to do something faster or more conveniently. (Yes, I took the "s" key. Use shift+"s" or alt+"s" for screenshots).
  8. QM HoverMode (found in the Options screen). Additional QuickMenu customization that can also be toggled with the appropriate HotKey "q". Described in detail in a post in the mod's thread here.
  9. HotKey "S" Toggle (found in SanchoCheats) (it looked out of place in SanchoOptions where it really needs to be), works in real-time while in-game with no restart required. Toggle allows the HotKey to set to either the default "S" or the alternative "T". While in the "T" variant the user can take RenPy screenshots with the individual "S" key as well as the other multi-key assignments. This feature toggle is saved on a per-save file basis (it will always default to "S" when starting a new game so will have to be set to "T" each new game if that's the preference of the Player. When loading a save where it was previously set to "T" then it will be loaded as such).
  10. SanchoMod Volume Control (found in Preferences). Controls most of the sounds introduced by the mod separately from the VN's mixer.
  11. SanchoAutoSave (found on Save/Load Page 69). Episode/Chapter specific auto saves in one location, easily accessible by the Page menu.
I'll address each and other VN specific features in detail in this post (which is currently being drafted). I'll update this post periodically with those details and deep-dive into explanations as necessary.

Until then please enjoy and please consider leaving a review, a vote, or both. I'll never ask you for your "donation", I only ask for your appreciation if you enjoy my work. Best regards to you and yours.

_____________________________________________________________________________________

Known Issues (issues known but not yet resolved):
  • Currently N/A
Resolved Issues (issues fixed and currently pending next mod update pushed to upload):
  • Currently N/A
 

Sancho1969

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SanchoMod QM HoverMode detail:

One of the new features (I know, it's minor but it's been requested more than a few times) is a QM hover mode. This one is coded pretty slick, since the QM is toggled in one of three ways: via the MiniMenu, SanchoOptions, or HotKey "q". Each one effects the QM differently so it was a bit tricky to code intuitively and correctly.
  • Via the MiniMenu only toggles the QM On/Off regardless of any current setting (regardless of On/Off/Hover).
  • Via SanchoOptions and you get everything in one place to tweak the QM (teaser below).
  • Via HotKey "q" cycles through the QM stages (On/Off/Hover).
  • All three above populate an associated SanchoNotifications (the upper-left notification flag) to let you know what mode QM is in.
I made it so if the player has the HoverMode enabled that the QM is shown with SanchoOptions screen open so you can actually see the QuickMenu while adjusting parameters. Once the player is done adjusting it, if the HoverMode is still active then when SanchoOptions is closed the QM goes back into its HoverMode state (hidden until the player mouses over a specified target area). HoverMode is automatically reset to Off if the QM is disabled (so it remains intuitive to use). It's setting is saved on a per save file basis (as with most SanchoOptions I do my best not to never fuck with your persistent file). The default when starting the VN or within either Gallery is QM ON mode (non-hover mode).
 

Sancho1969

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SanchoNote

You'll likely want to bookmark this thread since I highly doubt this mod will get listed in the VN's OP even though it's far superior and a true Multi-Mod with way more features.
 
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Sancho1969

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Progress report on Ep2: Currently coding v2Scene40 out of 71.

For a comparison Ep1 has 83 dialogue files and Ep2 has 86.

Most VN's have just one, large VN's have maybe half a dozen. This chews up system memory and makes bouncing around the code inefficient but it does keep things tidy for the dev... it's just a PITA for me. Time for an adult beverage and continue the self-induced waterboarding torture I've got myself into. :ROFLMAO:
 

xsikal

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Jul 13, 2022
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Progress report on Ep2: Currently coding v2Scene40 out of 71.

For a comparison Ep1 has 83 dialogue files and Ep2 has 86.

Most VN's have just one, large VN's have maybe half a dozen. This chews up system memory and makes bouncing around the code inefficient but it does keep things tidy for the dev... it's just a PITA for me. Time for an adult beverage and continue the self-induced waterboarding torture I've got myself into. :ROFLMAO:
We appreciate the sacrifice, if not your pain! :LOL:
 
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Sancho1969

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Good morning. Late start (stayed up late), on second cup of coffee:

Progress report on Ep2: Currently coding v2Scene46f out of 71.

To give you an idea (for those that have played the VN already) this is after the second Hotel Lobby freeroam which is after the first day of court.

Will likely upload the latest mod version in the OP this afternoon while I progress.
 
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Sancho1969

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It's going a bit slow where I'm at in Ep2 currently due to me having to constantly go back to Ep1 and embellish some of the ChoiceGuide with ramifications of some event vars that I just now discover... but it'll all be worth it in the end. SanchoNotes will become a Player's friend for sure depending on scenarios. I'm doing my best to place not only what will be awarded but also, if not awarded, what is required to get the award. This makes for a very code-intensive dynamic guide so it takes time to do proper.

Here's one of dozens upon dozens of examples I could give, but shows you what I'm getting at:

Displaying what is required:
1712417144753.png
Displaying the possibility of it occurring in an earlier choice:
1712417157016.png

Thanks for the patience.
 
Last edited:
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xsikal

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I'm doing my best to place not only what will be awarded but also, if not awarded, what is required to get the award. This makes for a very code-intensive dynamic guide so it takes time to do proper.
This will be huge. If you can also indicate when there are character interactions not explicitly mentioned in the choice (example, to get on Ivy's path you have to go to the gym at one point, but she's not one of the names on the gym choice but instead shows up in the locker room afterwards), it would be ideal.
 

Sancho1969

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This will be huge. If you can also indicate when there are character interactions not explicitly mentioned in the choice (example, to get on Ivy's path you have to go to the gym at one point, but she's not one of the names on the gym choice but instead shows up in the locker room afterwards), it would be ideal.
I don't really code by what the choice says or doesn't say... so imagine these choices had an LI name or two in them, I still tell you who all is involved. The "and" and "or" are important... for obvious reasons. (this is just a quick example) In the below I'm saying the Player will encounter Beth AND either Mia or Heather depending on choices made within that "scene".
1712428926695.png
These are the "Beth and Mia" separators in this submenu of the above first choice example:
1712429221833.png
So, it's to be read as you will encounter Beth no matter what, and either Beth or Mia dependent on what the heck you do (which I have no way to yet presume).


Now, in the example I gave in the above post there are names in the choices... and if I have nothing to add then I'll let them stand on their own... so basically what you are asking is already being done bud... at a minimum.
 
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xsikal

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I don't really code by what the choice says or doesn't say... so imagine these choices had an LI name or two in them, I still tell you who all is involved. The "and" and "or" are important... for obvious reasons. (this is just a quick example) In the below I'm saying the Player will encounter Beth AND either Mia or Heather depending on choices made within that "scene".
View attachment 3516787
These are the "Beth and Mia" separators in this submenu of the above first choice example:
View attachment 3516808
So, it's to be read as you will encounter Beth no matter what, and either Beth or Mia dependent on what the heck you do (which I have no way to yet presume).


Now, in the example I gave in the above post there are names in the choices... and if I have nothing to add then I'll let them stand on their own... so basically what you are asking is already being done bud... at a minimum.
That's perfect. Much appreciated!
 

Sancho1969

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Okay, I'm now at the multi-pathing merge to Aimee's room scene:
1712451717643.png

This puts me at v2Scene53 out of 71. See all those boxes in the pic above? Imagine all those boxes full to the gills with variables... that's how I feel about right now.

I'll grab tonight's first adult beverage, make some dinner, then compile a retail build of the mod at this point and upload. I'll make a post here so you know the OP has changed more easily than reading the upload timestamp.


That's perfect. Much appreciated!
I believe this is the exact choice menu you were referencing before... the hidden Ivy appearance. This is how I handled it:
1712452024526.png
 
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Sancho1969

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SanchoMod Update (Early Access)
04/06/2023 21:16CST

Links in OP are updated accordingly.

This will get you 100% through Aimee's Room "product review" scene (see post above for images).
 
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Sancho1969

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As I keep moving forward I'm adding additional SanchoNotes in Ep1's guide code. Here's just a few random examples:
1712525928748.png 1712525940151.png 1712525952958.png

I'm currently in the middle of coding the batch of v2Scene62-65 (they are a set of afternoon choice scenes after Day2 in court).
 
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Sancho1969

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Tonight's update: I'm processing v2Scene66 out of 71. This is the location for the Alice Date setup (where all the previous scenes finally re-merge into). It's been a long day so...

Stopping now for code cleanup so I can (hopefully) get a nightly build out before I gotta crash (it's ~2300hrs here).
 

Sancho1969

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SanchoMod Update (Early Access)
04/07/2023 23:20CST Timestamp Nightly Update

Links in OP are updated accordingly.

This will get you 100% to the beginning of v2Scene66 (MC prep for Alice Date).
 
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Falcon6

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I've tried everything I can think of to avoid the below pasted "uncaught exception" error. It happens with both the previous version and the most current posted mod version nightly updates. It occurs as soon as I try to move forward from the screencap location shown below. It is right after Ivy escorts Jacob out of the bar on the first night at the hotel after my MC goes "rude" on Jacob for his interactions with Katie. It's a total show-stopper as I can rollback from it but can't get past this point without re-triggering the uncaught exception again.

Help? A pristine un-modded version of the VN works OK and will pass this point without any errors. I can spell Renpy, but have no clue what the traceback is trying to tell me as far as "coding" is concerned. :cry:

Last Frame Before Traceback.jpg
__________________________________________________________
I'm sorry, but an uncaught exception occurred.

While running game code:
File "renpy/common/000statements.rpy", line 609, in execute_call_screen
store._return = renpy.call_screen(name, *args, **kwargs)
File "game/SanchoMod/SanchoMod Jury.rpy", line 1976, in execute
File "game/SanchoMod/SanchoMod Jury.rpy", line 1976, in execute
File "game/SanchoMod/SanchoMod Jury.rpy", line 1981, in execute
File "game/SanchoMod/SanchoMod Jury.rpy", line 1677, in execute
File "game/SanchoMod/SanchoMod Jury.rpy", line 1677, in execute
File "game/SanchoMod/SanchoMod Jury.rpy", line 1679, in execute
File "game/SanchoMod/SanchoMod Jury.rpy", line 1683, in execute
File "game/SanchoMod/SanchoMod Jury.rpy", line 1711, in execute
File "game/SanchoMod/SanchoMod Jury.rpy", line 1733, in execute
File "game/SanchoMod/SanchoMod Jury.rpy", line 1981, in execute
File "game/SanchoMod/SanchoMod Jury.rpy", line 2002, in execute
File "game/SanchoMod/SanchoMod Jury.rpy", line 2004, in execute
File "game/SanchoMod/SanchoMod Jury.rpy", line 2004, in <module>
NameError: name 'smn2015' is not defined

-- Full Traceback ------------------------------------------------------------

Full traceback:
File "v1barFreeRoam.rpyc", line 59, in script
File "V:\0000 - Adult Games\Jury - AVN - MODDED\renpy\ast.py", line 2232, in execute
self.call("execute")
File "V:\0000 - Adult Games\Jury - AVN - MODDED\renpy\ast.py", line 2220, in call
return renpy.statements.call(method, parsed, *args, **kwargs)
File "V:\0000 - Adult Games\Jury - AVN - MODDED\renpy\statements.py", line 281, in call
return method(parsed, *args, **kwargs)
File "renpy/common/000statements.rpy", line 609, in execute_call_screen
store._return = renpy.call_screen(name, *args, **kwargs)
File "V:\0000 - Adult Games\Jury - AVN - MODDED\renpy\exports.py", line 3181, in call_screen
rv = renpy.ui.interact(mouse="screen", type="screen", roll_forward=roll_forward)
File "V:\0000 - Adult Games\Jury - AVN - MODDED\renpy\ui.py", line 299, in interact
rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs)
File "V:\0000 - Adult Games\Jury - AVN - MODDED\renpy\display\core.py", line 3377, in interact
repeat, rv = self.interact_core(preloads=preloads, trans_pause=trans_pause, pause=pause, pause_start=pause_start, pause_modal=pause_modal, **kwargs) # type: ignore
File "V:\0000 - Adult Games\Jury - AVN - MODDED\renpy\display\core.py", line 3810, in interact_core
root_widget.visit_all(lambda i : i.per_interact())
File "V:\0000 - Adult Games\Jury - AVN - MODDED\renpy\display\core.py", line 582, in visit_all
d.visit_all(callback, seen)
File "V:\0000 - Adult Games\Jury - AVN - MODDED\renpy\display\core.py", line 582, in visit_all
d.visit_all(callback, seen)
File "V:\0000 - Adult Games\Jury - AVN - MODDED\renpy\display\core.py", line 582, in visit_all
d.visit_all(callback, seen)
File "V:\0000 - Adult Games\Jury - AVN - MODDED\renpy\display\screen.py", line 451, in visit_all
callback(self)
File "V:\0000 - Adult Games\Jury - AVN - MODDED\renpy\display\core.py", line 3810, in <lambda>
root_widget.visit_all(lambda i : i.per_interact())
File "V:\0000 - Adult Games\Jury - AVN - MODDED\renpy\display\screen.py", line 462, in per_interact
self.update()
File "V:\0000 - Adult Games\Jury - AVN - MODDED\renpy\display\screen.py", line 653, in update
self.screen.function(**self.scope)
File "game/SanchoMod/SanchoMod Jury.rpy", line 1976, in execute
File "game/SanchoMod/SanchoMod Jury.rpy", line 1976, in execute
File "game/SanchoMod/SanchoMod Jury.rpy", line 1981, in execute
File "game/SanchoMod/SanchoMod Jury.rpy", line 1677, in execute
File "game/SanchoMod/SanchoMod Jury.rpy", line 1677, in execute
File "game/SanchoMod/SanchoMod Jury.rpy", line 1679, in execute
File "game/SanchoMod/SanchoMod Jury.rpy", line 1683, in execute
File "game/SanchoMod/SanchoMod Jury.rpy", line 1711, in execute
File "game/SanchoMod/SanchoMod Jury.rpy", line 1733, in execute
File "game/SanchoMod/SanchoMod Jury.rpy", line 1981, in execute
File "game/SanchoMod/SanchoMod Jury.rpy", line 2002, in execute
File "game/SanchoMod/SanchoMod Jury.rpy", line 2004, in execute
File "game/SanchoMod/SanchoMod Jury.rpy", line 2004, in <module>
NameError: name 'smn2015' is not defined

Windows-10-10.0.19045 AMD64
Ren'Py 8.0.3.22090809
Jury v001 2.1.1
Sun Apr 7 22:47:09 2024
 
Last edited:

Sancho1969

Devoted Member
Modder
Donor
Jan 19, 2020
11,897
44,706
I've tried everything I can think of to avoid the below pasted "uncaught exception" error. It happens with both the previous version and the most current posted mod version nightly updates. It occurs as soon as I try to move forward from the screencap location shown below. It is right after Ivy escorts Jacob out of the bar on the first night at the hotel after my MC goes "rude" on Jacob for his interactions with Katie. It's a total show-stopper as I can rollback from it but can't get past this point without re-triggering the uncaught exception again.

Help? A pristine un-modded version of the VN works OK and will pass this point without any errors. I can spell Renpy, but have no clue what the traceback is trying to tell me as far as "coding" is concerned. :cry:

View attachment 3520921
__________________________________________________________
I'm sorry, but an uncaught exception occurred.

While running game code:
File "renpy/common/000statements.rpy", line 609, in execute_call_screen
...
Good morning (first cup of coffee here). Thank you for reporting. This has been resolved. Re-DL the mod from the OP (links have been refreshed with current timestamp) and reinstall over existing. That'll get you done bud.
 
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Falcon6

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Mar 15, 2018
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Good morning (first cup of coffee here). Thank you for reporting. This has been resolved. Re-DL the mod from the OP (links have been refreshed with current timestamp) and reinstall over existing. That'll get you done bud.
That fixed it! Thanks! Outstanding support to go along with my first cup of morning wake-up coffee too! (I'm fully retired so I can sleep in later than you :sleep::coffee::D ).
 
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