ced77

New Member
Oct 13, 2019
10
1
I'm done with this bugs and grinds but does anyone know how to trigger Cees storyline? I've checked the conditions even asked chatgpt to double check but it looks like it should've happen after day 22 in worst case.

Anyway could anyone unlocked it? I tried few editings to save file but didn't really help.
For Cees, I met him in the kitchen then he suggested we go to the bar. Then I randomly ran into him again in the kitchen later after a few days where he was blackmailing, but then there was a bug.
I can ring his doorbell on the 1st floor (he never answers), I don't know anymore but I think the event appears after speaking with Bibi and moving forward with Henri.
 
Apr 21, 2019
66
51
For Cees, I met him in the kitchen then he suggested we go to the bar. Then I randomly ran into him again in the kitchen later after a few days where he was blackmailing, but then there was a bug.
I can ring his doorbell on the 1st floor (he never answers), I don't know anymore but I think the event appears after speaking with Bibi and moving forward with Henri.
So even if I trigger rest is still buggy, great lol. But how and when did you met him?
 

ced77

New Member
Oct 13, 2019
10
1
it seems to me that it was after the events with Henri and Bibi, then the random meeting in the kitchen, but I'm not 100% sure anymore (y)
 

Dybbuk

Member
Feb 19, 2019
368
468
it seems to me that it was after the events with Henri and Bibi, then the random meeting in the kitchen, but I'm not 100% sure anymore (y)
Is that from a save in this version? because I am way past day 22 and I am unable to trigger him. And I visit the kitchen a lot....
 

ced77

New Member
Oct 13, 2019
10
1
No it doesn't come from a save, it's a normal game. I added my save if you want to see, go into the kitchen and get some food, there will be Cees.
 

Dybbuk

Member
Feb 19, 2019
368
468
Have you try late for me he show up always after 21pm
Bought enough food to feed an army, and started to eat at every hour of the day. No luck... I have even bothered to download Twine and check the code with my superlimited understanding of it, and I do not see a condition for time, luck or anything to trigger the event, other than
<<if _$Random lte $Days>>As you walk into the kitchen you see a guy just about getting ready to take a big bite out of a burger.
I can force the variable in the save, but that was not the point... Anyway... seeing that the content is not finished, I will add it to the list of events to ignore until a further update ( the loooong list :( )
 
Last edited:

EAngelinaC

Newbie
Feb 4, 2019
22
14
Bought enough food to feed an army, and started to eat at every hour of the day. No luck... I have even bothered to download Twine and check the code with my superlimited understanding of it, and I do not see a condition for time, luck or anything to trigger the event, other than
<<if _$Random lte $Days>>As you walk into the kitchen you see a guy just about getting ready to take a big bite out of a burger.
That excerpt is from the Cees passage. The relevant checks are in the passage that invokes this passage. So if you go back to EMenu, there is:
Code:
<<case "Kitchen">>
  <<if passage() neq "EMenu">>
  ...
  <<else>>
    ...
    <<if $CeesGo is true or $CeesGo lte $Days>>
      <<if $Check1.includes("Cees") or $Cees lt 0 or _$Random neq 8>>
        ...
      <<else>>
        <<goto Cees>>
      <</if>>
The $CeesGo checks and $Check1.includes("Cees") and $Cees lt 0 are all related to where you are in the Cees storyline, and if you haven't met him they will all pass.

So. The actual limits are _$Random == 8 (which can be 0-10 or 0-14 depending on time of day) so at best 10% per trigger, and the passage() eq "EMenu".

This is in the EMenu passage, and the link from Home (your apartment) is [[the kitchen|EMenu]] so there is the opportunity to meet Cees when you walk from your living room to the kitchen.

All of the other links in EMenu (like eating, breezer, cleaning, etc...) are to the EFun passage that *includes* EMenu, so passage() will be EFun if you click any of the links in the kitchen. (This is also why you will occasionally see other tenants when you walk into the kitchen but they are never present when you take actions in the kitchen.)

If you want to spin the wheel for maximum chances at meeting Cees, you need to walk back and forth from apartment <=> kitchen rather than staying in the kitchen and eating/drinking.
 
Last edited:

Dybbuk

Member
Feb 19, 2019
368
468
That excerpt is from the Cees passage. The relevant checks are in the passage that invokes this passage. So if you go back to EMenu, there is:
Code:
<<case "Kitchen">>
  <<if passage() neq "EMenu">>
  ...
  <<else>>
    ...
    <<if $CeesGo is true or $CeesGo lte $Days>>
      <<if $Check1.includes("Cees") or $Cees lt 0 or _$Random neq 8>>
        ...
      <<else>>
        <<goto Cees>>
      <</if>>
The $CeesGo checks and $Check1.includes("Cees") and $Cees lt 0 are all related to where you are in the Cees storyline, and if you haven't met him they will all pass.

So. The actual limits are _$Random == 8 (which can be 0-10 or 0-14 depending on time of day) so at best 10% per trigger, and the passage() eq "EMenu".

This is in the EMenu passage, and the link from Home (your apartment) is [[the kitchen|EMenu]] so there is the opportunity to meet Cees when you walk from your living room to the kitchen.

All of the other links in EMenu (like eating, breezer, cleaning, etc...) are to the EFun passage that *includes* EMenu, so passage() will be EFun if you click any of the links in the kitchen. (This is also why you will occasionally see other tenants when you walk into the kitchen but they are never present when you take actions in the kitchen.)

If you want to spin the wheel for maximum chances at meeting Cees, you need to walk back and forth from apartment <=> kitchen rather than staying in the kitchen and eating/drinking.
Cheers, I assumed the trigger was on EMenu, and saw the difference on the random number depending on the hours, but that 10% is not something that is happening to me by any means, so I assumed (again) that I was missing something else. I am not triggering Summer past the first meeting either, no matter what, so I can only assume my save is bugged somehow. :unsure:
For example, I cannot find in my save $CeesGo at all. Doing a search in my save for Cees, the only things I see are
"Cees": 0,
"DCees": [],
 
Last edited:

EAngelinaC

Newbie
Feb 4, 2019
22
14
Cheers, I assumed the trigger was on EMenu, and saw the difference on the random number depending on the hours, but that 10% is not something that is happening to me by any means, so I assumed (again) that I was missing something else. I am not triggering Summer past the first meeting either, no matter what, so I can only assume my save is bugged somehow. :unsure:
For example, I cannot find in my save $CeesGo at all. Doing a search in my save for Cees, the only things I see are
"Cees": 0,
"DCees": [],
Oh right. Yeah. There is a bug for saves that were started on 0.8.8.70 and upgraded to 0.8.8.71. I spotted the bug but it was reported & fixed before I mentioned it in thread so I forgot about it :D $CeesGo in 0.8.8.70 was set when upgrading from 0.8.8.65 saves and in 0.8.8.71 when you choose Amsterdam as your starting city.

It's this line in the fixlog:
Code:
- Cees can now be met again in the kitchen. - ty VictorHayes & GeenIdeeOk
Fix for affected saves would be:
Code:
$.wiki(`<<if typeof $CeesGo === 'undefined'>><<set $CeesGo = true>><</if>>`)
Then you should have the 1 in 10 chance of rolling an 8 and meeting Cees when you enter the kitchen again.

BurningSun Can we have something like this in the 0.8.8.72 Upgrade passage to fix people who started on 0.8.8.70?

Also if you don't want to be bugged by the black screen when you enter the kitchen at the end of the Cees storyline, the culprit is:
Code:
<<if $CeesGo lte $Days and $Cees gte 10>><<include Cees>><<else>><<include EMenu>><</if>>
Since the Cees passage has a case for 10 and is supposed to have a case for 15 (and doesn't yet, and doesn't have a fallback for the unhandled cases). You can set $CeesGo to a large number and Cees/black screen will stop appearing. (You will need to revert this and set $CeesGo to a low number when the fix is out / Cees storyline is extended.)


EDIT:
Actually to get the Summer story to play out, I messed around with the story variables :| It is *not* a fast progression and there's hard stops at 5, 10 and 20 iirc where there's 5-6 events that have been giving you +1 (or +2) to the relationship every time you meet her but to get past the stop you have to trigger one very specific event with low probability to advance to the next set of events. And rolling one of the non-progressing events prevents you from getting a progressing event that day. And the passage that checks whether you can have a Summer event toggles your eligibility for Summer events, so you can roll an event you're not eligible for (because you haven't progressed enough), not see it and it will prevent the *next* progression event that you could have rolled from being eligible, so you won't see that either.

An example is that you can get Summer from 1 => 3 by sleeping on the beach with ~10% chance on Thu/Fri/Sat. To get Summer to *4* is a 3% event when walking on the beach on Thu/Sat/Sun, assuming you haven't rolled one of the more common events that will prevent you from triggering Summer events (like seeing the photographer on the beach is 6%, flips $SummerGo and you only meet Summer during the event if you recognize Donny) so the effective chance of progressing to 4 is 1.5%
 
Last edited:
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Dybbuk

Member
Feb 19, 2019
368
468
Oh right. Yeah. There is a bug for saves that were started on 0.8.8.70 and upgraded to 0.8.8.71. I spotted the bug but it was reported & fixed before I mentioned it in thread so I forgot about it :D $CeesGo in 0.8.8.70 was set when upgrading from 0.8.8.65 saves and in 0.8.8.71 when you choose Amsterdam as your starting city.

It's this line in the fixlog:
Code:
- Cees can now be met again in the kitchen. - ty VictorHayes & GeenIdeeOk
Fix for affected saves would be:
Code:
$.wiki(`<<if typeof $CeesGo === 'undefined'>><<set $CeesGo = true>><</if>>`)
Then you should have the 1 in 10 chance of rolling an 8 and meeting Cees when you enter the kitchen again.

BurningSun Can we have something like this in the 0.8.8.72 Upgrade passage to fix people who started on 0.8.8.70?

Also if you don't want to be bugged by the black screen when you enter the kitchen at the end of the Cees storyline, the culprit is:
Code:
<<if $CeesGo lte $Days and $Cees gte 10>><<include Cees>><<else>><<include EMenu>><</if>>
Since the Cees passage has a case for 10 and is supposed to have a case for 15 (and doesn't yet, and doesn't have a fallback for the unhandled cases). You can set $CeesGo to a large number and Cees/black screen will stop appearing. (You will need to revert this and set $CeesGo to a low number when the fix is out / Cees storyline is extended.)
Much appreciated. I have managed finally to get the frigging Cees on my screen. Saw the updater for version 0.8.8.6 to 65 setting $Ceesgo value to true.... Looks like I have a loooot to learn about sugarcube if I want to poke my nose in the code
 
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