Really like this option, but it would be nicer if there would be use of one quicksave, instead of making a new quicksave every time used.You must be registered to see the links
- New hotkeys: F5 for Quicksave, F9 for Quickload, press 0 - 9 (Numpad also works) to quickly go to favorited locations (right click on your character portrait to see which building is which number)
- Bug fixes and other improvements
Last i played the mod is part of the main download.is the incest in this on the base game. or do I need to download someones mod file. any info will be a big help thanks guys
the game practically walks you through what to do (at the top left above the search bar will have suggestions on what to do at that particular time that you can click on or press r to go do it) , and you should eventually learn to understand it (this is not a VN where you have a beginning and end where your choices can make you fail or change the ending per say). its open world where you do what you want when you want (with a few limitations). there really no right or wrong choice for there to be a walkthrough.I hope they make the world's greatest walthrough for that game.
I don't even know where to start. It's all greek to me.
If you're just playing with default stats and never doing task that level them up then sure it will take forever, that's part of the life sim experience. That said so is cheating, and if you just boost stats for you and your relatives it's not hard.That said: It is extreemly hard to trigger.
There's already a mod loader built into the game.so many mods out already! i fear that one might become incompatible with other mods in the future. an all in one mod would be great that lets you tick and untick mods you want to have and that tells you what mod is incompatible with what.
or (maybe even better) a base mod that grows larger and larger the more mods are implemented into it. that way modders would have the base for all the latest "mod" updates and could make sure that their newly created mod doesn't interfere with all the other mods implemented in the base mod.
hence the reason why i said that it might become a problem in the near future. if you wanna make a huge overhaul mod you will interfere with the core mechanic of some mods. and that would be a shame, as the game lives with the ability to change it the way you want. a general "base" would help modders to also work together instead of separately. just my 2 cents though.There's already a mod loader built into the game.
I can't speak to it but i'm fairly sure if something has dependencies you wont be able to use said mods without activating the prerequisite stuff.
Also, the mods themselves have a description. If the modder is doing their job properly they'll tell you what's required.
As far as cross-compatible mods i'm fairly certain that as of this post none of the mods play poorly with each other. They're not changing anything with the core of the game, they are simply additions to it. Now i could be wrong and some modder could have gone in and changed core call functions (someone correct me if i am) but i don't think that's the case yet.
There already is a base.hence the reason why i said that it might become a problem in the near future. if you wanna make a huge overhaul mod you will interfere with the core mechanic of some mods. and that would be a shame, as the game lives with the ability to change it the way you want. a general "base" would help modders to also work together instead of separately. just my 2 cents though.
I did change and expand a lot stuff from the base game actually, otherwise nothing like Better Pregnancy would be possible, I needed to overwrite the base scenes. But it is still compatible with every mod.Now i could be wrong and some modder could have gone in and changed core call functions (someone correct me if i am) but i don't think that's the case yet.
But did you change the core functions ?I did change and expand a lot stuff from the base game actually, otherwise nothing like Better Pregnancy would be possible, I needed to overwrite the base scenes. But it is still compatible with every mod.
eh, you don't get what i mean, but screw it. i don't wanna fill pages arguing over this topic.There already is a base.
What i'm telling you is no one is changing anything about how that functions. They are simply adding to it.
You're right i don't understand what you're getting at because it doesn't make sense to me.eh, you don't get what i mean, but screw it. i don't wanna fill pages arguing over this topic.
just saying: the game itself can't be the base mod as mods will ultimately overwrite core game mechanics the more complex they become. a mixture of mod organizer 2 with the organization of github could actually create said base for modders (which is tough to realize i know, but it's allowed to think aloud, right?).