the slots thing is just a performance optimization thing, I'll add some code to allow the game to simply increase the number of slots automatically once the max slot count is reachedVinfamy I'm probabily just talking gibberish here but is it possible/would it help? if this slot idea could be used within a script. So far I have tried about 5 diffrent ways of getting my npc spawn families mod to work reliably, Now trying something diffrent again. Bearing in mind this could easily spawn 30 npc's in a very short space in time, would resetting with a script before doing this help? Or should I just give up on the whole idea of that mod? I already break it down so that it spawns one family group at at time.
First, read the v3.0 overhaul plans - remember we're only at Beta 2, 40% progress onlyRight now the game is somewhat good but it could be way better.
Need to restrict jods to only 2 shifts instead of 10 hours, yes I know I can leave anytime I want but hey I'm just saying.
Jobs start at 8 am work 1 shift go eat then work another shift would be great.
We need a "Go Home" button so it is easier to find your home in large towns, if you choose to go get something to eat the game will send you all the way across the town and it is very hard to find your way back.
We need more activities at home with family and or spouses and so on.
"Spend Time with Family" is not all that great when you either sneak/peep into rooms or join them in another room for a very short time. Family member are away from the home from about 8 am to 7 pm every day.
Need to sleep in the bed when we go to sleep and GF or spouse needs to sleep there to. (I thought this was already in the game when I first tried it many months ago.)
Would like to be able to adjust each person when in a sex act to line them up better.
Either with a mod or Vinfamy can put all this into the game would be great.
Also a total 255 cap would probabily kill the game for a lot of people, myself included.
Not trying to be argumentive or anything but that is completly pointless to what I am refering to. If it was down to how many people you could remember, I would be happy at about 5 lol. The point is I have around 8 employees at the moment, Each have a family lets say average of 4 relations each. I have never met most of these and possibly never will, that doesnt mean they are not important to my game. Thats 40 people involved around my business alone! One poster commented the other day about having over 1000 people in his save! To many people the illusion of reality is quite important, the relatives of an npc make the npc seem more real. It gives them sort of a back story and life away from the main PC. my current game for example has 387 npc's after just over a month of gameplay!You must be registered to see the links
it's == not =Curious as to how you can modify the chances for an event to happen. I've tried going into the scenes underneath a specific mod (tried this both on prepackaged and optional mods) and changed the OTHER, where it shows a list of conditions, to something like '1=1' or '1<2' or even just modifying their formulas from Random(1,100)<20 to just Random(1,20)<20 and I'm still getting nothing.
I'm saving my changes then rebooting the game. No luck. Any tips?
edit- I feel like I'm overlooking something stupidly simple. I've disabled and re-enabled the mod in-game as well. Are there multiple places I need to modify these chance conditions?
Also started new game. Same result. Oof
as a test, maybe try ModB = Random(0, 1) or ModB = Random(0, tmp)*1 or ModB => Random(0, tmp) , can't remember now whether I already allowed variable in Random or notVinfamy Could use a little help here as I am soon going to pull all my hair out!
I did similar calculations to this in the Dungeon mod and they work fine but this is just driving me mad, any idea why this wont work?
--------------------
tmp = Follower1:muscle
"muscle=<tmp>"
ModB = Random(0, tmp)
"Modb= <ModB>"
------------------
muscle comes out with the correct result.
ModB however is always 0.
Thanks, will give a couple of those a try. At a guess you cant use Vars in Random, but that would be strange because I have before. Anyway current ugly brute force workaround was.as a test, maybe try ModB = Random(0, 1) or ModB = Random(0, tmp)*1 or ModB => Random(0, tmp) , can't remember now whether I already allowed variable in Random or not
Seconding this (kinda) - all of the darkalley scenes trigger weirdly. The intro only happens on the overworld view, and the sex scene does without any models actually going at it and hangs there, so I generally have to emergency escape during the intro. And when I do that then the alley background pops up for a moment immediately backwards. It's just generally a bit fucky.I hope most of these bugs/mod conflicts are fixed in the next 2 updates. Not being able to use TNG is painful. There's also one of the porn scenes gives the street view with the no visible characters. So does the vi_darkalley_rape thing. Suppose an alley/street scene that works is needed or something that the old still images still work if there's not the new 3D ones.
Give me a min or 2 will look.Does anyone know how you'd edit the file to get rid of, or at least make almost never happen, the nurse and her son in PYG? Pretty sure I found the file - modules-(PYG name)-scenes-sexwork-prostitution-customer_specialevent_search_pimp