Ravenger6660

Active Member
Sep 14, 2017
826
960
Yes. In your script use the 'moveTo(home)' command. This ensures that your PC and his companion move there only. After that line use setBackGound3D(roompresetwithpath). In 'home' location behind only spawns what you call.
For removing npc from scene use 'Actor.Delete()' command instead of 'Actor.hide()'.
Kind of bad advice. Because the 'moveTo(home)' command can be rather disruptive;

A. it teleports you home. which means you have to travel back to where you were if you looking for a different scene to trigger.

B. it cancels the action your PC is currently doing. Some actions like looking for a photo shoot take a while to complete, and can only trigger the scene once action is completed.
 

Grim

Active Member
Aug 17, 2016
641
477
Yes. In your script use the 'moveTo(home)' command. This ensures that your PC and his companion move there only. After that line use setBackGound3D(roompresetwithpath). In 'home' location behind only spawns what you call.
For removing npc from scene use 'Actor.Delete()' command instead of 'Actor.hide()'.
Kind of bad advice. Because the 'moveTo(home)' command can be rather disruptive;

A. it teleports you home. which means you have to travel back to where you were if you looking for a different scene to trigger.

B. it cancels the action your PC is currently doing. Some actions like looking for a photo shoot take a while to complete, and can only trigger the scene once action is completed.
Yea I've already tried the moveTo(home) route and due to the problems Ravenger mentioned plus others it's not a viable solution. I've given up on the idea for now since it seems like proper tools/API methods aren't there yet.
 

Icebird

Member
Sep 22, 2017
313
221
Yea I've already tried the moveTo(home) route and due to the problems Ravenger mentioned plus others it's not a viable solution. I've given up on the idea for now since it seems like proper tools/API methods aren't there yet.
Sry, maybe I misunderstanded the problem. But as I know 'home' is the only location type where not spawn npc (from AI). Otherwise the AI try fill the other places with npcs according to the predefined location type (shows in edit building). The npcs as I expected start disappear if location is closed, so there must be a mechanism for that, but likely nobody knows (except the dev).
 

Grim

Active Member
Aug 17, 2016
641
477
Sry, maybe I misunderstanded the problem. But as I know 'home' is the only location type where not spawn npc (from AI). Otherwise the AI try fill the other places with npcs according to the predefined location type (shows in edit building). The npcs as I expected start disappear if location is closed, so there must be a mechanism for that, but likely nobody knows (except the dev).
No, you understood correctly. Using a home building is an idea that came to me as well while I was awaiting answers, but there's too many issues with it for it to be viable. I was hoping somebody else had some other workaround since it seems like there's no officially implemented way of preventing them from spawning, but it seems like there's no solutions currently.
 
Jan 29, 2018
105
19
You can get police job at police station.
Then you have three action options:
Street work
Guard work
Paper work
Each one will trigger different set of scenes.
No I mean I hit street work and for 3 days straight not a single one of the scenes popped up, just a bunch of hey you wanna hang out, hey you wanna talk etc. Or for one whole day, nothing... Nothing at all triggered.

So wondering is there a way to manually trigger say the dark alleyway or the pickpocket etc.
 

Deleted member 2476484

Member
Modder
Jun 15, 2020
164
117
[Also looking at this post https://f95zone.to/threads/lifeplay-v4-2-vinfamy.11321/post-6011896]
Okay.
Do you need me to make any changes?
If I make any changes, in the future, will I have to notify you about them?
Need any help?
First thank you to let me include your works inside that ...

Do you need me to make any changes?
Not at the moment, I will take a look first.

In fact for that project, I'm doing this:
1- If a person (JohnDoe) create a new file (lpscene,lpaction,..) his files will start like this: jd_VB_thenameofthefile.lpstat
2- If a person edit a lpscene, his code will be separated by comment "\\", if possible.
Because there's a lot of "If" possible in a scene...


If I make any changes, in the future, will I have to notify you about them?
No obligation but it will be useful


Need any help?
You can join the project at any moment - I create channels on to talk about the remake of LifePlay (reserved for serious artists, modders and writers), to know who is working on what (workflows), sharing doable new ideas and a channel to talk between artists, modders and writers about the project or near.

And, I also made a page for contributors: , you will be listed and all your contributions (This page will be improved ...).

**The RaiderKnight Mods Wiki's layout is better when you login... I'm waiting for Fandom to update.

***
To all those who wonder "What is this big project?", it's the same game but more difficult.
Still not finished, there are a lot of files to edit and variables to implement.
So you can try it but it is certain that you will run into some bugs ... or starve! ;)
 

Deleted member 2476484

Member
Modder
Jun 15, 2020
164
117
No I mean I hit street work and for 3 days straight not a single one of the scenes popped up, just a bunch of hey you wanna hang out, hey you wanna talk etc. Or for one whole day, nothing... Nothing at all triggered.

So wondering is there a way to manually trigger say the dark alleyway or the pickpocket etc.
Like Grim said: Hit the tilde or insert key and type the name of the scene (without .lpscene) in the textbox at the bottom right of the screen
 
Jan 29, 2018
105
19
Like Grim said: Hit the tilde or insert key and type the name of the scene (without .lpscene) in the textbox at the bottom right of the screen
Thanks that got it to trigger. Now to figure out how to get the scene to work till the end. Hitting peep just ends the scene and transports back to the station. Also only the victim spawns, not the attacker. Do I need to install more of Ravenger's files than just the police module and Ravenger scenes folder?
 
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oldtaku

Member
Apr 3, 2018
150
148
how would you change the makeup so only parts of the make up are changed? so you only get lipstick and not eyeliner or viceversa or no face make-up etc. :unsure:

i feel like you often can't have one part of the face change with out making the rest of it look like a bimbo
 

TurboShark

Newbie
Jan 14, 2018
97
111
Thanks that got it to trigger. Now to figure out how to get the scene to work till the end. Hitting peep just ends the scene and transports back to the station. Also only the victim spawns, not the attacker. Do I need to install more of Ravenger's files than just the police module and Ravenger scenes folder?
It sounds like you're missing an element from the mod. I'm not the dev, a coder, or anything like that, but my limited experience with modding tells me you're missing a .lpaction file (what triggers scenes) or something like that. I haven't been following along, but I assume it's been suggested you redownload and reinstall the mod. However, it is interesting that the scene didn't continue when you made a button selection. All of the choices should be included in the .lpscene file you manually triggered, and though I don't have the mod to look at it and know for certain, it could either be an incomplete scene or perhaps none of the characters meet the conditions, which would end the scene.

I don't know if that helps you solve your problem, but it may give you places to look to confirm at least if you have an .lpaction and that .lpscene is has more than a few lines of content.
 

Ravenger6660

Active Member
Sep 14, 2017
826
960
Thanks that got it to trigger. Now to figure out how to get the scene to work till the end. Hitting peep just ends the scene and transports back to the station. Also only the victim spawns, not the attacker. Do I need to install more of Ravenger's files than just the police module and Ravenger scenes folder?
After reviewing my police mod I made some changes. I up dated my original post https://f95zone.to/threads/lifeplay-v4-2-vinfamy.11321/post-4138623
Should hopefully work better, so long as Fitness, interpersonal, sneak, and/or shooting stats are over 50points.
 

zetsupetsu

Active Member
Dec 22, 2019
934
1,929
If the couple is a male + trans character dialogue doesn't seem to change during sex and it still mentions about vulva/pussy and the poses still include vaginal insertion.

Is this intended? Why even allow to make trans characters then if it only changes the appearance?
 

Sallow

New Member
Jun 2, 2017
4
10
I think this game has a lot of potential, but it's just not there yet and I'm afraid that it still has a long way to go.
Here a some of the issues that I personally think needs to be worked on/fixed:

Main Menu
The player should be able to set up the entire game from the main menu, this should include settings, mods management and creating NPCs, it's inconvenient that you have to do these things after you start the game.

Relationships
The player should be able to set relationships between NPCs, I am aware that there are mods that does this, but I feel that this is too important to not be a part of the main game, also the mod I tried didn't really live up to what I wanted, I want to be able to set multiple relationships for one character, so that one person can be a wife, a sister, a daughter and a mother all at once.

Bathroom?
For some strange reason I keep ending up in the bathroom after doing random events, It's kinda weird.

NPC self-control
I find it kinda strange that during sex scenes where I spy on other NPCs I somehow still have to power to tell these NPCs what to do, and even have the ability to ignore there likes and dislikes.
The last mentioned thing I also see as immersion breaking during sex scenes where I am involved, What's the point in giving NPCs likes and disliked if I as the player can just choose to ignore these things.

I have other things I could mention (and probably will some other time), but I don't want to write an entire essay, like I said in the beginning, the game has potential, if I didn't believe that I wouldn't bother writing a comment.
 

Grim

Active Member
Aug 17, 2016
641
477
Relationships
The player should be able to set relationships between NPCs, I am aware that there are mods that does this, but I feel that this is too important to not be a part of the main game, also the mod I tried didn't really live up to what I wanted, I want to be able to set multiple relationships for one character, so that one person can be a wife, a sister, a daughter and a mother all at once.
It's possible to set relationships without a mod. The ability to do so is just hidden behind a clunky interaction option. If you click on an NPC you've already met you'll see an option that says "Confirm NPC-NPC Relationship" which allows you set the relationship between that NPC and another one in your contacts list
 
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3.30 star(s) 117 Votes