Grim

Active Member
Aug 17, 2016
593
458
Anyone know if there's a cutoff age where characters can no longer get pregnant? I haven't seen any references to age with relation to fertility in any of the modifiable game code, but I'm also not ruling out a hardcoded value that we're unable to see.

Edit: Managed to answer my own question. I randomly generated NPCs until I got a woman in her 70s (79 to be exact). Managed to get her pregnant, turned the Pregnancy Term Multiplier down to 0.01, and a few days later she gave birth. Seems like something that needs to be addressed in the future since it's not exactly realistic for women to be getting pregnant after menopause
 
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MattShizzle

Well-Known Member
Oct 31, 2019
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Anyone know if there's a cutoff age where characters can no longer get pregnant? I haven't seen any references to age with relation to fertility in any of the modifiable game code, but I'm also not ruling out a hardcoded value that we're unable to see.

Edit: Managed to answer my own question. I randomly generated NPCs until I got a woman in her 70s (79 to be exact). Managed to get her pregnant, turned the Pregnancy Term Multiplier down to 0.01, and a few days later she gave birth. Seems like something that needs to be addressed in the future since it's not exactly realistic for women to be getting pregnant after menopause

I actually changed the age stat file so that the maximum is 50. Got sick of always getting so many elderly.
 

Grim

Active Member
Aug 17, 2016
593
458
I actually changed the age stat file so that the maximum is 50. Got sick of always getting so many elderly.
Yea I've modified several scenes to generate NPCs in specific age groups rather than letting it be completely random, but modifying the global maximum age is a good idea as well
 

MattShizzle

Well-Known Member
Oct 31, 2019
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You have to do it every time though. Unfortunately, even Update Only resets a lot of things. I keep a backup of several folders for the things I want to not change back.
 
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Grim

Active Member
Aug 17, 2016
593
458
You have to do it every time though. Unfortunately, even Update Only resets a lot of things. I keep a backup of several folders for the things I want to not change back.
Yea I've been thinking about that. Currently I'm just keeping a text file with a list of changes I've made and the line numbers, but the next time there's an update I'll probably have to figure out some way of only updating files if they're newer than mine so that my changes aren't overwritten each time
 

MattShizzle

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Oct 31, 2019
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I just have the folders (like bedrooms) saved and copy paste into the folder those folders are in. Changing the age stat file is quick and easy enough though.
 
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Lust Demon

Member
Apr 22, 2018
100
85
Am I the only one that gets an infinite loop with the "Porn Empire" mod when "checking business performance"? I've hit skip and let it go for over an hour more than once. My rig may be a bit "outdated" but it's still more than powerful enough to handle this game without breaking a sweat. Search didn't turn up anything useful.
 

Edwarf

Member
Jun 8, 2017
333
375
Resseting to your home when someone sends you a nude pic it's quite annoying (doesn't happen with sent videos), any chance to get it fixed?

To modders: I'd really apreciate knowing if a mod version works fine with any or the latest release of the game.

Thanks in advance.
 
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bigmonster

Newbie
Nov 5, 2017
82
156
Am I the only one that gets an infinite loop with the "Porn Empire" mod when "checking business performance"? I've hit skip and let it go for over an hour more than once. My rig may be a bit "outdated" but it's still more than powerful enough to handle this game without breaking a sweat. Search didn't turn up anything useful.
I know with checking performance it brings you into your office and count how much money you've made based on the videos you have uploaded. Most mods usually get outdated since the game gets frequent updates like every 2 weeks. The mod makers tries to make it so that it will work for most and upcoming versions however sometimes certain game updates can break mods or make them act funky. With porn empire mod and sometimes it forgets that I have an office so I have to keep buying it again. Rarely but sometimes it forgets that I even start a porn company so I have to start over again and buy everything again. Just beware when using mods that some aren't updated frequently or up to the latest versions.
 
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Grim

Active Member
Aug 17, 2016
593
458
I believe I have determined why you no longer see colleagues at the office anymore: They're just not going. There's a problem with the work_office.lpai file (and presumably several other AI files) in which a condition for them actually going to work is failing. I have tested the various conditions and functions used in the script, and the only one that's failing is the condition on line 7 based on DayOfWeek:

DayOfWeek >= 2 && DayOfWeek <= 6

I've made an action/scene to test the various aspects of the AI script, and it also prints out the value of DayOfWeek, and it appears that DayOfWeek is set to -1, regardless of what day it is, so the condition will never be true, and thus people working at offices and a few other places will never go to work. Assuming you have an office job in your game and have met some colleagues there, it's easy enough to test this by just removing that condition from work_office.lpai, so that line 7 changes from:

If WHEN > 8 && WHEN < 19 && DayOfWeek >= 2 && DayOfWeek <= 6

to:

If WHEN > 8 && WHEN < 19

Doing so will then make your boss/colleagues start appearing at work again. The obvious downside of this is that people working the jobs relevant to that script will then go to work every day instead of just 5 days a week.

DayOfWeek is used in several AI scripts, so it seems like there's a lot more that's broken beyond just people not going to work at the office.

I've also attached the test mod I used for reference
 
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Lust Demon

Member
Apr 22, 2018
100
85
I know with checking performance it brings you into your office and count how much money you've made based on the videos you have uploaded. Most mods usually get outdated since the game gets frequent updates like every 2 weeks. The mod makers tries to make it so that it will work for most and upcoming versions however sometimes certain game updates can break mods or make them act funky. With porn empire mod and sometimes it forgets that I have an office so I have to keep buying it again. Rarely but sometimes it forgets that I even start a porn company so I have to start over again and buy everything again. Just beware when using mods that some aren't updated frequently or up to the latest versions.
Thanks. That makes sense. Updating too frequently means modders are scrambling to catch up. For S&G's I left it running last night, went to bed and then work, and checked it again. It finally completed and I gained like 1.5 million pounds though it ate 2 days. LOL

I also recreated my issue with copying over someone's appearance and stats to my char. It seems to be caused by saving while having a companion and exiting the game.
 

Grim

Active Member
Aug 17, 2016
593
458
I made a workaround for the AI issue I described here for personal use but I might as well share it for anyone that wants it, even if it isn't going to be practical for most. The mod allows you to manually set a number corresponding to the day of the week, which will allow the AI scripts to run properly. Originally I experimented with automating this, but I ran into some modding limitations which forced me to limit the scope of the mod:
  • There's no way to schedule a scene to always run at a given interval, or at a specific day/time. Scenes are always at the mercy of the random number generator, and there's no way to guarantee a scene will run. Even turning up the scene frequency to 100 didn't guarantee that a scene I had added would run every day.
  • It seems that AI scripts can't be overridden by mods like scenes and actions can. Even just having them in your mod folder seems to cause issues.
With that being said, I've attached 2 files: Grim_AIFix is the actual mod, and is installed and activated just like any mod; ai_files.zip contains some modified AI scripts that must overwrite the original ones in vin_Base. The included AI files are not a complete replacement for the original AI folder. Only some of the original files have been modified/included, so don't delete or move your original AI folder. Just paste the included files into it so they overwrite the original ones. I would suggest making a backup of the original AI folder before pasting the modified ones in there in case you want to revert. The modified scripts should run just as well as the originals even if the mod is removed though.

meal.lpai has also been edited to correct the days it considers to be the weekend. There was a line that looked like:
Elseif DayOfWeek == 6 || DayOfWeek == 7 || DayOfWeek == 0 // weekend
But based on what I've seen in the other AI files, DayOfWeek should never be 0. The days go from 1 to 7, not 0 to 6. So the 0 has been changed to 1 which is Sunday.

Once everything is installed and the mod activated, you'll have 2 new actions in the PC menu: "Set day of the week" is what you use to set the day of the week number; "Get day of the week" just tells you whatever value the day of the week is set to. If you don't want to bother setting this value every game day, you could just set it to something and forget it, and the AI will still exhibit more behaviors than they currently do unmodified. If you go that route, I'd suggest setting it to 6, which corresponds to Friday. This will ensure they still go to work, but they will also exhibit some additional weekend-like behavior.

This is meant as a temporary workaround until Vinfamy implements a proper fix. Once that happens you should stop using this mod.

Edit: If you updated from 3.14 to 3.15 then you'll need to overwrite the AI files again with mine. This will be true for every update unless Vinfamy makes any edits to the AI scripts, or this mod becomes unnecessary.


Edit 2: This mod is no longer needed as of 3.19
 
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Edwarf

Member
Jun 8, 2017
333
375
Yes, AFAIK that issue is not present when working in a hospital, as long as all your work mates are presented to you in your first day, like a roll call.

All work places should have the same mechanic, except corporations. But even in an office, an employee's log should be generated beforehand, no matter if the process is invisible to the player, and admit NPC modifications, keep the number of employees when somebody leaves, quits or gets fired... I'm aware this could be difficult to implement, but I guess something needs to be done about it sooner or later.

;)
 

Grim

Active Member
Aug 17, 2016
593
458
Yes, AFAIK that issue is not present when working in a hospital, as long as all your work mates are presented to you in your first day, like a roll call.

All work places should have the same mechanic, except corporations. But even in an office, an employee's log should be generated beforehand, no matter if the process is invisible to the player, and admit NPC modifications, keep the number of employees when somebody leaves, quits or gets fired... I'm aware this could be difficult to implement, but I guess something needs to be done about it sooner or later.

;)
I think the issue you're describing is about actually meeting your co-workers. It's true that the office doesn't pre-generate any for you to meet upfront, aside from your boss. The issue I'm describing is that once you've met them, you should occasionally see them working in the same place as you. Occasionally when you go places you might see somebody you've already met, and it'll have their name floating above their head which differentiates them from the rest of the temporary characters in the area. The problem is that none of the co-workers you've met are going to work, thus you will never see any of them there. This affects other places as well like universities.
 

Notmenonono

New Member
Jan 12, 2019
6
0
I've recently updated the game to 3.14, but the edit stats and appearance cheats are not working. The changes were not applied and it returned to the default stats of the characters. Is there anyway to fix this?
 

straydogg

Member
May 9, 2017
258
122
I made a workaround for the AI issue I described here for personal use but I might as well share it for anyone that wants it, even if it isn't going to be practical for most. The mod allows you to manually set a number corresponding to the day of the week, which will allow the AI scripts to run properly. Originally I experimented with automating this, but I ran into some modding limitations which forced me to limit the scope of the mod:
  • There's no way to schedule a scene to always run at a given interval, or at a specific day/time. Scenes are always at the mercy of the random number generator, and there's no way to guarantee a scene will run. Even turning up the scene frequency to 100 didn't guarantee that a scene I had added would run every day.
  • It seems that AI scripts can't be overridden by mods like scenes and actions can. Even just having them in your mod folder seems to cause issues.
With that being said, I've attached 2 files: Grim_AIFix is the actual mod, and is installed and activated just like any mod; ai_files.zip contains some modified AI scripts that must overwrite the original ones in vin_Base. The included AI files are not a complete replacement for the original AI folder. Only some of the original files have been modified/included, so don't delete or move your original AI folder. Just paste the included files into it so they overwrite the original ones. I would suggest making a backup of the original AI folder before pasting the modified ones in there in case you want to revert. The modified scripts should run just as well as the originals even if the mod is removed though.

meal.lpai has also been edited to correct the days it considers to be the weekend. There was a line that looked like:
Elseif DayOfWeek == 6 || DayOfWeek == 7 || DayOfWeek == 0 // weekend
But based on what I've seen in the other AI files, DayOfWeek should never be 0. The days go from 1 to 7, not 0 to 6. So the 0 has been changed to 1 which is Sunday.

Once everything is installed and the mod activated, you'll have 2 new actions in the PC menu: "Set day of the week" is what you use to set the day of the week number; "Get day of the week" just tells you whatever value the day of the week is set to. If you don't want to bother setting this value every game day, you could just set it to something and forget it, and the AI will still exhibit more behaviors than they currently do unmodified. If you go that route, I'd suggest setting it to 6, which corresponds to Friday. This will ensure they still go to work, but they will also exhibit some additional weekend-like behavior.

This is meant as a temporary workaround until Vinfamy implements a proper fix. Once that happens you should stop using this mod.
HOLY FK!!!!!!! that little script just wiped out a shit load of bugs, aslong as you set day, after midnight, pregnancy's works like clock work,fkn dead on for pregoes, non consent scenes ive never seen work now do, THERES people that i met three days ago at the office, and there still there THE BOSS showed up 5 days three weeks in a row (ya i know shocker huh boss at wor k?? whod thought heee)other places like hospitals any shops now have the people ya meet that Work there still there three weeks later, FKN A i have aggresive scenes that never worked workn, tho it might be luck, ya hit the biggest:p(y)(y)(y)(y)(y)(y) fix since 2.8 when rooms were impleminted, i remember just fukn someone on a bare cement floor when this first came out. THANK you and yes this seems the root to a lot of bug fixes, heee and time fixes a bunk load of them
 
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