- Jul 16, 2018
- 14
- 28
I'm here for it, no matter the wait, and have been since the jump. This is one of the best damn VNs I've ever seen, and I'll wait as long as needed. Keep up the incredible work, ND! You're doing great!
Oh yeah, we had one of those.VN seriously needs a proper mod.
Also... that's cute, sounds like the PinkCake formula:
View attachment 2482220
I understand your stance, honestly I fight it too due to SanchoMod's popularity. Just know that a properly/professionally written mod does not equal "green text is best WT mod" or a "walkthrough mod" at all. Far from it actually. A proper mod offers enhancements and elevates the base game, not ripping it to shreds via hack/novice coding efforts.Oh yeah, we had one of those.
The proper mod that was nothing but a thinly veiled cash-grab by someone cutting a random swath through the game, consistently picking the most craven, spineless choices for no discernible reason so the MC came across like a lickspittle. Because AVN are all about lying to every character, telling them exactly what you think they want to hear or they won't let you into their panties, right? Of course LomL must do the exact same thing, no bother to actually check any of the code to see what's going on.
Of course, no-one playing the game with the walkthrough mod would figure what complete shit it was, because you don't install a walkthrough mod to diverge from the path laid out to experiment, because there be dragons, random game overs, and missed content based on arbitrary choices made 5 chapters back.
It's funny, how the complaints about a spineless MC have completely disappeared since that mod was exposed for the trash that it was. Good fucking riddance.
Because, oh yeah, it also broke the saves created with it installed, even if you later uninstalled. Because the hack that put it together couldn't be arsed to merge 10's of MBs of source files from previous versions. Well, to be honest, neither would I, but then again, I wouldn't have put that trash up for download anyways in the hopes of cashing in on a popular title by randomly pissing a path through it, arguably making the experience worse and pretending I spent any time seriously looking under the hood.
Which brings us to the question, does it need a proper, non-trash walkthrough mod? I'm so glad you asked.
The answer is no, because LomL doesn't come with options to shoot yourself in the foot every other occasion. It is clearly telegraphed what a choice will do when you pick it when appropriate, and you will know when you pass a lewd by. It even comes with guardrails for the main love interests out of the box, so you won't even get choices that might lead to a lock-out, so you can experiment to your hearts content with every choice, knowing nothing you do will ever endanger that relationship. Note, that's on top of the game saying "This will end your relationship with X, are you sure? (Y/N)".
For anyone considering going the add-color-tags to menu items route for this game, please fucking don't. There's a ton of source code and it'll be hell to merge your efforts in when the next version comes around, so you probably won't either, and it'll break everything again and leave me to clean up the crap.
Also, there's no need at all, as the game has plenty of guardrails and it won't let you fuck yourself out of content by accident.
There's a perfectly fine walkthrough document available on the OP for anyone who's worried they missed something (hint: stop worrying, you won't, unless you tried real hard).
Right, well sorry if that came across as a bit intense, but I still wake up screaming from that episode and the shitstorm it caused during the last release.I understand your stance, honestly I fight it too due to SanchoMod's popularity. Just know that a properly/professionally written mod does not equal "green text is best WT mod" or a "walkthrough mod" at all. Far from it actually. A proper mod offers enhancements and elevates the base game, not ripping it to shreds via hack/novice coding efforts.
Now we're getting somewhere......
Tbh though, I can't really think of anything that could be modded in.
...
Well.. maybe not. You're still building on almost 4yr old RenPy which is beyond obsolete. Python isn't an issue for 7.3.5 but it's riddled with old bugs and missing feature sets. This would/could be extremely challenging.Now we're getting somewhere...
LoL, we all count weeks, days, hours to release. It's like 10 seconds from start a formula 1 race... On the last race of the year... And you must win. But you start from 7th place... thrilling...A game has never made me feel like a crack addict before.
I need my fix.
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I feel like the proverbial fly on the wall reading through this little discussion between you and naughtyroad, and considering his replies to you I'm curious; what do you envision any sort of mod doing for LoML? At no time have you said why you think it needs a "proper mod".Now we're getting somewhere...
Indeed I did not embellish by design as I've found in the past folks read into it too much too early and derive expectations of public release before a commitment has been officially made. My personal build I've had since v0.3 has all the standard feature sets of SanchoMod so there's literally dozens of enhancements and adjustments for the purposes of enhanced user experience. I hadn't kept my eye on this thread and therefore the circus of what had occurred via other efforts though, so that was news to me. I noticed that UTF8 encoded additions in the latest build scripting (I've been away from the VN for a while as I've been very busy tbh) and came to the thread to see what's what.I feel like the proverbial fly on the wall reading through this little discussion between you and naughtyroad, and considering his replies to you I'm curious; what do you envision any sort of mod doing for LoML? At no time have you said why you think it needs a "proper mod".
*returns to fly-on-wall mode*Indeed I did not embellish by design as I've found in the past folks read into it too much too early and derive expectations of public release before a commitment has been officially made. My personal build I've had since v0.3 has all the standard feature sets of SanchoMod so there's literally dozens of enhancements and adjustments for the purposes of enhanced user experience. I hadn't kept my eye on this thread and therefore the circus of what had occurred via other efforts though, so that was news to me. I noticed that UTF8 encoded additions in the latest build scripting (I've been away from the VN for a while as I've been very busy tbh) and came to the thread to see what's what.
I understood not even 10% of that. God it sucks to be oldIndeed I did not embellish by design as I've found in the past folks read into it too much too early and derive expectations of public release before a commitment has been officially made. My personal build I've had since v0.3 has all the standard feature sets of SanchoMod so there's literally dozens of enhancements and adjustments for the purposes of enhanced user experience. I hadn't kept my eye on this thread and therefore the circus of what had occurred via other efforts though, so that was news to me. I noticed that UTF8 encoded additions in the latest build scripting (I've been away from the VN for a while as I've been very busy tbh) and came to the thread to see what's what.
Yeah. It was the best I could manage on short notice to force a modder to at least touch the story scripts they modded in the past upon a new release, and hopefully persuade them to take the trouble to merge their changes while they were there. And to prevent users from accidently installing a mod that was not properly updated, as I've found users will just try to plug that damned thing in no matter what you say (and still come to my server clamoring for support when it breaks ).(...)I noticed that UTF8 encoded additions in the latest build scripting (I've been away from the VN for a while as I've been very busy tbh) and came to the thread to see what's what.
Understood. I fight shenanigans in support constantly, daily even. I spend more time fixing other modder fuckups and the periodic sloppy dev bugs than progressing my own core code. Let's not even mention the fiascos with sloppy translators and alt-platform convertors... that's a beast on it's own. I truly hear you... and realize your trust in others dicking around with your work is suspect by default. I don't blame you one bit bud. Same boat, different paddle.Yeah. It was the best I could manage on short notice to force a modder to at least touch the story scripts they modded in the past upon a new release, and hopefully persuade them to take the trouble to merge their changes while they were there. And to prevent users from accidently installing a mod that was not properly updated, as I've found users will just try to plug that damned thing in no matter what you say (and still come to my server clamoring for support when it breaks ).
Anything not touching those script files should work just fine I think.
Naughty was always a pleasant men to speak with. Even with us here. Even if some of us were rude. Or worse. I was surprised of his reaction, I never thought he had such problems with his modder, well, ex-modder...It's nice to see a pleasant conversation between two adults where both come to a good agreement, even if Naughtyroad did start out by being a bit shouty (understandable given what he says about the last mod though).
A pleasant group so you'll forgive me for a bit off topic. One thing you mentioned regarding later playing a save that was made while playing modded: I'll be frankly honest - SanchoMod would have always been plug-and-play if not for two tings that simply won't allow it due to the way RenPy is written and how it saves its associated files. Two features are the reason for the "SaveFixer":Naughty was always a pleasant men to speak with. Even with us here. Even if some of us were rude. Or worse. I was surprised of his reaction, I never thought he had such problems with his modder, well, ex-modder...
But I also know about sancho1969 work. And I used myself few of his mods. I usually prefer to play without mods because of usual staff; save/game compatibility. Of you save with mods, you have to load with mode installed... And the other way arround too. And he also had few hot-headed people to deal with over various of his game mods.
Am glad they did fast find common language. I know naughty as one hell of a developer, sancho1969 is a hell of a modder.
Honestly, yes - this is off topic - and if you think that LOML needs a WT mod and that you are interested in making one ---- wouldn't this be better discussed in private with NaughtyRoad rather than to air it all out here? Doing what you are doing makes it appear to me that you are attempting to woo players to your side of things and to place pressure on the developer to agree to your view.A pleasant group so you'll forgive me for a bit off topic. One thing you mentioned regarding later playing a save that was made while playing modded: I'll be frankly honest - SanchoMod would have always been plug-and-play if not for two tings that simply won't allow it due to the way RenPy is written and how it saves its associated files. Two features are the reason for the "SaveFixer":
If those two things didn't exist in all of the core SM's, then saves would truly be fully transparent and allowed to work either modded or unmodded without care in the world. Just a little tidbit/FYI if you were curious as to why that's a thing. Regards.
- The mouse hover info (RenPy saves PyGame data so when it's not there it freaks out on loading the "modded" save)
- The stat screens dynamic code (because I must use static functions in some cases due to the way RenPy treats lists/tuples, if fucks me by saving those static lists so when the core Python code isn't present (when the mod isn't installed) it again freaks out on loading the "modded" save)
Yeah, I get it. I never actually read your desciption. It's crazy, but I played all games you listed, few with your mod, few without any mod.A pleasant group so you'll forgive me for a bit off topic. One thing you mentioned regarding later playing a save that was made while playing modded: I'll be frankly honest - SanchoMod would have always been plug-and-play if not for two tings that simply won't allow it due to the way RenPy is written and how it saves its associated files. Two features are the reason for the "SaveFixer":
If those two things didn't exist in all of the core SM's, then saves would truly be fully transparent and allowed to work either modded or unmodded without care in the world. Just a little tidbit/FYI if you were curious as to why that's a thing. Regards.
- The mouse hover info (RenPy saves PyGame data so when it's not there it freaks out on loading the "modded" save)
- The stat screens dynamic code (because I must use static functions in some cases due to the way RenPy treats lists/tuples, if fucks me by saving those static lists so when the core Python code isn't present (when the mod isn't installed) it again freaks out on loading the "modded" save)