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Benizuki

New Member
Dec 7, 2022
5
0
The big boobs mod just dont work, i'm try to replace the json file location, download ultramodmanager and choose 2.4 ver... It just dont work, any explains please? (i'm currently playing in the 0.8.8.3 version)
 

Ricordi

Member
Jun 3, 2021
133
326
The big boobs mod just dont work, i'm try to replace the json file location, download ultramodmanager and choose 2.4 ver... It just dont work, any explains please? (i'm currently playing in the 0.8.8.3 version)
If you are using the R2.4 version of the mod, all you have to do is go to the UltraModManager/root/ folder and copy and paste 104_umm.rb into the Data/Scripts of the game folder. This is the method of installing UMM at the moment.

However, if you want to use the R2.5 version, it works properly starting with game version 0.8.9.x
 

Kenny567

Well-Known Member
Oct 10, 2017
1,583
843
`PaletteChanger` function is still unstable, but changes to the skin color of races and the sea witch are already working. Potential bugs are expected.

!!! Other mods that change clothing colors, skin, etc., now require additional patches for compatibility.
Use 100_DESU_Clothes_BOOBA.json as an example in the Lona_Booba_Graphics\PaletteChanger\unactive_jsons\DESU folder. The mod considers as active only those Json files that are in Lona_Booba_Graphics\PaletteChanger folder.
(I currently do not know how to solve this problem in another way). :confused: –––> Suggestions are welcome.
Regarding the active jsons: You can add conditions to them that check if a required stat is at a certain value. Should be able to have those conditions check if the Big Booba state has been added to Lona or not and only be active IF the state has been added. Once those conditions are working correctly the json can be active all the time as it will only apply if Lona has the Big Booba state. (Check the transformations json in the game files for examples) The DESU example would also need to check if the DESU Mode mod is active too though (and any others that depend on other mods would also need to check for their respective dependency)
 
Oct 6, 2023
137
212
Do I need to have a decent computer to play this game? I am currently using Wine to play it on my 8GM RAM MacBook Air; it runs very slowly right now. Any way to improve the performance?
 

Print1727

Member
Apr 20, 2020
130
101
Do I need to have a decent computer to play this game? I am currently using Wine to play it on my 8GM RAM MacBook Air; it runs very slowly right now. Any way to improve the performance?
The game is not very well optimized but it should run fine on modern computers (assuming it is not using the M chips).
 

Ricordi

Member
Jun 3, 2021
133
326
Regarding the active jsons: You can add conditions to them that check if a required stat is at a certain value. Should be able to have those conditions check if the Big Booba state has been added to Lona or not and only be active IF the state has been added. Once those conditions are working correctly the json can be active all the time as it will only apply if Lona has the Big Booba state. (Check the transformations json in the game files for examples) The DESU example would also need to check if the DESU Mode mod is active too though (and any others that depend on other mods would also need to check for their respective dependency)
If you mean $game_player.actor.stat['Mod_ExpandedBooba'] == 1 as a condition checker in .json palettes, then it seems not to work as intended, or I misunderstood. Therefore, I used the following semi-measure script for automatic updating of .json palettes (even though it's a workaround):

Code:
class Game_Actor < Game_Battler
  alias_method :add_state_expanded_booba, :add_state
  alias_method :remove_state_expanded_booba, :remove_state

  def add_state(state_id)
    add_state_expanded_booba(state_id)
    check_and_apply_booba_graphics_changes(state_id)
  end

  def remove_state(state_id)
    remove_state_expanded_booba(state_id)
    check_and_apply_booba_graphics_changes(state_id)
  end

  def check_and_apply_booba_graphics_changes(state_id)
    return unless state_id == $data_StateName["Mod_ExpandedBooba"].id

    if states.include?($data_StateName["Mod_ExpandedBooba"])
      load_booba_graphics_changes("ModScripts/_Mods/Lona_Booba_Graphics/PaletteChanger/")
    else
      load_booba_graphics_changes("ModScripts/PaletteChanger/")
    end
  end

  private

  def load_booba_graphics_changes(folder)
    Dir.glob("#{folder}*.json").each do |file|
      BitmapChanger.load_setting_file(file)
    end
  end
end
However, seems like it does not account for the presence of other mods changing the palette of clothes, body, etc. Here, I am not sure how to implement this correctly. If you mean something else, i would be grateful if you provide a more specific example of how the implementation should look.
 

Kenny567

Well-Known Member
Oct 10, 2017
1,583
843
If you mean $game_player.actor.stat['Mod_ExpandedBooba'] == 1 as a condition checker in .json palettes, then it seems not to work as intended, or I misunderstood. Therefore, I used the following semi-measure script for automatic updating of .json palettes (even though it's a workaround):
Maybe try the following instead:
Code:
$game_player.actor.states.include?($data_StateName["Mod_ExpandedBooba"])
That should be how to check for the state in the condition checker.
 

Ricordi

Member
Jun 3, 2021
133
326
Seems like there is no effect.

Apparently the json palette with the stat checker on is unable to see the path to modified files like:
Code:
"Graphics/Portrait/Lona/../../../ModScripts/_Mods/Lona_Booba_Graphics/Graphics/Portrait/Lona/pose1_subpose1_body.png"
or
Code:
"../../../ModScripts/_Mods/Lona_Booba_Graphics/Graphics/Portrait/Lona/pose1_subpose1_body.png"
or
Code:
"ModScripts/_Mods/Lona_Booba_Graphics/Graphics/Portrait/Lona/pose1_subpose1_body.png"
etc.

However, for example, the head is repainted successfully, because the path to the files is original.

So I guess I'll just stick to the previous method of loading the palette through script until I find, or someone else finds, another one.
 
Last edited:

Kenny567

Well-Known Member
Oct 10, 2017
1,583
843
Seems like there is no effect.

Apparently the json palette with the stat checker on is unable to see the path to modified files like:
Code:
"Graphics/Portrait/Lona/../../../ModScripts/_Mods/Lona_Booba_Graphics/Graphics/Portrait/Lona/pose1_subpose1_body.png"
or
Code:
"../../../ModScripts/_Mods/Lona_Booba_Graphics/Graphics/Portrait/Lona/pose1_subpose1_body.png"
or
Code:
"ModScripts/_Mods/Lona_Booba_Graphics/Graphics/Portrait/Lona/pose1_subpose1_body.png"
etc.

However, for example, the head is repainted successfully, because the path to the files is original.

So I guess I'll just stick to the previous method of loading the palette through script until I find, or someone else finds, another one.
I didn't take that close of a look, but what about like if the mod was still an inplace replacer?
Code:
"Graphics/Portrait/Lona/pose1_subpose1_body.png"
Theoretically that's how PaletteChanger should still see the files.

But of course, as that is just a theory, if that doesn't work just stick with what is working for now.
 
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gg59440

New Member
May 29, 2017
2
0
Bonjour je n'arrive pas a régler se problème, les mods ne sont pas en cause, j'ai refait un dossier propres mais je ne sais pas quoi faire.
Help
 

Kenny567

Well-Known Member
Oct 10, 2017
1,583
843
Hello, I can't resolve this problem, the mods are not the cause, I redid a clean folder but I don't know what to do.

Help
That's usually an issue with the scaling that Windows uses for large screens. If it isn't set correctly or isn't at 100% this happens.

Alternatively, set the ingame resolution to the lowest, get Magpie and use that to make it fullscreen.
Though it will be pixelated a bit, that can be fixed using Magpie's filter system. Find what filter's work best for you, while making sure that the filters used don't cause things to lag uncomfortably.
 
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