CREATE and FUCK your own AI GIRLFRIEND TRY FOR FREE
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Kenny567

Well-Known Member
Oct 10, 2017
1,580
843
Tip for mod authors:

Use the following code to get the folder that your mod is in: (to support mod folder renaming. Path is relative to Game.exe. e.g: For CMF it returns ModScripts/_Mods/Cheats Mod with the default mod folder name)
Code:
$test_ScriptPath = "#{File.dirname(__FILE__)}"
Replace $test_ScriptPath without whatever variable you would actually be using.

Note:
This is used in the WIP v1.0rc7 update to Cheat Menu Framework as part of the change to the soft-dependency on UMM instead a hard-dependency.​

P.S:
Make sure this is only in the initial script for the mod as it will return a different path for scripts in a subfolder. E.g: In CMF, if this was in <Cheats Mod>/scripts/Utils.rb the path returned would be ModScripts/_Mods/Cheats Mod/scripts
This is because it returns the path to the current script.​

Proof of concept:
Extract the attached zipped script to any folder that is imported via a script loader, run the game, open the F10 console and type:​
prp $test_ScriptPath
List of folders where scripts are loaded from:​
  • via the Loader script in Scripts.rvdata2:
    • Data/Scripts/
  • via FileGetter:
    • Data/Scripts/Editables/
    • Data/Scripts/Frames/
    • Data/Scripts/Frames/*/
    • ModScripts/
  • via ModLoader:
    • ModScripts/_Mods/*/
  • [If installed] via Cheat Menu Framework:
    • ModScripts/_Mods/Cheats Mod/addons/
    • ModScripts/_Mods/Cheats Mod/scripts/lib/
    • ModScripts/_Mods/Cheats Mod/othermods/
 
Last edited:

maxsciem

Member
Apr 25, 2020
126
11
Mods

by me:
(more coming soon, will be updated; I was about to publish and then got struck by the new mod api -.- patience)

  • GemPregnancy
    • v1 (REQUIRES UMM!! (very likely))
    • adds a trait, which lets you grow gem and jewels in your heroines ocrifices (idea from a skyrim mod)
    • View attachment 3605291
    • in order to keep impact on performance as low as possible, the script uses story_records to calculate how many gems have grown. This however requires to use "collect grown gems" after acquiring the trait to initialize a new counter. Every other cumin and orgasm will count towards the gem grow.
    • implemented features:
      • can acquire trait for gem pregnancy
      • can select to collect gems via BasicNeeds skill
        • slightly modified HCG-frame (compared to peeing or collecting milk)
      • gives gems depending on (recorded) cumins and orgasms (please note: not every sex event might increase the counter)
        • 5 times for the smallest gems, 20 times for common gem, 100 times for large gems
        • gems are much more worth if they are bigger. So it might be more useable to leave them in Lona's ocrifices to grow them bigger first
    • future plans (maybe):
      • decrease mood when gems are sold
      • decrease mood drastic when gems are stolen
      • more appropriate trait icon xD

currently in development (mostly mods for a more enhanced succubus playstyle):
  • Proper spellbooks - switch page of a spellbook with a short press, cast holding key pressed (more of a demo mod)
  • Busty Demons, Succubi and everlusting Might - converts a lot of the late game (or early game if you use cheats) by enhancing lilith trait and adding more traits around succubi playstyle
    • infusing bondage and chains -> getting bound makes lona stronger
    • gain STA during passive sex
    • can do active sex, abomination and succubi related skills even with negative STA (there is a limit of course)
    • loose sanity hehehehe....

---

by someone else, just repacked (for convience, because they weren't in proper mod-format, ...):

GtcModSet (refitted for v0.9.0.5 and loadable as mod)
original author: ??, using v17-01-2024 here
normalEQ ->
whoreDress ->
(What's the difference? Well, in v.0.9.0.5 one needs to define which kind of equipment it is. Use the "normalEQ" version if you don't care or don't know what to use)

WhiteSemenMod (loadable as mod, works for me with v0.9.0.5 and most versions before, should work now without UMM, thanks to Kenny567)
original author: by 417, preview pic by me
interesting mod
 

McBrerbo

Newbie
Jul 9, 2018
85
92
Not sure if anyone can help with this, kind of losing my mind over this because it's making absolutely no sense.

For reference, I own the game and have access to all the versions on itch. About 4 days ago, I set up a lightly modded 0.9.0.11 (had a new slave outfit which I've never even seen in any of the patch notes on discord) version of the game. I had the cheats mod and ultra mod manager. I could launch the game fine and experienced no bugs. There was an update recently to .12, so I backed up my game folder to a zip file, updated to 0.9.0.12, and gave the mods a try (I usually just check and see if they still work, and look for updates if there aren't any, or roll back if it doesn't work at all). I've done this more than a handful of times over the last year or two and have never had issues, and have always been able to figure it out, until now.


So here's the problem.
I was getting a crashing bug on launch in game version 0.9.0.12, so I reverted back to .11. After trying to launch the game, I got an error after hitting accept in the ultra mod manager screen on game launch. The error went away without the mods. I reverted the game to .10, got the same error, then I did .09, same error. At this point, I decided to try every single version of the game starting at and after B.0.9.0.0, and the game will not launch with Ultra mod manager by itself on any version (removed cheats mod completely from the mods folder just to be on the safe side). Some versions have different errors, though the early versions seem to have some sort of problem with a fishkind martial artist skill being duplicated so not sure if related.

I even extracted my backup zip and got errors.

I don't know how else to explain this, it's like I've been playing this game for years, never had this issue, game worked fine the other day, but now all of a sudden, the game refuses to load on ANY version if ultra mod manager is present. I don't get it? It's like my computer just banned me from executing that mod, it makes no sense. I am using the latest version of ultra. Is there some sort of cache somewhere, or registry information that got corrupted or something?
Freshly installed 0.9.0.10 from itch.io

Freshly installed 0.9.0.5 from F95

TLDR: Ultra Mod Manager, by itself on a fresh install of the game, causes errors like above if I try to use it on any version of the game, when it didn't before, even if I use the game version that just worked for me a week ago.


I tried 1.2.1 and 1.2.0, and 1.1.0 of ultra mod manager.

Tested versions, as listed on itch.io:
B0.9.0.0
B0.9.0.1
B0.9.0.2
B0.9.0.3
B0.9.0.4
B0.9.0.4.1
B0.9.0.4.2
B0.9.0.5
B0.9.0.6
B0.9.0.6 (another.6 released on the same day according to the itch downloader)
B0.9.0.7
B0.9.0.8
B0.9.0.9
B0.9.0.10
B0.9.0.11
B0.9.0.12
B0.9.0.12 (another .12 released on the same day according to the itch downloader)'



Edit: Just tested on laptop on several versions as well. 0.9.0.0, 0.9.0.5-0.9.012. Same exact error. I have NO idea how I got this working a week ago.
 
Last edited:
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Apr 26, 2020
88
169
Not sure if anyone can help with this, kind of losing my mind over this because it's making absolutely no sense.
Been having the same problem lately. At first I thought it was a MTL Tool problem. Any time I try to enter certain areas I get a ChangeMap error. No clue what's causing the issue, so I hope someone can find out. That or we wait until Eccma will look into it.
 

McBrerbo

Newbie
Jul 9, 2018
85
92
Been having the same problem lately. At first I thought it was a MTL Tool problem. Any time I try to enter certain areas I get a ChangeMap error. No clue what's causing the issue, so I hope someone can find out. That or we wait until Eccma will look into it.
It's just the weirdest thing since I had this working on 0.9.0.11 less than a week ago. I updated to that version with itch, and went and grabbed the newest cheatmod and redownloaded ultra mod manager that night, worked fine. Now several days later, ever since attempting with 0.9.0.12, it seems ALL versions of the game are now incompatible with the mod manager mod. I can't imagine what sort of fuckery is happening here to cause this, or I'm somehow missing something obvious. I just tried on a completely separate computer, and it still won't work though. No idea how I set this up while baked out of my mind a week ago.
 

Kenny567

Well-Known Member
Oct 10, 2017
1,580
843
this happened when I used a save from version 0.8.6.3
If you start a new game, then there is no bug
See changelog entries:
  1. LonaRPG.Beta.0.8.7.0
  2. LonaRPG.Beta.0.9.0.0
  3. LonaRPG.Beta.0.9.0.5
They each have important information that needs to be done before updating to/past that version.
Otherwise just start a new game.
 
Last edited:

Kenny567

Well-Known Member
Oct 10, 2017
1,580
843
Not sure if anyone can help with this, kind of losing my mind over this because it's making absolutely no sense.

For reference, I own the game and have access to all the versions on itch. About 4 days ago, I set up a lightly modded 0.9.0.11 (had a new slave outfit which I've never even seen in any of the patch notes on discord) version of the game. I had the cheats mod and ultra mod manager. I could launch the game fine and experienced no bugs. There was an update recently to .12, so I backed up my game folder to a zip file, updated to 0.9.0.12, and gave the mods a try (I usually just check and see if they still work, and look for updates if there aren't any, or roll back if it doesn't work at all). I've done this more than a handful of times over the last year or two and have never had issues, and have always been able to figure it out, until now.


So here's the problem.
I was getting a crashing bug on launch in game version 0.9.0.12, so I reverted back to .11. After trying to launch the game, I got an error after hitting accept in the ultra mod manager screen on game launch. The error went away without the mods. I reverted the game to .10, got the same error, then I did .09, same error. At this point, I decided to try every single version of the game starting at and after B.0.9.0.0, and the game will not launch with Ultra mod manager by itself on any version (removed cheats mod completely from the mods folder just to be on the safe side). Some versions have different errors, though the early versions seem to have some sort of problem with a fishkind martial artist skill being duplicated so not sure if related.

I even extracted my backup zip and got errors.

I don't know how else to explain this, it's like I've been playing this game for years, never had this issue, game worked fine the other day, but now all of a sudden, the game refuses to load on ANY version if ultra mod manager is present. I don't get it? It's like my computer just banned me from executing that mod, it makes no sense. I am using the latest version of ultra. Is there some sort of cache somewhere, or registry information that got corrupted or something?
View attachment 3608803

View attachment 3608912

TLDR: Ultra Mod Manager, by itself on a fresh install of the game, causes errors like above if I try to use it on any version of the game, when it didn't before, even if I use the game version that just worked for me a week ago.


I tried 1.2.1 and 1.2.0, and 1.1.0 of ultra mod manager.

Tested versions, as listed on itch.io:
B0.9.0.0
B0.9.0.1
B0.9.0.2
B0.9.0.3
B0.9.0.4
B0.9.0.4.1
B0.9.0.4.2
B0.9.0.5
B0.9.0.6
B0.9.0.6 (another.6 released on the same day according to the itch downloader)
B0.9.0.7
B0.9.0.8
B0.9.0.9
B0.9.0.10
B0.9.0.11
B0.9.0.12
B0.9.0.12 (another .12 released on the same day according to the itch downloader)'



Edit: Just tested on laptop on several versions as well. 0.9.0.0, 0.9.0.5-0.9.012. Same exact error. I have NO idea how I got this working a week ago.
104_umm.rb should be in Data/Scripts/, not ModScripts/. It needs to load early so that any mods that have preload scripts can do things early.

The info.txt within UMM specifically says to put it in Data/Scripts/
<UltraModManager>/info.txt said:
Put UltraModManager dir to ModScript/_Mods folder and copy UltraModManager/root/104_umm.rb to Data/Scripts/104_umm.rb
 
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McBrerbo

Newbie
Jul 9, 2018
85
92
104_umm.rb should be in Data/Scripts/, not ModScripts/. It needs to load early so that any mods that have preload scripts can do things early.

The info.txt within UMM specifically says to put it in Data/Scripts/
So that's what I did differently before. I think I put it there ages ago and just kept updating through itch so forgot completely. Thanks.
 

Kenny567

Well-Known Member
Oct 10, 2017
1,580
843
Been having the same problem lately. At first I thought it was a MTL Tool problem. Any time I try to enter certain areas I get a ChangeMap error. No clue what's causing the issue, so I hope someone can find out. That or we wait until Eccma will look into it.
Related to details in the changelog. Should always check it before updating.
 
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Kenny567

Well-Known Member
Oct 10, 2017
1,580
843
So that's what I did differently before. I think I put it there ages ago and just kept updating through itch so forgot completely. Thanks.
Didn't see it on my first look at the message box's. Had to go back for a more thorough look.
 

Roy-095

New Member
Sep 9, 2018
10
1
Anyone got any idea why this is happening? Version 9.0.12. On Joiplay

Edit: nevermind, just need to update Rpgmaker Plugin. Stupid me.
 

Kenny567

Well-Known Member
Oct 10, 2017
1,580
843
i can play only 640x480 why ?
You need to provide more information.

All I can gather from that is that maybe you have the VX Ace fullscreen active, which this game does NOT use (it uses Fullscreen++)
The solution for which should be:

Close the game and use the registry file included with the game to reset the VX Ace settings.​
 
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