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tooldev

Active Member
Feb 9, 2018
719
651
Notepad++ is no excuse either - especially as it seems to count compound words to different (separate) ones. :)
You made me learn a new word: this was not supposed to end in a 'quibble', but was more a funny observation :)
 
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Clemency

Active Member
Jan 21, 2024
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oldworkshop=true doesn't change anything, it's still showing max allotment 7
Really? SugarCube.State.active.variables.oldworkshop = true works for me. Well, the tooltip still says Workers 10/7 but I can unassign one and put him back in, meaning it accepts 10 workers.
 
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Ennoch

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Respected User
Oct 10, 2017
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Finally did this whole Rebellion thing and installed a negative willpower no administration skill whatsoever Aria. Meh. Seems to me it doesn't change much if at all. Control immediately fell apart but i don't know if it was because of this or that's a normal thing as it sounds reasonably after a collapse of government.

She failed her "historical moment" speech and since then had a -5 control event and a faield to acquire state funds one but the same time two successful even occurred as well which were both combat oriented.

It was funny to see the republic in minus funds because some project costed 2 million and the republic had only 1.

As of now i don't see how having a beefed up Aria makes any kind of difference. The negatives are minor nuisances really as far as i can tell. Maybe later in development an incompetent Aria will have more severe consequences. Currently i feel like raising her intellect and administration skill is a waste of effort.

Buuut i suppose breaking her willpower and remaining loyal to Kymanto+II.Republic similarly so. I don't see currently how we prosper from selling her broken since putting her on the throne comes with benefits. Might as well make it worthwhile.

I definitely think so that this is a major crossroad since the plot obviously distinctively differs if we put her on the throne or we remain with the II. Republic.

Bit a concern is to found out what the Chancellor wielded. I feel like the storyline is building up to something grim since the clutches of this cult reached too high and too deep. It think whatever wanted to come through the Gate.. succeeded to a degree and Raana is facing some sort of an apocalypse.
 

zaqwsxcde1

Member
Mar 17, 2019
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Also found one of his goons is virgin. Its ingame 123 days and this is the first time seeing a virgin male npc. This man is resisting temptation for so long in a lawless wasteland... much respect(y). Untitled.png
I also found one of the monks with materialistic trait:ROFLMAO:. This game never failed to amaze.
 
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Plasmaballz

New Member
Feb 16, 2023
1
1
The game is excellent.

If i may still give some feedback about a few inconveniences :
- Delaying "no-cap" skill increase : currently, if you read books or get lessons for +10 points then progress by other means a skill with a 100 point skillcap, you will get the skill to 100. If you do it in the reverse order, you get the skill to 110. It would be more fun and more sensible if you could not be punished for reading books early or getting others "no cap skill increase" before mastering a skill. Please consider making the increases that can overflow the skillcap a separate bonus value that does not count toward the learning checks but get applied when using the skill ?
- Household character random traits : The randomness of new household characters traits and values you get when you acquire them make a big difference and can feel a bit unfair. I end up reloading quite a few times, because it's a lot of grind to to shape the character to something reasonable, and a few traits are only decided when you aquire them and can't be changed.
- Bounty randomness : the randomness of bounties is not amazing. Currenty you can request 1 new bounty every day, most of the time too easy or too hard to be interesting without save-reload. Idealy, you could get pools of bounty of different difficulty class. Imagine : you have 4 bounties avaiable of the medium difficulty. If you do them, you have to wait a few days for the number of avaiable bounty to recharge as new criminals are identified every so often. Or you can choose an other difficulty. Or you can ignore them, the number of available bounties of this difficulty will increase up to a cap, so you don't miss the opportunity if you skip a couple of days for bad weather or something.
 
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Mitlandir

New Member
Jan 22, 2018
3
0
What's the best way to make money off of prostitution? There doesn't seem to be much difference between having your whores assigned to tavern/simple gold walking. Never really used ring though.
 

tooldev

Active Member
Feb 9, 2018
719
651
What's the best way to make money off of prostitution? There doesn't seem to be much difference between having your whores assigned to tavern/simple gold walking. Never really used ring though.
This is from observation only, so there might be cheaty ways besides this:
Goldwalking makes mostly sense for chars that are not willing to be escorts yet. Due to city wide corruption influencing taverns , it is more profitable not to assign goldwalkers to a tavern, since you have to pay bribes until citywide corruption is high enough.
As of ring:
Using chars being ok with escort service can really boost your income, as each char can easily bank above 250 in those circumstances.
 

Zarkhy

Active Member
Nov 4, 2018
988
634
What's the best way to make money off of prostitution? There doesn't seem to be much difference between having your whores assigned to tavern/simple gold walking. Never really used ring though.
You can assign a prostitute to both goldwalking and the ring, double the prostitution payouts.

Although the Ring IMO is not worth it until you already have a large stable of girls that can earn more than it costs to drop the various risks to 0.

Also, if you double up, you've got to be aware of sexual wear more, make sure you don't run out of ointment and that you have enough nurses assigned.
 

bolondro2

Active Member
Oct 12, 2018
592
641
Also, if you double up, you've got to be aware of sexual wear more, make sure you don't run out of ointment and that you have enough nurses assigned.
At the price of the ointment, you can easily ending lose money if you don´t manage prostitution right.

I never use it. If one of the girls it´s sore, I assign her to maid duties.
 
Apr 4, 2023
34
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Is this npc dolcaar the leader of one of mines unique story npc? because View attachment 4242680 its not mentioned in wiki. View attachment 4242680
It really depends on how you define "unique story."

Hello, I have been modding things over on the discord server. Haven't checked in here for a while.

MoR has four different types of NPC: Story-integrated, Explicitly defined, Expanded Random, and Throwaway

Characters like Lovisa are Story-integrated. Parts of the gameplay revolve around them and they are heavily referenced in significant parts of the code. Mercenary hireables ridge the gray line between Story-integrated and Explicitly Defined because they might not have special dialog or interaction points beyond hiring them, but they're always available in the standard gametype once their conditions have been met (unless you send them off to a destination of no return, rather than releasing them back into the wild).

Characters like Kate are Explicitly Defined. You don't get tips for how to get them unless they have a wiki entry or you look through the game code. If you miss your one chance to get them, you miss them permanently (unless you edit your save file or active state variables). Explicitly Defined characters might only have a few aspects of the character uniquely set (such as name and a special trait), or they might also have special dialog in the game if they are present in your household. Some boss fights have this kind of character available for capture. Dolcaar is one of them.

Characters like ??? ??? that you capture in generic battles (not boss fights) or buy from non-quest slave market auctions are Expanded Random. They have art sets and personal details that are picked out of a pool of possible options. You can't release them into the wild and get them back later.

Throwaway NPCs are the remaining NPCs that aren't intended to be kept in your household. Some of them are Explicitly Defined (like the prowler) adn some are randoms that rolled a result outside of the list of available image sets and personal details. As the dev works on the game, more throwaways get turned into Expanded Randoms (via their rolls being linked to art sets and descriptive text, or via the game code being changed so that they can feasibly stick around longer in your household).

You can create a custom NPC for your game by modifying the game code for an avatar number that is linked to an NPC that you have in your household. Don't modify the number! Modify the related code. For example, you can turn Lovisa into a custom NPC by looking up all occurences of her avatar ID in the code and changing the related dialog, name definitions, stats, etc. You can do the same with any mercenary you have, any Explicitly Defined you have, or any Expanded Random you have. You just look up the avatar ID number assigned to the NPC in your save file, then find all associated instances in the game's code and change whatever related details you want to.
 
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Apr 4, 2023
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Is there any recent change that my workshops showing 10 npc assigned out of 7 slots. What gives?
Edit: ok , apparently recent update changed the mechanism. My question is will workshop with 7 (new)and 10 (old)slaves generate same processing points?
I would ask why you care. If it's important to you because of money or skills, changing the cap via changing the game code is trivial and can give you more than just 10 slots.
 
Apr 4, 2023
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So an update...

So far I have been able to do multiple interactions with the characters. Ansel Motte's Tutorial Quests works using my method and depending how much you are willing to tweak Dialogue you can change not only the name but most of the pronouns for the interactions with the characters. This is because of how the game using names and girlids to trigger dialogue and organize the code. I used the Find and Replace method changing the name but I also read and edited the dialogue when there was dialogue associated with the characters. Ansel Motte and Bud are two characters with a lot of dialogue i changed Ansel to Angel and Bud to Bree changed Budmeister to Breemeister. Depending on your willingness to tweak out pronouns and cock references to pussy instead. You can make the narration and Dialogue into female gender as well. There is no easy tweak here you have to be willing to actually make the effort.

So far i have been able to recruit most of the map characters and I haven't run into any issue when I change their names completely. It has work so far but this is a big game so I haven't been able to test every Male quest.

The default of the game is all girlid's 299 or less are female unless Sex Apply designated them male which is why removing them (See below) from the code changes them to female. Most male NPCs that are captured in combat even special ones have a girlid of 300 or more. I use the official alternative picture pack for the girls. I then use the vanilla version for the males turned female. This way the two characters look similar but different enough.

I will provide people with the key Text change to /* Sex Apply */

1) Find Sex Apply in the html file. It should look like this...
Code:
<<if _npc.girlid lte 299>>
<<set _npc.sex to 0>>
<<else>>
<<set _npc.sex to 1>>
<</if>>

<<if _npc.girlid gte 23 and _npc.girlid lte 27>><<set _npc.sex to 1>><</if>>

<<if _npc.girlid is 19 or _npc.girlid is 21 or _npc.girlid is 29 or _npc.girlid is 30 or _npc.girlid is 31 or _npc.girlid is 33 or _npc.girlid is 34 or _npc.girlid is 37 or _npc.girlid is 38>><<set _npc.sex to 1>><</if>>

<<if _npc.girlid is 34>><<set _npc.body to 7>><</if>>

<<if _npc.girlid is 18 or _npc.girlid is 19>><<set _npc.mother to "Huskah">><</if>>


/* Aria gets her original paragon status set */
Replace it with this
Code:
<<if _npc.girlid lte 299>>
<<set _npc.sex to 0>>
<<else>>
<<set _npc.sex to 1>>
<</if>>

<<if _npc.girlid is 19 or _npc.girlid is 37>><<set _npc.sex to 1>><</if>>

<<if _npc.girlid is 34>><<set _npc.body to 7>><</if>>

<<if _npc.girlid is 18 or _npc.girlid is 19>><<set _npc.mother to "Huskah">><</if>>


/* Aria gets her original paragon status set */
So this will make all the main male characters female. It will not change the random characters you can capture and the special NPC you can capture either. But the mercenaries you can hire are changed to female.

2) You will need to add in new pics but given that each character has a unique girlid and picture folder associated with that folder. You can put any girl's pictures into the male's folder. You will get unique pictures from events that show the male version but their sex scenes will be female and with female pics of the girl you chose to overwrite the males pics with. Do not remove the unique pictures as it can cause issue if the game can't access them.

I left your son and the WIXX boy male. This is because they wont be in any sex scenes and I am unsure if it will break anything if the game tried to create a son and you've made that ID a girl. I don't know exactly how the game handles pregnancy so didn't want to mess with that.

Again this is tested somewhat without issues but given how large the game is I think it works okay based on my tweaks.

If you use replace all with the names and don't manually go to each instance and read the narrative or dialogue you WILL get the game referring to the previous male characters as male because that all has to be manually changed. Some minor characters have the same name as a recruitable NPC so you need to be careful not to change their names as well.

The default of the game is all girlid's 299 or less are female unless Sex Apply designated them male which is why removing them from the code changes them to female. Most male NPCs that are captured in combat even special ones have a girlid of 300 or more. I use the official alternative picture pack for the girls so I use the vanilla version for he males. This way the two characters look similar but different enough.

I hope this these two posts explain how and it is clear what needs to be done. If there are questions please ask.
I'm only mentioning this because I just got done making a reply to someone to explain how to make a custom character, but I want to make sure everyone who reads your post knows that this won't enable the same kinds of interactions that inherently female NPCs have (e.g. sex options). It will only affect display text and whatever art set changes you explicitly define.

In other words, no sex events,no extra sexy dialog, no pregnancy, etc for originally-defined male NPCs that you do a simple "find and replace" method to give female names and art assets to. They won't act like Lovisa does in the game. They'll act like a male character whose code is broken so that they get activated for some things they aren't supposed to - which is what you're doing.

Edit: Also be aware that you'll have to re-do every code change you're doing now when you want to update to a new version of the game. That's the only way to modify Story-Integrated characters.

Simply put, if someone wants to eliminate male NPCs entirely from the game, digging deep into the code is the only way to do so, and it'll have to be repeated at every version change.


[Edit: I stand corrected. I didn't take the time to parse all of the game code to check the effects of what Crimson Fire posted, and I only skimmed the general idea. Crim Fire is correct that changing the NPC range in that code section will set those specifics NPCs to the default female behavior, and if you go through and replace their dialog text, images, etc, then they will operate as fully "normal" female NPCs. Great work on Crimson Fire's part. I apologize for being lazy and making assumptions based on other people doing lazy work.]

If someone just wants to have a female-only household and doesn't care about not having the game's defined mercenaries in the household, the player can just edit their save file's specific code for an Expanded Random NPC or an existing female Explicitly Defined NPC - that won't require redoing everything at version change points unless specific custom dialog is wanted. for that NPC. If specific custom dialog is wanted for an ER NPC or an ED NPC, a few lines of code can be written for that, and then that code just needs to be added to new game versions, rather than changing the updated code for every game version.
 
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Apr 4, 2023
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anyone know the cheat code to raise each religious faction to become ours through manipulating the number of donated? i dont want to convert to any of the choice religion out of principle and irl bad experience but i want to take over their faction.
You can't simply edit your standing values and expect the game to play nicely. checks against expected values for standing exist for several reasons. You'd have to wipe out all of those checks in the original game code and replace them with alternatives. The same goes for destroying the other factions by reducing their armed forces and finances artificially.
 
Apr 4, 2023
34
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What's the best way to make money off of prostitution? There doesn't seem to be much difference between having your whores assigned to tavern/simple gold walking. Never really used ring though.
This may be an unpopular opinion, but my personal stance is "If I'm spending time trying to count what option x or y gives me the most financial benefit in-game, I'll just edit my current cash total or edit the game code to make it so that the thing I want to do provides double/triple/quadruple profit in the game code).
 
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