CREATE YOUR AI CUM SLUT ON CANDY.AI TRY FOR FREE
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Apr 4, 2023
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If someone wants me to implement something specific and show how it's done for the newest patch (the one that's supporter-only right now), just pass me your HTML file. If it's something as simple as increasing the cash you get from an activity or investment or whatever, I can even provide a script that will do it for you without you having to open the html file. I'm currently working on mods for two updates ago, so I'm not sure how the code is different now.

Edit: If you're going to ask me to do something like make it possible to activate sexual situations with characters the game currently doesn't allow you to, realize that you're asking for something a bit larger than "Double the income I get from Nika's shop." Two people in this thread have previously claimed to solve blocked events and visuals and dialog, but small modifications that result in checks being skipped isn't the same thing as actually redesigning your game to treat all NPCs equally for every part of the game. If there's enough demand for it, I might actually create a gameversion-altering script that sets all NPCs to be treated equally based on the most recent code. But also be aware that Grim might not like that and might change things in the code so that said script wouldn't work on future versions.

tl;dr If you want major changes, especially about sex things, you're better off learning to edit the game yourself
 
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tooldev

Active Member
Feb 9, 2018
719
652
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.
I am taking issue with some wording you have here, since that would be in complete opposition to how the game is structured.

You say 'Throwaway NPCs are the remaining NPCs that aren't intended to be kept in your household'. Without digging through code or by memorizing the wiki entries the player has no effective way of knowing what is what. If those are not meant to be part of the household, why let them join in the first place? If the game's idea is to only fill the household with chars that are non-throwaways, why not simply disable the ability to add them to the household in the first place?

People have had many issues understanding who is what (just go back the thread and count those posts), the wiki never states anything about that being a main idea of the game, because that would mean there is a certain way a player is supposed to play the game to be successful. A player that hasnt been playing for a longer time can not see the difference in terms of stat limits vs better stats for integrated ones either. So either this really needs fixing asap or at least some proper stating in the wiki.
 
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Ennoch

Conversation Conqueror
Donor
Respected User
Oct 10, 2017
7,534
21,203
If someone wants me to implement something specific and show how it's done for the newest patch (the one that's supporter-only right now), just pass me your HTML file. If it's something as simple as increasing the cash you get from an activity or investment or whatever, I can even provide a script that will do it for you without you having to open the html file. I'm currently working on mods for two updates ago, so I'm not sure how the code is different now.

Edit: If you're going to ask me to do something like make it possible to activate sexual situations with characters the game currently doesn't allow you to, realize that you're asking for something a bit larger than "Double the income I get from Nika's shop." Two people in this thread have previously claimed to solve blocked events and visuals and dialog, but small modifications that result in checks being skipped isn't the same thing as actually redesigning your game to treat all NPCs equally for every part of the game. If there's enough demand for it, I might actually create a gameversion-altering script that sets all NPCs to be treated equally based on the most recent code. But also be aware that Grim might not like that and might change things in the code so that said script wouldn't work on future versions.

tl;dr If you want major changes, especially about sex things, you're better off learning to edit the game yourself
If you could tell me how to change prostitution income that would be nice.
I could only find a single line that sets the baseline income for blowjob to $50 which is of course totally different than what the wiki says in either types of whoring but regardless of that, full service and escorting suppose to have a flat base line. I just couldn't find those.
 

Clemency

Active Member
Jan 21, 2024
839
1,017
All these effort to sex-change male NPCs. Just do not hire them.

Go use Porrvald's automod's built-in cheats, or look up the milambus code for NPC cheats, or open up saveeditonline, take your favorite females, give them traitcrack = 100, traitbrawl = 100, traitammo = 100, traitstealth = 100. There you go. Your favorites now have crackshot, ammo pack, brawler, and shadowborn traits. They're all now Aydens that can change weapons. And it carries over every version change because the data is in your save file. Just make sure they have an allowance of $200/day to keep Ammo Pack active.
 
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Ennoch

Conversation Conqueror
Donor
Respected User
Oct 10, 2017
7,534
21,203
All these effort to sex-change male NPCs. Just do not hire them.

Go use Porrvald's automod's built-in cheats, or look up the milambus code for NPC cheats, or open up saveeditonline, take your favorite females, give them traitcrack = 100, traitbrawl = 100, traitammo = 100, traitstealth = 100. There you go. Your favorites now have crackshot, ammo pack, brawler, and shadowborn traits. They're all now Aydens that can change weapons. And it carries over every version change because the data is in your save file. Just make sure they have an allowance of $200/day to keep Ammo Pack active.
Why the sex change effort by the way? I never caught the reason explained behind it.
 

tooldev

Active Member
Feb 9, 2018
719
652
Why the sex change effort by the way? I never caught the reason explained behind it.
If i recall right, the reasoning was that females have a wider spectrum of activities and influence possibilities compared to males. By 'technically' making them females, males would get the same 'treatment' as one can apply to females.
 

M1keXL

New Member
May 30, 2020
11
12
Hey guys.

I noticed that there are no sex sounds in the game. There are sounds of bathing, spanking, whipping, piercing, butt plugging/unplugging but no sounds of sucking, fucking or orgasming.

Is this a bug or is it supposed to be like this? Or is this a WIP?
 

Zorg119

New Member
Mar 21, 2022
8
4
Is there any benefit using prowlers as followers for melee versus expensive mercenaries/NPC. Is bare-hand + high STR better than weapon with less STR?. I didn't find damage formula. (If it is good, I may just train all householders for will to negate debuff)
 

Clemency

Active Member
Jan 21, 2024
839
1,017
Is there any benefit using prowlers as followers for melee versus expensive mercenaries/NPC. Is bare-hand + high STR better than weapon with less STR?. I didn't find damage formula. (If it is good, I may just train all householders for will to negate debuff)
What's their STR? Because if it's not... 600 or something do not bother. The ability to use a weapon will get your farther in the long run.
 
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Zorg119

New Member
Mar 21, 2022
8
4
I am taking issue with some wording you have here, since that would be in complete opposition to how the game is structured.

You say 'Throwaway NPCs are the remaining NPCs that aren't intended to be kept in your household'. Without digging through code or by memorizing the wiki entries the player has no effective way of knowing what is what. If those are not meant to be part of the household, why let them join in the first place? If the game's idea is to only fill the household with chars that are non-throwaways, why not simply disable the ability to add them to the household in the first place?

People have had many issues understanding who is what (just go back the thread and count those posts), the wiki never states anything about that being a main idea of the game, because that would mean there is a certain way a player is supposed to play the game to be successful. A player that hasnt been playing for a longer time can not see the difference in terms of stat limits vs better stats for integrated ones either. So either this really needs fixing asap or at least some proper stating in the wiki.
This is +100.
I sold 2 (only confirmed) unique NPC (and realize that after many in-game days and no save files) because there is no visual indication. i know some, usually japanese, games used this mechanic (enemy capture), but adding a hint would be helpful
 

khumak

Engaged Member
Oct 2, 2017
3,843
3,891
Why the sex change effort by the way? I never caught the reason explained behind it.
Yeah I don't see the point in that either. If I want an all girl household I'll just dismiss all the guys. It's not like there's a shortage of females in MoR. Plus tweaking the code to make the guys girls does not create female renders for them. So I don't want a female Ayden. Clea already exists and has renders. Ayden can either be dismissed or be an expensive workshop worker... I guess I could see tweaking the gender slider for kids so you can have 100% daughters instead of 75% if you really want to pimp out your daughters when they get old enough but that's not really my thing.
 

beefenstein

Member
Jan 29, 2019
141
76
This is +100.
I sold 2 (only confirmed) unique NPC (and realize that after many in-game days and no save files) because there is no visual indication. i know some, usually japanese, games used this mechanic (enemy capture), but adding a hint would be helpful
Speaking of which... Anyone know how to reset the Juno Rowena and Kelly McTierney encounters? I sold them both before I knew how the NPC system works. Also, Nicole Boulay, apparently.
 

Clemency

Active Member
Jan 21, 2024
839
1,017
Speaking of which... Anyone know how to reset the Juno Rowena and Kelly McTierney encounters? I sold them both before I knew how the NPC system works. Also, Nicole Boulay, apparently.
SugarCube.State.active.variables.ownjuno = 0

Should reset Juno's encounter. It did mine just now.
 

Washeda12

New Member
Sep 11, 2022
5
1
Hi, is there a way to play with a female/futa protagonist? And if not, is there a possibility of it being added in the future?
 
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tsap

Member
Apr 19, 2019
266
256
Hi, is there a way to play with a female/futa protagonist? And if not, is there a possibility of it being added in the future?
Perhaps in BoRE "Bitches of Raana, Enhanced". Early working name for GD:s next game after this current one is completed. :)
Asked a similar question about female MC a couple of years back and IIRC got this answer then.
 
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bolondro2

Active Member
Oct 12, 2018
592
641
Mines.
Nice Things.
Expensive things, both in money and in manpower.

They give you copper ore and iron ore, that you can Sell ( or that say the wiki) at the Assembly plant. But I´m an smart ass and noticed that you can build a smithery and turn the ore in pure metals. Nice, a bit expensive (150.000, and you can when the mine become exhausted recover 50000, so really a 100.000 investment), but it´s "in house" and I´m sure that The assembly plant get a big cut for processing the ore.

All fine and dandy, and when I arrived to my mine I get some steel and some copper. No problem with the steel, I can use it in my workshop, and at 15-20$ a piece, it gives you a decent profit. But what can I do with the copper?

I tried to sell it in the Assembly plant, In the Market, and in the 3 armories (Redheaven, Westside and Crystal hills) and no one want my nice copper!

What can I do with my copper?
 

GD-studios

The Budman
Game Developer
Nov 20, 2021
903
3,243
Mines.
Nice Things.
Expensive things, both in money and in manpower.

They give you copper ore and iron ore, that you can Sell ( or that say the wiki) at the Assembly plant. But I´m an smart ass and noticed that you can build a smithery and turn the ore in pure metals. Nice, a bit expensive (150.000, and you can when the mine become exhausted recover 50000, so really a 100.000 investment), but it´s "in house" and I´m sure that The assembly plant get a big cut for processing the ore.

All fine and dandy, and when I arrived to my mine I get some steel and some copper. No problem with the steel, I can use it in my workshop, and at 15-20$ a piece, it gives you a decent profit. But what can I do with the copper?

I tried to sell it in the Assembly plant, In the Market, and in the 3 armories (Redheaven, Westside and Crystal hills) and no one want my nice copper!

What can I do with my copper?
You'll be able to sell copper in v. 0838. Westside Assembly Plant need some additional time to deplete its current stockpile. ;)
 

GD-studios

The Budman
Game Developer
Nov 20, 2021
903
3,243
Any way to fix this shit? I can't press check followers cause of the text overlap (i play on joyplay) View attachment 4249549
What combat encounter is this? And what is your current game version?

If you could paste this into the console:

SugarCube.Save.export("MORDay"+SugarCube.State.active.variables.days+"Time"+SugarCube.State.active.variables.daycount+"Comment")

and send me that save file, I'll have all the information I need to fix it.
 
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