Don't bother with trying to do this by editing the points code. Just edit your save file afterward. The most important things to get with points is the MoR Enhanced feature stuff and starting NPCs/Quests.hi im trying to find out how to edit the game when you make a new character i have work out how to change the points you start with and how to have 3 expert skill classes by changing this line
Ntrait][$crepoints-=120, $back_doc to 3, $mastertitle to 1] to Ntrait][$crepoints-=120, $back_doc to 3, $mastertitle to 0]
but i want to make it that you can pick all 6 at the start instead of 3 and i just cant find what i need to change i think i need to change this here
<<if $crepoints gte 20 and $back_doc lte 0 and _nuso lte 2>>[[Novice (20)|Ntrait][$crepoints-=20, $back_doc to 1]]<</if>>
<<if $back_doc lte 0 and _nuso gte 3>><p class="ulsmallused">Novice (20)</p><</if>>
<<if $back_doc gte 1>><p class="ulsmallselect">Novice (20)</p><</if>>
<<if $back_doc lte 0 and $crepoints lte 19 and _nuso lte 2>><p class="ulsmallused">Novice (20)</p><</if>>
but i cant work out what i need to do anyone know?
p.s my skills at editing is just randomly doing things on notepad
The most important thing for me was to edit crepoints, stats and to unlock incestDon't bother with trying to do this by editing the points code. Just edit your save file afterward. The most important things to get with points is the MoR Enhanced feature stuff and starting NPCs/Quests.
An Alpha, not the Public one. We can expect the public version in a couple weeks.Version 0.8.3.8 is out
But I want to cause I did it once before getting all six at the start but I can't remember how I did itDon't bother with trying to do this by editing the points code. Just edit your save file afterward. The most important things to get with points is the MoR Enhanced feature stuff and starting NPCs/Quests.
this is the kind of thing that make me end up collecting limited unique male slave, you dont know what the future quest be and the reward. (i know black guard are merc and you can easily kick him after its done and he will appear in the hall)New quest: The Sunderlands Reaching Affection Amiable+ with Connor Sunderland (Black Guard from Warrior Hall) will now unlock his character quest which involves rescuing Mr. Sunderland's wife and daughter.
Any guide on how to do that? Only thing linked in the OP is cheating in numbers, not traits or things like that.Don't bother with trying to do this by editing the points code. Just edit your save file afterward. The most important things to get with points is the MoR Enhanced feature stuff and starting NPCs/Quests.
Malevolent has tons of negative happiness triggers and you have 14 NPC with that trait so your household is a living hell for your people. Each person with malevolent has a chance to increase badfester variable which has a chance to lower happiness and affection and when these start to fall you can get fear.To you.
We were discussing the strange unexplainable phenomena of willpower below a certain threshold decreasing in your household automatically (my headmaid is naturally not malevolent, my Demoralization is 0 because who wants Fear generation, and nobody is wearing any collars, no slavemistress reducing willpower). I tend to blame my 14 Malevolent NPCs but there's no effect code under /* Acc Effects */ that does it so for now it remains unexplainable.
For starters, you have no minigun.
I disagree myself. A single change in the code for more character points can give you traits and stats that would take a LOT longer to individually add them in a save than just a single tweak in the code to give you all the points you need to add them normally. clicking a box is a lot easier than adding it post launch.Don't bother with trying to do this by editing the points code. Just edit your save file afterward. The most important things to get with points is the MoR Enhanced feature stuff and starting NPCs/Quests.
I would assume most if not all of those are unique/story NPCs. I'm not going to take a bunch of randoms with negative traits but if ALL of the unique/story NPCs have negative traits I'm stuck with them.i have no idea why you would want malevolent in your household and why you thought 14 member was not a problem. Time to clean house and fix the problem.
How many points do you want?hi im trying to find out how to edit the game when you make a new character i have work out how to change the points you start with and how to have 3 expert skill classes by changing this line
Ntrait][$crepoints-=120, $back_doc to 3, $mastertitle to 1] to Ntrait][$crepoints-=120, $back_doc to 3, $mastertitle to 0]
but i want to make it that you can pick all 6 at the start instead of 3 and i just cant find what i need to change i think i need to change this here
<<if $crepoints gte 20 and $back_doc lte 0 and _nuso lte 2>>[[Novice (20)|Ntrait][$crepoints-=20, $back_doc to 1]]<</if>>
<<if $back_doc lte 0 and _nuso gte 3>><p class="ulsmallused">Novice (20)</p><</if>>
<<if $back_doc gte 1>><p class="ulsmallselect">Novice (20)</p><</if>>
<<if $back_doc lte 0 and $crepoints lte 19 and _nuso lte 2>><p class="ulsmallused">Novice (20)</p><</if>>
but i cant work out what i need to do anyone know?
p.s my skills at editing is just randomly doing things on notepad
Then don't be a fool and get 14 of them in your household without setting up a system to REMOVE negative traits. Malevolent is part of the PURE trait, you need to raise the characters purity trait.I would assume most if not all of those are unique/story NPCs. I'm not going to take a bunch of randoms with negative traits but if ALL of the unique/story NPCs have negative traits I'm stuck with them.
_nuso seems to be the variable storing how many professions you chose already, You could for example replace every occurrence of _nuso lte 2 with _nuso lte 5 (or a bigger number than 5) in the code, and it will probably do what you want.hi im trying to find out how to edit the game when you make a new character i have work out how to change the points you start with and how to have 3 expert skill classes by changing this line
Ntrait][$crepoints-=120, $back_doc to 3, $mastertitle to 1] to Ntrait][$crepoints-=120, $back_doc to 3, $mastertitle to 0]
but i want to make it that you can pick all 6 at the start instead of 3 and i just cant find what i need to change i think i need to change this here
<<if $crepoints gte 20 and $back_doc lte 0 and _nuso lte 2>>[[Novice (20)|Ntrait][$crepoints-=20, $back_doc to 1]]<</if>>
<<if $back_doc lte 0 and _nuso gte 3>><p class="ulsmallused">Novice (20)</p><</if>>
<<if $back_doc gte 1>><p class="ulsmallselect">Novice (20)</p><</if>>
<<if $back_doc lte 0 and $crepoints lte 19 and _nuso lte 2>><p class="ulsmallused">Novice (20)</p><</if>>
but i cant work out what i need to do anyone know?
p.s my skills at editing is just randomly doing things on notepad
That's fine if that fits your playstyle. Personally, I like to collect all of the uniques as soon as possible (most of them inside the first month). I haven't had a game where I had that many malevolent people, but I have had 15-20 feminists before. Personally, I find the process of removing feminist to be enjoyable so I didn't mind, but a lot of people would find that incredibly frustrating. So for me, if I had that many malevolent people my solution would probably be to just edit the save file and remove that trait from the people I didn't want to have it for combat reasons. There are not very many who are guaranteed to get it. Rebecca is the only one I can think of who's guaranteed malevolent.Then don't be a fool and get 14 of them in your household without setting up a system to REMOVE negative traits. Malevolent is part of the PURE trait, you need to raise the characters purity trait.
People rush this game too much. Have to get A, B, and C right away!
In addition also most of the male uniques have little or no content to them and of the ones that do, are almost exclusively Story NPCs that are not something you have one opportunity to acquire.
The captured males are not worth the negative effects, IMO. FOMO seems a counter productive way to play and if the being stuck with them cause a household to be a hell hole then maybe your fear of missing out is the problem.
Yeah I was aware it wasn't in the wiki, wasn't sure if it just wasn't documented. Feels silly to not have NPCs work the same way though, so I just hacked it into the html. Think it should workWell if you are having the same house problems as me (i.e. 0 Household Demoralization but NPC willpower is still trending downwards), I find getting them to 40+ Willpower stops that.
Other options include having uncorrupted Feminists and high willpower Advocates to raise Household Emancipation but even at 200 Household Emancipation I find that NPCs that go below a certain willpower threshold will get down to as low as 5 Willpower eventually.
I cannot find an NPC religion effect for Atheists in the wiki.
Because I like the idea of all of the slaves not being mind broken, and I also wanted to get some benefits from the passive charisma growth. However getting affection to undying seems to require bondage, and that often drops them to negative will. WRT the options you've listed outWhy do you want NPCs with high willpower? Willpower isn't important in the grand scheme of things.
A slave mistress with 40+ willpower, and 40+ in the pure trait (the default is 50) so they don't need to actually have the pure trait. is not perverted or a nympho has a chance to raise assigned slaves to her by +1 (up to 80) each day. You have to assign slaves to a Mistress to make it work. You assign a slave to a mistress by going to the slave you want assigned click on them go to house rules and on the second page you should see all the slave mistresses in the household each one can have 5 slaves they train.
Actually read this...
Increasing Willpower
Source
- "Encourage" the NPC (females only).
- A
You must be registered to see the linkswith 40+ Willpower, 40+ Pure trait, 9 or less Fear, 30 or less Respect, and 50 or less Nymphomaniac trait or 50 or less Perverted trait has a daily chance of increasing the Willpower of Slaves & Convicts assigned to them by +1 (cap: 80).- Assign slave to the "Science & Hardware" or the "History & Anthropology"
You must be registered to see the links(daily chance of +1 increase 8% and 6% respectively).- Assign slave to the
You must be registered to see the links.- Lecture (= preach) "Pro Willpower" in your
You must be registered to see the links, and allYou must be registered to see the linkswill have a reasonable chance of having their Willpower increased by 1 point.- NPCs with the
You must be registered to see the linkstrait have a +15% daily chance to increase their Willpower naturally.- A Household's
You must be registered to see the linksvalue gives a chance of increasing the Willpower of one or more of the NPCs in it each day.You must be registered to see the links
I may try to lean into this more. Maybe try to get my head maid to learn the warrior trait from philosophy and my new atheist hack.Having your Headmaid have high willpower will help keep your NPCs Willpower high.
NPCs with below 40 or so Willpower have a higher chance to have their willpower trend towards the headmaids willpower.
So if your Headmaid has low Willpower all your NPCs with below 40 Willpower will soon have roughly the same Willpower as her.
It's possible to train willpower up with a slave trainer but I don't know offhand what enables that. I think anyone with beyond a certain amount of respect reduces willpower if you make them a slave trainer, and obviously it only works on slaves so wouldn't help if you're trying to keep willpower up on a merc or a servant unless you enslave them (which frequently requires beating their willpower down to zero first).I also tried to leverage the willpower anchor of the head maid, but for stat reasons mine is Amelia and she seems to hemmorage will from her submissive trait, so a way to shore her up seemed beneficial.
I don't know what the thresholds are for it, but if you boost Aria to decent stats before the rebellion she'll boost your rep standing all the way to the cap (80). So that's a pretty big boost unless you spent a LOT of time working that up prior to the rebellion. My passive income went up by more than $20k when I did the rebellion last time.Low standing. I had ~15 standing and was gaining around that amount. "By far more" only stands if you weren't gaining Rep.Influence. So this varies widely depending your playstyle and what you achieved, how many times the event where the Republic hires your soldiers from Sera triggered which raises standing with +1 each time.
Edit: Checked it. Yes. Your statement is mostly correct. The old republic standing doesn't yield that much compared to what you get from the New one, i forgot Control. The difference for me is roughly 3k.
So yes. Old was 2k, New one is 5k.