Crimson Fire

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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 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.

[Edit] Actually i am of two minds here and I think save game edits might win out because of the greater breadth of changes that can be done with them and the time difference isn't a factor, because you'd have to restart so many games for it to be an "actual" savings in time to be a factor in judging the two methods.
 
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khumak

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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.
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.
 

Crimson Fire

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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
How many points do you want?
 

Crimson Fire

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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.
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.
 
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Sarius_1

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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
_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.
 

tooldev

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Is anyone at all wondering, that there is more discussion about cheating and out-of-game changing things, than about actual game play? That is usually not a sign for good design if one needs to constantly edit and work around in-build mechanics....
 

khumak

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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.
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.
 

Natsidle

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Jan 25, 2018
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Well 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.
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 work

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Why 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
  • "Encourage" the NPC (females only).
  • A with 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" (daily chance of +1 increase 8% and 6% respectively).
  • Assign slave to the .
  • Lecture (= preach) "Pro Willpower" in your , and all will have a reasonable chance of having their Willpower increased by 1 point.
  • NPCs with the trait have a +15% daily chance to increase their Willpower naturally.
  • A Household's value gives a chance of increasing the Willpower of one or more of the NPCs in it each day.
Source
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 out

  • Encouraging is pretty time consuming
  • Pure NPCs are somewhat hard to come by
  • The courses are fine but prevent the NPC from doing anything else
  • The secret garden is a feminist trait trap, and can only affect 1 NPC, and isn't very reliable (I've tried)
  • Lecturing is OK, just time consuming and you basically need to preach to the entire household unless you want to really micromanage your followers.
  • Not really scalable
  • Mine is at 200, doesn't always seem to help.
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.

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.
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.
 
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khumak

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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.
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).
 

khumak

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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.
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.
 

NamelessSoul

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_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.
ty by replacing the nuso number to a higher number worked to get all six and only had to do it for the Novice line of each class and to get expert all i need was to change mastertitle to 0 so ty so much
 

Ennoch

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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.
That i will check when Aria is made an administrative beast with high int and will. Because 80 standing is granted. I have that with her as incompetent as well and it sure as hell don't boost the income with 20k.
 

Clemency

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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.

Malevolent causes badfester which will reduce happiness and reduced happiness cause reduced affection which causes fear if you ask them to do something they don't want to do and if willpower is low enough that they comply.

A head maid or a wife with malevolent can cause all slaves and convicts to lose stats. Also malevolent can cause events that cause NPCs to lose happiness. You have 14 in your household they being MALEVOLENT are causing that household to be a place no one wants to live in. So is one of your wives malevolent?

Something to know about this game there is a tendency to use multiple variables for traits and effects when doing calculations. I know that malevolent uses a couple one being _mal another being pure (low values) so again it isn't easy to just type in the name of a trait and then see its effects easily because you will get branching variables to a single mechanic to the game. There are fear variables, afraid variables and scare variables so the complexity that fear is calculated in the game isn't surface level but rather a deep multileveled process that Acc Effects doesn't even begin to scratch the surface.

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.
1.) Badfester does not affect Affection. It affects Happiness and at 214 Contentment and the gazebo with pool, I never had a problem with Happiness. You are thinking of hardfester. That raises fear and lowers affection. The Malevolent trait does not raise hardfester. Dominant and Advocate with low willpower does.

2.) Malevolent events are disabled on accident ever since the game moved to 083. Never saw them proc. There's code for them but never in 1.9k in-game days did they proc.

3.) Malevolent is a combat advantage and I have one of the most combat oriented household.

4.) I wonder what makes you think I have a malevolent head maid when it's just the Dunham girl spec'd for domestic. Or a malevolent wife for that matter. I wish Kelly was malevolent on top of being a Crackshot. She has 270 Ranged combat stats (thanks to a long gone exploit) and 300 DEX. She would be my best female combatant. Well, she kinda still is but Vallas is damn close.
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.
It's called having the strongest NPC in the game. What negative effects. There are none. Badfester is manageable and whatever willpower drain is happening in my house is not even a thing when my girls are at 40 willpower. I just think the willpower drain in my house is such an interesting phenomenon to discuss. It's not that serious.

EDIT:
Ayy lmao, it's actually 15 now. Who was the latest I wonder. Some random probably. Time to raise her kindness.

Screenshot 2024-11-23 134931.png
 
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Crimson Fire

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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 work

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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 out

  • Encouraging is pretty time consuming
  • Pure NPCs are somewhat hard to come by
  • The courses are fine but prevent the NPC from doing anything else
  • The secret garden is a feminist trait trap, and can only affect 1 NPC, and isn't very reliable (I've tried)
  • Lecturing is OK, just time consuming and you basically need to preach to the entire household unless you want to really micromanage your followers.
  • Not really scalable
  • Mine is at 200, doesn't always seem to help.
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 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.

There are very few ways to insure increase in stats reliably quickly. If your emancipation is a 200 but willpower is dropping like flies then that is your fault for creating an environment within your household that such a high emancipation is having no effect on your slaves.

You play the game badly I hate to say, 'git gud' but seriously? You have a headmaid with submission and wonder why you suffer from willpower drops. So you are choosing to deliberately swim up stream and then complain that the methods of gaining willpower are [insert excuse here]. You are not showing the game's deeper gameplay the respect it deserves so your results are poor based on stated goals.

This game isn't about polarized code where if your pure stat is high that means your perversion stat is low. This is doubly true with household stats. You can have badfester and goodfester variables increase and that means that RNG is going to move your house in one direction or another based on the weight of your household stats plus the events that character traits can have plus the interactions that you make in the household. Also if your demoralization is high then it wont make a difference what your emancipation high is because they will be working against each other and losing willpower is easier than gaining willpower. Just like losing affection and happiness is easier than gaining it so you need to plan. Corruption also creates issues because corrupt people turns previously good traits to increase willpower to not so much like feminism.

Feminism trait on a corrupt slave works to corrupt more slaves which reduces your purity score which reduces willpower gains. Feminism trait on a corrupt slave will suddenly stop supplying emancipation points or a low willpower feminist. Advocates will work the same as well. If they're too corrupted and have low willpower they will work to make other girls around them the same.

You have to be willing to do the hard things to get your household stable (stable for you is high willpower)

You have to set a goal for your household, realize this is a slave game with a actual working slave economy, so the natural progress is towards low will slave as that is what slaver NORMALLY want. But if your goal is to increase willpower of your slaves then you need pure slaves to offset negative traits and keep corruption at a bay. This means you have to actively remove slaves with nympho and perversion from the house. You need slaves with advocate and feminist in your household but KNOW these two traits are ticking timebombs if the slave's corruption or willpower get too low.

Your goal is incompatible with collecting uniques and it is even less compatible with collecting uniques quickly. You have to TRAIN and spend MONTHS getting your wives and slave mistresses and head maid up to snuff and you have to start picking these characters not on their stat block but on their traits and then TRAINING them into the idea you want. i would suggest choosing a religion that allows more than one wife. Then you add slaves AS you can manage them AS you have space. And by space i don't mean a vacant bed i mean space in your personal structure to absorb their lower willpower and maybe bad stats.

You are swimming upstream so there is no easy solution you have to take the slow and methodical approach if you want to achieve your goal. The problem isn't with the code it is that you are behaving in conflicting ways and from your whole list of excuses you seem adverse to putting in the work to get the result you want.
 

Ennoch

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Is anyone at all wondering, that there is more discussion about cheating and out-of-game changing things, than about actual game play? That is usually not a sign for good design if one needs to constantly edit and work around in-build mechanics....
Actually.. not at all. Can be! And in case of lots of porn games it sure is. :HideThePain:

Here? This is more like a classic single player game. And people aaaalways end up cheating in a single player game. Modding a single player game for example is cheating too. Every singleplayer RPG has cheats.

It's natural. Bad design sure begets cheating but every game that imposes choices will create cheats. If you have to choose between stats, people will want to cheat. Every game where you have a combat system will have weapons stats cheats. Godmoding. Character stat cheats.

I play my Skrim with 15 healt/magica/stamina per level up instead of the default 10 just to name one.

I never felt in MoR that cheating is due to bad game design. There are balance issues for sure but cheats here are people wanting their way either sooner or easier and somtimes better than the game would allow. You know, you want your +20 sword in DnD.
 

Natsidle

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Jan 25, 2018
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There are very few ways to insure increase in stats reliably quickly. If your emancipation is a 200 but willpower is dropping like flies then that is your fault for creating an environment within your household that such a high emancipation is having no effect on your slaves.

You play the game badly I hate to say, 'git gud' but seriously? You have a headmaid with submission and wonder why you suffer from willpower drops. So you are choosing to deliberately swim up stream and then complain that the methods of gaining willpower are [insert excuse here]. You are not showing the game's deeper gameplay the respect it deserves so your results are poor based on stated goals.

This game isn't about polarized code where if your pure stat is high that means your perversion stat is low. This is doubly true with household stats. You can have badfester and goodfester variables increase and that means that RNG is going to move your house in one direction or another based on the weight of your household stats plus the events that character traits can have plus the interactions that you make in the household. Also if your demoralization is high then it wont make a difference what your emancipation high is because they will be working against each other and losing willpower is easier than gaining willpower. Just like losing affection and happiness is easier than gaining it so you need to plan. Corruption also creates issues because corrupt people turns previously good traits to increase willpower to not so much like feminism.

Feminism trait on a corrupt slave works to corrupt more slaves which reduces your purity score which reduces willpower gains. Feminism trait on a corrupt slave will suddenly stop supplying emancipation points or a low willpower feminist. Advocates will work the same as well. If they're too corrupted and have low willpower they will work to make other girls around them the same.

You have to be willing to do the hard things to get your household stable (stable for you is high willpower)

You have to set a goal for your household, realize this is a slave game with a actual working slave economy, so the natural progress is towards low will slave as that is what slaver NORMALLY want. But if your goal is to increase willpower of your slaves then you need pure slaves to offset negative traits and keep corruption at a bay. This means you have to actively remove slaves with nympho and perversion from the house. You need slaves with advocate and feminist in your household but KNOW these two traits are ticking timebombs if the slave's corruption or willpower get too low.

Your goal is incompatible with collecting uniques and it is even less compatible with collecting uniques quickly. You have to TRAIN and spend MONTHS getting your wives and slave mistresses and head maid up to snuff and you have to start picking these characters not on their stat block but on their traits and then TRAINING them into the idea you want. i would suggest choosing a religion that allows more than one wife. Then you add slaves AS you can manage them AS you have space. And by space i don't mean a vacant bed i mean space in your personal structure to absorb their lower willpower and maybe bad stats.

You are swimming upstream so there is no easy solution you have to take the slow and methodical approach if you want to achieve your goal. The problem isn't with the code it is that you are behaving in conflicting ways and from your whole list of excuses you seem adverse to putting in the work to get the result you want.
Jeeeeesus Christ what climbed up your asshole to make you so ornery? I wasn't going on some tilted rant about how the game is terrible and I need so much handholding or anything like that. I was trying to root cause something I was wrestling with and coming to the game's forum thread to see if people had advice on it. I've been at this for about an in game year, the household is relatively stable, but this one aspect has been something I've been struggling with managing while also having time to advance other aspects of the game. Some of those I'm now looking into, like potentially preaching for a month to the household or giving some dedicated encouragement to disable the submissive trait.

As for the "problem with the code thing?" I DO actually find it to be a gap that apparently devout Atheism can only affect the MC's willpower. Aren't the slaves supposed to be thinking people too for whom that could have the same willpower shift as the main character? So I duplicated the exact same logic as what affects the player to affect other NPCs. Like other traits this isn't an unmitigated good thing, it could certainly drive willpower above what one might want (caps at 100) and would certainly be hard to disable once it gets rolling. (Which might be why the developer didn't implement it).

If I wanted to make everything the way I wanted I'm more than capable of Sugarcubing my way to victory. But I like the game, have been playing it actively for weeks now, and want to make this workable in game. I don't think that means that pointing at gaps in the game's internal logic is somehow out of line.
 

Crimson Fire

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1.) Badfester does not affect Affection. It affects Happiness and at 214 Contentment and the gazebo with pool, I never had a problem with Happiness. You are thinking of hardfester. That raises fear and lowers affection. The Malevolent trait does not raise hardfester. Dominant and Advocate with low willpower does.
You are wrong. You are doing a cursory surface level analysis and not thinking to second and third order effect. It lowers happiness and low happiness cause increase loss in AFFECTION. And low affection causes fear if you ask a slave to do something they don't want to do but their willpower isn't sufficient to stand up to you. ERGO badfester cause you lose happiness, which causes you to lose affection which causes you to gain fear. That is the natural progression and to think like you do is to think there are only first order effects with this game. There are not.

2.) Malevolent events are disabled on accident ever since the game moved to 083. Never saw them proc. There's code for them but never in 1.9k in-game days did they proc.
Well I have seen them proc and when i look at the code I see multiple situations that lower happiness and affection in the game. (2 or 3) So maybe you are correct but i doubt it because I recall seeing malevolent events myself.

3.) If you think I do not know how to mod this game, you have not been paying attention. Then again, I have not modded this part because badfester is not a problem because it's just happiness loss of -1. The real problem is hardfester and I never had that to begin with because none of my NPCs generate hardfester simply because I'm not an idiot with low willpower advocates and Sofia is always on a fast track for Neuraclean.
You are the one complaining about your household results and you are the one that can't seem to manage your slaves to get the results you want. You are the one that doesn't understand that there are second and third order effects to variables so yeah you are are master at everything you do.

4.) Malevolent is a combat advantage and I have one of the most combat oriented household.
it hardly does anything ~roll eyes~ at best a few points of damage who cares! brawler & warrior are a better combo. Do not pretend that it makes a huge difference it doesn't, your strength will matter more that the trait, And given that you can now capture multiple slaves per fight range is less important than melee. so getting +8 damage vs +13 damage doesn't make a whole lot of difference with these two examples of bonus damage via traits. Lets not pretend your malevolent roster is a a combat machine. It isn't and almost any group of 4 NPCs with brawler and warrior can be trained to be as good as your malevolent team, such that you wont see the difference in the game.

5.) I wonder what makes you think I have a malevolent head maid when it's just the Dunham girl spec'd for domestic. Or a malevolent wife for that matter. I wish Kelly was malevolent on top of being a Crackshot. She has 270 Ranged combat stats (thanks to a long gone exploit) and 300 DEX. She would be my best female combatant. Well, she kinda still is but Vallas is damn close.
I believe i ASKED you if this was the case forgive me for not being all knowing and just kenning the stats of everything in your game. I feel so foolish asking questions, I should have KNOWN the truth before asking. Please oh great player and modder forgive my foolish ways.

It's called having the strongest NPC in the game. What negative effects. There are none. Badfester is such a nothing burger and whatever willpower drain is happening in my house is not even a thing when my girls are at 40 willpower. I just think the willpower drain in my house is such an interesting phenomenon to discuss. It's not something I need help with.
There are no negative effect to the way i play except my household generates fear and i don't understand it but i assure you that i know that NOTHING I am doing is causing this! there are no negative effects.

Sure okay bud you are a master at the game your strongest NPC that does 5 extra damage which I am guessing is what 8% extra damage than without it and even less on a crit? WOW! Your "strongest" NPC is such that it doesn't make a difference. And it seems like you are whipping your cock out in a dick measuring contest for the "strongest" NPC in the game for a single player game seems really give off insecure energy to me.

EDIT:
Ayy lmao, it's actually 15 now. Who was the latest I wonder.

View attachment 4261111
You are the one that is getting results you complained about. (oh I know you are going to say you were not complaining because you are a god of MoR to us mortals) You are the one that doesn't seem to understand the idea of second and third order consequences. And this game is all about multiple layers of variables influencing each other.

But hey you have the best household in the game, with the strongest NPC in the game with a complete grasp of the game. Who is a modding genius. i am just a hack who magically knows that happiness and affection are connected and that obviously must be a crazed idea on my part because i didn't even know what your slave stats were i had to ask if you had a malevolent wife or head maid. Just shameful on my part.
 

Crimson Fire

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207
Is anyone at all wondering, that there is more discussion about cheating and out-of-game changing things, than about actual game play? That is usually not a sign for good design if one needs to constantly edit and work around in-build mechanics....
i actually like the game play and mechanics. Most of my modding is turning male NPCs into female hotties. Does this mean the game sucks because it has male NPCs? obviously not hence the flaw in your logic. Also many people have played the game multiple times and want to accelerate past pervious early game content they have played the most to new mid to late game content they have played the least. Does that mean the game's not engaging enough? Id don't think so because people want to explore that new content they obviously like it. This is suffering from what all 'early access' game suffer from, over playing of the early game as that is the content people repeat over and over again waiting for new content to arrive.

Some people want fantasy fulfillment and tweaking NPCs can do that for them. Does this mean the mechanics are not worth playing? Or does it say that people like the game enough that they want to mod the game to give them even more of what they want? I don't think it is a bad thing that people mod games. A healthy modding community usually means a game has longer life because people like the game. Is skyrim a bad game because if has over 100,000 mods with over 6 billion downloads?
 

Crimson Fire

Member
Mar 12, 2022
230
544
207
Jeeeeesus Christ what climbed up your asshole to make you so ornery? I wasn't going on some tilted rant about how the game is terrible and I need so much handholding or anything like that. I was trying to root cause something I was wrestling with and coming to the game's forum thread to see if people had advice on it. I've been at this for about an in game year, the household is relatively stable, but this one aspect has been something I've been struggling with managing while also having time to advance other aspects of the game. Some of those I'm now looking into, like potentially preaching for a month to the household or giving some dedicated encouragement to disable the submissive trait.

As for the "problem with the code thing?" I DO actually find it to be a gap that apparently devout Atheism can only affect the MC's willpower. Aren't the slaves supposed to be thinking people too for whom that could have the same willpower shift as the main character? So I duplicated the exact same logic as what affects the player to affect other NPCs. Like other traits this isn't an unmitigated good thing, it could certainly drive willpower above what one might want (caps at 100) and would certainly be hard to disable once it gets rolling. (Which might be why the developer didn't implement it).

If I wanted to make everything the way I wanted I'm more than capable of Sugarcubing my way to victory. But I like the game, have been playing it actively for weeks now, and want to make this workable in game. I don't think that means that pointing at gaps in the game's internal logic is somehow out of line.
[First]
If i made it sound like I thought you modding the game to give you the atheist effects you wanted that was wrong, then my bad and not what i intended to say or imply. I am a firm believer of people playing how they want. So you mod the game you want to play. i support people modding the game anyway they want. mea culpa.

[Second]
I'm sorry but making a head maid with the submissive trait and trying to find the cause of your willpower drops seems like you don't have a grasp of the basics. Am I wrong that this should have been the obvious culprit? It seems like they most obvious place to look, your slaves jobs and positions/titles. Even the description of the title tells you that other servants and slaves willpower will be affected based on the head maid's willpower. Should this really have been a month long hunt?

Wouldn't a head maid prone to corruption increases and willpower drops cause a cascade effect? It seems obvious. Wouldn't this be a timebomb that as you lost high willpower advocates and feminists that this would increase until you got low willpower feminists and Advocates working against you by either causing corruption which lowers purity and purity helps with willpower or advocates just encouraging people to submit lowering willpower. This means very easy to foresee with just a bit of thinking about second and third order consequences.

And you were complaining about most of the methods the wiki stated for increasing willpower. That can be easily be mistaken as general crying over the games mechanics. There were multiple options and you poo pooed most of them while it appeared you had no idea a submissive headmaid would cause you problems based on your desired goal.

So yeah i said git gud because if felt like you were pissing into the wind and complaining about getting wet. This is a power politics game with an actual slave economy and in-depth slave mechanics, the general "pull" of the game is to create submissive slaves not strong willed slaves. So you set yourself up a bit here... The headmaid issue, the not knowing why that would cause a problem long term and get worse and progressively worse over time and complaining about the solutions I gave you via the wiki.

As for the atheist mod I think you did good work there as you found the code and tweaked it to what you wanted. And if it works then that is all anyone can ask for with a modification.
 
4.50 star(s) 172 Votes