Multi-mod update (resting my eyes from bleeding for a bit, so this post will make yours bleed): This requires explaining so bare with me a sec...or ignore this post entirely if you don't give a shit about the mod progression.
I know there are folks that want a "walkthrough" rather than a "guide" but that's obviously impossible as I can't presume the routes one wishes to take in a complex stat title. With that silliness out of the way, I thought maybe there is something I can do about it regarding specific complex conversations in the title. As a prologue, the way I've coded the guide so far is to always inform the character stat change first, as it's likely your most prioritized data (colored in blue). This has been the same method I've used from day1 with all my other pic examples. There's a consistent order to the information so it's easier to get the desired outcome for that particular character in that particular convo. Complex convos with deeper submenus/branches are noted with "(submenu)" to let you know you have a potential deeper dive into the convo especially if that particular choice has no stat change to note.
Now, during these complex convos I've experimented with a "best choice" flagging system to hand-hold those who are used to standard "walkthroughs" rather than guides. The PITA comes in where my tracer macro does not automatically count stat totals so I have to manually analyze them...sucks, but that's my problem. Here's the challenges and an example of this idea in use, the convo with Catherine (I know some of you folks have flipped the OEM stat screen back and forth while clicking choices to figure it out...it's a lot of damn choices).
- Problem1: just because there's a negative character stat doesn't mean that it's the worst choice for that convo for max relationship points as multiple branches may be at play.
- Problem2: due to potential multiple branches in complex convos leading to the same place, there maybe more than one "best choice" during that convo. Obviously HoneyGames did this on purpose to give you the decision power for the dialogue that you, the player, feel is appropriate for your current scenario/playthrough.
- Problem3: how to notate these routes as efficiently and aesthetically pleasing as possible with minimum real estate usage.
Regarding RP (relationship points), the Catherine convo is a prime example candidate as it doesn't really involve any other pertinent game variables (stats/points). You, the player, are either trying to fuck her or you don't give a flying rat's ass, one or the other, total binary event.
Here's my current solution (yes I had to go back and recode work I've already done which delays completion of the mod, but it is what it is). "MaxPtsRte" = MaxPointsRoute, if there's a number after it represents the total points left in the route if there's more than one "best points" route. If the route has only one choice in that particular screen's choice options, then no number is given (minimizes my work and reduces real estate). Some examples below, all from the same convo scene:
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Hopefully I'm not wasting my time in considering implementing this feature. I would have to be extremely careful and not overuse it as there are other stats likely being modified (as my guide currently informs you). This feature is
only for relationship points and
does not take into account any other stat....so it's benefit is rather severely limited imo...but reckon folks will want it anyway (shrugs shoulders). Regards, I gotta get busy and back to it, take care.
I'll leave you lastly with updated stat screen info (remember I'm implementing new ones as I complete full scripts (days, events, shoots, dates, etc)...I realize that they are not centered yet, but I'll make 'em pretty once mod is near 100%. it's a growing beast.
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