CREATE YOUR AI CUM SLUT ON CANDY.AI TRY FOR FREE
x
3.50 star(s) 36 Votes

Z3r0K00l

Member
Aug 30, 2022
185
440
Adding new standalone content is pretty easy through the mini events framework. The problem is it's a lot of work and testing.
Modifying the core of the game is not possible which is a pain.
Ah. Say that next time. You said there was nothing to work with, when in fact there is. Weak and sloppily set up, but you can work with it.
The API sucks so bad it's an offense to any would-be modder.

I say this with the utmost sincerity, and no derisive sarcasm intended.. but.. you could make your own version of the game, and leave it open sourced, and make MANY people happy. Also.. most people would be willing to donate to that, I think.
Decompilation is possible. At least in an older version of the game it was. (Don't ask for details please. It was years ago.) So, if you find some people who really want to fork the game, I am quite sure, you will be able to. Not so sure about Copyrights, tho.
Decompiling the .class files back to .java code is a fairly straightforward process but it doesn't make it more readable at all, all the classes, methods and variable names are screwed up which makes working with the codebase a gigantic PITA, you'll basically have to decipher the overall structure of the code. Too much -unpaid- work and it's also illegal since SO holds all the rights to the project.
Here's a picture of how the decompiled .class code from the latest version of the game looks :
You don't have permission to view the spoiler content. Log in or register now.
 

coretex

Active Member
Jun 15, 2017
615
534
You don't have permission to view the spoiler content. Log in or register now.
I tried to decompile and deobfuscate just to see the code for events to figure out why some dont trigger or variations dont trigger as there is no site/wiki/etc to list all parts. While i didnt get anything as clean as what you posted, i did get at least scene/file names of each .class file. Otherwise mine is filled with tons of "SOH/NUL/D1" etc kind of extended characters. Whatever i used to deob couldnt understand it all. I just want to know why things dont trigger. Not interested in re-coding. Im no programmer anyway, i just dabble in changing a few lines here and there with other things that are not complicated language.
 

Z3r0K00l

Member
Aug 30, 2022
185
440
I tried to decompile and deobfuscate just to see the code for events to figure out why some dont trigger or variations dont trigger as there is no site/wiki/etc to list all parts. While i didnt get anything as clean as what you posted, i did get at least scene/file names of each .class file. Otherwise mine is filled with tons of "SOH/NUL/D1" etc kind of extended characters. Whatever i used to deob couldnt understand it all. I just want to know why things dont trigger. Not interested in re-coding. Im no programmer anyway, i just dabble in changing a few lines here and there with other things that are not complicated language.
Java is a compiled language so the production build always ends up with unreadable code even if you dont try to obfuscate it. i dont think you can change a few lines and get it to work because you'll have to recompile the entire project again. Anyways, i used intellij idea to get the human readable .java code but nonetheless you don't get much useful stuff except for the text strings.

You're preaching to the choir. Tried using it once, and that ended with me several drinks in and wanting to blowtorch my computer to make the pain stop.
However, pretending it doesn't exist doesn't make it go away lol. Just because it offends you doesn't make it any less real.
My point was that it's so bad it might as well not exist, since the modded scenes cant even interact with the base game scenes seamlessly. When people think about modding the game they also think about extending the current base game and it's mechanics, something that you cant do without access to the source code.
 

Anonymous329

Newbie
Jan 19, 2020
17
18
To avoid ending event, set the time limit (weeks) to your desired value. Setting it to 100 or 200 weeks should provide plenty of playtime. (It gets repetitive after more than 200 or 300 cycles anyway. There are no children growing up, no education for them, no real cost issues, ... . Just remember: The game is designed with 52 weeks in mind.)

This can be set in the last setting screen before you choose your clothes for the playthrough. You don't see that screen in random PC mode unless you activate "cheat codes in random mode" in the main settings through.

Oh... and it works with(in) the Patreon version of the game only.
 

coretex

Active Member
Jun 15, 2017
615
534
You can even edit game length and what week you are on from inside the save file.
Even without using any JSON formats, open the file up in notepad, find
"gameLength" - and you can change it to what you want. Not sure how a non patreon version will handle this, but you can change it.
Also usually whats right next to it in the file is "weekNum" which is your current game week.
You could "reset" this back as well.
If you mess with that though not sure what kind of trigger breakage or other week based events might get bugged up by doing so, but again thats what multiple saves are for.
 
  • Like
Reactions: Anonymous329

johndoe191713

Newbie
Jul 28, 2017
52
145
Yea like axz2 mentioned.. I think the only other thing that was significant that was added was the new save format, so you can go in and edit the save as any other json file to your heart's content. I even snipped out the entire wardrobe (items and outfit sets) from a game and keep it aside for injecting into new games just as to not waste time fighting with the clothing system. (in the sense of finding good items, desired colors (even thought that really has almost no impact) and various clothing attributes that impact scene descriptions). Even setting clothing attribs not normally available for certain clothing types (which is more of an oversight since the scene description system handles it just fine ex: sheer / low-cut / lace type options for other things - yes there doesnt seem to be much of a reactions impact in a lot of scenes, its still more for flavor).

You can also edit which ever npc you want, even the normally pre-set ones, so you can go in and modify even the otherwise set NPCs to what you want. Yes that might break things, but thats what multiple saves are for.
how do you inject the clothes? i keep copy+pasting to a test file and it never comes out right using notepad++, save always spits out an error when im trying to load
 

coretex

Active Member
Jun 15, 2017
615
534
how do you inject the clothes? i keep copy+pasting to a test file and it never comes out right using notepad++, save always spits out an error when im trying to load
Yea depending on what was changed, you can get various errors.
I recently had some issues on a new save trying to add and change, and i think in part i used a different JSON Formatter/Sorter and it broke the formatting somewhere... and i had to go back to scratch and start over... The SORTER was the bad part. I think the game expects the type and one of the ID# entries to be the first in an clothing/npc/etc array.

Another thing to consider is ID#'s need to be unique, and the game seems to change them on load/save - and it seems to re-sequence them with clothes first, then malenpcs and then femalenpcs. So.. if you add clothes, you need that ID# to be unique. You can make it be after all other used IDs, the game will change it later on the next save attempt.

What I did for my wardrobe snip is go thru and bump all the ID#'s with extra digits in the front. Like adding 30 in front of all.
Also if you have clothing sets defined, they at times can reference the various slots by ID# as well. So those need to be modified too.
 
  • Like
Reactions: johndoe191713

coretex

Active Member
Jun 15, 2017
615
534
So here is a visual example of what I mean.
Heres a view of my copied out and edited wardrobe array, shrunk down for scope.

The way the game saves data seems to be to be a little odd. I would think it would keep all clothing items defined under "clothes" but then use references/etc in the outfit groups, but it doesnt do that.
It seems the first time a given object is used beyond its standard category type (in this case a clothing item), it moves the entire array of the defined item into the outfits array, and in other cases it will leave the ref ID# identifier as it may be fully defined elsewhere.
You even see elsewhere in the save files for the other ref ID#'s for characters, if your character gets pregnant, the father ends up being a part of the sub-array of the pregnancy inside the PC array, and then is left as nothing more than a ref ID# in the larger malenpc array. I just figured, the main arrays would have stayed static, and then ref ID#'s would have been used everywhere else, but again I dont know coding that much and really dont understand java.

Back to clothes..
In this example the top item is fully defined in this outfit grouping - hence under the actual clothes category, it has just the ref ID#.
The rest; the bottom, bra, and legwear parts, since those 3 pieces are defined elsewhere, also have just the ref ID#.

It does seem that only completely unused items end up staying fully defined in the clothes section.

So when you go to start editing, if you add something completely new especially, need to make those ID#'s unique and make sure that any defined outfits have their ref #'s updated as well.
So this snip here i went and added 30 to the beginning of all ID#'s, so then i can take this and replace the entire wardrobe array in any new game I start once you can do that initial save, and then reload that and continue on. The game never starts with much more than maybe 100 some odd ID#'s unless you go crazy with starting wardrobe choices or crank up your NPC generation.
I just added 30 to make sure any intial single digit IDs were at least extended into the 300s, and any double digit ones into 3000.
Game doesnt seem to care how high it goes, but once you load that save and then resave it, it re-sequences the ID's on its own, so the number range will be all different afterwards.


You don't have permission to view the spoiler content. Log in or register now.
 
  • Like
Reactions: johndoe191713
Nov 8, 2019
70
232
Can't create a blogspot account without a gmail account and you can't create a gmail without a phone number. I'm not gonna put a phone number on an account I use to download porn >.>



Edit: I stole this workaround from 4chan. Blogspot RSS feeds don't require a google account yet, so you can use them to view the blog posts (but not comments). This link works, and is interchangeable, just edit the relevant part with the URL of the blogspot you want to view




Here's the changelog of the latest post in case you don't want to click that link:





  • Hello everyone!

    Newlife 0.7.18 has been released. Early-access Patrons can find it in the creations section The changelog is below.

    The previous version is now public. You can download it using the links on the right-hand side of the blog. .
    I think that saves should be compatible across versions this time, though I haven't tested this and can't make any promises.



    For new players - just use one of the links to the right to get a zipfile containing Newlife. Once unzipped, you'll see a folder containing .jar and .exe files. Either one of these will run the game.
    For either version you'll need to have Java installed. A lot of programs use Java so you might well already have it. If the jar shows up as an unrecognised file type, then you probably don't. In that case you can get it from .
    The exe should tell you if you don't have the right version on your computer, but you'll still need to install java to run the game.
    There's a guide for new players which includes some troubleshooting tips for installation & downloading.

    This release adds a PC-dominant strapon-scene so now you can return the favour for your lesbian partner.

    Major changes & additions:
    • Added a PC-dominant strap-on lesbian sex scene, to mirror the existing NPC-dominant one. Thanks to A Clash of Purple for suggesting this.
  • Minor changes:
    • Gave male jerk NPCs more chauvinistic text when refusing to help the PC calm a crying baby.​
    • Some adjustments to the logic behind initiating strapon sex.​
    • Added a new action to the spitroast scene where the PC can caress the man behind her's balls.​
    • Party-girl lesbian NPCs will no longer have text saying they're excited at getting drunk when they buy you drinks while pregnant.​
    • Updated when an NPC comes to spend time with you in the lesbian club to better handle her being your girlfriend.​
  • Changes for user-submitted content:
    • Following a request by Stochastic, made the formerly male-only CHEATER trait available for female custom NPCs. The trait will not be added randomly to female characters though, because it has no official content at present. If that changes then I'll added it to standard character creation, but it would be confusing for players to see cheater-flagged female NPCs in a version where they will never actually cheat.​
  • Bugfixes:
    • Fixes to some text issues. Thanks to Insomniac for reporting some of these.​
    • Fixed a bug reported by Lost Trout where the hasOtherOutfitOfType method was not working.​
  • Enjoy the new version, and let me know if you find any bugs!
 
Last edited:

axz2

Member
Jan 20, 2019
125
84
How do you get them to propose?
Have them be in love with you which mostly amounts to having traits they like, going out with them, talking to them, taking them back to your place, having sex with them. If they like dancing / are a good dancer it will probably help if you dance with them. Exactly what to do would depend on the traits and desires of the NPCs.
 
  • Like
Reactions: Anonymous329
3.50 star(s) 36 Votes