Cheat Mod RAGS No Haven: Loaded Dice Mod [v.8.0.2] [V.991 - Patreon] [Bedlam Games]

5.00 star(s) 7 Votes

Which version of "Change Conjuration" should be used going forward?

  • Version A(Clicky)

    Votes: 23 21.5%
  • Version B(Less Clicky)

    Votes: 20 18.7%
  • Version C(Quick and Done)

    Votes: 63 58.9%
  • A different idea altogether(post it)

    Votes: 1 0.9%

  • Total voters
    107
  • Poll closed .

Tsugumi

Well-Known Member
Oct 16, 2018
1,422
1,161
Also I'm pretty sure forced encounters weren't designed to lead to the puppet leader, which was designed as a totally different thing to go with super negatives of having mentally intrusive subordinates, but was also shoved in as a convenient ending to the forced encounter thing so a new scene wouldn't have to be written/coded.
PL was meant to be something other than a plug for the assaults? Weeeell, shite.

I don't want to stop forced encounters, I want to have them as they are, as non-con scenes, without converting to hypno/bimbo scenes, which I enjoy considerably less and are a dramatic tonal shift.
Preaching to the choir here: I was dumbfounded when I realized that they ended and all I had to show for it was a lousy T-shirt some random flavor text on turn end. In fact, I was expecting it to be some ongoing private thing between you and the assaulter (or multiple, if it comes to that) , not "now everyone knows, enjoy your nothingburger".
 
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Cyrilion

Member
Dec 4, 2019
126
64
lol, yes, yes I did. I was feeling mildly guilty about saying "a few days" and then fucking off for a week. Again:HideThePain:
Considering all the personal issues you've been having in your life, i think we can all understand that this took a back burner lmao, thanks for hopping back to it though, good shit :)
 

fanyudexin

Newbie
Jan 30, 2023
24
2
lol, yes, yes I did. I was feeling mildly guilty about saying "a few days" and then fucking off for a week. Again:HideThePain:
Whenever I click on corruption, the time jumps to the afternoon. This activity requires a full day to complete.
I did not choose to Prevent time from flowing
 

fanyudexin

Newbie
Jan 30, 2023
24
2
Still bugged. I'm releasing a bug fix tonight for the reported ones, and I'll try and swing getting Slave Leader running. If I can't, I can't and it will happen at a later date.
There was not yet. It's a bit of a thing to go through, and finding the trigger that starts it has been rather elusive.



I'll take a look. This is the simplest thing in the mod, so I don't know what might be causing it:unsure:



Thank you. I typo'd when entering the timers name. That's been fixed.
I restarted the game and didn't even click Loaded Dice, but clicking Talk to ~ Engage in Corruption still jumped the time to the afternoon and prompted This activity requires a full day to complete.
 

doomtrack

Member
Feb 3, 2018
108
213
Is the regalia version updated? It doesn't look like it on my end but I want to make sure I am not just misreading the version numbers.
 

saerdena2

New Member
Jan 3, 2019
1
1
Ah you misunderstand my goal, I don't want to stop forced encounters, I want to have them as they are, as non-con scenes, without converting to hypno/bimbo scenes, which I enjoy considerably less and are a dramatic tonal shift.

Also I'm pretty sure forced encounters weren't designed to lead to the puppet leader, which was designed as a totally different thing to go with super negatives of having mentally intrusive subordinates, but was also shoved in as a convenient ending to the forced encounter thing so a new scene wouldn't have to be written/coded.
PL was meant to be something other than a plug for the assaults? Weeeell, shite.



Preaching to the choir here: I was dumbfounded when I realized that they ended and all I had to show for it was a lousy T-shirt some random flavor text on turn end. In fact, I was expecting it to be some ongoing private thing between you and the assaulter (or multiple, if it comes to that) , not "now everyone knows, enjoy your nothingburger".
i found the function that stops The Puppet Leader event, and turning that off is not a big deal, you can also remove the cooldown and time between forced encounters.

its Timer: Forced Encounter - Willtamer
then just changing the Command "any 6s" (this is the Command that enslaves you) to 7 across all the conditions (probably some way to integrate with LD but I'm to lazy to find a better way)

the timer and cooldown is in
Timer: Forced Roller
Command "1-10" is the timer for days before the forced enc can happen
Command "Cooldown" is the cooldown (changing the number in this to be higher will result in more frequent Forced Encounters
 
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Frank N. Stein

Member
Modder
Aug 6, 2016
455
1,452
i found the function that stops The Puppet Leader event, and turning that off is not a big deal, you can also remove the cooldown and time between forced encounters.

its Timer: Forced Encounter - Willtamer
then just changing the Command "any 6s" (this is the Command that enslaves you) to 7 across all the conditions (probably some way to integrate with LD but I'm to lazy to find a better way)

the timer and cooldown is in
Timer: Forced Roller
Command "1-10" is the timer for days before the forced enc can happen
Command "Cooldown" is the cooldown (changing the number in this to be higher will result in more frequent Forced Encounters
I can integrate that easily enough. I was struggling with one of the issues, but I'll get this done and update after I get home tonight/early tomorrow morning.

I restarted the game and didn't even click Loaded Dice, but clicking Talk to ~ Engage in Corruption still jumped the time to the afternoon and prompted This activity requires a full day to complete.
That, however, shouldn't be possible. Unless loaded dice is active, it should do nothing to the base game. I'll dig into this a little.
 
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Snakes

Member
Jul 22, 2017
123
79
Is the regalia version updated? It doesn't look like it on my end but I want to make sure I am not just misreading the version numbers.
Okay, here is the corrected file. So far everything looks like it is working. Found a few minor bugs so far (You rushed yourself Frank! :p )but it is definitely playable.

I don't have access to the regalia folder and my edit is very fast and dirty. It's enough to work but there are definitely some formatting errors.
 

Tsugumi

Well-Known Member
Oct 16, 2018
1,422
1,161
I'll take a look. This is the simplest thing in the mod, so I don't know what might be causing it:unsure:
Wonder whether this might help: what I noticed was that the roll itself seems to be done properly, but the chances for all results show up as 100%, and for whatever reason Disaster is outright missing from the list. It is as if a guaranteed crit is enabled, but instead of affecting the roll (by setting it to 1%) it affects the result thresholds.

1739714078121.png
 
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tsuragi

New Member
Jan 6, 2018
12
4
Special Aspects in character creation seems broken, just loops back; both in RAGS and Regalia 8.0.2

Worked (well, the list showed up, some had hidden requirements*) in 8.0, disappeared from selection in 8.0.1, now back in selection but non-functional (doesn't bring up the list, just returns to main trait selection screen
 
Last edited:
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Frank N. Stein

Member
Modder
Aug 6, 2016
455
1,452
Wonder whether this might help: what I noticed was that the roll itself seems to be done properly, but the chances for all results show up as 100%, and for whatever reason Disaster is outright missing from the list. It is as if a guaranteed crit is enabled, but instead of affecting the roll (by setting it to 1%) it affects the result thresholds.

View attachment 4556616
So, funny enough, that's actually working as intended. Because of how it tracks values, it will show them all as 100% unless there is something up.

Special Aspects in character creation seems broken, just loops back; both in RAGS and Regalia 8.0.2

Worked (well, the list showed up, some had hidden requirements*) in 8.0, disappeared from selection in 8.0.1, now back in selection but non-functional (doesn't bring up the list, just returns to main trait selection screen
Thank you for that. I thought I'd fixed it, but evidently I'm a potato.
 
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Tsugumi

Well-Known Member
Oct 16, 2018
1,422
1,161
Frank N. Stein Another random(?) thing I noticed: back when I posted that message, I started one of the assignments - Barbarous Bargains, I think (the one where you trade for gold/supplies with the Amazons) -, and stopped playing; today when I resumed, when the assignment completed I actually got a Failure with proper success values shown for each result. Bummer that I did not remember what the "predicted" results were before I started the assignment, all I remember is that the option I went with was "Gold for Supplies" and I sent two slavers with a slave, i.e., not myself in either slot.

Do you, maybe, have an idea what that was about? Does that assignment have a different system altogether or something, like how the cheerleading or the monthly arena assignments work?

My curiosity makes my brain run wild with ideas like "next time I get I should use a Distinction, see whether I can get a guaranteed crit that way; then maybe use LD options; then...think of something else". Bottom line: amongst all the "bugged" crits I somehow managed to NOT get a crit so now I am obsessed with finding out how to make it crit AND not-crit again. "Dunno what I did, but it broke - challenge accepted to break it again". :KEK: I need to do something more productive with my time. :HideThePain:

UPD: So, for Barbarous Bargains, the Gold/Supplies for Other Means keeps the Always Crit bug(?), while the two Gold for Supplies (or vice versa) options somehow bypass it and roll normally.
 
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shasf

New Member
Sep 10, 2017
1
0
I think I must be doing something wrong, but the feature for the RNG rolls is stuck on critical success. I've tried different versions ranging from 0.983 through 0.991 as well as the LD versions 7.3, 8, and 8.0.2. It seems to be stuck this way on both the RAGs and the HTML Regalia versions. Is there something I'm missing?
 

Tsugumi

Well-Known Member
Oct 16, 2018
1,422
1,161
shasf Overall - yeah, it seems to be plagued by a bug like that for now. Did you see it on 0.990, though? I am 100% positive I did NOT have that bug on the Regalia counterpart of that version, otherwise I would have cried about it all over, believe me. In fact, I was under the impression guaranteed crit bug was introduced in 0.991, i.e., it should not be present in any earlier version, especially one as recent as 0.983 (guaranteed crit is a toggle added by the mod, and it is disabled by default).
 
5.00 star(s) 7 Votes