swpkmn

Active Member
Feb 19, 2020
528
359
This game could really use some out-of-combat lewd activities, like prostitution.
There are many ways around that: Bimbofication, mind control etc.
Try entering the Slut Bar with an all-Bimbo party. What happens there is probably the closest thing to what you are looking for that exists in the game (other than the Server job that was already mentioned).
 
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Bruel

Member
Donor
Jan 1, 2018
148
66
I just done see that for some reason.

View attachment 4557304
Yeah, I just downloaded the latest version from mega and it does seem like the files aren't present. Even the zip doesn't have them.

Attached you'll find my launcher files. They're from a previous version of the game, but they seem to work fine.

If for some reason it doesn't work, know that the game defaults to normal difficulty so you can just rename the data_Normal folder to something else and then rename either the data_Easy or data_Hard to data_Normal (if you don't want to play on normal, of course). Then you can run the Game.exe directly (and thus play the easy or hard version of the game). In other words: rename red to anything, rename one of the blues to data_Normal. You should also do it with the "save_" folders bellow if you have played the game already as loading a save from another difficulty setting could crash your game.

1739733624216.png
 

Bruel

Member
Donor
Jan 1, 2018
148
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For some reason it seems to think my file is a virus, you can check for yourself on virus total. It is indeed flagged by 1 AV, but that's it.

Either way I gave you a workaround that should work without the launcher files, so it's your call whether or not you want to risk that I'm lying.
 

One_DONE_Yeet

New Member
Nov 28, 2019
8
2
Yeah, I just downloaded the latest version from mega and it does seem like the files aren't present. Even the zip doesn't have them.

Attached you'll find my launcher files. They're from a previous version of the game, but they seem to work fine.

If for some reason it doesn't work, know that the game defaults to normal difficulty so you can just rename the data_Normal folder to something else and then rename either the data_Easy or data_Hard to data_Normal (if you don't want to play on normal, of course). Then you can run the Game.exe directly (and thus play the easy or hard version of the game). In other words: rename red to anything, rename one of the blues to data_Normal. You should also do it with the "save_" folders bellow if you have played the game already as loading a save from another difficulty setting could crash your game.

View attachment 4557846
This worked thank you very much!
 

Gummiel

Well-Known Member
Jul 16, 2019
1,564
1,368
Yeah, I just downloaded the latest version from mega and it does seem like the files aren't present. Even the zip doesn't have them.
Well... that is kinda stupid wow..., why would upload it like that...

Attached you'll find my launcher files. They're from a previous version of the game, but they seem to work fine.
If it is the launcher from 3.5 or earlier of the game, it wont work on windows 7, or linux at least, but the actual codelogic is otherwise the same indeed (I am that one that actually made the launcher)

If for some reason it doesn't work, know that the game defaults to normal difficulty so you can just rename the data_Normal folder to something else and then rename either the data_Easy or data_Hard to data_Normal (if you don't want to play on normal, of course). Then you can run the Game.exe directly (and thus play the easy or hard version of the game). In other words: rename red to anything, rename one of the blues to data_Normal. You should also do it with the "save_" folders bellow if you have played the game already as loading a save from another difficulty setting could crash your game.
While that would mostly work (though you would have to do the same with the plugins.js files too, it is not quite how it is meant to be done). Better to do the renaming of the rpg_managers_difficultyname.js to rpg_managers.js, as well as do the same with plugins.js again as well. As those rpg_managers are actually the files that tells the engine where to look for the game files

For some reason it seems to think my file is a virus, you can check for yourself on virus total. It is indeed flagged by 1 AV, but that's it.

Either way I gave you a workaround that should work without the launcher files, so it's your call whether or not you want to risk that I'm lying.
Yeah, the launcher is just getting falsely flagged in general, I guess it is the copying and renaming of files that, that some AV engines probably don't like.
 

Bruel

Member
Donor
Jan 1, 2018
148
66
If it is the launcher from 3.5 or earlier of the game, it wont work on windows 7, or linux at least, but the actual codelogic is otherwise the same indeed (I am that one that actually made the launcher)
It's not. Don't quite remember which folder I took it from, but it either the 4.3 version or the latest one on steam.


While that would mostly work (though you would have to do the same with the plugins.js files too, it is not quite how it is meant to be done). Better to do the renaming of the rpg_managers_difficultyname.js to rpg_managers.js, as well as do the same with plugins.js again as well. As those rpg_managers are actually the files that tells the engine where to look for the game files
I didn't even see the plugins has difficulty based versions too, but it wouldn't make much difference as both the manager and the plugins file are identical between versions (except, of course, for the path the manager uses to load the data). I think the dev just did everything inside the data instead of messing with the plugins (which also explains why the game has such a difficult time with performance. I've seen some horrifying events while messing with the code to cheat).
 

Ildon

New Member
Nov 15, 2017
14
15
Anyone know if there are plans to update the Giannan Trek mod? Trying to use that one, Nametags Plus, and Stickers together on the latest version + VF, but I get a ton of conflicts and fatal conflicts no matter which load order I use, black screen after intro if I try to proceed with a new game regardless. Disabling Giannan Trek fixes everything, which isn't too much of a surprise since it looks like the last update on it was a couple of years ago.

Also, any tweak I can make on my end to enable Randomizer options immediately from the start? I'm coming back to the game after being away for awhile, and I really, REALLY don't want to have to start all over and clear the game to unlock it the intended way.
 
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Gummiel

Well-Known Member
Jul 16, 2019
1,564
1,368
It's not. Don't quite remember which folder I took it from, but it either the 4.3 version or the latest one on steam.
Yeah then it is 100% the same launcher

I didn't even see the plugins has difficulty based versions too, but it wouldn't make much difference as both the manager and the plugins file are identical between versions (except, of course, for the path the manager uses to load the data). I think the dev just did everything inside the data instead of messing with the plugins (which also explains why the game has such a difficult time with performance. I've seen some horrifying events while messing with the code to cheat).
The differences in the plugins.js files are small, but there is a one or 2 differences.

And yes the vast majority of the code is certainly done via the engine editor (and as such saved in the json data folders), and some of it certainly is messy, specially the earlier made parts... as this is also Vhiel's first ever, which is quite impressive in it's own right. And while some of that bad performance thus certainly lie with Vhiel, part of it is also the engine in general. Making a game engine that runs on JS, is just the wrong language. That is not at all what JS is created for, it was for making websites slightly more fancy, not for making an entire game engine.

Refresh faces, and it's character specific "sub" events in particular is a performance hog, as it is run ALL THE FREAKING TIME (which in large part is actually a plugin responsible for it being able to run as often as it does. Each of the character specific events being a couple thousand of lines long.

So it is partly Vhiel's "fault", or rather inexperience, and partly the engine itself. Which I am to some extend trying to rectify with my GUM_Core mod (though it wasn't exactly the original intention, but ended up becoming a necessity to create to make it feasible to make what is now the GUM_ReEquip mod). And while not a promise, I expect my next update of GUM_Core to cut the size of the loaded character refresh events from those couple thousand lines to maybe a few hundred at most (Though due to compatibility with other mods it is NOT gonna affect the actual files, but rather the loaded version of them only, cutting them at bootup, thus it might add some extra bootup time, but that is imo a fair compromise). I also plan to make the plugins that I make that is like 95% of those mods more publicly available to be used in other games eventually.

Anyone know if there are plans to update the Giannan Trek mod? Trying to use that one, Nametags Plus, and Stickers together on the latest version + VF, but I get a ton of conflicts and fatal conflicts no matter which load order I use, black screen after intro if I try to proceed with a new game regardless. Disabling Giannan Trek fixes everything, which isn't too much of a surprise since it looks like the last update on it was a couple of years ago.
It is not gonna be updated, and it will not work on 4.x of the game even alone. Bondage Framework was going to replace it, and eventually have everything and more that trek did, though for various reasons, work on bondage framework has ended too now, though you may so some of it's features in other mods still.

Also, any tweak I can make on my end to enable Randomizer options immediately from the start? I'm coming back to the game after being away for awhile, and I really, REALLY don't want to have to start all over and clear the game to unlock it the intended way.
You can just go and interact with its tile. It is always there, just hidden if you haven't beat the game yet
 

Bruel

Member
Donor
Jan 1, 2018
148
66
The differences in the plugins.js files are small, but there is a one or 2 differences.
There aren't, I used a diffchecker to compare them (the normal and hard at the start I added myself).

There are some in the managers file, but it's just in the path to the data folder so renaming the data folder would still lead the normal manager to load the correct one.
 

Bruel

Member
Donor
Jan 1, 2018
148
66
Just read your GUM_core wiki page and yeah, that's really what I mean. Have things in plugins instead of json to make use of the JIT compiler.

Having things in events makes it so incredibly hard to do predictive branching due to the code being fully interpreted and dynamic.

I don't think it's anyone's fault, just a lack of experience like you said.

JS for an engine isn't really a problem if what you're trying to create is simple enough. I've personally used it to make a few emulators for older consoles. The main issue is with how the scripting language of the engine works.

As for the performance problems of this game in particular, I'd say it's mostly for those events that happen all the time like you said. So I'd probably just remove those events and rework the system into something that happens only rarely. As an example for the world dialogue things that pop up when you add someone to your party:

- Give the player a house at the start of the game as to make sure they have one.
- Force the player to go back to the house after defeating a boss. Maybe by locking a level up system behind it or something like that.
- Do the meet up events solely in that map. Could even be interaction based by having the characters with a call to action.

And, realistically, this is really only necessary because they wanted to make more DLC for the game, but were stopped due to the performance problems. In reality it's not like the game in it's current state is in any way unplayable. Maybe it wouldn't work on joiplay, but works fine on a computer.
 

Gummiel

Well-Known Member
Jul 16, 2019
1,564
1,368
There aren't, I used a diffchecker to compare them (the normal and hard at the start I added myself).

There are some in the managers file, but it's just in the path to the data folder so renaming the data folder would still lead the normal manager to load the correct one.
Well you got me to look it up, and well it is specifically the easy version that has a higher critical multiplier for the plugins file, so yeah the 2 you showed at identical in the base game. Ofc if you start adding mods, it could change ;)
And for the rpg_managers it is the path to the data AND save folders (I am the one who did those changes... and yeah if I made the launcher today, I am sure I could make it slightly better, for instance by using a new plugin instead of modifying the existing one... I know a lot more about both the RPGM engine, and just general JS in general now, than I did when I made the launcher, but kinda pointless to do, unless it can get shipped with a new update of the game

Just read your GUM_core wiki page and yeah, that's really what I mean. Have things in plugins instead of json to make use of the JIT compiler.

Having things in events makes it so incredibly hard to do predictive branching due to the code being fully interpreted and dynamic.
Doing it to the extend I am with that mod/plugin, is a HUGE amount of work though, I don't want to know how many hours I spent on that... There are a lot involved in making sure things happens correctly still, but hopefully it will not only make specially from the next update when I get that done, increase performance of OoG, but also make it easier for other people to make games using similar systems

I don't think it's anyone's fault, just a lack of experience like you said.

JS for an engine isn't really a problem if what you're trying to create is simple enough. I've personally used it to make a few emulators for older consoles. The main issue is with how the scripting language of the engine works.
Well depend on what you consider a "problem" I geuss. It will never be as optimal as a fully compiled language, like C++/C# or similar can do.

As for the performance problems of this game in particular, I'd say it's mostly for those events that happen all the time like you said. So I'd probably just remove those events and rework the system into something that happens only rarely. As an example for the world dialogue things that pop up when you add someone to your party:

- Give the player a house at the start of the game as to make sure they have one.
- Force the player to go back to the house after defeating a boss. Maybe by locking a level up system behind it or something like that.
- Do the meet up events solely in that map. Could even be interaction based by having the characters with a call to action.

And, realistically, this is really only necessary because they wanted to make more DLC for the game, but were stopped due to the performance problems. In reality it's not like the game in it's current state is in any way unplayable. Maybe it wouldn't work on joiplay, but works fine on a computer.
There are very little in terms of adding/removing characters to party, but otherwise yes that is the idea essentially, instead of every single time, you are done with a battle, change map, or even exit the menu(yes every time you exit the menu refresh faces are run), among more, those are just some of the examples off the top of my head, have the game check through all the characters, and see if their states align in a way so they should change TF or a bunch of other stuff, my mod/plugin, just whenever a statechange is actually happen, the specific character it happens on, that specific state is checked if it got TF stuff on it, and then use the fact the game know what character it is happening on as well to just make the checks and adjustments needed on that single character.

Also fun fact, the zombie and puppet TFs, while they seem very similar, with requiring others characters to have related passive skills to control them and all that, is VERY different in implementation in the base game, but indeed I made them part of the same system in my mod/plugin xD
 

Ildon

New Member
Nov 15, 2017
14
15
It is not gonna be updated, and it will not work on 4.x of the game even alone. Bondage Framework was going to replace it, and eventually have everything and more that trek did, though for various reasons, work on bondage framework has ended too now, though you may so some of it's features in other mods still.


You can just go and interact with its tile. It is always there, just hidden if you haven't beat the game yet
Sad to hear about the mod's double demise. The description made it sound as if it had some really neat features going for it, though I suppose I shouldn't be terribly surprised that support for the game is waning at this point.

As for the Randomizer tile, thanks for the tip. Trying to remember where it is. Hazy memories vaguely recall it being on the right side of a room in the starting castle, I think? If so, I can blunder around a bit until I find it.
 
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