Since you didn't see my edit earlier :VOh god, you are right! What a nightmare this is! *sigh* erservingface:
I WILL fix this, I WILL survive!
Bug: Generate Armour/Clothing only gives Slave wear.
Since you didn't see my edit earlier :VOh god, you are right! What a nightmare this is! *sigh* erservingface:
I WILL fix this, I WILL survive!
It generates random armour / clothing as it would if you crafted it, at least it should, since I reused the game's functions.Since you didn't see my edit earlier :V
Bug: Generate Armour/Clothing only gives Slave wear.
Maybe or just No Haven's shitty RNG.Maybe something went wrong? Reserved Armour = 8 Slave Wears, and 2 Chasity Belts. View attachment 72099
Left side of screenshot shows I did already. XDMaybe or just No Haven's shitty RNG.
Try changing crafting focus under yourself --> General Orders --> Crafting Focus
Oh yeah, sorry.Left side of screenshot shows I did already. XD
Oh yeah, sorry.
I tried changing to the next day by "going right". That seemed to change the items generated. I have no explanation why.
Don't I know it.
that's what kept me away from modding no haven other than changing some variables in the character creatorDon't I know it.
Especially with a game as complex and random as No Haven.
My guess would be the latter, given that my (veteran) Smith in my last playthrough gave almost entirely slavewear, in spite of Crafting Focus set to armor. Oh and speaking of"shitty RNG", I've been getting further confirmation of something that I read somewhere that it lies about mission probabilities (typically low probability outcomes have a higher probability than stated -- which, if you're choosing slavers and assignments to maximise success and/or crit chance, will almost always work against you).Maybe or just No Haven's shitty RNG.
I'm fairly sure the game only allows you to set a new 2iC when the first one is killed off. This is an element of the base game, and would probably be problematical to code around.So in the previous version of your mod I made my second in command my sister but was unable to remove her from the position. I wanted to have her as my bedwarmer. Can this be done with this version of the mod?
True, which is something I am going to attempt to fix when I do my remake. Not much can be done for this version, sadly.My guess would be the latter, given that my (veteran) Smith in my last playthrough gave almost entirely slavewear, in spite of Crafting Focus set to armor. Oh and speaking of"shitty RNG", I've been getting further confirmation of something that I read somewhere that it lies about mission probabilities (typically low probability outcomes have a higher probability than stated -- which, if you're choosing slavers and assignments to maximise success and/or crit chance, will almost always work against you).
You should be able to, simply change the position of your second in command and then assign her the bed warmer role. It should be possibleSo in the previous version of your mod I made my second in command my sister but was unable to remove her from the position. I wanted to have her as my bedwarmer. Can this be done with this version of the mod?
While I know how to code in Unity, I am going to stick to RAGS for the first remake, because I am a lot more familiar with RAGS than Unity, though I do know how to code in Unity (C#) and then entirely web-based (PHP) for the second remake.also on your plan of making your own game like no haven
Unity offers some features that you explained earlier
You would be able to have server side information and what not and be able to regulate content and features for the game based off their account for your site or whatever
a pretty good example would be BubleGum Raptor's "Kingdom Defiled"
Technically changing the position of the slaver should be enough, I thinkI'm fairly sure the game only allows you to set a new 2iC when the first one is killed off. This is an element of the base game, and would probably be problematical to code around.
I'll see what I can do to fix it for v5.One problematical aspect of the Assignments>Remove ALL menu option is that it removes the standard assignments, which as far as I can ascertain, never regenerate, including Exploration ones. This leaves you permanently reliant solely on the cheat-generated assignments thereafter.
Given that the generate-new-assignment cheat seems to only add one assignment at a time (making it a fairly marginal cheat -- adding the equivalent of an 'exploration' in that area might be better), this isn't that big a deal -- you have to go through the generation loop a large number of times (or severely spam exploration of the area) to reach this stage. I did it once, just to see what would happen, but don't see it causing a problem unless players are intentionally silly.The remove all is there just in case you generate WAY too many assignments and you will not be able to read which mission you are going to because there are too many.
Working in tech support, I can tell you that some people are just silly and beyond sense or reason.Given that the generate-new-assignment cheat seems to only add one assignment at a time (making it a fairly marginal cheat -- adding the equivalent of an 'exploration' in that area might be better), this isn't that big a deal -- you have to go through the generation loop a large number of times (or severely spam exploration of the area) to reach this stage. I did it once, just to see what would happen, but don't see it causing a problem unless players are intentionally silly.
Playing v4.1, this started happening again a couple of months into the game.Oddball glitch: when you try to add traits to a slaver/slave who is not the last character generated (whether they have turned up yet, or are merely the product of a recently-launched mission), they have their visible details (though not their actual details, which are still used to calculate assignment successes) overwritten by that last character. I currently have a Veteran Succubus Mistress (Mistress of Torments) masquerading as an "Inexperienced Slave" of a different name and traits (about to turn up in a day or two from a raid on a Goblin village).
I'll try to look into whether it is fixable.Playing v4.1, this started happening again a couple of months into the game.
As previously mentioned, I'm really loving this mod, it's enabling me to see far more of the game, which in turn is showing me some of the really fascinating bugs in it. XD