KinkyFoxXX
Member
- Jan 30, 2021
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Not a bug. Any recruitable princess that's not from any of the traditional reigns (Pressing "S" on the world map shows you such reigns) is considered a progeny through game mechanics.Why is the wendigo princess considered a progeny? Is this a bug?
Another follow up, I tried disabling the remaining patches one-by-one with no change. Completely removing the patches entirely does not seem to fix anything either (at least on my end). The only thing thats seems to work now is simply doing NG+ again or an entirely new save, and who knows if that'll work for the foreseeable future.While I'm glad that one troublesome patch has been found, I've just been getting the black screens again after about half a month ingame, as well as freezing on the map. I'll try to play around with the patches and see if another one is responsible for causing these issues later on.
1. Off the top of my head, anyone is free to respond with the rest if they like.1. So what are the abilities of all the princesses. The wiki doesn't tell you.
2. How come the wendigo form is next to the to the wendigo princess in the menu?
The "CHEATS PATCH" on the front page isn't a patch at all, it's simply the cheat codes for the current version of the game. "Patch1" is the first patch of the current version of the game (I think there are two patches). These patches will become obsolete when the a new version of the game comes out without patches. If you play with the beta builds of the game, they are not needed to my knowledge.Has anyone tried to mod this thing? There's the 2 patches, how did those function?
Well the NG+ does fix a lot of issues since Towerfag actively updates that section. A fresh new game has a lot of old issues since certain parts of the game have fallen under neglect over the years, such as the Kobolds arrays not being defined correctly. Various things could be improved by making sure arrays are properly initialized, it sometimes happens with all the randomly generated NPCs...Another follow up, I tried disabling the remaining patches one-by-one with no change. Completely removing the patches entirely does not seem to fix anything either (at least on my end). The only thing thats seems to work now is simply doing NG+ again or an entirely new save, and who knows if that'll work for the foreseeable future.
I'm starting to think that the recent changes made to the overworld seemed to cause the core problems, with the problematic patch file being a one-time issue.
I think I'm going to stop playing this game until such issues with the game are confirmed to be fixed, which is a shame as I really enjoy this game and have been a patreon for quite a good while now.
If anyone else is having similar issues, lemme know. I'm not sure I'll be stumped or relieved to know if I'm the only one having this issue.
Depends on the patches you're talking about but most of mine override the Common Event they are associated with. While it takes more time I tend to keep them separated by the functions they do and most of what they do are explained in the notes.Has anyone tried to mod this thing? There's the 2 patches, how did those function?
I appreciate the insight you've given as well as the resources you've provided. However, I'm not proficient in decrypting to such an extent or using the Exit-EX. I'm not sure what I'd do with the debug script either, sorry. Thank you anyway.Well the NG+ does fix a lot of issues since Towerfag actively updates that section. A fresh new game has a lot of old issues since certain parts of the game have fallen under neglect over the years, such as the Kobolds arrays not being defined correctly. Various things could be improved by making sure arrays are properly initialized, it sometimes happens with all the randomly generated NPCs...
There was an save bloat thing that I don't think was every really fixed. This happens when a save file gets significantly larger than 20 MB, I speculated it might have something to do with the Path Finding however every save I looked at with this glitch would shrink and that was probably do to the debugger I attached... Since Auto Save happens at end of day if I remember right (It's been awhile since I've dived deep into things) that that could compound the saving/loading problems.
Then again I discovered some problems with how the scripts were placed in Common Events. An example off the top of my head is the Cardinal Bell and how it changes genders, somewhere around when you select a character and it waits to execute the command the NPC ID gets changed by something else which results in the wrong character getting altered. Probably not an isolated occurrence but some of these Common Events have a firing order that's like a train engine...
The Achievement System is also capable of slowing things down substantially so if you haven't tried cheating it might be worth it for the performance boost
The patch you noticed only forces the populations not to drop so something could be unique with the Bird Realm.
If you wanted to could try decrypting the game and using the ScriptYou must be registered to see the linksand see if this problem persist.
Depends on the patches you're talking about but most of mine override the Common Event they are associated with. While it takes more time I tend to keep them separated by the functions they do and most of what they do are explained in the notes.
The official patches tend to handle various bugs though the bug in the that handles Maps was never officially addressed.
As for modding this game having RPG Maker VX Ace Editor, RGSS-Decryptor, and some knowledge of Ruby would be helpful. Just make the changes you want in the Editor, use the Patch System to save those changes, and distribute the Patch that is generated. Should be noted that the Patches take a naming precedence and if you haven't used the unofficial fix provided by Happily_Hitsuji only the last patch with Map Updates will be the one that is used, this doesn't effect Common Events though the last one loaded will still be the one to alter that specific Common Event.
I get your concern young polliwog but it's really not as complex as you thinkI appreciate the insight you've given as well as the resources you've provided. However, I'm not proficient in decrypting to such an extent or using the Exit-EX. I'm not sure what I'd do with the debug script either, sorry. Thank you anyway.
Thanks for the instructions, I managed to get it installed per your instructions. Unfortunately, it seemed that the decryption/script didn't seem to have any effect. Curiously, no "error.txt" file was ever created after blackscreens and crashes.I get your concern young polliwog but it's really not as complex as you think
- The RGSS Decryptor was included in the attached file. You simply drag-an-drop "Game.rgss3a" onto "RgssDecrypter.exe" and let it do it's thing. There are close to 33 thousand graphic files so decryption will take awhile. Alternatively you can read up on the command lines. Once it's done you can delete or rename "Game.rgss3a"
- To use Exit-EX just copy the "Data" and "System" folders in the attached file and overwrite the ones generated by the Decryter. The main thing with this debugger is it changes how RPG Maker VX Ace handles errors and tries to gracefully exit which in itself is a vast improvement in how RPG Maker VX Ace originally handles errors.
- As for what you would do with it? It simply being installed improves error handling and you can use it to read some reports it generates as it tries to save those to the game directory in "errors.txt". In all honesty though I'm mostly curious if just attaching a debugger would have any effect
Are you using cheats from an older version of the game?When trying to use any cheat, they are not activated, can someone explain to me?
Welp, there's probably worse ways to spend an afternoon. Time to learn a new language. Thanks.Well the NG+ does fix a lot of issues since Towerfag actively updates that section. A fresh new game has a lot of old issues since certain parts of the game have fallen under neglect over the years, such as the Kobolds arrays not being defined correctly. Various things could be improved by making sure arrays are properly initialized, it sometimes happens with all the randomly generated NPCs...
There was an save bloat thing that I don't think was every really fixed. This happens when a save file gets significantly larger than 20 MB, I speculated it might have something to do with the Path Finding however every save I looked at with this glitch would shrink and that was probably do to the debugger I attached... Since Auto Save happens at end of day if I remember right (It's been awhile since I've dived deep into things) that that could compound the saving/loading problems.
Then again I discovered some problems with how the scripts were placed in Common Events. An example off the top of my head is the Cardinal Bell and how it changes genders, somewhere around when you select a character and it waits to execute the command the NPC ID gets changed by something else which results in the wrong character getting altered. Probably not an isolated occurrence but some of these Common Events have a firing order that's like a train engine...
The Achievement System is also capable of slowing things down substantially so if you haven't tried cheating it might be worth it for the performance boost
The patch you noticed only forces the populations not to drop so something could be unique with the Bird Realm.
If you wanted to could try decrypting the game and using the ScriptYou must be registered to see the linksand see if this problem persist.
Depends on the patches you're talking about but most of mine override the Common Event they are associated with. While it takes more time I tend to keep them separated by the functions they do and most of what they do are explained in the notes.
The official patches tend to handle various bugs though the bug in the that handles Maps was never officially addressed.
As for modding this game having RPG Maker VX Ace Editor, RGSS-Decryptor, and some knowledge of Ruby would be helpful. Just make the changes you want in the Editor, use the Patch System to save those changes, and distribute the Patch that is generated. Should be noted that the Patches take a naming precedence and if you haven't used the unofficial fix provided by Happily_Hitsuji only the last patch with Map Updates will be the one that is used, this doesn't effect Common Events though the last one loaded will still be the one to alter that specific Common Event.
Edit: Almost forgot a very important thing, for the love of cheesecake back up "System\RGSS301.dll"! This game uses a custom dll and if you don't use that specific one the resolution will get jacked when RPG Maker VX Ace Editor overwrites that with a generic one.
No, It's the current version, but with the update of September 30th 2021.Are you using cheats from an older version of the game?
it won't let me use the cheats, I use the current version, but it won't let me.New Beta build: P&C BETA September 30th 2021 - P&C BETA September 30th 2021
If you do use the BETA build I suggest using a new save to help mitigate any problems.
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No that's the original source but it's good for telling you how it works.Welp, there's probably worse ways to spend an afternoon. Time to learn a new language. Thanks.
ps: Not entirely sure what the patch system is, something in the editor or whatnot? Or how patches work exactly, but w/e there's time for that. But is the Hitsuji fix you mentionedYou must be registered to see the links?
https://f95zone.to/threads/princess-conquest-v0-17-16-towerfag.602/post-1882208Does anyone have the cheat patch?