- Jan 2, 2018
- 408
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fixedThanks also IDK if its another glitch or if you didn't add it in, but batgirl doesn't unlock her schoolgirl and batslut costume.
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fixedThanks also IDK if its another glitch or if you didn't add it in, but batgirl doesn't unlock her schoolgirl and batslut costume.
So I decided to test most of the cell girls. Just a couple of things to note I did so with most of the girls already done, meaning I went past their third anal scene. And to be honest I sort of fast forwarded through a lot of the dialogue after a while. I mostly checked if their where issues with the costume scene variations.fixed
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amazing thx for you help i will fix those errors right nowSo I decided to test most of the cell girls. Just a couple of things to note I did so with most of the girls already done, meaning I went past their third anal scene. And to be honest I sort of fast forwarded through a lot of the dialogue after a while. I mostly checked if their where issues with the costume scene variations.
Bugs I found
Stargirl:
-Slut Strip not leaving her naked after scene
-Slut Anal playing naked pony tail dance scene instead
Miss Martian:
- Slut Strip playing her Slut Dance instead
- Can't access her Naked Slut Costume so I don't know if those scenes are glitched
Batgirl:
-Not really a bug, but to unlock her nightie, batslut and schoolgirl you will have to make a new game
Vixen:
-Hunter Costume strip causes an exception error. Spamming ignore plays the scene with an invisible vixen.
Huntress
-Lingerie Costume strip leading to Lingerie dance instead. (Note dialogue that plays seems to be her first dance dialogue.) Reentering her cell leads to a weird combination of her red dress and lingerie introduction scene. Reentering her cell again leads to her slut costume intro playing again. Further testing of this glitch led to a locking out of the strip scenes. Spamming the dance option returned the strip option. However the Lingerie strip glitch is still there.
Terra
-Playing her spank scene leads to some issues. First she is invisible during the scene. Second it seems to cause a disappearance for her strip scenes.
-Playing her dance scenes again leads to her spank scenes disappearing
-Doing Anal selecting pullback, sleeping, then selecting sex will lead to a sex scene where Terra is already covered in cum. Playing the sex scene again and pulling back seems to fix it.
Donna Troy
-Donna Troy's dance after unlocking her slut costume and nickname options generates exception errors for me on some lines of dialogue. Seems to be related to the nickname system.
Cassie
-Her sex cumshot scenes display the cum inside scenes instead. The dialogue seems to be correct however.
Crush:
-Anal scenes lead to exception errors. Like Donna it seems to be related to the nickname system.
Anyway despite some of the bugs I have to say xMendoza did a really great job. The build is mostly bug free with a ton of content. Also despite the exception errors I did not get a single crash. Again amazing job xMendoza!!
No problem bro and thank you, my favorite girl is probably Artemis.amazing thx for you help i will fix those errors right now
Update i fixed all those bug (terra not yet because i need to add her spank scene)
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Also which is your favorite girl in the game? Because I will add her in the next update if she is not yet in the game
Or if you want a scene in the game tell me. I want to show you my gratitude for your help
ok thx next girl will be Artemis that will be added in the game and her sisterNo problem bro and thank you, my favorite girl is probably Artemis.
For xMendoza's SU Rebuilt, literally three posts above yours. Quoted below for reference.Does anyone have a link to the latest version of this game?
amazing thx for you help i will fix those errors right now
Update i fixed all those bug (terra not yet because i need to add her spank scene)
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Also which is your favorite girl in the game? Because I will add her in the next update if she is not yet in the game
Or if you want a scene in the game tell me. I want to show you my gratitude for your help
sorry is because of shade + cheetah . Ok bug fixedIs the last thing you can do for Harley start the diamond heist?
I started it but it is never finished after several game days and I can no longer start a different heist since that one is locked in.
What are the links to the latest version of your mod?sorry is because of shade + cheetah . Ok bug fixed
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I will post tomorrow the last updateWhat are the links to the latest version of your mod?
I'm not sure I understand what you mean and what the differences are. In my mind, a guide is better. Especially since it also doubles as answering "is this progression a bug/broken/not yet in the game, or is this just not done yet?" Basically, somewhere to see what the next step in the progression on that character's activity is, and see it checked off when you've finished it. And then have some line to know if that's the end of content, or if there's another trigger before the next step.So I have a question which system would be better to add to the game: a quest or a guide?
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Update: So no one has any opinion?
the difference is that a guide will tell you what you need to do : and i will just add in the game a guide similar to the one that already existsI'm not sure I understand what you mean and what the differences are. In my mind, a guide is better. Especially since it also doubles as answering "is this progression a bug/broken/not yet in the game, or is this just not done yet?" Basically, somewhere to see what the next step in the progression on that character's activity is, and see it checked off when you've finished it. And then have some line to know if that's the end of content, or if there's another trigger before the next step.
Would it be possible to also add something like SU Re-Imagined on the world map, where the clickable locations are highlighted/labeled?
Gotcha. I guess then it depends on where it's located. I thought the mockup was for a guide, and the "quest" would be something more like in RPG video games where you get "Mission" and "Side-Mission" drop downs usually on the left side of the screen as a constant reminder as to what you have left to do (without spelling out how you're supposed to do it). In that kind of design, I've often hit a situation where the game's quest is "Deliver the Item to Mr Green", and I'm sitting there going "Well, where the hell is Mr Green?". If what you meant by quest was that mockup, that's what I had in mind as a "guide" and think that would be a great addition, especially if it's accessible right from the "main" map screen.the difference is that a guide will tell you what you need to do : and i will just add in the game a guide similar to the one that already exists
as for the quest: is exacly like in the image you click on the image of joker and you will get info what you need to do to progress, the green text is the part that you finished.
the quest system will tell you want you need to do, not just you need to finish this (with 0 information), as for the place i will add a button at the top of the "main" map screen where the money and day are.Gotcha. I guess then it depends on where it's located. I thought the mockup was for a guide, and the "quest" would be something more like in RPG video games where you get "Mission" and "Side-Mission" drop downs usually on the left side of the screen as a constant reminder as to what you have left to do (without spelling out how you're supposed to do it). In that kind of design, I've often hit a situation where the game's quest is "Deliver the Item to Mr Green", and I'm sitting there going "Well, where the hell is Mr Green?". If what you meant by quest was that mockup, that's what I had in mind as a "guide" and think that would be a great addition, especially if it's accessible right from the "main" map screen.
To me this quest system, as described, looks more like a journal/log system. In contrast I think a guide system would be a little different. One tells you how to progress in the game the other tells you how to achieve a certain objective. Take Cyberpunk 2077 for example the quest/journal/log system tells you how to continue the story, but doesn't tell you how to get certain endings or that certain choices might lock you out of getting certain iconic weapons. Overall I think having a log to help track a players progress would be a good thing. However adding a guide might also be just as helpful.the quest system will tell you want you need to do, not just you need to finish this (with 0 information), as for the place i will add a button at the top of the "main" map screen where the money and day are.
This is not a bad idea, maybe later I'll add this too. But for now I'll go with this basic system. Like you said a system that will give you hints for every outfits or scenes will take too much time.To me this quest system, as described, looks more like a journal/log system. In contrast I think a guide system would be a little different. One tells you how to progress in the game the other tells you how to achieve a certain objective. Take Cyberpunk 2077 for example the quest/journal/log system tells you how to continue the story, but doesn't tell you how to get certain endings or that certain choices might lock you out of getting certain iconic weapons. Overall I think having a log to help track a players progress would be a good thing. However adding a guide might also be just as helpful.
A guide system I can see working is something intergrated into the vault system. Say you want to unlock a particular outfit or scene, you click on it, the game then gives you a popup saying its locked, but also gives you an instruction on how to unlock it. For example say I want to unlock Cassie's slut outfit intro scene. I go to the vault click her slut outfit intro scene. The game then tells me I have to complete her anal 3 scene and return to her room the next night. The problem with such a system is of course the amount of work it would require. Each individual scene would require an additonal hint to be written and intergrated into the game.