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Mod Ren'Py Onhold Space Journey - Gameplay Mod for SJ1.20.11 - Version 1.20f

OhWee

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So, I'm having a playtesting issue atm. I can't seem to trigger the 'Give Parts to Nimhe' thing, which I need to do in order to test a change I've made regarding shells. I know the code string in nimhe.done that needs to be there, but I'd like to trigger the adding of that string ingame to make sure that I didn't break something...

Anyways, one other teensy annoyance that I felt the need to address...

QCBoostScreen_OhWeeMod.jpg

It annoyed me that when being asked where to apply the bonus QC points, you didn't have the current skill levels for the bot you are training being shown, so I added them to this screen.

Anyways, yeah it's the little things... back to it! Happy holidays in the meantime everyone!
:cool:
 
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OhWee

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Well, it took me a bit to figure out what I was missing to trigger Nimhe accepting parts and shells. I thought I had done the lab facial in all four outfits, but alas only three. Once I figured out which outfit interaction was missing via the Ren'Py console, it was easy enough to complete that 'quest' and earn the 13th slut point...

Anyways, this is what I was wanting to see working ingame:

shelltypeselect_OhWeeMod.jpg

I hate random in this context, so I wanted players to have the option to select the two or three shell types associated with 'simple' and the other shell type groups. Now I just need to code the other side of things, i.e. later in the day when the shell is actually built...

Getting close maybe! I keep thinking I'm there, but then I find some other thing that I want to tweak...
:p
 

OhWee

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Quick update time!
:D

So, I'm in the middle of playtesting things. I'm in the part of the game that I haven't played yet, and it's important to make sure that my changes won't have any problems in these areas. Apologies that this is taking so long, but it's important that I be thorough about this.

I'm about done with adding my mod stuff, there's a couple more areas I need to address, i.e. adding my previous Tanaris Base Storage tweaks and an issue with how 'reserved' amounts for missions are displayed in the 'Cargo' display, but hopefully it won't be much longer.

Back to it!
:cool:
 

Silverthorn

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Apr 7, 2020
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Quick update time!
:D

So, I'm in the middle of playtesting things. I'm in the part of the game that I haven't played yet, and it's important to make sure that my changes won't have any problems in these areas. Apologies that this is taking so long, but it's important that I be thorough about this.

I'm about done with adding my mod stuff, there's a couple more areas I need to address, i.e. adding my previous Tanaris Base Storage tweaks and an issue with how 'reserved' amounts for missions are displayed in the 'Cargo' display, but hopefully it won't be much longer.

Back to it!
:cool:
Thanks for all that you do, OhWee! Don't stress about the amount of time it takes. I'd much rather have it take longer and you be happy than fast and burnt out. I'm sure others would agree.
 

OhWee

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Quick update:

So, I felt the need to modify the sort order on the trade screen, and sneak in a bit of extra info to aid with your buying consideration regarding certain items, and I also increased the grid size to five columns on each side...

traderscreentweaks_ohweemod.jpg

The idea here being that if you see say an Output Controller for sale, but aren't sure how many you already have, well there you are!

The lower items are 'non-returnable' as you currently can't sell them back to Shady, so I simply 'NullAction()''ed the associated cells. You can still see the mouseover info if that interests you, to remain consistent with the rest of the cells.

I also felt the need to darken the unused slots, personal preference...

The other reason I felt the need to mod this screen is that the old grid had a limited number of cells on the right side, andsometimes I had been noticing that sometimes not all of the relevant items in the MC's inventory were being displayed. Changing the grid over to a vp grid allows the grid size to expand as needed.

I could add a vpgrid to Shady's side, but most traders don't have need for more than 35 slots currently afaik... if I spot one, I can modify the left grid to vpgrid easily enough.

Anyways, just a couple more screens to tweak before I'm ready to pack this up for a beta release, it's almost ready for beta-testing by y'all!
:cool:
 
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OhWee

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Gotta stop going down those rabbit holes...

I wanted to list the current amount of milk 'stored' inside of Nimhe's breasts in the stats, so after a few hours of trial and error working out the code (damn those typos!), well here is the result:

statsscreentweak_milkstuff_OhWeeMod.jpg

Said text addition only shows up once the Milk Pet Skill is greater than zero...

'Cuz, you know, BOOBIES!
:p

Edit: So I think I've wrapped up all of the interface related tweaks finally. There's a couple of gameplay oriented things that I might look at, mainly what happens when you choose to upgrade parts, but that's a pretty involved change and I want to get this thing out to y'all for playtesting. Plus I'm burned out after staring at code for two weeks, so that'll have to wait.

So hopefully, after I package the mod and test installing it with a clean build, it should be ready to share in the next day or so. I need a nap first though. Fingers crossed!

Edit2: Testing my mod package now on a fresh build. If all goes well, soon...
 
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OhWee

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OK, looking for a few brave betatesters for the latest version of my gameplay mod for SJx 1.50.15.

ATTENTION: This is considered a beta version for now...

.7z file is attached. Just merge the /game folder inside of the .7z with the /game folder of your SJx 1.50.15 game. You'll be asked to replace a bunch of files. Once this is done you should be good to go. SHOULD work with existing saves, feel free to test this.

Maybe extract a 'fresh build' of SJx 1.50.15 into a separate folder just in case for fallback purposes, at your discretion. This mod will only work with SJx 1.50.15 BTW! I do not have access to the newer beta versions atm...

Once I get a few reports back, and have the opportunity to squash any bugs y'all find, I'll update the OP and 'officially' release this mod, but in the meantime yeah this is a betatest.

Changelog/readme (cut and paste):
You don't have permission to view the spoiler content. Log in or register now.

Or just look at my screenshots from the last couple of pages of this thread for a more visual representation of my tweaks/changes.

A few gameplay elements have been modified:
  • You can now specify which shells you want Nimhe to build (if she's been given a copy of said shell beforehand of course).
  • The amount of bio/nano/energy used in bot construction has been tweaked, as per earlier versions of my mod.
  • Hyper-Train has 20 uses but is only 2.5x as effective, you'll see a 'x% remaining' indicator above the skill bars when active.
  • Cortex upgrades now consume 1 Bio Pod's worth of material in addition to the AI Core.
I have a few more gameplay tweaks in mind (some are in the previous version of this mod) but those will have to wait for a bit. Mainly I just wanted to get this out for playtesting/use!

That's it for now. Looking forward to the playtest reports! .7z is attached!
:cool:

NOTE: Updated HOTFIX version here:
https://attachments.f95zone.to/2024/12/4419515_SJx1.50.15_OhWeeGameplayMod_V1.5a.7z

Edit: So I came across an issue with my star system location shifts, which I made to accomodate the 'SHIP SYSTEMS' display not applying to existing saves. This won't affect your gameplay, but I figured out the code syntax that would apply the changes upon load. The current changes should apply to new games, but I should have an updated file for y'all to use shortly. As I said, not game breaking, so just keep on playtesting in the meantime. The new file should work with existing saves upon load, so you can save, quit, drag the new file into the /game folder, and restart where you left off.

The new file will also rename the jumpgate mouseover text and mission listings for jumpgates, showing the location of the gate, i.e. 'Iltari Jumpgate' instead of just 'Jumpgate'. This will help lessen confusion when you have multiple Jumpgate missions, which may or may not be in different systems...

In the meantime, carry on!
:p
 
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OhWee

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While I await reports from those of you that are betatesting my mod for 1.50.15, I spent a little time today at the races...

Two things annoy me about the races.
- They take too long to complete
- Having to remember the names of the ponies after checking out the race roster on another screen before talking to Shady Krell.

Yes, Shady Krell will tell you who is in the race if you guess incorrectly, but this is requries extra clicks, sooo I did this:

poniesselect_OhWeeMod.jpg

This removes the need to manually input the names, you can just choose from the list now. And the associated dialogues for choosing incorrectly are no longer necessary with this change.

The other thing I've done is double the speed of the horses on the race track, so races should take about half the time to complete. Tested, works, still testing to make sure...

I could increase the speed further, and I'm currently considering adding a 'race speed playback' slider bar or something to the race display, so that players can adjust to taste...

In any case, yeah I'll include this in the next version of my mod, which I'll release shortly. Hopefully the 'beta' 1.5 version I shared in the post immediately above is working well for y'all so far. Let me know!
:cool:
 
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sweetit

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Aug 17, 2020
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OK, looking for a few brave betatesters for the latest version of my gameplay mod for SJx 1.50.15.

ATTENTION: This is considered a beta version for now...

.7z file is attached. Just merge the /game folder inside of the .7z with the /game folder of your SJx 1.50.15 game. You'll be asked to replace a bunch of files. Once this is done you should be good to go. SHOULD work with existing saves, feel free to test this.

Maybe extract a 'fresh build' of SJx 1.50.15 into a separate folder just in case for fallback purposes, at your discretion. This mod will only work with SJx 1.50.15 BTW! I do not have access to the newer beta versions atm...

Once I get a few reports back, and have the opportunity to squash any bugs y'all find, I'll update the OP and 'officially' release this mod, but in the meantime yeah this is a betatest.

Changelog/readme (cut and paste):
You don't have permission to view the spoiler content. Log in or register now.

Or just look at my screenshots from the last couple of pages of this thread for a more visual representation of my tweaks/changes.

A few gameplay elements have been modified:
  • You can now specify which shells you want Nimhe to build (if she's been given a copy of said shell beforehand of course).
  • The amount of bio/nano/energy used in bot construction has been tweaked, as per earlier versions of my mod.
  • Hyper-Train has 20 uses but is only 2.5x as effective, you'll see a 'x% remaining' indicator above the skill bars when active.
  • Cortex upgrades now consume 1 Bio Pod's worth of material in addition to the AI Core.
I have a few more gameplay tweaks in mind (some are in the previous version of this mod) but those will have to wait for a bit. Mainly I just wanted to get this out for playtesting/use!

That's it for now. Looking forward to the playtest reports! .7z is attached!
:cool:

Edit: So I came across an issue with my star system location shifts, which I made to accomodate the 'SHIP SYSTEMS' display not applying to existing saves. This won't affect your gameplay, but I figured out the code syntax that would apply the changes upon load. The current changes should apply to new games, but I should have an updated file for y'all to use shortly. As I said, not game breaking, so just keep on playtesting in the meantime. The new file should work with existing saves upon load, so you can save, quit, drag the new file into the /game folder, and restart where you left off.

The new file will also rename the jumpgate mouseover text and mission listings for jumpgates, showing the location of the gate, i.e. 'Iltari Jumpgate' instead of just 'Jumpgate'. This will help lessen confusion when you have multiple Jumpgate missions, which may or may not be in different systems...

In the meantime, carry on!
:p
Started a new game with mod on.. no issues yet, will update if something pops up
 
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razzykitty

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Apr 26, 2022
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1
I was playing a brand new game with the beta mod installed from the start, and at a certain point, when trying to leave the Station, the game crashes.

I uninstalled the mod, and the game doesn't crash when I do the same thing from the save. I reinstalled the mod again, and it crashes. Attached is the traceback file of the crash point.
 

OhWee

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I was playing a brand new game with the beta mod installed from the start, and at a certain point, when trying to leave the Station, the game crashes.

I uninstalled the mod, and the game doesn't crash when I do the same thing from the save. I reinstalled the mod again, and it crashes. Attached is the traceback file of the crash point.
OK, I've identified the problem. Fix will be in the next update for this mod, which I'm planning on posting shortly (in the next day or two). Not sure why it didn't come up in my own playtesting, but that's why others helping me playtest this is so helpful!

Thanks for the report!
;)
 

OhWee

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razzykitty

Attached is a hotfix that should address your issue. If it doesn't work, if you could be so kind as to upload your save.

---

Y'all,

This 'hotfix' also changes up how races work, although a number of you probably aren't that far along yet in your playtesting. For anyone that wants to try out this hotfix, I:

  • Doubled the speed of the horses, reducing how much time you need to spend watching the race by about half
  • Adjusted the frequency of 'events' accordingly
  • Increased the number of events shown to 9 when racing
  • Added some dialogues that will give you the option to leave the Dome before racing occurs if you so choose
  • If you are away from the Dome when the racing starts, you'll get a message at the end of the day that allows you to 'watch the races on your PDA' before you go to sleep.
  • Swapped out the input field with a dialogue popup that has 8 buttons, to help you choose which racer you want to buy cheers for (see screenshot a few posts above).

I'll need to change up the code for the racing again once Nimhe and Seraphine are allowed to race (in the next verion of SJx) but for now it should work just fine.

Other details about what has been changed so far here. There are still a few more things that I'd like to do before releasing an 'official latest version' of this mod.

So yeah, if you want to install this latest hotfix and continue your playtesting, just merge the /game folder in the .7z with your /game folder in your SpaceJourneyX_150_15-pc folder (same as before).

Thanks for the playtesting help y'all!
:cool:
 
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G'Kar

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Apr 2, 2020
4
4
On the bright side: I had the crash too and your hotfix works, no more crashes since the install.

But I came across one other thing: I have the same problem someone had someone posted in January 2024:

I'm not sure if it's something from this mod or something from the base game, but I've noticed that if there's an event that happens right after the Morning assignment menu, it prevents you from selecting a different shell for Nimhe to make, so she defaults to making another of whatever she last made. One example of such an event is when you are sending Triss to the Hyperdrive navigator course.
In my case it was the pet training of T'Ris. Now I am stuck with only being able to make "V" shells.
 
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OhWee

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On the bright side: I had the crash too and your hotfix works, no more crashes since the install.

But I came across one other thing: I have the same problem someone had someone posted in January 2024:



In my case it was the pet training of T'Ris. Now I am stuck with only being able to make "V" shells.
Would you be willing to share/upload your latest save?

Nevermind it's that if/elif issue, testing fix now...
 
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OhWee

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G'Kar
(RIP Andreas Katsulas, yeah it was a long time ago but Andreas was awesome as G'Kar!)

I don't have a save handy that is timed around T'ris doing the pet voucher thing, or Moira for that matter...

Put this file contained in the .7z below into the /game/700_minigames folder (i.e. replace 715_crew_manager.rpy with the attached one). Then load your save if you have one that is on the day when the issue occurs, and let me know if both messages (pet training and pick a shell) pop up.

I appreciate your playtesting efforts!
:cool: