Mod Ren'Py Space Journey - Gameplay Mod for SJx2.00.010c & d - Version 2.0b

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OhWee

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oh45

At the start of screens.rpy, try moving the

default skipbarval = 0

which is around line 30

above the init python block, just below the row of ########

I'm checking the prerelease package now on a fresh install.

Edit: checked with new install, with this change already applied to screens.rpy, no error, Preferences screen working. Will swap out the v 1.5d prerlease package now, let me know if this fixes your issue.
 
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oh45

Member
Jul 1, 2017
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At the start of screens.rpy, try moving the

default skipbarval = 0

which is around line 30

above the init python block, just below the row of ########

I'm checking the prerelease package now on a fresh install.
Sorry. Didn't help. Here's the start of screens.rpy now:
################################################################################
## Initialization
################################################################################

default skipbarval = 0

init python:


And running gets the same startup failure. I even tried deleting screens.rpyc and running again, but still no luck.

(FYI. Deleted the install again and unzipped 1.50.15. Running that .exe worked fine, without any mod.)
 
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OhWee

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Hmmm, I'm not having this issue, with a fresh install, with mod applied after starting up SJx vanilla once... so I can't replicate the problem. Experimenting...
 

OhWee

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oh45

Try moving the default variable declaration here:

default skipbarval = 0
if persistent.skipbarval is None:
persistent.skipbarval = skipbarval

My other idea is to change the

persistent.skipbarval = skipbarval
to
persistent.skipbarval = 0

Let me know if either works...
 
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oh45

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Jul 1, 2017
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oh45

Try moving the default variable declaration here:

default skipbarval = 0
if persistent.skipbarval is None:
persistent.skipbarval = skipbarval

My other idea is to change the

persistent.skipbarval = skipbaraval
to
persistent.skipbarval = 0

Let me know if either works...
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Results in a "Parsing the script failed. Line 20: invalid syntax" (with the red arrow between skipbarval and the =).

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Seems to work, at least the game starts up to the splashscreen. I didn't try actually playing it yet.

(Grumble. The indentation is lost, even with spoiler blocks.)
 
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OhWee

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Thanks very much for your help in trying to figure this out! I'll go with solution 2 for now, and update the package accordingly. Let me know if the skip speed resets to 0 on it's own, or if it retains it's value when you restart the game. It SHOULD keep whatever setting you choose until you decide to change it.
 

oh45

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Jul 1, 2017
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oh45

Hmmm, I'm not having this issue, with a fresh install, with mod applied after starting up SJx vanilla once... so I can't replicate the problem. Experimenting...
I'm guessing you didn't see the problem with your fresh install because you already had persistent.skipbarval assigned from previous runs, thus you didn't get to the problematic assignment with the runtime exception.

Maybe start your game and open the console and enter persistent.skipbarval = None and immediately quit and then try restarting? (Likely there's a better way to toss persistent stuff, though.)

EDIT: This was enough of a back-and-forth finally to move me from "new member"! Only took 7.5 years...
 
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Bobloblaw1234

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Nov 9, 2018
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Bobloblaw1234

So I think I figured out what was causing your issue. I've made a adjustment to the botlab code, to the 'scrap' button. Before, there had to be a cortex present in order for the 'scrap' button to appear/be usable, now it's just there, although you still can't select the part if you haven't picked a cortex yet. That's the idea anyways. Fix is in Prerelase 2 below.

---

Y'all

Attached is v1.5d prerelease 2 of my mod for SJx 1.50.15.

The main changes are the preference menu tweaks, modifications to the choice menus (the Mess Room replicator now uses a choice menu to show this off), and the most recent hotfixes. Along with the smaller, more closely cropped drink icons for the choice menu.

I tried to tweak the Swarmies wreckage drops so that Carbon Fiber Spools would show up twice as often, I guess we'll see if I was successful in this endeavor.

There are customized messages for Nimhe's lab facials telling you which costumes she hasn't worn yet. I may have included this before, but I lose track of such things...

I adjusted the cortex upgrade routines a bit:
  • I did try the idea to include 'iq' in the passed on attr, but the game was ignoring this, hence I still need to use the globals() thing.
  • Anyways, IQ should generally increase each time you do an upgrade, using the current IQ as the baseline, but of course this is random so IQ can still go down.
  • Also, once you've upgraded a cortex to a Precursor Cortex, you can still upgrade the cortex's grade if your skill is sufficiently high, but once you've 'maxed out' the grade increase, no further upgrades of that cortex will be permitted.
  • Also, upgrading Precursor cortex grade only requires a regular AI cortex, not an Elite one. Elite cortexes are pretty rare, so just using them for Regular > Precursor cortex upgrades will help stretch the Elite cortex supply a bit farther.

I also included a readme with this prerelease. See attached, install procedure same as usual (merge /game with /game).

Incarnax shared an interesting idea with me for the Mode 2 Sexbot Arcade screen. I may include that in the 'official' v1.5d mod release once prerelease 2 has been battle tested a bit.

Feedback is very much appreciated!
:cool:
Thank you, I will give it a try
 
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Chrisdarock19

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Oct 15, 2018
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Hi about to try the latest pre-release.

An idea I had, when encountering the scraper in space when flying, if we could access your missions top left screen to see what/if any transport missions we could buy from the scraper to complete.
 
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OhWee

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Hi about to try the latest pre-release.

An idea I had, when encountering the scraper in space when flying, if we could access your missions top left screen to see what/if any transport missions we could buy from the scraper to complete.
That's certainly an interesting idea, worth exploring.

V2.0 of SJx is supposed to drop in the next couple of weeks if I'm understanding the schedule correctly, I'm not exactly clear when yv0751 will release v2.0 for free here.

In any case, I'm suspending work on this mod so that I can get back to working on my own project. Assuming no showstoppers, I'll 'update' prerelease 2 to an official release, once there's a bit more feedback about the latest prerelease version.

Not sure when I'll be in the mood to come back to this mod, but I made a lot of additions and changes this time around, and hopefully a number of these find their way into SJx.

yv0751

Incarnax has a couple of interesting ideas regarding the bot manager and sexbot arcade screens. Might not hurt to reach out to him.

Of course, any ideas that I've shared here in my mod are yours to use/discard as you see fit. If you want to throw any money my way as a 'thank you', I love Renderosity gift certificates (pm me), otherwise no worries, and keep on keepin' on!

A lot of people are very happy that you came back to working on SJx after your 'forced hiatus', thank you very much for that!

We love this game!
:D
 
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Incarnax

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May 3, 2018
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An idea I had, when encountering the scraper in space when flying, if we could access your missions top left screen to see what/if any transport missions we could buy from the scraper to complete.
Missions in general are an early game grind that stops being relevant almost as soon as you get to the second system. y.v. knows of this and might work in some changes in upcoming releases.

I am also not keen on modifications that I won't use: though OhWee's Mission button integrated into the primary UI is an interesting idea, I tried it and disliked it. The annoyance of the Missions being tied to the captain's computer should encourage you to get past the point where they are useful.

:)

Something of OhWee's primary UI additions that I did adopt is the launcher contents added to Ship Stats. While the full version is very tacky and improbably unrealistic, it is reasonable that the captain's wrist unit might have a launcher summary, so my version looks like this:
gui_launcher_stat.jpg
 

Chrisdarock19

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Oct 15, 2018
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Missions in general are an early game grind that stops being relevant almost as soon as you get to the second system. y.v. knows of this and might work in some changes in upcoming releases.

I am also not keen on modifications that I won't use: though OhWee's Mission button integrated into the primary UI is an interesting idea, I tried it and disliked it. The annoyance of the Missions being tied to the captain's computer should encourage you to get past the point where they are useful.
What I mean was that, when in the cargo screen, you have to come out, to then click on the contracts button to review available transport/smuggling missions, top left. If when encountering the scrapper in space, you miss out on the cheap deals he offers when you have available cargo space available and can't remember what the current available transport/smuggling missions are.
 

Chrisdarock19

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Oct 15, 2018
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OhWee I got this traceback when trying to access the bot configuration after looting a Golden Seductress to give the shell to Nimhe. Save file also attached.
 

Psychobitch

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Sep 1, 2018
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Got an error when placing elite "body" parts, error occured at line 1966 of the file 700_minigames/760_sexbot_lab.rpy.
Original shows the following line at 1966: if (part.cat == 3 and gradeTECReq[part.pref] <= GAME.mc.attr["TEC"]) or part.cat < 3:

Fixed the issue by replacing the line at 1966 with: if (part.cat == 4 and gradeTECReq[part.pref] <= GAME.mc.attr["TEC"]) or part.cat < 3:
 

OhWee

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Got an error when placing elite "body" parts, error occured at line 1966 of the file 700_minigames/760_sexbot_lab.rpy.
Original shows the following line at 1966: if (part.cat == 3 and gradeTECReq[part.pref] <= GAME.mc.attr["TEC"]) or part.cat < 3:

Fixed the issue by replacing the line at 1966 with: if (part.cat == 4 and gradeTECReq[part.pref] <= GAME.mc.attr["TEC"]) or part.cat < 3:
I already addressed this, here

I do appreciate the report though! I'm in the middle of tweaking something else, there will be a new version posted soon.
 

OhWee

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Psychobitch

Apologies if my response to your query seemed a bit rude. I was frustrated with coding stuff when I replied to your query, so I apologize for being a bit 'brisk'...

---

OK Y'all!

There was one more loose end to handle, i.e. the popup screen for launcher item management, when viewing the systems management screen, i.e. loading/unloading stuff from the tubes.

maint_torploading_OhWeeMod.jpg

Note that for the other systems, that only have one eligible system, say cloak modules for the cargo system as an example - clicking on the slot will either empty the slot if full, or fill the slot if empty IF you have the relevant item in your cargo hold.

Note the icons to the left of the popup box, which show you how much you currently have in cargo, if the loadout popup screen is not active/partially obscuring the icons.

This is pretty much the only change. I did add 'tooltip mouseovers' to a few more things on this screen, mainly the launcher slots.

Version 1.5d prerelease 3 of my mod is attached. This will probably be the last release for a while, so assuming that no errors crop up, I'll be updating the OP soon with the 'official' 1.5d mod version using prerelease 3 as the basis, if there aren't any more issues...

Of course, feedback is always appreciated! Thanks to everyone that keeps playtesting my silly mod!
:cool:
 
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Chrisdarock19

Well-Known Member
Oct 15, 2018
1,241
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Psychobitch

Apologies if my response to your query seemed a bit rude. I was frustrated with coding stuff when I replied to your query, so I apologize for being a bit 'brisk'...

---

OK Y'all!

There was one more loose end to handle, i.e. the popup screen for launcher item management, when viewing the systems management screen, i.e. loading/unloading stuff from the tubes.

View attachment 4463498

Note that for the other systems, that only have one eligible system, say cloak modules for the cargo system as an example - clicking on the slot will either empty the slot if full, or fill the slot if empty IF you have the relevant item in your cargo hold.

Note the icons to the left of the popup box, which show you how much you currently have in cargo, if the loadout popup screen is not active/partially obscuring the icons.

This is pretty much the only change. I did add 'tooltip mouseovers' to a few more things on this screen, mainly the launcher slots.

Version 1.5d prerelease 3 of my mod is attached. This will probably be the last release for a while, so assuming that no errors crop up, I'll be updating the OP soon with the 'official' 1.5d mod version using prerelease 3 as the basis, if there aren't any more issues...

Of course, feedback is always appreciated! Thanks to everyone that keeps playtesting my silly mod!
:cool:
Time to start another new game!
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