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

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OhWee

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Jun 17, 2017
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Still screwing around with stuff...

I wanted to see if I could 'redesign' the Renpy choice menu feature to make it look like it 'belongs' in SJx...

replicator_menu_ohweemod.jpg

Yeah, it's just another way to go about doing this. Also, I changed 'energy recharge' to 'biomass recharge' 'cuz bio pods aren't getting used as much, and it's a starship, so there should be spare energy about when the ship isn't moving...

I think the 'use 10% energy' thing wasn't fully implemented though, so I 'enabled' it and switched it over to bio...

There's an annoying issue with the text alignment for the buttons, which has to do with how the icons are invoked in the choice menu option, which is why the drink images look like they are shifted down... I couldn't figure out how to fix this without making the images smaller... yoffset on the image declaration just shifts the entire button hover frame upwards, and click/hover alignment gets weirder/offset from the button hover contents...

BTW, here's how the 'usual' choice menu options look using this tweak:

choicemenuselect_OhWeeMod.jpg

I may design another semi-transparent box with the blue frame, like I did for the Sexbot Arcade view mode 2 bot slots.

Anyways, yeah thoughts/feedback on this are most welcome!
 
Last edited:

Incarnax

Newbie
May 3, 2018
19
13
Looks... kinda ugly? :) Never played around with that Ren'Py feature yet, but... if you could fix the images, and maybe shift them and the names left so the description does not have to be so small to fit... Eh. I suppose this could work in some places if it had a more polished style. Makes me wonder if y.v. ever used this in a very early version, but stopped using it due to limitations.

Despite the mess replicator using the regular item screen with way too many empty boxes, it does appear as a simplistic version of what i looks like in the background.

Good idea with the 'biomass' though. I switched mine over to using bio pods also.
 

OhWee

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Figured out how to fix the alignment issues with my silly replicator choice menu thingie...

replicator_menu2_ohweemod.jpg

I also made a few other tweaks, and increased the size of the mouseover text per Incarnax 's suggestion.

For reference, here's what the highlighted choice menu option looks like to invoke what you see here:

Code:
            "Drengarian Ice Tea\n{image=drengarianicetea} | Deceptively easy to drink with an impact only true Drengarians can weather":
                $ drinkchoice = "ITMDrinkDrengarianIceTea"
I solved my issue by moving the image declaration after the menu choice text and separating it with a line break.

I made new, smaller and more closely cropped thumbnails for the drink icons, and am positioning them like so:
Code:
image drengarianicetea:
    "images/08_items/ico ITMDrinkDrengarianIceTea_thumb.png"
    yoffset -50
    xoffset -135
There's a bunch of screen.rpy choice_menu tweaks of course. But at least now the 'hover' bar is clicking properly, before there was a weird offset, caused mainly by invoking the image before the text, which the \n also helps with.

Unfortunately, Tris disappears when the choice menu is invoked, but this happens with dialogue as well, so it's a 'feature' of SJx. Would have been cool to have her showing underneath the menu in her Krell uniform...

I'm just not a fan of the generic 'items' screen in this context. I could create a new screen that looks a bit like the replicator screen, but since I wanted to 'fix' the choice menus so that they were more inline with the message screens in the first place...

Note that I've added choice menus in a couple of places (sticking around for pony races y/n, accelerated start), and thanks to this distraction, I ended up learning a few new things r.e. what choice menus can do...

Feedback is always appreciated!
:cool:
 
Last edited:

Chrisdarock19

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Oct 15, 2018
1,241
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I love it... This looks really clean too. Honestly that 18:00 pm in game when my MC is getting drinks for Khelara, Moira and T'Ris is just sitting there looking like a snack is always crazy!! Can't wait to try it out. Great works as always.
 
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OhWee

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Yep, still playing around with stuff that most people don't really care about...

prefs_OhWeeMod.jpg

The Skip Speed slider is new. I've put the slider on a 'curve' which ranges from around 5 seconds to around 50 milliiseconds, with finer control as you approach 50 milliseconds...

The cps and secs/250 characters are mainly to give people a vague idea of what their adjustments are doing... Note that slamming the Text Speed bar fully to the right enables 'Instant Text' mode (usual behavior)

I moved Transitions to it's own column, as it can be confusing to include them under 'Skip'. I had thought this only affected transitions when skipping, but of course it also shuts off fades/dissolves/etc. during normal play...

Anyways, yeah since I was already messing around in screens.rpy, I felt the need...
 
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Chrisdarock19

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Yep, still playing around with stuff that most people don't really care about...

View attachment 4447123

The Skip Speed slider is new. I've put the slider on a 'curve' which ranges from around 5 seconds to around 50 milliiseconds, with finer control as you approach 50 milliseconds...

The cps and secs/250 characters are mainly to give people a vague idea of what their adjustments are doing... Note that slamming the Text Speed bar fully to the right enables 'Instant Text' mode (usual behavior)

I moved Transitions to it's own column, as it can be confusing to include them under 'Skip'. I had thought this only affected transitions when skipping, but of course it also shuts off fades/dissolves/etc. during normal play...

Anyways, yeah since I was already messing around in screens.rpy, I felt the need...
Since your already in screens.rpy, please add a save-name feature too. Thanks
 
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OhWee

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Since your already in screens.rpy, please add a save-name feature too. Thanks
Sooo, something like this then?

savenaming_OhWeeMod.jpg

Normally, I'd be trying to cram in a bunch of extra save slots, like so...



But in this case I like the 'simplicity', the circuit traces that yv0751 added are a nice touch. Plus, adding extra save slots would 'hide' those saves from players in Vanilla SJx, so best to leave well enough alone.
 

yv0751

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Jul 8, 2017
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Sooo, something like this then?

View attachment 4449471

Normally, I'd be trying to cram in a bunch of extra save slots, like so...



But in this case I like the 'simplicity', the circuit traces that yv0751 added are a nice touch. Plus, adding extra save slots would 'hide' those saves from players in Vanilla SJx, so best to leave well enough alone.
I would not touch the save file metadata as that will collide with the save game vetting that comes with 2.00 for transferable save games. I use that data to determine whether a save file can be imported and from what version it originated.
 
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OhWee

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I would not touch the save file metadata as that will collide with the save game vetting that comes with 2.00 for transferable save games. I use that data to determine whether a save file can be imported and from what version it originated.
Save name descriptions are saved to:
FileSaveName(slot)

Which is a pre-existing Ren'Py variable/function.

It is 'saved to' using this:

store.save_name

via:
action If(renpy.get_screen("save"), true=Show("savegameName", accept=FileSave(slot)), false=FileLoad(slot))

There's a bunch of 'formatting' screen code for the input screen, this time I borrowed this guy's code, if you'd like to look it over. I mainly just cut/pasted his savegameName screen, tweaked it slightly, changed the button action to what you see above, and shifted the date/time stamp above the screenshot image via ypos.



Naming saves is among the top features that players request be implemented in games.

It would be a shame if this breaks save game compatibility. I can remove it easily enough, but as I said it's probably the #1 feature people ask for in Ren'Py mods, if it's not already present.
 
Last edited:
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yv0751

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Save name descriptions are saved to:
FileSaveName(slot)

Which is a pre-existing Ren'Py variable/function.

It is 'saved to' using this:

store.save_name

via:
action If(renpy.get_screen("save"), true=Show("savegameName", accept=FileSave(slot)), false=FileLoad(slot))

There's a bunch of 'formatting' screen code for the input screen, this time I borrowed this guy's code, if you'd like to look it over. I mainly just cut/pasted his savegameName screen, tweaked it slightly, changed the button action to what you see above, and shifted the date/time stamp above the screenshot image via ypos.



Naming saves is among the top features that players request be implemented in games.

It would be a shame if this breaks save game compatibility. I can remove it easily enough, but as I said it's probably the #1 feature people ask for in Ren'Py mods, if it's not already present.
Yeah, I used that for some save game related data unfortunately.
Happy that it works for the purpose I needed it for and it was difficult enough to get that save game import code working so I won't touch this again for a few releases
 

OhWee

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Well, it sounds like yv0751 broke save game naming guys!

I'll comment out the associated line of code for now then, and 'switch it back' before I update my mod again. If someone wants to risk it, the alternate code will be commented out in screens.rpy. The associated screen, well if it's never invoked it wont' hurt anything, so I'll leave that code in place for potential future use, should anything change.

Well it was a nice thought, so I guess ignore the screenshots I shared r.e. naming saves. Apologies for getting y'all's hopes up!
 
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Bobloblaw1234

Newbie
Nov 9, 2018
25
14
Got this error message when trying to Nimhe a botlab voucher.
Only started happening after the biolab quest line.

Code:
I'm sorry, but an uncaught exception occurred.

While running game code:
  File "game/03_GAME.rpy", line 130, in script call
    call sandbox() from _call_sandbox
  File "game/500_navigator/550_sandbox.rpy", line 32, in script call
    call sandbox_interior() from _call_sandbox_interior
  File "game/500_navigator/552_sandbox_interior.rpy", line 802, in script call
    call interact_room(_return[1]) from _call_interact_room
  File "game/600_interact/600_interact_room.rpy", line 2494, in script call
    call interact_nimhe("interact") from _call_interact_nimhe_3
  File "game/600_interact/620_interact_nimhe.rpy", line 616, in script call
    call mg_sexbot_part_storage("giveshell") from _call_mg_sexbot_part_storage
  File "game/700_minigames/760_sexbot_lab.rpy", line 1500, in script
    call screen mg_sexbot_part_storage_scr(partsKey, parts, partsFilter2)
  File "renpy/common/000statements.rpy", line 569, in execute_call_screen
    store._return = renpy.call_screen(name, *args, **kwargs)
  File "game/700_minigames/760_sexbot_lab.rpy", line 1265, in execute
    screen mg_sexbot_part_storage_scr(*args):
  File "game/700_minigames/760_sexbot_lab.rpy", line 1265, in execute
    screen mg_sexbot_part_storage_scr(*args):
  File "game/700_minigames/760_sexbot_lab.rpy", line 1375, in execute
    side "c r":
  File "game/700_minigames/760_sexbot_lab.rpy", line 1377, in execute
    viewport id "vp":
  File "game/700_minigames/760_sexbot_lab.rpy", line 1381, in execute
    vbox pos 500,120 xsize 1350 spacing 5:
  File "game/700_minigames/760_sexbot_lab.rpy", line 1382, in execute
    for i in parts:
  File "game/700_minigames/760_sexbot_lab.rpy", line 1395, in execute
    if display:
  File "game/700_minigames/760_sexbot_lab.rpy", line 1396, in execute
    fixed xsize 1350 ysize 66:
  File "game/700_minigames/760_sexbot_lab.rpy", line 1441, in execute
    if bot.hasComp("cortex"):
  File "game/700_minigames/760_sexbot_lab.rpy", line 1441, in <module>
    if bot.hasComp("cortex"):
AttributeError: 'bool' object has no attribute 'hasComp'

-- Full Traceback ------------------------------------------------------------

Full traceback:
  File "game/03_GAME.rpy", line 130, in script call
    call sandbox() from _call_sandbox
  File "game/500_navigator/550_sandbox.rpy", line 32, in script call
    call sandbox_interior() from _call_sandbox_interior
  File "game/500_navigator/552_sandbox_interior.rpy", line 802, in script call
    call interact_room(_return[1]) from _call_interact_room
  File "game/600_interact/600_interact_room.rpy", line 2494, in script call
    call interact_nimhe("interact") from _call_interact_nimhe_3
  File "game/600_interact/620_interact_nimhe.rpy", line 616, in script call
    call mg_sexbot_part_storage("giveshell") from _call_mg_sexbot_part_storage
  File "game/700_minigames/760_sexbot_lab.rpy", line 1500, in script
    call screen mg_sexbot_part_storage_scr(partsKey, parts, partsFilter2)
  File "renpy/ast.py", line 2015, in execute
    self.call("execute")
  File "renpy/ast.py", line 2003, in call
    return renpy.statements.call(method, parsed, *args, **kwargs)
  File "renpy/statements.py", line 278, in call
    return method(parsed, *args, **kwargs)
  File "renpy/common/000statements.rpy", line 569, in execute_call_screen
    store._return = renpy.call_screen(name, *args, **kwargs)
  File "renpy/exports.py", line 3136, in call_screen
    rv = renpy.ui.interact(mouse="screen", type="screen", roll_forward=roll_forward)
  File "renpy/ui.py", line 298, in interact
    rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs)
  File "renpy/display/core.py", line 3325, in interact
    repeat, rv = self.interact_core(preloads=preloads, trans_pause=trans_pause, pause=pause, pause_start=pause_start, **kwargs)
  File "renpy/display/core.py", line 3737, in interact_core
    root_widget.visit_all(lambda i : i.per_interact())
  File "renpy/display/core.py", line 568, in visit_all
    d.visit_all(callback, seen)
  File "renpy/display/core.py", line 568, in visit_all
    d.visit_all(callback, seen)
  File "renpy/display/core.py", line 568, in visit_all
    d.visit_all(callback, seen)
  File "renpy/display/screen.py", line 436, in visit_all
    callback(self)
  File "renpy/display/core.py", line 3737, in <lambda>
    root_widget.visit_all(lambda i : i.per_interact())
  File "renpy/display/screen.py", line 447, in per_interact
    self.update()
  File "renpy/display/screen.py", line 637, in update
    self.screen.function(**self.scope)
  File "game/700_minigames/760_sexbot_lab.rpy", line 1265, in execute
    screen mg_sexbot_part_storage_scr(*args):
  File "game/700_minigames/760_sexbot_lab.rpy", line 1265, in execute
    screen mg_sexbot_part_storage_scr(*args):
  File "game/700_minigames/760_sexbot_lab.rpy", line 1375, in execute
    side "c r":
  File "game/700_minigames/760_sexbot_lab.rpy", line 1377, in execute
    viewport id "vp":
  File "game/700_minigames/760_sexbot_lab.rpy", line 1381, in execute
    vbox pos 500,120 xsize 1350 spacing 5:
  File "game/700_minigames/760_sexbot_lab.rpy", line 1382, in execute
    for i in parts:
  File "game/700_minigames/760_sexbot_lab.rpy", line 1395, in execute
    if display:
  File "game/700_minigames/760_sexbot_lab.rpy", line 1396, in execute
    fixed xsize 1350 ysize 66:
  File "game/700_minigames/760_sexbot_lab.rpy", line 1441, in execute
    if bot.hasComp("cortex"):
  File "game/700_minigames/760_sexbot_lab.rpy", line 1441, in <module>
    if bot.hasComp("cortex"):
AttributeError: 'bool' object has no attribute 'hasComp'

Windows-10-10.0.22621
Ren'Py 7.4.11.2266
Space Journey X 150_15 w/OhWee Mod_1.5c2
Thu Jan 16 15:08:14 2025
 
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OhWee

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Jun 17, 2017
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Here's how the Preferences screen is looking atm:

parefscreentweaks_OhWeeMod.jpg

I overlayed % values for the volume sliders (per Incarnax 's suggestion) , and enabled the test buttons, picking three sounds from the SJx audio folder for testing purposes...

I should have another prerelease ready soon, first I need to look into the 'give Nimhe stuff' error report to see what's up.
 

OhWee

Conversation Conqueror
Modder
Game Developer
Jun 17, 2017
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Got this error message when trying to Nimhe a botlab voucher.
Only started happening after the biolab quest line.

Code:
I'm sorry, but an uncaught exception occurred.

While running game code:
  File "game/03_GAME.rpy", line 130, in script call
    call sandbox() from _call_sandbox
  File "game/500_navigator/550_sandbox.rpy", line 32, in script call
    call sandbox_interior() from _call_sandbox_interior
  File "game/500_navigator/552_sandbox_interior.rpy", line 802, in script call
    call interact_room(_return[1]) from _call_interact_room
  File "game/600_interact/600_interact_room.rpy", line 2494, in script call
    call interact_nimhe("interact") from _call_interact_nimhe_3
  File "game/600_interact/620_interact_nimhe.rpy", line 616, in script call
    call mg_sexbot_part_storage("giveshell") from _call_mg_sexbot_part_storage
  File "game/700_minigames/760_sexbot_lab.rpy", line 1500, in script
    call screen mg_sexbot_part_storage_scr(partsKey, parts, partsFilter2)
  File "renpy/common/000statements.rpy", line 569, in execute_call_screen
    store._return = renpy.call_screen(name, *args, **kwargs)
  File "game/700_minigames/760_sexbot_lab.rpy", line 1265, in execute
    screen mg_sexbot_part_storage_scr(*args):
  File "game/700_minigames/760_sexbot_lab.rpy", line 1265, in execute
    screen mg_sexbot_part_storage_scr(*args):
  File "game/700_minigames/760_sexbot_lab.rpy", line 1375, in execute
    side "c r":
  File "game/700_minigames/760_sexbot_lab.rpy", line 1377, in execute
    viewport id "vp":
  File "game/700_minigames/760_sexbot_lab.rpy", line 1381, in execute
    vbox pos 500,120 xsize 1350 spacing 5:
  File "game/700_minigames/760_sexbot_lab.rpy", line 1382, in execute
    for i in parts:
  File "game/700_minigames/760_sexbot_lab.rpy", line 1395, in execute
    if display:
  File "game/700_minigames/760_sexbot_lab.rpy", line 1396, in execute
    fixed xsize 1350 ysize 66:
  File "game/700_minigames/760_sexbot_lab.rpy", line 1441, in execute
    if bot.hasComp("cortex"):
  File "game/700_minigames/760_sexbot_lab.rpy", line 1441, in <module>
    if bot.hasComp("cortex"):
AttributeError: 'bool' object has no attribute 'hasComp'

-- Full Traceback ------------------------------------------------------------

Full traceback:
  File "game/03_GAME.rpy", line 130, in script call
    call sandbox() from _call_sandbox
  File "game/500_navigator/550_sandbox.rpy", line 32, in script call
    call sandbox_interior() from _call_sandbox_interior
  File "game/500_navigator/552_sandbox_interior.rpy", line 802, in script call
    call interact_room(_return[1]) from _call_interact_room
  File "game/600_interact/600_interact_room.rpy", line 2494, in script call
    call interact_nimhe("interact") from _call_interact_nimhe_3
  File "game/600_interact/620_interact_nimhe.rpy", line 616, in script call
    call mg_sexbot_part_storage("giveshell") from _call_mg_sexbot_part_storage
  File "game/700_minigames/760_sexbot_lab.rpy", line 1500, in script
    call screen mg_sexbot_part_storage_scr(partsKey, parts, partsFilter2)
  File "renpy/ast.py", line 2015, in execute
    self.call("execute")
  File "renpy/ast.py", line 2003, in call
    return renpy.statements.call(method, parsed, *args, **kwargs)
  File "renpy/statements.py", line 278, in call
    return method(parsed, *args, **kwargs)
  File "renpy/common/000statements.rpy", line 569, in execute_call_screen
    store._return = renpy.call_screen(name, *args, **kwargs)
  File "renpy/exports.py", line 3136, in call_screen
    rv = renpy.ui.interact(mouse="screen", type="screen", roll_forward=roll_forward)
  File "renpy/ui.py", line 298, in interact
    rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs)
  File "renpy/display/core.py", line 3325, in interact
    repeat, rv = self.interact_core(preloads=preloads, trans_pause=trans_pause, pause=pause, pause_start=pause_start, **kwargs)
  File "renpy/display/core.py", line 3737, in interact_core
    root_widget.visit_all(lambda i : i.per_interact())
  File "renpy/display/core.py", line 568, in visit_all
    d.visit_all(callback, seen)
  File "renpy/display/core.py", line 568, in visit_all
    d.visit_all(callback, seen)
  File "renpy/display/core.py", line 568, in visit_all
    d.visit_all(callback, seen)
  File "renpy/display/screen.py", line 436, in visit_all
    callback(self)
  File "renpy/display/core.py", line 3737, in <lambda>
    root_widget.visit_all(lambda i : i.per_interact())
  File "renpy/display/screen.py", line 447, in per_interact
    self.update()
  File "renpy/display/screen.py", line 637, in update
    self.screen.function(**self.scope)
  File "game/700_minigames/760_sexbot_lab.rpy", line 1265, in execute
    screen mg_sexbot_part_storage_scr(*args):
  File "game/700_minigames/760_sexbot_lab.rpy", line 1265, in execute
    screen mg_sexbot_part_storage_scr(*args):
  File "game/700_minigames/760_sexbot_lab.rpy", line 1375, in execute
    side "c r":
  File "game/700_minigames/760_sexbot_lab.rpy", line 1377, in execute
    viewport id "vp":
  File "game/700_minigames/760_sexbot_lab.rpy", line 1381, in execute
    vbox pos 500,120 xsize 1350 spacing 5:
  File "game/700_minigames/760_sexbot_lab.rpy", line 1382, in execute
    for i in parts:
  File "game/700_minigames/760_sexbot_lab.rpy", line 1395, in execute
    if display:
  File "game/700_minigames/760_sexbot_lab.rpy", line 1396, in execute
    fixed xsize 1350 ysize 66:
  File "game/700_minigames/760_sexbot_lab.rpy", line 1441, in execute
    if bot.hasComp("cortex"):
  File "game/700_minigames/760_sexbot_lab.rpy", line 1441, in <module>
    if bot.hasComp("cortex"):
AttributeError: 'bool' object has no attribute 'hasComp'

Windows-10-10.0.22621
Ren'Py 7.4.11.2266
Space Journey X 150_15 w/OhWee Mod_1.5c2
Thu Jan 16 15:08:14 2025
Apologies for the delay, another project came up so I haven't taken a close look at this yet.
 

OhWee

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Modder
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Jun 17, 2017
6,068
30,520
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:
 
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oh45

Member
Jul 1, 2017
108
187
Attached is v1.5d prerelease 2 of my mod for SJx 1.50.15.
...
Feedback is very much appreciated!
:cool:
My install was cluttered, so this time I did fresh install from the 1.50.15 zip and then overwrote it with everything from v15d_prerelease2. When I try to start the game I get a complaint about an unknown skipbarval:
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I'm guessing that this latest mod didn't include all your modified files?
 
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OhWee

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Modder
Game Developer
Jun 17, 2017
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oh45

I need to add a declaration to screens.rpy for skipbarval. I was going to ask you to declare it in the console, but if the game won't start you can't do that...

Edit: nope, I DID declare it in screens.rpy, so not sure what the error is about. Checking...
 

oh45

Member
Jul 1, 2017
108
187
oh45

I need to add a declaration to screens.rpy for skipbarval. I was going to ask you to declare it in the console, but if the game won't start you can't do that...

Edit: nope, I DID declare it in screens.rpy, so not sure what the error is about. Checking...
I can easily edit screens.rpy here and try starting the game again.

EDIT--Well, maybe not so easily. There was already a default skipbarval = 0 line there.
 
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