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

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OhWee

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OhWee

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errors in these boosters..
Hmmm, I need to figure this out. Try to work around this for now while I try a few things... something else is amiss as well.

Variable length of choice menus is the issue I'm dealing with here.
 

OhWee

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OK, y'all!

Attached is version v2.0d-prerelease of my mod for SJx 2.00.010d.

This will probably be the final version of this mod for now. The main change from the c3 version is that I finally coded Nimhe's progressive cat & grade randomizer code.

Essentially, the more shells of a given type and in a given tier that you build, the randomized cat & grade will generally increase. Also, Nimhe's current tech skill also factors into this.

Note that the first two shells built of a given type will generally be of the lowest and next lowest grade, after that, the shell counts and Nimhe's tech skill modifiers will be fully in play. Eventually her shellbuilding will 'max out' at Tier 3 Elite grade, after building a number of shells in the associated tier.

I also added an option to CheatNet to designate how many shells of each type Nimhe has built. This is added mainly so that players that are using existing saves can 'guess' at how many shells of each type you thing she has built in your current game, so that the 'randomizers' can use those values as baselines, instead of having the shells built counts set at zero.

This is still a betatest for now, but should be stable (we shall see). Once any potential bugfixes are addressed, I will take this off of 'prerelease' status and add this version to the OP.

Playtesting and feedback is always appreciated! Version v2.0d-prerelease is attached!
:cool:
 

OhWee

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I guess y'all are burned out on playtesting at this point, what with the next public version of SJx being right around the corner and all...

I don't blame you. The only reason I'm still playtesting is 'cuz I made this mod!

I did spot a couple of issues, specifically that the actor.attrFrac wasn't being applied across the board to actor.attr stats, specifically as it relates to disciplining, so I've introduced a 'check' for this during the overnight routines.

Also, I've introduced a 'cheat' that SHOULD allow you to have Khelara wear her Krell outfit outside of Krell space, via CheatMod and one other tweak. Vanilla SJx should 'override' this and force her max SUB back to two and EXH to 6, should you need to 'purify' your save for use in the next version. Mainly I just want a fully nekkid crew...

There are a couple of other minor issues that I stumbled across which I have fixed on my end, these will be in the next release.
 
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OhWee

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oops, the first problem has come up...
This should be addressed in the new pre-release package below. random range with mods should have been 0-17 instead of 1-18, so it's 0-18 now (added 1 more random option to each tier). I encountered this issue on my end as well, and had already fixed it, and was working on finishing up a couple of other things before I posted another prerelease.

---

Y'all,

Attached is version v2.0d-prerelease 2a of my mod for SJx 2.00.010d.

Main change is a couple of bugfixes and an added CheatNet option for Khelara that should unlock the Krell uniform outside of Krell space once enough Sluttiness and Submission points are earned (in gameplay or using cheats), in this mod at least.

Also, when giving Nimhe stuff, it's a choice menu now as only three items were relevant/acceptable in that choice option (AI Cores, Elite AI cores, and Military Bot Crates).

Also, a couple of stat earning tweaks under the hood relating to the TEC point increases that the MC earns, which should help the MC eventually reach 40 TEC a bit more easily.
- One particular area I tweaked now references which shells of a given tier Nimhe has currently built as the 'baseline' for max TEC earned when QC training, so as to 'bypass' the issue of a number of shells not having QC training animations as of yet, which was limiting TEC skill increases. The idea here being that Nimhe passes on some QC-training knowledge for said higher tier shells to you to aid in your QC training activities.

Just pretend in your head that you are actually auto-training with said higher tier shells instead of the 'A' default shell for now, until yv0751 creates more animations...
(Formerly, 20A, 25 N, 30V was the max ceiling for skill gains when QC training, which I was unaware of until I stumbled across the associated code)


Still a betatest for now, but hopefully all of the issues have been found. Usual drill, merge /game in attached .7z with your SJx /game folder, should ask you to replace a bunch of files, and you should be good to go. Existing saves should be good to go.

Enjoy!
OhWee
:cool:
 
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OhWee

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My life is now complete. Not only did Nimhe win the pony race, but I also aced my place and show bets!

Nimhe_Races.jpg

Se'Lar was nipping at Nimhe's heels at the end there though. I think that the races are much more exciting with the 2x race speed that I implemented in my mod!

Anyways, I came across another minor typo/error in my mod code involving giving Nimhe 'P' shells, this will be fixed in the next prerelease. Right now I'm celebrating, and yes it's taken me THIS LONG to get to the part in the game when I can put Nimhe in the races. This is her second race actually... playtesting and mod coding really slows down my ability to just play the game...
 
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JOS3

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What save are you trying to load? Is it from a previous (pre 2.00) version of Space Journey X? Pre 2.00 saves aren't compatible.

If it is from SJx 2.00, could you share your save please?
It is version 1.50
 

OhWee

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It is version 1.50
That save won't work then, unfortunately. If you still have SJx 1.50 installed, I'd reccomend doing the Multiverse Pod thing if you have one to transfer some of the stuff over to a new game, or just start a new game and pick the Day option that is closest to where you left off.
 
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Apr 23, 2022
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I found some issues while playing:
1) At some point, my savegame got "corrupted" so I get an error when I try to open the save menu. I can choose "ignore" and keep playing, and I can open other parts of the menu with "history" and "preferences" buttons. I can still quicksave and quickload, or go back to main menu and open the save menu there. Basically I just can't access save menu while that savegame is loaded.
2) Subsystem selection (engine, shield, weapons etc.) in the system maintenance screen can behave wonky in a way that's hard to explain but easy to see, when I click on other subsystems to switch between them. If I click on the system directly to the right of the active one, the whole list scrolls once to the right (correct behavior). If I click on any other system, part of the list scrolls left and part stays. It's the easiest to see with the ones to the left of center - right side will always stay in place. The scrolling part starts at the point you clicked, goes right (looping over) and ends at the center.
3) Subsystems menu gets really weird when some of them are missing. Then I can still use left/right keys and prev/next buttons to switch to missing subsystems, and try to put subunits into their slots. If I click anything in the dropdown list, it plays the "nothing installed" sound, and the dropdown menu stays visible in the background. When I close the maintenance window, that dropdown menu is on the screen, and disappears when I click anywhere outside it.
4) I think a vanilla feature is missing here. In vanilla, if you have a delivery mission for some item, and you have more than enough of it in your cargo, and you're on a station, and you click "sell all", the game keeps the required amount while selling the excess. It doesn't work like this in the mod, as far as I can tell.
 
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OhWee

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I found some issues while playing:
1) At some point, my savegame got "corrupted" so I get an error when I try to open the save menu. I can choose "ignore" and keep playing, and I can open other parts of the menu with "history" and "preferences" buttons. I can still quicksave and quickload, or go back to main menu and open the save menu there. Basically I just can't access save menu while that savegame is loaded.
2) Subsystem selection (engine, shield, weapons etc.) in the system maintenance screen can behave wonky in a way that's hard to explain but easy to see, when I click on other subsystems to switch between them. If I click on the system directly to the right of the active one, the whole list scrolls once to the right (correct behavior). If I click on any other system, part of the list scrolls left and part stays. It's the easiest to see with the ones to the left of center - right side will always stay in place. The scrolling part starts at the point you clicked, goes right (looping over) and ends at the center.
3) Subsystems menu gets really weird when some of them are missing. Then I can still use left/right keys and prev/next buttons to switch to missing subsystems, and try to put subunits into their slots. If I click anything in the dropdown list, it plays the "nothing installed" sound, and the dropdown menu stays visible in the background. When I close the maintenance window, that dropdown menu is on the screen, and disappears when I click anywhere outside it.
4) I think a vanilla feature is missing here. In vanilla, if you have a delivery mission for some item, and you have more than enough of it in your cargo, and you're on a station, and you click "sell all", the game keeps the required amount while selling the excess. It doesn't work like this in the mod, as far as I can tell.
Which mod and game version are you playing, and can you share the save that is having menu issues?

As for the subsystem picker, when an item is clicked it is moved to the front of the list, the rest of the list isn't shuffled when prev or next systems aren't clicked.

The assign subunits to missing systems thing is unintended behavior, I'll need to address this in the next release.

The 'retain contracted amount' thing when selling I'll look imto.
 
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Apr 23, 2022
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Which mod and game version are you playing, and can you share the save that is having menu issues?
Game version 2.00_010d, mod version linked in the OP under "For those that have SJx 2.00.010d, use this one".
Savefile attached.

Another bit I've noticed about the system maintenance screen is that "subunits" in this bit of UI should be "modules".
1739111063369.png
 
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OhWee

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Which mod and game version are you playing, and can you share the save that is having menu issues?

As for the subsystem picker, when an item is clicked it is moved to the front of the list, the rest of the list isn't shuffled when prev or next systems aren't clicked.

The assign subunits to missing systems thing is unintended behavior, I'll need to address this in the next release.

The 'retain contracted amount' thing when selling I'll look imto.
Game version 2.00_010d, mod version linked in the OP under "For those that have SJx 2.00.010d, use this one".
Savefile attached.

Another bit I've noticed about the system maintenance screen is that "subunits" in this bit of UI should be "modules".
View attachment 4533119
This is the most recent prerelease version but the issues you mention won't be addressed yet, reread my last post for context (edited).

https://attachments.f95zone.to/2025/02/4556857_SJx_200_OhWeeMod_v20d_prerelease2a.7z

Will work with d version just fine in the meantime.
 
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OhWee

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tarrasqueSorcerer

Can you provide a screenshot after entering quick save showing the page where you most recently saved your current game before/when the issue you described popped up?

I just renamed your quicksave as a regular save, which loads and saves just fine as a regular save on my end, but doesn't tell me anything r.e.what save name text would have been there for your 'regular' save.

As for the module vs subunit suggestion, I hesitate to use 'module' as some systems aren't described as such (specifically torpedoes), thinking Addons & Loadouts maybe...
 
Apr 23, 2022
166
106
Can you provide a screenshot after entering quick save showing the page where you most recently saved your current game before/when the issue you described popped up?

I just renamed your quicksave as a regular save, which loads and saves just fine as a regular save on my end, but doesn't tell me anything r.e.what save name text would have been there for your 'regular' save.
I'm not sure I understand what you're asking here. If you just want the quicksaves page, I've attached it.
But I also noticed this. If I go to the saves menu indirectly through preferences or history pages, it works. If I save into a regular slot and reload from it, I can open save menu just fine. But if I quicksave there and load that, save menu doesn't work again.

As for the module vs subunit suggestion, I hesitate to use 'module' as some systems aren't described as such (specifically torpedoes), thinking Addons & Loadouts maybe...
They are all listed in the "modules" section of your cargo.
 
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