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StationmasterDev

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Game Developer
Jan 14, 2018
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1: Most of them are at , but there was a document floating around the Discord a while ago that had a more complete list.
2: Deleting existing events will work. All events currently fire with the same frequency (with the exception of UniqueEnslavementEvents, which fire a fixed 1% of the time).
3: There isn't one yet, but I might add it one of these patches.
 
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mazqaz

Well-Known Member
Feb 19, 2018
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Hey all, I'm trying my hand at modding in some custom events (I'm sicker even than StationmasterDev, so I'm adding a few even more brutal ones for the arena now). As such I had a few questions:
  1. Is there a list of tags and conditions anywhere? I found several mentioned here and there, but no comprehensive list. For instance,
  2. Is there a way to force an event to trigger? I'd like to test them to make sure they work? If I temporarily delete all the base ones, will that force the new one's to fire more often (assuming the conditions are met)? Or does each event fire with independent frequency? I can't find where to set event frequencies anywhere.
  3. This is probably more basic Unity, but is there a way to drag a second character into the the context of a previous slave's event. I want an event to rig a match, so I can fire the event on {assignment Arena}, but can I use SelectSlaveBy or something to find a second arena fighter?
Good luck, lord knows mods are always welcome in games because more content is always better.
 
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pdpdpd

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Apr 14, 2019
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Can the events be related to what actually happens? I don't have slaves assigned in Arena, but I have random events related to it. :)
 

IffyTastes

New Member
Oct 9, 2019
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1: Most of them are at , but there was a document floating around the Discord a while ago that had a more complete list.
2: Deleting existing events will work. All events currently fire with the same frequency (with the exception of UniqueEnslavementEvents, which fire a fixed 1% of the time).
3: There isn't one yet, but I might add it one of these patches.
Thanks, that helps. So a RNG figures out when some event should fire and it then just picks randomly from a list of valid ones?

I did find a way to force events by editing the save files, but most of my added events don't seem to load even though they fire just fine. I've noticed several built in functions don't either, like Campers or a bunch of SlaveEvents. I can't seem to figure out what makes an event load with the game or not. I was able to copy and modify the Siren's Trade event and get that to load, but only when it was right next to the original Siren's Trade event in the file. At least for now I can test the animations and such by just overwriting an event that loads... still way better than just waiting for it.

As for 3, I can simulate it by creating a new slave for the opponent, but that seems sub-optimal. Based on what I can tell, the event stores an array of however many slaves are loaded in loading order and you can select between them with [select|i], right? There's just no way to load an existing slave into a event except when the event is called? Eh, I guess I can make it like a taking a slave to a tournament thing for now.

Can the events be related to what actually happens? I don't have slaves assigned in Arena, but I have random events related to it. :)
Which event? The only event that I know of there are the monster artifacts and the initial Brimstone contact. If there's another I'd like to look at it its code.
 
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StationmasterDev

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Jan 14, 2018
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My guess is that sadistic slaves will request that you assign them to the arena even if you don't have one.

Edit: As for triggering events, I've never done it through the save file (I have an editor tool for it that isn't included in the build), but I suspect your issue has something to do with events that require that a slave already be loaded. Some of them (including all slave events) have a GUID after the name, which corresponds to a character the event is talking about. Without that, the event might do something unpredictable.
 

IffyTastes

New Member
Oct 9, 2019
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Edit: As for triggering events, I've never done it through the save file (I have an editor tool for it that isn't included in the build), but I suspect your issue has something to do with events that require that a slave already be loaded. Some of them (including all slave events) have a GUID after the name, which corresponds to a character the event is talking about. Without that, the event might do something unpredictable.
Ya, I figured that part out already. To circumvent that I just took a save with a working SlaveEvent (Siren's Trade) that already had that ID loaded, and duplicated it with a slightly different name, only changing the name slightly to match in the save file. When I had the duplicate event at the bottom of core.txt it didn't load, but when I moved it up right below the original Siren's Trade event in core.txt it worked... on the same save file.

So I suspect I've damaged the event file somehow and should stop messing in the core file. That's fine, I have a backup. It'll load all text files in the subfolder into the same namespace, right? Though to be fair I did notice even before I started any of this that some events didn't load with saved games, though the only one I'm sure of was Campers (cuz I had saved it to try to play through it a few ways... that one's almost perverted enough even for me ;)). Anyways, I'll figure it out eventually. Thanks for all the guidance.
 

Daulas

Member
Sep 5, 2018
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On the other hand, this is probably why we can adjust how much “furried” we want our furries... ;)
 

DarkNix

Newbie
Dec 9, 2018
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Is there a secret to getting the rules assistant to work? Especially for aesthetic things?

The clothes it applies are completely different than what i set (always seems to be the engineer with glasses?). The "in world" clothing also doesn't appear to match up with what they are wearing when they are summoned under the circumstance
Hair styles don't appear to stick at all in the RA. i set it, click close and go back and it reverts to no change
Setting an option in one rule often changes it for the others. Sometimes changes other options to something completely different
 

Sorrowsiren

Member
Jun 19, 2018
154
79
89
Dungeon Keeper 2 is one of my favorite games ever. This game could replace that if it's ever properly finished. But honestly in it's current state it's hard to play for more than like 3 minutes without running into a game breaking bug. And sadly after hanging around this webpage for a couple years I have -very- little faith in patreon games ever getting properly finished. Like the ones I really think have potential are nearly never completed....
 

Vodayo

Member
Dec 5, 2017
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Great work. Respect.

Project needs a better interface. This is the biggest problem for me.

1. There is no option to search for a summoned slave. Where is on the map and what does he do.

2. The slave list does not hold the sorting set. After entering the slave profile and leaving, it returns to the alphabetical order of names. This makes operations very difficult. Especially when there are many slaves.

3. Tiring system for adding nicknames. Its ruins alphabetical system on the slave list (only for use, ignoring different sort settings after each exit from the list). There is no option to completely disable this annoyance.

4. Invisible messages about important events in the bottom bar. Small font, no pause, no new message signal.

5. Small and unreadable font in messages.

6. Events in the notifications section. I can't see the event, get out of it, and see it again. A big problem. The event, for example, concerns a slave and is optional. Only after open message I know which slave it concerns. But then I don't have access to his profile and I can't back down to look at this. I have to decide without knowing about the slave. The only method to solve the problem: save - open the event and check who it concerns - load - look at the profile - return to the event - decision.

7. Chaotic system of clothes, set in a random order. Each slave has a different order of clothes on the list

These are the biggest problems and in my opinion the first to be done. This game is great. But the interface from hell.
 

Daulas

Member
Sep 5, 2018
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2. The slave list does not hold the sorting set. After entering the slave profile and leaving, it returns to the alphabetical order of names. This makes operations very difficult. Especially when there are many slaves.

3. Tiring system for adding nicknames. Its ruins alphabetical system on the slave list (only for use, ignoring different sort settings after each exit from the list). There is no option to completely disable this annoyance.
While I agree with the issues about the slave list's ordering (and naming), I actually used the nickname effect to help me manage them: I give them nicknames related to what I have to manage about them (so, mostly: "Spa" to get them obedien and fearless, "Devotee" to make them...devotees, "Sex Training", "Muscle" or "Race"). This way, the alphabetical order actually organises them depending on what I am supposed to manage about them and I don't have this sorting problem, and I remove the nicknames once they are optimised for the destined job (which is when I more or less stop having interactions with them).

I also use it to keep track of special cases, most notably "my" children: the sorting option for the slaves' origins is particularly hard to use, and when checking for those born on the station, there is no way to isolate those the MC actually sired...

I will add something else about the interface: several events are specific to named slaves. Unfortunately, we don't have the details about them, and do not even have their picture. It is most bothering when the slave ring (I don't remember the name right now) offers to buy one out (actually, this is along the lines of your issue #6, since this could be a way to go to the slave list, check out which slave they are planning on buying, and then go back and tell them if we accept or not).
 

Sorrowsiren

Member
Jun 19, 2018
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"1. There is no option to search for a summoned slave. Where is on the map and what does he do."

I'll download the new version today. The one I have is the last alpha of this build, so hopefully -some issues where fixed but actually I think the answer to that question is that slaves sometimes warp off the station and end up floating in the middle of space.

In fact the main reason I never spent much time on this game was that the first time I tried to buy a slave in my first playthrough I ended up floating in the middle of space with no way to advance the dialog.

I decided I'll wait till there's a more stable/complete build. Like one where the clothing actually fits on the models and shows textures other than black when you're in third person?
 
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Vodayo

Member
Dec 5, 2017
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"1. There is no option to search for a summoned slave. Where is on the map and what does he do."

I'll download the new version today. The one I have is the last alpha of this build, so hopefully -some issues where fixed but actually I think the answer to that question is that slaves sometimes warp off the station and end up floating in the middle of space.

In fact the main reason I never spent much time on this game was that the first time I tried to buy a slave in my first playthrough I ended up floating in the middle of space with no way to advance the dialog.

I decided I'll wait till there's a more stable/complete build. Like one where the clothing actually fits on the models and shows textures other than black when you're in third person?
I'm trying. This game has something inside. But I'm afraid. This is huge. Interface and basic technical problems should be done at the entrance. Now removing one problem can give five others.
 
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