SilverFire

Member
Apr 28, 2017
102
18
P.S. There could be the idea of a mixologist or whatever they are called, which would fall into the 'crafting' section when making cocktails
Yeah, i`ve thought about that too, as long as the customers don`t want just a bottle of beer :giggle:

Oh, and i have another question, are the waiters only bringing food from the kitchen, or do they also bring drinks from the bar? What i actually want to know is if i should have more waiters than barmans.
And non related, a weird observation: it seems for me the laws get proposed, not accepted, only whenever i fail an event, like a failure to influence someone`s opinion, or canceling a training session, or canceling a date, anything that disturbs my timeline and i usually want to load an earlier save...

And because you mentioned a "suggestion guy" earlier, i have a few suggestions, dunno how complicated they could be to implement:

1. a button in a "settings" section somewhere in the main menu to disable/overpass the confirmation when loading a game when already playing... for a save scummer like me it`s extremely annoying to constantly press that confirmation button. "Yes i know i haven`t saved the game, yes i want to load a game, yes i know what i`m doing"...:cautious:
2. it would be EXTREMELY helpful if some sign or icon or something would appear on the buttons on the main map (and maybe even in the clubs) when there is a new unknown NPC in that location. Something like that is already implemented with the button of the location changing color when it`s closed. Having to lose a time segment just to move from location to location is very expensive, and having to save/load just to check all the locations for new npc`s without losing ingame time is very expensive in RL time... And related to this subject, a question: what is the frequency for new npc`s to appear? Is it a fixed day of the week or month?
3. more criterias for sorting the contact list, like their home area, their diplomas, or maybe even abilities/skills, that would be awesome.
 
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TotalFluke

Member
Game Developer
Aug 24, 2021
283
577
regarding finances, it is there a way how to increase size of main screen ?
to nod display only last 2 days and last 2 months, but add last 2 weeks there too ? to have backreturn of your changes ?
like if you made services/products cheaper/more expensive to see if they have positive effect on profit or not.
No. To be honest, this is not really feasible as the data is not kept in a way to facilitate doing this. I've said a few times that I'm not interested in building an optimization game. I'm sorry if this is the game you want to play and I do enjoy playing those games, I just don't enjoy managing and displaying all the data required to properly develop such a game. The cash flow value from the main screen will give you the most information regarding whether or not changes had a positive effect or not. But in general there are too many variables to be able to tell for sure.

I thought so the first time, and the second time, and now I'm really tired of how much work it takes to get little sister to quit her stripper job. What a PITA she is. I've spent two months hammering on her stamina every shift. I'm changing her opinion about entertainment work and steering her toward working in my pool. Still, she's satisfied with her job.

There may be a bug that introduced itself here in the late game. Traveling dancers and fellow actors in the porn films all show as "a stranger", and never get names.

I'm thinking this save might be borked. I've started over at least 15 times now. What's one more? :)
Getting the sister to quit may not have a solution if her personality is not right. There's no secret steps to make it happen. As I mentioned yesterday, this story line still needs to be finished properly.

Never seen that issue with the missing names before. Does sounds like a corrupted save.

when i sow how much i pay for wages, i will love if there will be some way how to talk with employee about his wage. not only to increase it to increase his happynes, but even to lower it, when club is losing money. yes, i know, firing him and hiring new (for less money) is allways posibility, but not allways you want to fire your favorite employee.

and with this come another sugestion, it player can setup which profesions he want to be on at given time.
or to say it easy way. if i want to be open 24/7 (yes, i know not possible) it will be stupid to have singers/strippers to work here all day, so i will asign them to work only at night/late night.
so for rest of time it will be opened as just fancy restauration.
Out of curiosity how far along are you in the game? Once you hire your first entertainers and you have an entrance money should not be an issue. I think the timeframe for when you may want to try to get someone to accept a lower salary is such a short time that's not worth doing it. And most characters won't accept it. Basically one would have to be very bad at their job to take it in which case you might as well fire them.

Creating shifts like you say is something I've started on a few times but it's complexity gets quickly out of hand. In the end managing the shifts for every employee would become tedious and not fun and going back to my earlier comment about not wanting to build an optimization game.

I've been having some issues in the newest version with getting laws passed. These issues never seemed to be problems before. Sometimes the commissioners are hard to get to agree on laws and/or they do it in the wrong order but that's fine early game. The bigger issue I've found is that even after I've gotten commissioners elected with the agreement that they will vote the way I want them to, they still don't agree on voting a law.

I've had several play throughs that I'm over a year into with 4+ commissioners that have been elected with that agreement and I get stuck in this holding pattern trying to pass laws because at least 1 if not 2 of MY commissioners won't agree on the laws I want and so they're always voting for something else and more often than not, no law is getting voted in because they just won't agree on what law to vote in. It makes the whole, effort and waiting game of getting commissioners voted in frustrating and pointless.

I have not done any edits to configs to make laws easier or harder because in older versions I thought it was fine, I could get lucky and get laws passed without commissioners or I would have to wait till I have my own commissioners and I was fine with that, but on this newest version, I have always had this kind of issue with the laws.
So you have sponsored multiple commissioners and they are not voting the way you tell them to? Are you actually telling them I want to vote this way and they don't? That'd be a big bug if that's what's happening which I haven't seen. They can't read minds and the usual you should vote this way is not the same as demanding it.

Is there a way to improve the odds of hiring stuff? I am running the job advertisement for the host and janitor positions since the beginning of times but there are no takers.
In general there should be no trouble finding candidates for those two roles. Just approach any unemployed person on the street and ask them to interview. Most of them should take it. As long as you are not running a huge debt and they like you.

I`ve also seen in the help section of the game that cooks and bartenders fall under the crafting category of jobs, but i can`t find the "crafting" opinion in the job category selection when i influence their opinions. The closest thing is "food prep work" opinion, is it mislabeled? I ask because so far i did not use this opinion for bartenders, thinking it`s only for cooks, bartenders and waiters falling under the service category...
Yes, "crafting" is the internal code. It shows up in the display as "Food Prep Work". I'll see if I can make the help more consistent.

Yeah, i`ve thought about that too, as long as the customers don`t want just a bottle of beer :giggle:

Oh, and i have another question, are the waiters only bringing food from the kitchen, or do they also bring drinks from the bar? What i actually want to know is if i should have more waiters than barmans.
And non related, a weird observation: it seems for me the laws get proposed, not accepted, only whenever i fail an event, like a failure to influence someone`s opinion, or canceling a training session, or canceling a date, anything that disturbs my timeline and i usually want to load an earlier save...

And because you mentioned a "suggestion guy" earlier, i have a few suggestions, dunno how complicated they could be to implement:

1. a button in a "settings" section somewhere in the main menu to disable/overpass the confirmation when loading a game when already playing... for a save scummer like me it`s extremely annoying to constantly press that confirmation button. "Yes i know i haven`t saved the game, yes i want to load a game, yes i know what i`m doing"...:cautious:
2. it would be EXTREMELY helpful if some sign or icon or something would appear on the buttons on the main map (and maybe even in the clubs) when there is a new unknown NPC in that location. Something like that is already implemented with the button of the location changing color when it`s closed. Having to lose a time segment just to move from location to location is very expensive, and having to save/load just to check all the locations for new npc`s without losing ingame time is very expensive in RL time... And related to this subject, a question: what is the frequency for new npc`s to appear? Is it a fixed day of the week or month?
3. more criterias for sorting the contact list, like their home area, and their diplomas, or maybe even abilities/skills, that would be awesome.
Waiters do bring drinks to those in the seating area and VIP room. So you do need to hire those to make money selling drinks and food in those areas. In general I would try to even them out, hiring the bartenders first. I.e. b, w, b, w, etc.

Not sure I understand your point about the disturbing the timeline.

I will look into putting an option to bypass the confirmation button.
I'm not sure I like telling you where the NPCs you don't know are. Seems like a big cheat. Generic NPCs get created early in the morning at a rate of around 5 per month but it's random what days they actually get created on. Although additional ones are created to fulfill stories at any time.

As for the contact list, I'm thinking about removing the traits (will power, rationality, etc.) which are mostly unknown and adding sex orientation, home district, lewdness, health and happiness since those seem to be much more interesting. And put column headers like the employee listing so you can sort on anything (except for last name, not sure how to do that then).
 

bkfse

New Member
Jan 11, 2019
5
0
So you have sponsored multiple commissioners and they are not voting the way you tell them to? Are you actually telling them I want to vote this way and they don't? That'd be a big bug if that's what's happening which I haven't seen. They can't read minds and the usual you should vote this way is not the same as demanding it.
Correct. It's been a phenomenon where, let's say I have 4 commissioners that I've helped get elected after they agree to vote the way I request. Then when it comes time for the commissioners to select the law to vote on next, 1 or two of my commissioners will select a different law. That being said, when they have chosen a law to vote on and I ask them to vote a specific way, I do think they vote the way I ask but it became a headache when I couldn't get the commissioners to ever pick a law I wanted them to vote on, and/or couldn't get them to pick a law period. Just to make sure I wasn't crazy, I did a quick run through where I updated the reelection stat to occur ever 30 days, to get commissioners early. Here are all of the events that occurred with the commission between start of game and the first vote after I got my first commissioner in there.

1 City commission Proposes Voting on Drinking Age is 20 years old Thursday Jan 22, 2024
2 City Commission vote on Drinking Age is 20 years old Did not pass Jan 22, 2024
3 City Commission couldn't agree on which law to vote on next Feb 12, 2024
4 I support Madison Finley for election of SE district Mar 3rd, 2024
5 Challengers are set Mar 10, 2024
6 The City Commission couldn't agree on which law to vote on next March 22, 2024
7 Madison Finley won the Election Primaries March 24, 2024
8 Madison Finley won the SE District Election Apr 1, 2024
9 Evening Apr 1, 2024 I asked Madison to select Open Sat Afternoons as next law to be voted on
10 The City Commission couldn't agree on which law to vote on next (Madison Finley voted on Open Evenings - All Days) Apr 6, 2024

As you can see Madison Finley, who I sponsored and got elected, actively voted against what I requested. I did include a screenshot that verifies that she should vote for my choices but this screenshot was taken after the Apr 6 vote. Also a screenshot confirming that she did not choose what I wanted her to choose.

EDIT: I continued my playthrough and this is what happens after. I have a lot of screenshots to show this if you want me to upload those.

11 WE District elections starts May 1st, 2024
12 The City commission couldn't agree on which law to vote on next (Madison Finley voted on Open Saturday Evenings(So she voted correctly this time)) May 1, 2024
13 I asked Madison to vote for Open Sat Afternoon on May 7, 2024
14 Challengers set for Blue Sky district May 8, 2024
15 The City Commission will hold a vote on enacting law Drinking Age is 20 years old on Tuesday Jun 3, 2024 May 21, 2024 (Madison Finley Abstained (Not good))
16 I ask for Madison to vote for Drinking age is 20 yrs old
17 Natalie Jones wins primary election May 22, 2024
18 Natalie Jones wins election for WE district May 29, 2024
19 I ask Natalie to vote for Drinking Age is 20 yrs old
20 Drinking age is 20 yrs old passed (Madison and Natalie voted for the law, could be positive could be that they were voting that way anyways)
21 I ask Natalie Jones to choose Open Sat Afternoon June 4, 2024
22 I ask Madison Finley to choose Open Sat Afternoon June 4, 2024
23 The city Commission couldn't agree what to vote on next June 6, 2024 (Neither Madison or Natalie voted for Open Sat Afternoon)
 
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SilverFire

Member
Apr 28, 2017
102
18
Not sure I understand your point about the disturbing the timeline.

It was just a figure of speech, i meant that i randomly fail a chain of events and that interrupts my flow and instead of playing continuously, i have to load a previous save and redo the whole chain to achieve my desired outcome. But, to be more precise in my explanation of what i originally said: It`s not about 1 solitary event or action(like when i try to influence an opinion on someone). I noticed that it happens when i encounter a chain of events, like for example: i try to influence someone`s opinion, and in the next time slot there is a date scheduled, and in the next time slot there is a training scheduled and after this (or in between) some random nps`s pop up to say stuff to me or the sister recommends me someone for hire or some other stuff like this, not exactly in this order, but a chain of events like this, glued together and spanning multiple time slots, with no pauses between them so i could save or load between the actions/events. What i noticed is that the laws get proposed only if i fail one or more of the events/actions, like the influence action fails, or the training fails. If the events go without a glitch, nothing happens, time moves forward. If 1 or more of the events fail or have bad results, the law gets proposed. If i load a save from just before the chain(because i want better results from those actions/events), the law doesn`t get proposed again, and whole weeks can pass until some other random fail happens and the law THEN gets proposed again. It`s truly bizarre. I`ve had laws proposed after 1 or 2 weeks passed since the previous law was accepted (again, proposed usually when an action or event failed) and then almost a month or maybe a little more passed and no law was proposed. And i`m talking about the club service tax laws (i`m at "very low club service tax" now), that get proposed one after the other and they all have the same simple requisites/needs to be be passed/accepted. All 7 council members are already "trained" and vote in favor for the same law, well, maybe except for one which is a lesbian and she favors/proposes the singers allowed law instead of the club service tax law, but still, the law should be proposed/passed easily with 6 out of 7 votes, right? And to give a little more context: for each new day i use 1 of the 11 save slots progressively overwriting the oldest save. So, when the new day begins, i save in a "new" save slot, i do the actions i need to do, i save again in the same slot before each action/event of that day and reload if i don`t like the result. At the end of the day, just before i hit the sleep button (after being satisfied that it was a day with good results), i save again in that day`s save slot, and the next day i use the next save slot and so on and so on. In this way i constantly have a history of 11 past days from which i can choose to go back to if i screwed something up or forgot to do something or i encounter a chain of events like i described earlier that does not have the results that i desire or expect. Maybe loading a save from just at the end of the day (and the constant save/load through the next day) somehow screws the triggers somehow? I`ve noticed that some events (like the one in which some random npc is found guilty of a crime) don`t happen again if i load a save from the end of the previous day but if i load a save from the beginning of the same day they happen. I assume that some time needs to pass from when the crime is reported and until they are found guilty...or is the process instant?

Oh, and kudos for the option to bypass the load confirmation button and for the dismiss/fire option from the cult, i can barely wait for this features! And also, please consider the diploma/studies option for the list, sometimes i`m looking for a person with a specific diploma and it`s a pain in the ass to go manually through all of the contact list only to find a few with what i need... unless the diploma is not that important and doesn`t have that much of an impact on the performance?
 
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Goodfall

Newbie
Aug 3, 2023
18
2
Hey, can anyone tell me if the megapack characters are already in the game or if I need to do something to add them? NOTE: I just put the megapack files in the characters folder.
 

Fox.Mulder

Member
Jul 31, 2017
408
137
Hey, can anyone tell me if the megapack characters are already in the game or if I need to do something to add them? NOTE: I just put the megapack files in the characters folder.
That should be all you need to do for moving files. But you'll need to open your user_config.dat file (using notepad or notepad++) and add a line that'll be along the lines of "image_modules string ccw,dstu,exp,lfm" etc to cover the different pack names. As long as that line displays each of the different image pack names (you don't need to include each number like ccw1, ccw2, just the letters works) it should load all those images. Unless I'm mistaken and someone can correct me.
 

Not YrBroom

Newbie
Feb 9, 2023
88
91
As long as that line displays each of the different image pack names (you don't need to include each number like ccw1, ccw2, just the letters works) it should load all those images. Unless I'm mistaken and someone can correct me.
That's correct. The line needs to match the prefixes ("modkeys") of the various sets, not the folder names. The how-to file in the megapack has the full line you need to user all the images:

image_modules string scw,ccw,nyb,exp,gar,dstu,lfm

The megapack v2 seems to be missing a few sets: all of TF's "Fiona" image pack, my first nyb pack, and the most recent lfm packs. (There's an 'scw11' folder in there, which matches one of the folders in the Fiona image pack, but it only has one image set which looks like it came from some other source.)
 
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Rabbit121

New Member
Feb 18, 2019
8
3
In general there should be no trouble finding candidates for those two roles. Just approach any unemployed person on the street and ask them to interview. Most of them should take it. As long as you are not running a huge debt and they like you.
That might be it. I have a huge debt. Didn't expect that might be an issue.
 
May 11, 2019
108
37
Explain it to me like I'm a five year old, seriously I don't understand anything about the unity console and I would like to understand.
Open the text file called <gamefolder>\runtime\cheatsheet.txt
This will give you a list of attributes, or likes, or other values that you want to change, and the acceptable values for it.
Next, open up your current/latest savefile from the folder <gamefolder>\runtime\save-files\ in something like notepad++
Search for the character name you want to find, and look at the number before that name. That gives you the <char_id> field.

MC is normally id 3

Combining all that info, let's say you want to change willpower of MC to 80, your statement becomes:
cheat set_attr (char id) (attr_key) (val -100 to 100) ) = char_id for MC is 3, attr_key for willpower is "will" (from the cheatsheet.txt file) and value can be between -100 to 100

cheat set_attr 3 will 80

If you want to do the same for another character, and you found their char_id from the savegame to be 27814, then your statement becomes

cheat set_attr 27814 will 80

Likes/disklikes use the "set_like" command, and uses a range of -2 to 2 (-2 hate, -1 dislike, 0 no-opinion, 1 like, 2 love) so if you want to make someone like polyamory, your statement becomes:
cheat set_like 27813 polyamory 1

You can experiment with other cheat options, like tax rates, rooms, etc if you understand the basics above.
I haven't played around with modifiers or flags, so can't comment on it
 

SilverFire

Member
Apr 28, 2017
102
18
1. Suggestions:
a. It would be very handy if you could see on a npc window the days remaining until you could offer to hire them when they just got a job somewhere else (the "sorry i just got hired somewhere else and i need to give it a chance" timer). Or something like the timer we have for our own employees, showing for how long they`ve been at their job.
b. It would be extremely helpful if you could write a short description on what each opinion does exactly and how it works, in the help section for opinions. I mean, some are pretty self explanatory, like "working out" "swimming" and the rest of the obvious ones... but then again, there are some like "exploring"... what does that influence? Does she put on a backpack and go Lara Croft treasure hunting in a cave somewhere? :unsure:
c. When talking with an npc, in the "Changing An Opinion screen" it would be nice and very helpful if just to the left and right of the opinion there would be a - and a +, to see faster what lvl of influence each opinion has instead of constantly opening and closing her stats screen to check, like --Gossip if she hates gossip, Partying+ if she likes Partying, etc. Or if that`s unfeasable, maybe the words color coded differently, red for hate, green for neutral, gold for love, or whatever

2. Questions:
a. When does the "master key" for a specific npc`s locker stops working and leaves you with only the option to lockpick it instead?
b. I`ve been working myself, for a few weeks already, both as a cook and a waiter, but my skills don`t grow, at all. I`ve checked in the save file, and the values remain constant, to the last decimal. Is this normal? I think i read somewhere here in the forum (but i`m not exactly sure) that if i work shifts myself my skills are supposed to grow. I`ve manually edited the values in the save file at the beginning of the game and gave myself a few skills of 90, did that break something?
c. As i`ve understood it, the npc`s can pick up books from the library on their own. Do ALL the npc`s on the map do this, or just my employees? Do they require the positive Reading opinion for this? If i can`t give a book to an npc because it`s too advanced for her, will she eventually pick it from the library on her own if i train her up to the book`s lvl? Do they chose only books favoring their job`s skill, or do they just pick a book randomly?

3. I have modified the config.dat so the game would only generate females, but it still generates males( but even tho they are bisexual, their gender - and pics - are still male), it`s september 2024 now and i already have like 5 or 10 dudes hanging around the map... i dunno exactly how many, after the first 2 or 3 i stopped talking to them altogether.

# Character creation settings
female_probability float 1.0 # you want this to favor women quite a bit
# set this to m or f to make all new common loc workers male or female
init_worker_gender string f
# set this value to make average characters younger or older
# def=0.6 which means 60% are younger than average and 40% are older
# extreme values may lead to running out of images/using default images
younger_probability float 0.6
gay_probability float 0.2
bisexual_probability float 0.3

Did i miss something?

4. I have an NPC (B.F. France) that appears to be unemployed... but! Check this out:
First of all, the list is sorted by jobs, and notice her "unemployed" is not grouped with the rest... and second, when i call her during day she says she`s at work, and also saying that she`s not interested at the time when i offer her a job during evenings/nights (i`ve only offered her waitress and janitor jobs though..) and she`s been in game since the first or second month, like this.

I know my posts are long, and i hope it doesn`t upset you, i apologise in advance and i thank you for taking the time to answer
 
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tooldev

Active Member
Feb 9, 2018
504
492
1. A few suggestions:
a. It would be very handy if you could see the days remaining until you could offer to hire an npc when they just got a job somewhere else (the sorry i just got hired somewhere else and i need to give it a chance timer).
b. It would be extremely helpfull if you could write a short description on what each opinion does exactly and how it works, in the help section for opinions. I mean, some are pretty self explanatory, like "working out" "swimming" and the rest of the obvious ones... but then again, there are some like "exploring"... what does that influence? Does she put on a backpack and go Lara Croft treasure hunting in a cave somewhere? :unsure:

2. A question: When does the "master key" stops working and forces you to lockpick the locker instead?

3. I have modified the config.dat so the game would only generate females, but it still generates males( but even tho they are bisexual, their gender - and pics - are still male), it`s september 2024 now and i already have like 10 dudes hanging around the map...

# Character creation settings
female_probability float 1.0 # you want this to favor women quite a bit
# set this to m or f to make all new common loc workers male or female
init_worker_gender string f
# set this value to make average characters younger or older
# def=0.6 which means 60% are younger than average and 40% are older
# extreme values may lead to running out of images/using default images
younger_probability float 0.6
gay_probability float 0.2
bisexual_probability float 0.3

Did i miss something?

4. I have an NPC (B.F. France) that appears to be unemployed... but! Check this out:

First of all, the list is sorted by jobs, and notice her "unemployed" is not grouped with the rest... and second, when i call her during day she says she`s at work, and also saying that she`s not interested at the time when i offer her a job during evenings/nights (i`ve only offered her waitress and janitor jobs though..) and she`s been in game since the first or second month, like this.
For your question No 4:
NPC can have jobs that are outside the current map. Showing her as unemployed might be a bug but getting the reply you got is not. She might be a data orphan and thus gets listed as unemployed as the relation is somehow messed up somewhere. This has been around since a long time actually. She isnt employed on the current map, so the code does the right thing to assume she is unemployed while she pürobably started out with having a job outside. Simply treat her as having a job.
 

SilverFire

Member
Apr 28, 2017
102
18
Hmm... it says she lives in NW district. So if she quits her job into the future sometime, will she become available for me to hire? And when she does that, will the code correctly sort her back into the common "unemployed" group with the rest of the contact list? It`s a pitty cuz i realy dig her looks, now they are locked on her :mad::p
 

tooldev

Active Member
Feb 9, 2018
504
492
Hmm... it says she lives in NW district. So if she quits her job into the future sometime, will she become available for me to hire? And when she does that, will the code correctly sort her back into the common "unemployed" group with the rest of the contact list? It`s a pitty cuz i realy dig her looks, now they are locked on her :mad::p
From my own experience: yes. I had the same situation a couple of times throughout various versions and it tends to sort itself out after some time.
 
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leequiring

Member
Dec 12, 2018
242
155
Does anyone have a practice of closing one day a week - rather than allowing your people to choose their own day(s) off? I've always been curious how others manage the breaks and days off, whether it impacts morale to never allow any breaks or days off, or if there's a sweet spot.

I'm experimenting with closing Sunday. It does good things for MY needs, like scouring the beach/park/downtown for new employees. I also allow them to take breaks at will if they have coverage from other employees.
 

tooldev

Active Member
Feb 9, 2018
504
492
Does anyone have a practice of closing one day a week - rather than allowing your people to choose their own day(s) off? I've always been curious how others manage the breaks and days off, whether it impacts morale to never allow any breaks or days off, or if there's a sweet spot.

I'm experimenting with closing Sunday. It does good things for MY needs, like scouring the beach/park/downtown for new employees. I also allow them to take breaks at will if they have coverage from other employees.
Very much the same. Any employee extra break or illness is qualified as 'spillage' in terms of the balance sheet for me. If a particular employee starts to fuck with the margin too much, i simply fire them.
 

leequiring

Member
Dec 12, 2018
242
155
Very much the same. Any employee extra break or illness is qualified as 'spillage' in terms of the balance sheet for me. If a particular employee starts to fuck with the margin too much, i simply fire them.
It's amusing in early game how someone begs to use the break room when there's only one time period. Suck it up, baby.
 

tooldev

Active Member
Feb 9, 2018
504
492
How's that? They only get paid for the hours they worked, no?
If you have a certain expectation what the earnings should be with them - no. You are running a business and not an employee farm. Any employee that takes too many breaks or is too often sick means your bottom line is going to reflect that in terms of: a position wasnt covered thus less revenue.
 
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Goodfall

Newbie
Aug 3, 2023
18
2
Open the text file called <gamefolder>\runtime\cheatsheet.txt
This will give you a list of attributes, or likes, or other values that you want to change, and the acceptable values for it.
Next, open up your current/latest savefile from the folder <gamefolder>\runtime\save-files\ in something like notepad++
Search for the character name you want to find, and look at the number before that name. That gives you the <char_id> field.

MC is normally id 3

Combining all that info, let's say you want to change willpower of MC to 80, your statement becomes:
cheat set_attr (char id) (attr_key) (val -100 to 100) ) = char_id for MC is 3, attr_key for willpower is "will" (from the cheatsheet.txt file) and value can be between -100 to 100

cheat set_attr 3 will 80

If you want to do the same for another character, and you found their char_id from the savegame to be 27814, then your statement becomes

cheat set_attr 27814 will 80

Likes/disklikes use the "set_like" command, and uses a range of -2 to 2 (-2 hate, -1 dislike, 0 no-opinion, 1 like, 2 love) so if you want to make someone like polyamory, your statement becomes:
cheat set_like 27813 polyamory 1

You can experiment with other cheat options, like tax rates, rooms, etc if you understand the basics above.
I haven't played around with modifiers or flags, so can't comment on it
Thank you my friend, you helped me a lot, can you also tell me which cheat command you use to change a character's opinion and attraction towards the MC?
 
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