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May 11, 2019
109
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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?
I believe for opinions/attraction, you have to modify their likes ... so, if MC is short and has light eyes, you should use the "cheat set_like" command to give that character a like/love for short people and light eyes ... etc ... Give them like/love for most physical traits your MC has and their attraction to MC will go up
 

Dflik

Newbie
Apr 12, 2017
52
63
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
Great post! Some kind person should honestly add that to the OP
 
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Goodfall

Newbie
Aug 3, 2023
19
2
I believe for opinions/attraction, you have to modify their likes ... so, if MC is short and has light eyes, you should use the "cheat set_like" command to give that character a like/love for short people and light eyes ... etc ... Give them like/love for most physical traits your MC has and their attraction to MC will go up
Thank you my friend.
 
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TotalFluke

Member
Game Developer
Aug 24, 2021
305
655
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
Thanks for the detailed explanation. You identified two sort of issues. The first one is that when you ask someone to vote for a law, internally the system tracks the law category, not the actual type. So when you ask them to vote for Open Saturdays internally it means that they will want to vote for all the laws that make the club hours longer. Same for the various entertainment options or tax rates, etc. In general this is not a problem because there's only one such law of each category available at a time, except for early on when more than one hours laws can be available at the same time. This is not a big deal IMO as it's very difficult to sponsor someone fast enough to matter.

The second issue is that when you ask someone to vote for a law and then ask them to vote for a another, the second doesn't replace the first one. They know you want them to vote for both but there's no relative value between them so they will make their own decision as to which law to vote for in that case. This works great for the actual yes/no votes as you can tell them what to vote for once and not have to do so prior to every vote. But it's a bit trickier when picking laws.



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?
Next time try a few paragraphs breaks? It will help reading quite a bit.

Anyway, for performance reasons, certain events run when there isn't anything else going on. So if you getting those auto events that take you from one point to another, chances are that more passive things, like those commission votes or you finishing reading a book, etc. are less likely to happen. There's a lot of randomness for the commissioner events, sometimes the votes happen in a couple of days and other times they take up to 3 weeks. They are not on a predetermined scheduled. What you describe doesn't seem out of the ordinary to me.

That said, loading a save on top of an existing game required resetting every variable used by the game. While the data from the file will be read correctly, there's a lot of data that's cached (a programming term which means kept in a separate location to make it faster to retrieve). It is possible that some of that data is not getting cleared properly upon a save file load. I think I have fixed most of those (there were a lot of those issues early on) but there could still be some left.

The actual major/diploma a degree is mostly for "flavor". It does have a small impact which can quickly be addressed with training. I wouldn't worry about it.


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
This was better formatted, so it's all good. Don't mind the length if it's formatted well.


1a. It not an exact value. A lot of it depends of random events that may trigger at different times based on what else is going on. So while in general you can't hire someone that started a job 90 days earlier it may be 95 or 103 or something else.

1b. This is not feasible. These opinions are used all over the code and it would be extremely time consuming to do not to mention keep up to date. For the most part it should be obvious what they do. For instance those that like "coffee" are more like to frequent the coffee shop. "exploring" IIRC makes them more likely to go to the park. I think I've said this before, but this game started as a post-apocalyptic colony builder (and that's why some opinions like exploring, on your own, hoarding supplies, helping others, etc are there).

1c. Not in front of my game PC right now so can't tell for sure, but on the text in the change opinion it should tell you what their opinion is if you know it.

2a. That depends on when the employee decides to change it. It's random, but those with higher willpower will do it faster (willpower also implies not lazy).

2b. Your work skills do not grow with experience. You also don't contribute much to satisfaction like other workers.

2c. They all can pick the books. The chances of them doing so depends on their intelligence (and probably will power) and their reading opinion. Having free time when the library is open is also a must. If they are working late nights, that means they are sleeping in the mornings and if they start to work at noon, they will never be able to do so, unless they take days off. The more time off they have the better the odds of them doing so. In theory yes, they will do that, but in practice, they won't pick enough books up to get to any advanced level. It's not much of a priority for them.

3. There's a lot of internal story lines that require a girl to have a boyfriend. So unless you make all the girls gay, they system will spawn male characters to fill these story lines (i.e. the stalker in a date). Once created these characters stick around. I honestly don't understand why so many people complain about this. Once you made the character pool 100% female, the extra male characters are not taking the spot of a female one.

4. That's interesting. The unemployed are listed last, but she's is sorted between Tech and Waitress which is the correct location for Unemployed. This means that she has a job of unemployed. Not sure how that's happening, but will look into it. Anyway, I don't think it's an issue and once she's been around for 90+ days you will be able to hire her away. It will not be as easy as if she was truly unemployed.


What's the best way to increase someone's lewdness, other than the cult?
Their lewdness also increases slowly due to the fame of each club. But that can't be directed in any way.
 
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tooldev

Active Member
Feb 9, 2018
719
653
Thanks for the detailed explanation. You identified two sort of issues. The first one is that when you ask someone to vote for a law, internally the system tracks the law category, not the actual type. So when you ask them to vote for Open Saturdays internally it means that they will want to vote for all the laws that make the club hours longer. Same for the various entertainment options or tax rates, etc.
...snip
This was kind of surprising. It would be great, if you would find a way to change that wording then please, because I am almost certain, this is the first time others hear that too. I always had the same impression, that you are asking for that particular law and not a category. This would pretty much eliminate at least half of the issues people had with the voting and the council.
 
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May 11, 2019
109
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Do we need high lewdness for people that are more "back office" staff? The managers, and bouncers, janitors and chef etc? Or should we only be looking for that in staff that deal with customers, like dancers/singers/bartenders/etc?
 
May 11, 2019
109
39
Go some posts back and check for my overview of all jobs and which skills they require.
That pic is a little confusing for me. What does the lewd column signify? That my bartender is ok to have a -20 on lewdness? And what are all the values in the skills? Sorry for the stupid question.

Also the maths between /hour rate and the annual salary does my head in. I have no idea if a 35/hour bouncer with 100 lewdness falls into the 44-95k range from that chart :D
 

tooldev

Active Member
Feb 9, 2018
719
653
That pic is a little confusing for me. What does the lewd column signify? That my bartender is ok to have a -20 on lewdness? And what are all the values in the skills? Sorry for the stupid question.

Also the maths between /hour rate and the annual salary does my head in. I have no idea if a 35/hour bouncer with 100 lewdness falls into the 44-95k range from that chart :D
All that data is basically the same you find in the help, but simplified in a single overview. The lewd column is the minimum lewdness requirement for each job. The ones where lewdness actually has to be positive and matters are coloured green. That doesnt mean that you cant/should hire a lewd janitor but it isnt calculated in their performance as being required.
Same goes for the 'wage' column. All data is from the help as well and since there is a mix of people being paid a fixed amount and others paid by hour, you need to find your own strategy /calculation for that.

P.S. I simply made that originally for myself, as I was tired of opening the help every-time an interview was up. Now i just open that overview once and tab quickly into it.
 
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SilverFire

Member
Apr 28, 2017
106
18
1a. It not an exact value. A lot of it depends of random events that may trigger at different times based on what else is going on. So while in general you can't hire someone that started a job 90 days earlier it may be 95 or 103 or something else.

1b. This is not feasible. These opinions are used all over the code and it would be extremely time consuming to do not to mention keep up to date. For the most part it should be obvious what they do. For instance those that like "coffee" are more like to frequent the coffee shop. "exploring" IIRC makes them more likely to go to the park. I think I've said this before, but this game started as a post-apocalyptic colony builder (and that's why some opinions like exploring, on your own, hoarding supplies, helping others, etc are there).

1c. Not in front of my game PC right now so can't tell for sure, but on the text in the change opinion it should tell you what their opinion is if you know it.

3. There's a lot of internal story lines that require a girl to have a boyfriend. So unless you make all the girls gay, they system will spawn male characters to fill these story lines (i.e. the stalker in a date). Once created these characters stick around. I honestly don't understand why so many people complain about this. Once you made the character pool 100% female, the extra male characters are not taking the spot of a female one.

4. That's interesting. The unemployed are listed last, but she's is sorted between Tech and Waitress which is the correct location for Unemployed. This means that she has a job of unemployed. Not sure how that's happening, but will look into it. Anyway, I don't think it's an issue and once she's been around for 90+ days you will be able to hire her away. It will not be as easy as if she was truly unemployed.

1a. Then maybe you can display a rough estimation, like "started working about a month(or two or three) ago" for values around 30 60 90. The way it is now we have absolutely no clue if they started 1 day ago or 90...

1b. No, no, i only meant in the help section, the top right button. Each opinion has it`s own window with SOME info... but not much to go on or to even grasp what they do or how they impact. You could write a few words there for each and explain what they do and how they affect the behavior of an npc to make new players like me bother you with fewer questions :p. Something like you did for the laws, the text in pink letters, but maybe just a little more elaborated than that.

Just to give an example of too little info, i`ve set some npc`s with dislike dating, but they keep pestering me to date them... is it because THEY don`t like to be asked for dates but otherwise they are free to ask others? Or should i increase the lvl to hates dates?

1c. Yeah, i know what you are saying, but that text only appears when you actually click on one of the opinions(not to mention that once you click on it, there is no cancel, you HAVE to modify it one way or the other, you can`t just check it), and if an npc has 50 opinions... and you have 50 npc`s... it gets cumbersome and bothering to make so many clicks to open new windows and then close them and to constantly open the npc window and scroll and search for each individual one. What i was suggesting was a way to see very fast, directly from the category screen, what lvl each opinion has (if known), without having to actually click on each one to find out if it needs adjusting or not (and without the possibility to back out). Why not color code them, gray or yellow for unknown, some red shades for negative, blue for neutral, green for positive, or whatever colors you fancy? Or if the colors disrupt the feng shui, with --/++ signs besides them, like --Gossip--, +Working+, etc and ¿Attention? for undiscovered.

3. If the game is set to generate only females, it should not generate stalkers or boyfriends for straight girls and only generate female stalkers/girlfriends for the gay/bi girls. Just as a curiosity, i have in my game a male NPC that is just gay, no bi. Who`s stalker/boyfriend is he supposed to be given his orientation and my game settings :LOL:?

4. She`s been around for about 9 or 10 months now and i still can`t hire her. And yes, it appears she has a job of "unemployed" with 0 salary.
 
Last edited:
May 11, 2019
109
39
All that data is basically the same you find in the help, but simplified in a single overview. The lewd column is the minimum lewdness requirement for each job. The ones where lewdness actually has to be positive and matters are coloured green. That doesnt mean that you cant/should hire a lewd janitor but it isnt calculated in their performance as being required.
Same goes for the 'wage' column. All data is from the help as well and since there is a mix of people being paid a fixed amount and others paid by hour, you need to find your own strategy /calculation for that.

P.S. I simply made that originally for myself, as I was tired of opening the help every-time an interview was up. Now i just open that overview once and tab quickly into it.
Thanks for that explanation ... helps me get some idea.
I've been focusing exclusively on lewdness, since I can train most other stats ... but I've ended up paying over-the-top for some of the employees. Here's my top5 sorted by wage
1731015746948.png

Time to clear some out
 

Goodfall

Newbie
Aug 3, 2023
19
2
Isso está correto. A linha precisa corresponder aos prefixos ("modkeys") dos vários conjuntos, não aos nomes das pastas. O arquivo de instruções no megapack tem a linha completa que você precisa para usar todas as imagens:

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

O megapack v2 parece estar faltando alguns conjuntos: todo o pacote de imagens "Fiona" da TF, meu primeiro pacote nyb e os pacotes lfm mais recentes. (Há uma pasta 'scw11' lá, que corresponde a uma das pastas do pacote de imagens de Fiona, mas tem apenas um conjunto de imagens que parece ter vindo de alguma outra fonte.)
[/ CITAÇÃO]
I have a question, after we put more images in the game, do I need to start a new game or will the added characters appear later? And I used this command that you passed in user_config.dat, from what I understood, just putting this command makes the megapack images work, right?
 

Not YrBroom

Newbie
Feb 9, 2023
93
108
I have a question, after we put more images in the game, do I need to start a new game or will the added characters appear later? And I used this command that you passed in user_config.dat, from what I understood, just putting this command makes the megapack images work, right?
You don't need to start a new save, but I believe you do need to restart the game, because all the images get loaded at startup. So save your game, quit, add the new line to user_config.dat, restart and load your saved game. The additional images will now be available for new characters.
 
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Neellarnold

New Member
Aug 18, 2020
4
0
Hello

I had a gamecrash and after the crash my save_info.txt is completly empty.
I still have the save-X.txt but cant use it since I have no matching save_info.txt
Is there a way to create the save_info.txt manually?
 

leequiring

Member
Dec 12, 2018
295
186
Hello

I had a gamecrash and after the crash my save_info.txt is completly empty.
I still have the save-X.txt but cant use it since I have no matching save_info.txt
Is there a way to create the save_info.txt manually?
I'm no coder, but here's what mine looks like. Maybe this will help. It shows the active save, plus the auto in slot 11. I think it only matters whether you have a file called "save-0.txt". The names in the save_info.txt file could be anything.
 

Goodfall

Newbie
Aug 3, 2023
19
2
Can anyone tell me how I can find out more about a character's skills and abilities? I've already managed to get a character's opinion and attraction to 100 but I still haven't discovered everything about the character.
 

Neellarnold

New Member
Aug 18, 2020
4
0
Yes, thank you for the screenshot. I also have older files. And I think I know where the most part comes from. But I have no idea if I can get the date from the save-x.txt.
Because if I create the entry with the wrong date, it won't load.
 

leequiring

Member
Dec 12, 2018
295
186
Yes, thank you for the screenshot. I also have older files. And I think I know where the most part comes from. But I have no idea if I can get the date from the save-x.txt.
Because if I create the entry with the wrong date, it won't load.
Those dates don't matter. Just so you have selected 1 and not 0 for the first slot (the slot is still 0, but the next number needs to be 1 to make it active), it will fire up the existing save-0.txt file. I believe you could call it anything. The game will correct this when you save again.
I've edited this file many times, but never wrote one from scratch.
 
May 11, 2019
109
39
Can anyone tell me how I can find out more about a character's skills and abilities? I've already managed to get a character's opinion and attraction to 100 but I still haven't discovered everything about the character.
That just comes with A LOT of interaction with them ... sending the private investigator to spy and background-check on them also helps
 
May 11, 2019
109
39
How should I deal with the Mafia? Where does it lead if I pay them off all the time ... or conversely, what happens if I fight them off every time they come?
 
3.80 star(s) 25 Votes