Varimatras

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Apr 29, 2017
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Thank you so very much
About that "list p" command:
typing this adds ALL chars that are active ingame and that can get a VERY LOOOONG list to scrollthru to find the one you seek.
So if you want to know the ID of a certain char you type "list p Name" - Name = the First name (Case Sensitive!) and it will only list this char or the chars that have the same first name.

And with "dump p ID" you get to see all the stats of that char including current location, job, salary, archetype, debt... and ofc the image set used...
 

TotalFluke

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Same goes for me, they broke up after I provided her with evidence of his
cheating and convinced her that he wasn't worth it.
No console use until much later, after they had separated, for both of them.
And she doesnt have the unique icon anymore, only the follower icon

//update : figured out what went "wrong"... or better a misscommunication from us here ;)
after they broke up you/me still had the option to get an invitation from HER to a dinner/launch where you could get to know her better / invite to the club / flirt with her.
when u raise here lewd level high enough, i believe thats the trigger, u get the new option of ending this "meeting" only after doing this you have the option to go into a relationship with her.
so for me its fine now ;)
p.s if this was a so called "counselor meeting" it definlty wasnt clear enough for me to to differentiate it from a normal date. especially visually .
maybe different background pic to make it more obviously ? and tbh i was "afraid " to use the end the meetings option. it didnt sounded as a good choice


p.s u may wanna update your first post and the thread titel to the correct version number.
to have it displayed on the ‘latest games & updates’ page as well
Maybe it can be clearer between the two types of dates. But hopefully this clears all the confusion:

* You have to wait till the snowflake icon is gone for her to get involved with anyone.
* She will continue to ask you on dates that allow you to bring her back to your club to raise her lewdness and opinion of you
* You can end these dates at any time after you broken them up. You need to do this to establish a relationship. (Edit: I got this wrong before because I was looking at the husband settings)
* Even then, she still needs to like you enough and her personality be ok with having a relationship

My concern is when they are broken up but the snowflake icon is still there. That means that the two of them broke up without your involvement. The game will recognize this at some point and fix it. So you just have to wait and go thru the dates as normal until it picks it up.

weird bug has happend a few years into the game i have an apartment and when i am anywhere on the map/club and there is an option to go home or sleep at home etc i go to the club/sleep at club instead.

the only time i see my flat now is if i'm with someone and suggest going to private location and select home thats the only time i see my home now.

i have closed game loaded up saves and played for many months after i first noticed this and its still there, not crazy rough to sleep at club but its weird
Something is messed up on your save file. This is what I told someone else that had this issue and it fixed for them:

Ok, your "home" field is messed up in your save file. I'm not sure how that could have happened. Anyway the fix is to edit your save file: Look for the MainChar line, and it should look something like:
MainChar|3|Tuco|Flores||35|Male|Hispanic|straight|SE|3590853.00|0.00|True|avail|mc|40|home;-3;35;club;3;-1|scw10200|
Find the field that has "mc" in it. The next field is job object id (which should be 40, but ignore it), then the next field is the location field (it correspond to the GLOC data from the console). It has 6 subfields separated by ;. The fifth field (is a 3 here) is your home. Which should be the same as your character id which is almost always 3. In your case it's says -1, so change it to 3. Then load the game and see if that worked.

other weird things happens with the progressed gameplay.

- "kicked out in the middle of a sex act by a hospital visit request. / stam full, no rejection, just plain ..puff gone and from one scene to the next u stand in the hospital

- endless loop of undressing one char in the cult meeting. starting over and over again from full dressed to half dressed and again.
till without any reason its stopped. minutes of loop

- going to place with your first move of the daytime and get bombarded by popups of everything..cant do shit what u wanted to do and daytime is progressing.
not only one, sometime twice or more.
no idea if this is intended but that the time is progressing without achieving your original goal sucks..
My guess is that an error occurred and the scene crashed and then the next one was the one that sent you to the clinic.

Did you also post this on discord? If so, please don't do that. Just post it in one place. In case you didn't the short answer is that the image set for that character has poses with unexpected z-values so it can't properly undress her.

Are you getting the red ! sign in the upper right? It's either something corrupted somewhere or you have way too many characters. I will need more info to help.
 
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TotalFluke

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TotalFluke
still working on python and need your knowledge. I'm trying to parse pregnancies and some fields stump me:
Code:
Pregnancy|ID|PersonID|Bool|(1)|(2)|(3)|(4)|time|fatherID|(5)|(6)|(7)|(8)|
I have no clue what (1)-(8) do...
(1) fert_adjs, no clue... a modifier for base_fert?
(2) ovul_day
(3) bc_until_day
(4) bc, but as an int? bool or even float (effectiveness) would make more sense, but I guess it's 0/1?
(5) int child_cnt
(6) int act_child_cnt (what's the difference to (5)?)
(7) & (8) wants child/condom, but why can it be -1?

there should be a (9) but I haven't found that in my saves (yet). I assume it'd be a list of PersonIDs?

if you could shed some light on what these fields/values do, that'd be great!
(ps: looked at herazer's script and there it's just "other_data_x", so not really helpful ;) )

/edit:
since you mentioned it for 2.04a, care to detail the 3 new fields for clubs?

/edit2:
looking at your sauce, found Pregnancy-class... should be able to work from there, unless you can shed some light on aspects you know to be confusing ;) (like fert_adjs)
Fields are in order: person id, is_female flag (true/false), fertility adjustment (the result of the clinic improve fertility activity and other temporary effects), day of the month of maximum fertility, date until which to prevent pregnancy (set after giving birth so can't get pregnant right away), birth control (0: not using, 1: using, 2: thinks is using but isn't), date of conception (if pregnant), id of father (if pregnant), number of children, actual number of children (for men includes children they don't know about or refused, for women is same as number of children), how much they want children (0-100), how mucht they want to use condom (0-100), list of children ids.
 
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HRF94

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2: thinks is using but isn't
that's devious :p
children IDs go to Person, but they never show up or are they something else?

if I want to edit fertility, I better do it in person than in pregnancy, right?

/edit:
can I make the log in appdata more verbose? I keep breaking saves, but just the linenumber isn't helping when I try to fix it ;)

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/edit 2:
is there a way I can disable the age-confirm? cause I keep restarting and loading the game to test stuff and it's annyoing...

/edit3:
jobs:
making someone umemployed is easy (in person change jobID to -1), but replacing the jobID with a different one (eg changing to nurse) the new person doesn't show up at the job. I can't figure out what else to change (tried copying gloc from the previous nurse, but that didn't help). I can't find any other references to that job (such as schedules), but maybe I'm just blind again...
nurse now shows up, so I have to edit jobID AND gloc? if gloc, both or just one of them
(I see that GameLoc has work_loc, but I can't see if it's the first or second entry in Person cause the save field doesn't match with the vars? (maybe I'm stupid and/or blind) GameLoc: gloc, id, id, id, id, gloc, (one more id in gloc(person) ctor), but save is gloc, id, id, gloc, id, id)
 
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Adept Zanahorias

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Jun 7, 2025
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If you look at the help section at the top right of the screens, there are different categories such as "laws" and "job types". If you look at these they give a breakdown of the requirements and factors affecting their skill. For a sex worker she must have a minimum lewdness of 80. There is no reference to a required law, as these can either work in a club or can be found downtown.
I've looked up the requirements, but it still doesn't give me the option to reassign a character to sex work, even when her lewdness is high enough. I remember in the past, it had to do with revealing clothes opinion, but this seems to have changed as of 2.0.
 

Herazer

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Apr 29, 2020
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yeh, already have that in my hands...
but question was if I can release it, using your (altered) code. cause you have put no license on it and I'd like to slap a wtfpl on mine when I'm done
Sure, I'm personally still working on breaking down and analyzing the save file more to add more features but go ahead with it.
 
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TotalFluke

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that's devious :p
children IDs go to Person, but they never show up or are they something else?

if I want to edit fertility, I better do it in person than in pregnancy, right?

/edit:
can I make the log in appdata more verbose? I keep breaking saves, but just the linenumber isn't helping when I try to fix it ;)

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/edit 2:
is there a way I can disable the age-confirm? cause I keep restarting and loading the game to test stuff and it's annyoing...

/edit3:
jobs:
making someone umemployed is easy (in person change jobID to -1), but replacing the jobID with a different one (eg changing to nurse) the new person doesn't show up at the job. I can't figure out what else to change (tried copying gloc from the previous nurse, but that didn't help). I can't find any other references to that job (such as schedules), but maybe I'm just blind again...
nurse now shows up, so I have to edit jobID AND gloc? if gloc, both or just one of them
(I see that GameLoc has work_loc, but I can't see if it's the first or second entry in Person cause the save field doesn't match with the vars? (maybe I'm stupid and/or blind) GameLoc: gloc, id, id, id, id, gloc, (one more id in gloc(person) ctor), but save is gloc, id, id, gloc, id, id)
Fertility: the attribute is set in the Person object. That's permanent. The adjustments that can be set in the Pregnancy object are temporary and they wear out eventually. So it depends what you are trying to do.

Yeah I see how that's an issue. But the error checking on the save games is handled mostly via C# exceptions when the field is the wrong type. Changing all that code to do the error handling specific would be a ton of work. The two main things that will fail are if you pass the wrong type (a string that can't be converted to a number) or an invalid id (a reference to another game object that doesn't exist). Or there are missing fields. In your example it's trying to parse an int32 value (based on the System.Int32.Parse call) but there's no way to tell which one.

No way to disable the age verification. I'm sure I've clicked it 100X more often than you!

For the job stuff, (like with relations) there's some complexity between various objects that will be hard to get right. For jobs it's better to call the built in &new_job_for_char function which will handle all these dependencies. So that's probably best done in game via the console rather than via save file editing. Of the top of my head this is all the stuff that would need to happen:

* Delete the old job (setting it to -1 on the Person object keeps the job hanging around and may cause problems, as in the game may not create another nurse because it may think it still has one, assuming the old job was for a nurse)
* Set the job experience and skill which affects their salary
* Sets their boss and co-worker relations
* Sets their salary to be appropriate for the job
* Updates the GLOC subobject to indicate where they work at
* Sets the flags that prevent someone from leaving their job too soon

But anyway the GLOC object is save as this:

current loc, room_sid, work_room_sid, work loc, home_id, alt_room_sid

The room ones only apply to Club jobs.

I've looked up the requirements, but it still doesn't give me the option to reassign a character to sex work, even when her lewdness is high enough. I remember in the past, it had to do with revealing clothes opinion, but this seems to have changed as of 2.0.
I'm sure there's a reason. The won't undress in public reason is still in place.
 

HRF94

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Oct 13, 2023
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thank you for your continued support and patience in answering my questions :3

For the job stuff, (like with relations) there's some complexity between various objects that will be hard to get right. For jobs it's better to call the built in &new_job_for_char function which will handle all these dependencies. So that's probably best done in game via the console rather than via save file editing. Of the top of my head this is all the stuff that would need to happen:

* Delete the old job (setting it to -1 on the Person object keeps the job hanging around and may cause problems, as in the game may not create another nurse because it may think it still has one, assuming the old job was for a nurse)
* Set the job experience and skill which affects their salary
* Sets their boss and co-worker relations
* Sets their salary to be appropriate for the job
* Updates the GLOC subobject to indicate where they work at
* Sets the flags that prevent someone from leaving their job too soon

But anyway the GLOC object is save as this:

current loc, room_sid, work_room_sid, work loc, home_id, alt_room_sid

The room ones only apply to Club jobs.
(1) ChildIDs in Pregnancy: what kind of object do they point to (I found a Child class in your sauce) and where are they saved? (I've played too much with the game than the game, so I have not produced offspring yet ;) )
(2) jobs: can TFL manipulate files? cause with the job thing, right now I'm thinking I can make python create a todo-list for a mod, the mod does all the job-things with &new_job_for_char and then deletes the todo. if no, I'll dig through your sauce and see what I can mcgyver together...
(3) pregnancy/person: is there an easy way to find pot_father entries for males? cause right now I'm looking at taking all relations from Person, sorting for women, then going through all their attributes looking for the pot_father entry. certainly doable, but if there's a neater way, I'm all ears
(4) Dates. each +1 is one timeslot? so each day has 6 ints (morning is 2000, noon 2001, afternoon 2002 etc and next morning is 2006)? (eg displaying how long a female is infertile would be (int (from pregnancy) - int ( current date from world)) / 6)
(5) Counting all persons (including MC) vs counting all pregnancies gives me 1 more preg than persons...
I haven't checked IDs yet, but maybe you have an idea
have checked IDs now, there is an orphaned pregnancy in there... together with an orphaned relation(self), but no corresponding person.
do you delete persons at any point? cause I never did in the save. still, might be my general fuck-aroundery that is at fault, just wanted to let you know
(6) See attached image of employee lounge. text says emp_cap is increased by 4, but stats say by 6
(7) Saves: can the auto-save ever be marked as last in save_info.txt or does that only appy to manual saves?
(8) where can I find the formulas to calculate how well someone would do in a job (and what salary they would agree to)?

Suggestions:
(S1) change it so sister doesn't always suggests "friends" (see S2) for jobs. instead have her bring them to the bar and she mentions they are looking for a job and THEN you can agree (also, remove malus from turning down interview)
(S2) make her have proper friends, with similar likes and a medium to high opinion
(S2.2) same goes for every NPC, most don't really have friends or like each other, even when they live together. likes I'd group together (and have improve relations over): faith^2, running^2, vegan_diet^1, yoga^1, games^1, fandom^1, parties^1, dancing^1 (the ^ means if they have that value and if someone else has the same or higher, they should have a bonus of "mutual interest", raising the opinion of each other)
 
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Using v2.04a, I noticed a lot of male NPCs generated early in the game. I did modify the settings, slightly (chances of female NPCs .77 instead of .78 + .00 asexual NPCs, but I don't think the latter is gender-related).

Not a big deal, as there is a nice balance and I like some competition :) , but I'm a bit concerned with the fact that, at this rate, there won't be male images to choose from - on the other hand I can't exclude that it won't change over time, when clubs will have more gender-related jobs (singers, strippers...).

It's anecdotal, but it happened over multiple saves: in one save I had three male NPCs asking for an interview in a couple of weeks, in another save 2 out of 5 bartenders were male, 5 or 6 "special starting NPCs" (commissioners, owners, waiters, cooks...) are always male, and so on.
 

TotalFluke

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Aug 24, 2021
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thank you for your continued support and patience in answering my questions :3



(1) ChildIDs in Pregnancy: what kind of object do they point to (I found a Child class in your sauce) and where are they saved? (I've played too much with the game than the game, so I have not produced offspring yet ;) )
(2) jobs: can TFL manipulate files? cause with the job thing, right now I'm thinking I can make python create a todo-list for a mod, the mod does all the job-things with &new_job_for_char and then deletes the todo. if no, I'll dig through your sauce and see what I can mcgyver together...
(3) pregnancy/person: is there an easy way to find pot_father entries for males? cause right now I'm looking at taking all relations from Person, sorting for women, then going through all their attributes looking for the pot_father entry. certainly doable, but if there's a neater way, I'm all ears
(4) Dates. each +1 is one timeslot? so each day has 6 ints (morning is 2000, noon 2001, afternoon 2002 etc and next morning is 2006)? (eg displaying how long a female is infertile would be (int (from pregnancy) - int ( current date from world)) / 6)
(5) Counting all persons (including MC) vs counting all pregnancies gives me 1 more preg than persons...
I haven't checked IDs yet, but maybe you have an idea
have checked IDs now, there is an orphaned pregnancy in there... together with an orphaned relation(self), but no corresponding person.
do you delete persons at any point? cause I never did in the save. still, might be my general fuck-aroundery that is at fault, just wanted to let you know
(6) See attached image of employee lounge. text says emp_cap is increased by 4, but stats say by 6
(7) Saves: can the auto-save ever be marked as last in save_info.txt or does that only appy to manual saves?
(8) where can I find the formulas to calculate how well someone would do in a job (and what salary they would agree to)?

Suggestions:
(S1) change it so sister doesn't always suggests "friends" (see S2) for jobs. instead have her bring them to the bar and she mentions they are looking for a job and THEN you can agree (also, remove malus from turning down interview)
(S2) make her have proper friends, with similar likes and a medium to high opinion
(S2.2) same goes for every NPC, most don't really have friends or like each other, even when they live together. likes I'd group together (and have improve relations over): faith^2, running^2, vegan_diet^1, yoga^1, games^1, fandom^1, parties^1, dancing^1 (the ^ means if they have that value and if someone else has the same or higher, they should have a bonus of "mutual interest", raising the opinion of each other)
1. Child object. It's not used for much, just to keep track of the name and gender of the kid. They are saved like any other object. If its early in the game there probably aren't any. You need to let at least 9 months pass for there to be any.
2. No.
3. No, that's not tracked. You can track via the relation modifier had_sex or via the gossip that gets created. But it will include all sex partners not just those that could have resulted in a pregnancy.
4. Yes. This is the usual way to code in TFL if you want to find the morning of a day +delta_days in the future:

$date = $delta_days * ^TICKS_PER_DAY + &curr_date() - &curr_day_period();

^TICKS_PER_DAY is a constant that's set to 6.

5. I was going to say that there's no way to delete a person object, but after checking there is. When picking the MC's avatar it creates a temporary person object to cycle thru the images and then it's deleted. If it's happening is there. I will look into that. Obviously must not cause any real issues. But still should clean that up.
6. Stats are correct. Will fix.
7. Yes, I think that's possible. But don't know for sure.
8. The skill is calculated in the C# code, via the built-in function calc_job_skill. Which is very messy and calls like 5 different functions to figure it out. I don't have a good way to share with you the full logic. The salary they will want is actually in the TFL code. You can see in interview.tfl and search for $want_salary.

S1. Not a bad idea but early on the bar is open only during one period and the sister may be busy working herself. I adds a lot of complications. It may work in some cases, but the current process would still need to exist as a backup.
S2. These are not necessarily friends but acquaintances that fit the job. If it optimizes for friendship they may not be good for the job. Opinions are added organically as time passes. It's hard and cheating to add them as you suggest.
S2.2 As time goes by many get a lot of friends, sometimes too many. Early on there are few characters and they don't meet often and may not get along right away. You need time for these relationships to happen. And yes, they need to like each other to become friends. Version 1 had the concept that similar likes improve the opinions between characters, but that became too inefficient and was a lot of processing for too little benefit. So I got rid of it. There's enough events as it is for people to develop opinions of each other without the same interests one.



Using v2.04a, I noticed a lot of male NPCs generated early in the game. I did modify the settings, slightly (chances of female NPCs .77 instead of .78 + .00 asexual NPCs, but I don't think the latter is gender-related).

Not a big deal, as there is a nice balance and I like some competition :) , but I'm a bit concerned with the fact that, at this rate, there won't be male images to choose from - on the other hand I can't exclude that it won't change over time, when clubs will have more gender-related jobs (singers, strippers...).

It's anecdotal, but it happened over multiple saves: in one save I had three male NPCs asking for an interview in a couple of weeks, in another save 2 out of 5 bartenders were male, 5 or 6 "special starting NPCs" (commissioners, owners, waiters, cooks...) are always male, and so on.
Pretty sure that's just getting some bad luck with the RNG. The game will create more male NPCs that the setting says because some characters are created for specific purposes (like backstory characters) and those often have a required gender. I.e. if need to create the ex for a straight woman, that's a male character. For the record, people hate this but commissioners being male make the game much easier. They are more likely to vote for the laws to allow strippers.
 
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Adept Zanahorias

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Jun 7, 2025
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After playing around with some save files I think I've figured out why I couldn't attach a girl to a sex room. It seems the game doesn't allow a girl to work as a sex worker if she's still a virgin! Is there a line in the game txt files I can edit to bypass or altogether disable this block (other than the in-game obvious way lol)?
 
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HRF94

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Oct 13, 2023
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(2) jobs: can TFL manipulate files? cause with the job thing, right now I'm thinking I can make python create a todo-list for a mod, the mod does all the job-things with &new_job_for_char and then deletes the todo. if no, I'll dig through your sauce and see what I can mcgyver together...
2. No.
(2) idea to run mod-script from py: could I add a new flag to world, companion-mod checks on save_load() if the flag is there, checks a file written by py and executes if an item in that file matches? then I have the mod add a bogus transaction (or another persistant save-object) when it has run and the next time py is run, I remove the file and the bogus transaction... or would something like that create problems (mostly with your save-parser being unable to make sense of flag or bogus transaction)?

re: finding pot_father-entries by personID
3. No, that's not tracked. You can track via the relation modifier had_sex or via the gossip that gets created. But it will include all sex partners not just those that could have resulted in a pregnancy.
(3) that's one more loop (person_relations -> relations -> persons) so I'll just go person_relations -> persons and filter along the way (check gender, skip if male, then loop through flags for pot_father_list) /solved (for now)

re: orphaned pregnancy/relation
5. I was going to say that there's no way to delete a person object, but after checking there is. When picking the MC's avatar it creates a temporary person object to cycle thru the images and then it's deleted. If it's happening is there. I will look into that. Obviously must not cause any real issues. But still should clean that up.
(5) removed person ID is 224, so rather late, I guess... sister is ID 230 /fyi

re: skill-calculation/salary
8. The skill is calculated in the C# code, via the built-in function calc_job_skill. Which is very messy and calls like 5 different functions to figure it out. I don't have a good way to share with you the full logic. The salary they will want is actually in the TFL code. You can see in interview.tfl and search for $want_salary.
(8) I was hoping it'd be easy like sum(stat * stat_weight). but I'll have a gander, maybe simplify the calc for my needs (my idea is to loop through all persons, calc their skill and salary, then return a list with the 10 best candidates for the job with their approx min_salary) /solved (for now)

re: sister suggesting potential employees
S1. Not a bad idea but early on the bar is open only during one period and the sister may be busy working herself. I adds a lot of complications. It may work in some cases, but the current process would still need to exist as a backup.
(S1) sis.canShowUp() ? mySuggestion : backup
it'd also cut down on the amount of suggestions... she keeps bringing me potential singers, but I have as many singers as waitresses... so it's a bit odd

(S1) change it so sister doesn't always suggests "friends" (see S2) for jobs. instead have her bring them to the bar and she mentions they are looking for a job and THEN you can agree (also, remove malus from turning down interview)
(S2) make her have proper friends, with similar likes and a medium to high opinion
S2. These are not necessarily friends but acquaintances that fit the job. If it optimizes for friendship they may not be good for the job. Opinions are added organically as time passes. It's hard and cheating to add them as you suggest.
(S2) it is cheating, sure, but it'd make more sense. cause sis keeps suggesting people she knows nothing about and has no opinion on. but then skip adjusting the likes and just throw in a medium opinion and maybe a bit of knowledge (like 2 relevant stats)?

(S2.2) same goes for every NPC, most don't really have friends or like each other, even when they live together. likes I'd group together (and have improve relations over): faith^2, running^2, vegan_diet^1, yoga^1, games^1, fandom^1, parties^1, dancing^1
S2.2 As time goes by many get a lot of friends, sometimes too many. Early on there are few characters and they don't meet often and may not get along right away. You need time for these relationships to happen. And yes, they need to like each other to become friends. Version 1 had the concept that similar likes improve the opinions between characters, but that became too inefficient and was a lot of processing for too little benefit. So I got rid of it. There's enough events as it is for people to develop opinions of each other without the same interests one.
(S2.2) I can see how keeping the system running adds inefficency. buuut (a cute butt (insert peach-emoji here)) during char-creation, you could compare certain values in opinionlists and just make someone be friends. the new person poofs into existance and they already have 2 or 3 friends instead of starting from 0, then let that develop the usual way?
 

HRF94

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After playing around with some save files I think I've figured out why I couldn't attach a girl to a sex room. It seems the game doesn't allow a girl to work as a sex worker if she's still a virgin! Is there a line in the game txt files I can edit to bypass or altogether disable this block (other than the in-game obvious way lol)?
just had a quick look at the code and no, in case of "hooker", that's hard-coded. you could remove the "is_virgin^1.000;" from the person in your save, but that's the same as the ingame way

but I'm certain you have a mechadendrite for that (possibly the toaster-related one)
 
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For the record, people hate this but commissioners being male make the game much easier. They are more likely to vote for the laws to allow strippers.
Indeed, I'm quite happy when I see 2 or 3 male commissioners.
btw, the last batch (when clubs started looking for singers/waitresses/hostesses) was exactly as I imagined it would be: a lot of (young) female NPCs and only a handful of men.
 

TotalFluke

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(2) idea to run mod-script from py: could I add a new flag to world, companion-mod checks on save_load() if the flag is there, checks a file written by py and executes if an item in that file matches? then I have the mod add a bogus transaction (or another persistant save-object) when it has run and the next time py is run, I remove the file and the bogus transaction... or would something like that create problems (mostly with your save-parser being unable to make sense of flag or bogus transaction)?

re: finding pot_father-entries by personID

(3) that's one more loop (person_relations -> relations -> persons) so I'll just go person_relations -> persons and filter along the way (check gender, skip if male, then loop through flags for pot_father_list) /solved (for now)

re: orphaned pregnancy/relation

(5) removed person ID is 224, so rather late, I guess... sister is ID 230 /fyi

re: skill-calculation/salary

(8) I was hoping it'd be easy like sum(stat * stat_weight). but I'll have a gander, maybe simplify the calc for my needs (my idea is to loop through all persons, calc their skill and salary, then return a list with the 10 best candidates for the job with their approx min_salary) /solved (for now)

re: sister suggesting potential employees

(S1) sis.canShowUp() ? mySuggestion : backup
it'd also cut down on the amount of suggestions... she keeps bringing me potential singers, but I have as many singers as waitresses... so it's a bit odd


(S2) it is cheating, sure, but it'd make more sense. cause sis keeps suggesting people she knows nothing about and has no opinion on. but then skip adjusting the likes and just throw in a medium opinion and maybe a bit of knowledge (like 2 relevant stats)?


(S2.2) I can see how keeping the system running adds inefficency. buuut (a cute butt (insert peach-emoji here)) during char-creation, you could compare certain values in opinionlists and just make someone be friends. the new person poofs into existance and they already have 2 or 3 friends instead of starting from 0, then let that develop the usual way?
2. Yeah that's going to be way too much work. I'm not sure what's involved in embedding a Python interpreter into C# or calling out to a shell script which then requires having to configure the location. This is the type of thing that also raises malware red flags. If you explain what you are trying to do maybe there's a way to do it within the TFL code.

8. If you just want a rough estimate of job skill, use the formulas in the jobs.txt file. For example for waitress, the formula is "service:0.7,lewd:0.1,attract:0.1,endu:0.1". This means that you take their service skill multiply it by 0.7, the lewdness multiplied by 0.1, and their endurance multiplied by 0.1. (I skipped the attract value cause you won't have access to it). Add them all up. Then take their opinion of that job (in the case of waitress it's "service_work") and multiply it by 7 and add it. And then take the job experience (this is in a flag called jt_waiter_exp) take the square root and multiply that by 2 and add it. That should be close enough. Also you probably need to make sure that they qualify for the job (age, gender and college degree if necessary).

S1. She's going to pick a random job that you have open. You are overthinking this. She's not your recruiter that's going to be finding peope you need. She's just trying to help. She runs into someone that she thinks you could hire. Its a cheat that was put in because people complained that they had too much trouble finding good workers.

S2.2. Yes, I could do that. But I don't like it. There's thousands of people in the town, most of which are not represented in the game. They can have some friends that are not represented in the game. I like how things are very organic. Like running into 2 people that are hanging out together and I wonder how they connected. I find that interesting. Having two people being randomly connected at the start of the game with no story behind it, doesn't fit with that.
 
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HRF94

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(2) idea to run mod-script from py: could I add a new flag to world, companion-mod checks on save_load() if the flag is there, checks a file written by py and executes if an item in that file matches? then I have the mod add a bogus transaction (or another persistant save-object) when it has run and the next time py is run, I remove the file and the bogus transaction... or would something like that create problems (mostly with your save-parser being unable to make sense of flag or bogus transaction)?
2. Yeah that's going to be way too much work. I'm not sure what's involved in embedding a Python interpreter into C# or calling out to a shell script which then requires having to configure the location. This is the type of thing that also raises malware red flags. If you explain what you are trying to do maybe there's a way to do it within the TFL code.
(2) this whole py in tfl goes back to that:

jobs:
making someone umemployed is easy (in person change jobID to -1), but replacing the jobID with a different one (eg changing to nurse) the new person doesn't show up at the job.
For the job stuff, (like with relations) there's some complexity between various objects that will be hard to get right. For jobs it's better to call the built in &new_job_for_char function which will handle all these dependencies. So that's probably best done in game via the console rather than via save file editing.
what I'm thinking of is to have the option to change a persons job (or a jobs person) in my py, but since you said it's rather complicated, I want to defer the actual changes to your tfl-function &new_job_for_char and now I'm trying to figure out how to run your ingame code the next time the save is loaded.
since my py is already creating files (backup of save), my idea would be
(a) create a new file with the relevant items for a companionmod to run, but only once/when that specific save is loaded
or to
(b) modify the save in such a way that an already built in function does the work, such as through a scheduleFunc or a flag in world. I can collect all active IDs and find an unused pair to avoid overlap (either lowest unused or based on highest active ID +1/+2)

(b) would be less intrusive (and I don't have to make a companionmod), but my main concern is that I somehow fuck up the save/gamestate
but in general, I want the work to be on my end, not yours. I'm just trying to make sure I don't break shit
also, the same would eventually apply for relations, depending on how much I can fuck around with those, but I'm still testing what I can do manually there without breaking everything

8. If you just want a rough estimate of job skill, use the formulas in the jobs.txt file. For example for waitress, the formula is "service:0.7,lewd:0.1,attract:0.1,endu:0.1". This means that you take their service skill multiply it by 0.7, the lewdness multiplied by 0.1, and their endurance multiplied by 0.1. (I skipped the attract value cause you won't have access to it). Add them all up. Then take their opinion of that job (in the case of waitress it's "service_work") and multiply it by 7 and add it. And then take the job experience (this is in a flag called jt_waiter_exp) take the square root and multiply that by 2 and add it. That should be close enough. Also you probably need to make sure that they qualify for the job (age, gender and college degree if necessary).
(8) that should be close enough for a start. cheers!

(S1) change it so sister doesn't always suggests "friends" (see S2) for jobs. instead have her bring them to the bar and she mentions they are looking for a job and THEN you can agree (also, remove malus from turning down interview)
S1. Not a bad idea but early on the bar is open only during one period and the sister may be busy working herself. I adds a lot of complications. It may work in some cases, but the current process would still need to exist as a backup.
(S1) sis.canShowUp() ? mySuggestion : backup
it'd also cut down on the amount of suggestions... she keeps bringing me potential singers, but I have as many singers as waitresses... so it's a bit odd
S1. She's going to pick a random job that you have open. You are overthinking this. She's not your recruiter that's going to be finding peope you need. She's just trying to help. She runs into someone that she thinks you could hire. Its a cheat that was put in because people complained that they had too much trouble finding good workers.
(S1) don't get me wrong, I understand why it's there. but I'm at a point in the game where I barely break even and she keeps suggesting these pretty faces and I can't quite afford them right now. but when I turn them down, at whichever point, suddenly they don't like me... and sis does feel like a headhunter I can't turn off ;)
and also, without king tuts mod, there's no real way to go back to them and say "hey, I can afford you now, lets fuck have an interview".
hence my request to either remove the malus when turning them down (maybe only when sis initially suggests them? keep malus when turning down during/after interview), make sis suggest fewer people or let us turn headhunter off (and on again, once needed)

new:
(1) these are all entries I know so far (in order):
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are there any more that are to be expected (such as children)? if so, could you tell me where they will be?
 
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