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4.20 star(s) 145 Votes

The Naughty Captain

Active Member
Game Developer
Aug 21, 2019
780
2,302
Actually I didn't rename girls on purpose. The game asked 4 that from the start, without prompting to keep their names by default:
Code:
    python:
        mc_name = renpy.input("What is your name?")
        mc_name = mc_name.strip()

        if not mc_name :
            mc_name = "Jack"

    off "My name is [mc_name]."
    off "And this week could be great if someone wasn't bothering me."

    python:
        sis_name = renpy.input("What is her name?")
        sis_name = sis_name.strip()

        if not sis_name :
            sis_name = "Eve"
Right after that I got 4 names for them. And only after that I was looking for the possibility to return names to the defaults, but I didn't succeed.
With the game I installed only walkthrough mod from the 1st page.

Oh! That is some very old code. As I said, I initially allowed to rename the girls and finally removed that option with v0.5.5 I think ? Maybe v0.6.1.
If you have that slice of code in your game right now, I'm not sure what your experience will be.


The Naughty Captain

Now this is just slightly evil:
Python:
if ep5nightpunishment == True:
    $ sis_hard_sub_path = False
    $ sis_sub_path = False
After doing this last update:
Python:
if sis_hard_sub_path == True and sf_dom_path == True:
    $ ep5nightpunishment = True
Keeping me on my toes... I understand why but it doesn't make it any easier to adapt for :ROFLMAO:. I have to circle the wagons in the mod and regroup. Well played sir.
Ah! Sorry.
I'll be 100 honest with you, I don't try to make your work difficult but I don't try to make it easier either.
There is a lot of code that will have to be normalized sooner or later. I'm not sure how it will impact you and I'm sorry in advance, but it will happen again.
 

Sancho1969

Message Maven
Modder
Donor
Jan 19, 2020
12,382
48,874
Oh! That is some very old code. As I said, I initially allowed to rename the girls and finally removed that option with v0.5.5 I think ? Maybe v0.6.1.
If you have that slice of code in your game right now, I'm not sure what your experience will be.




Ah! Sorry.
I'll be 100 honest with you, I don't try to make your work difficult but I don't try to make it easier either.
There is a lot of code that will have to be normalized sooner or later. I'm not sure how it will impact you and I'm sorry in advance, but it will happen again.
No apologies necessary bud, none at all. I need things like this to keep me on point... no worries, it's all good. Thanks for all you do, sincerely.
 

NeimadFR

Active Member
Donor
Jul 1, 2017
965
2,977
The Naughty Captain

Now this is just slightly evil:
Python:
if ep5nightpunishment == True:
    $ sis_hard_sub_path = False
    $ sis_sub_path = False
After doing this last update:
Python:
if sis_hard_sub_path == True and sf_dom_path == True:
    $ ep5nightpunishment = True
Keeping me on my toes... I understand why but it doesn't make it any easier to adapt for :ROFLMAO:. I have to circle the wagons in the mod and regroup. Well played sir.
That all seems logical to me. If you've had the night punishment you're kicked of Eve sub path for being a bad boy. I'm not sure what wagons you need circling. It's just another layer of the onion that is the story to me.
 

Sancho1969

Message Maven
Modder
Donor
Jan 19, 2020
12,382
48,874
That all seems logical to me. If you've had the night punishment you're kicked of Eve sub path for being a bad boy. I'm not sure what wagons you need circling. It's just another layer of the onion that is the story to me.
Nothing too dramatic, but you must admit it was a split that was NOT obvious after just implying the opposite in the last update. The path variables are pretty much set so the circling has to do with the ChoiceGuide that was not considering that what was given for half a day is potentially pulled away in the second half day. Again, there's no drama, I write mods for some of the most complex stories available... I can handle a new split here and there for sure. My post to NC wasn't intended as scrutiny obviously from the emoji, but an acknowledgment of a well-played hand. It's that simple really. Regards.
 

Sancho1969

Message Maven
Modder
Donor
Jan 19, 2020
12,382
48,874
A small post regarding how the new SanchoMod character renaming functions work can be found here. It's non-destructive, non-persistent, and doesn't alter any original script code... cause we're good like that.
 
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NeimadFR

Active Member
Donor
Jul 1, 2017
965
2,977
Nothing too dramatic, but you must admit it was a split that was NOT obvious after just implying the opposite in the last update. The path variables are pretty much set so the circling has to do with the ChoiceGuide that was not considering that what was given for half a day is potentially pulled away in the second half day. Again, there's no drama, I write mods for some of the most complex stories available... I can handle a new split here and there for sure. My post to NC wasn't intended as scrutiny obviously from the emoji, but an acknowledgment of a well-played hand. It's that simple really. Regards.
The thing is I'm not sure it can be consideered a split, if you play Cassie dom path alone you get dom, same with Eve sub path (be it hard or love) but if you play both Cassie dom and Eve hardsub you get dropped of the sub content there is no way to avoid it so it's the opposite of a split, it's 2 roads converging into one.
 

Sancho1969

Message Maven
Modder
Donor
Jan 19, 2020
12,382
48,874
The thing is I'm not sure it can be consideered a split, if you play Cassie dom path alone you get dom, same with Eve sub path (be it hard or love) but if you play both Cassie dom and Eve hardsub you get dropped of the sub content there is no way to avoid it so it's the opposite of a split, it's 2 roads converging into one.
Semantics. I'm using "splits" as a general reference to a change in route(s). There's no debate here bud, it's all good. I've had no issue dynamically keeping track of 18 routes regardless of what a player chooses to date, I'm certain I can handle it going forward.
 

NeimadFR

Active Member
Donor
Jul 1, 2017
965
2,977
Semantics. I'm using "splits" as a general reference to a change in route(s). There's no debate here bud, it's all good. I've had no issue dynamically keeping track of 18 routes regardless of what a player chooses to date, I'm certain I can handle it going forward.
I wasn't trying to start a debate, I was just curious and semantics do tend to get the better of me. I hope I didn't look like a prick trying to start something. Anyway good luck on the mod.
 

V o i d

Newbie
Jul 12, 2020
30
15
Semantics. I'm using "splits" as a general reference to a change in route(s). There's no debate here bud, it's all good. I've had no issue dynamically keeping track of 18 routes regardless of what a player chooses to date, I'm certain I can handle it going forward.
I lost my track of the paths after so many time and losing some save games, any chance that your mod indicate the way to these 3 "mysterious" paths ? IIRC one of these is the path where MC is in doubt about his feelings for Cassie and then things keep getting awkward
 

Sancho1969

Message Maven
Modder
Donor
Jan 19, 2020
12,382
48,874
I lost my track of the paths after so many time and losing some save games, any chance that your mod indicate the way to these 3 "mysterious" paths ? IIRC one of these is the path where MC is in doubt about his feelings for Cassie and then things keep getting awkward
Define "3 mysterious paths". I can't decipher that. And yes, the mod informs you but I don't hold your hand unnecessarily. There's a fine line between a professional guide and kinetic novel... if that makes sense to ya.
 
Feb 18, 2018
308
603
I liked this game when it first came out and I played it without a walkthrough but it was impossible to get any endings mentioned in the walkthrough. How is this game this convoluted? Since this game is so heavily pathed, the walkthrough mod for this game is almost useless (no offence to both of the modders, grateful for their work). Knowing the points awarded for each choice is useless since each path varies by 1 or 2 points and the average player doesn't have that data.
I have a suggestion for the modders and I know this is more work so feel free to ignore it. Since the point system is not enough for the player how about, at the start of the game, the player is asked to choose the path he wants to follow and then the mod only highlights the choices for that path. For example for the love path, only those choices are highlighted which keeps the player on that path.
 
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4.20 star(s) 145 Votes