Well, if you could reproduce it, that would be great. Having a save with that value being 4 just before triggering it increasing to 5, I mean, and one event having played double. From what I see, this should not depend on the mods you use.
The events/status that are triggering the increase are:
- S_roxxy_dexter_confront = State("dexter confront", "I should go to school.")
- S_roxxy_return_to_school = State("return to school", "The second period is starting soon. I should get back to school!")
- S_roxxy_picnic_done = State("picnic done", "Dexter saw me kissing Roxxy. It's not good...")
- S_roxxy_fight_dexter = State("fight dexter", "Now that I humiliated him at basketball, dexter is gonna want to kill me for sure!")
I also noticed that Roxxy does not have a real end state like the other girls. That's why she still appears in the phone to-do list with "Hints coming later..." even though her story is finished. Unless you have installed my mod of course
So I guess they at some point removed that last state and the final trigger.
If you really want to do that, it does not mean you have to start from the beginning. You could load an older save and see (in the console) what the current value of that property is (M_roxxy.get("roxxy relationship")) and if it matches to the corresponding state. Ideally it makes a jump at some point, which means something special between the last increase and that point in time happened. But that might be too complicated, I guess.