Mod Ren'Py The Null Hypothesis - Summoner v1.1 [pepplez]

SuperMaxo

Well-Known Member
Nov 3, 2017
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Try the prerelease, TNH .8c was done in 8.5.0
Sadly, no dice

This method (using sdk to launch Windows builds) sadly doesn't work for all games. Seems to work best for simply VN's: I only use it when a Renpy game dev doesn't release Mac versions

Oh well
 

pepplez

Active Member
Jun 7, 2020
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Sadly, no dice

This method (using sdk to launch Windows builds) sadly doesn't work for all games. Seems to work best for simply VN's: I only use it when a Renpy game dev doesn't release Mac versions

Oh well
Weird, it says it could not load a file from an archive (interfaces) in this case. That's all freaky imho lol.
Another option could be to download the windows-game version and run it in an emulator, maybe wine or something?
 

SuperMaxo

Well-Known Member
Nov 3, 2017
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Weird, it says it could not load a file from an archive (interfaces) in this case. That's all freaky imho lol.
Another option could be to download the windows-game version and run it in an emulator, maybe wine or something?
Nah, won’t do that. Wine runs like shit, slow as molasses, definitely not my friend

Stupid question from a guy who knows nothing: the fact that I have some of the lower memory-settings in the TNH graphics options has no bearing on your mod not correctly loading, right?
 

pepplez

Active Member
Jun 7, 2020
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Stupid question from a guy who knows nothing: the fact that I have some of the lower memory-settings in the TNH graphics options has no bearing on your mod not correctly loading, right?
No, that has no influence on whether the mod was loaded or not. Simply put, my mod consists of a oervlay-screen (which was added to the game) and buttons. If these buttons are not pressed, nothing happens. Only when a button is pressed does the function decide where the character to be transported is sent (using an existing core-based game function), which does not require much computing power or time. The same applies to the auto-close function, which compares the player's position and closes the menu if it differs from the previous position.
 

SuperMaxo

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Nov 3, 2017
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No, that has no influence on whether the mod was loaded or not. Simply put, my mod consists of a oervlay-screen (which was added to the game) and buttons. If these buttons are not pressed, nothing happens. Only when a button is pressed does the function decide where the character to be transported is sent (using an existing core-based game function), which does not require much computing power or time. The same applies to the auto-close function, which compares the player's position and closes the menu if it differs from the previous position.
OK. Well the buttons work, so that's good enough for me. I can summon who I want when I want, so I can now bond with Kurt... :sneaky:
 
  • Jizzed my pants
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pepplez

Active Member
Jun 7, 2020
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V1.1 uploaded.
I have fixed a new bug that I just discovered. If a character is in your party (the Following icon is displayed) and you send them home, they will still follow you as a ghost (visible on the map and in the console <charactername.location>). This has been fixed in 1.1 and the character will be automatically removed from the party and sent home immediately.
I wonder why no one (including me) has noticed this before. :KEK:
 

SuperMaxo

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Nov 3, 2017
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pepplez
Say, just noticed something
If (for example) you go to class, where a girl is already present, and then you summon Kurt, the relationship (friendship) between the girl and Kurt doesn't increase/improve. (But if, in the same situation, you summon another girl, their relationship does improve correctly.)

Not that it matters, as friendship with Kurt isn't used (yet?) in the game, of course. All I know is that if a girl and Kurt are normally present (not summoned), we do get a message that their relationship has improved