greyshirt

New Member
Jun 29, 2017
2
0
Is there a simple way to make custom clothing items? I figure it shouldn't be too difficult right? Just add name/description and some flags. Is it something you can do with titsed?
 

Mr Technician

Active Member
Apr 30, 2018
893
1,025
Is there a simple way to make custom clothing items? I figure it shouldn't be too difficult right? Just add name/description and some flags. Is it something you can do with titsed?
Sir, i will answer that simplest i can - also to give a picture proof below explanation. The answer is just no, you cannot add items by TiTsEd editor which are custom made - it seems it has got predefined items - but it undestands opened save game file after editing in which is shown as "Unknown" item as on picture below in TiTsEd.
You can use JPEXS Decompiler to add another armor-like item into game by creating a new class.
Than you need to use Minerva Editor to add that custom class armor to character inventory inside saved game. Minerva needs to run in Adobe Air.
screenshot.15.jpg screenshot.16.jpg screenshot.17.jpg screenshot.19.jpg screenshot.20.jpg screenshot.18.jpg

Edit: Futhermore if you will open save game file made by modded game version in a non modded game, it will give you an error like this:
screenshot.21.jpg
Thats because there in that modded save file inside exist an item which non-modded game cannot understand. (Unknown class)
Take a note also: TiTsEd will still understand that modded save game file - showing item as "Unknown". But you will have error while loading modded save file in non-modded game. This is the reason also i still think that TiTsEd is cool editor, fool-proof to say at least. Because you can still use TiTsEd to open modded save game file and remove custom class item from inventory, save it - and run in non-modded game.

That is also good explanation why it is better to use existing classes by modifying them, than creating the new ones. This is exactly how and why it was done in this post. By modding existing class and not creating another one - if you will open save file from non-moded game - you won't see this error.

Further to above being said i think that would be actually to create a game mod. :D
 
Last edited:

Mr Technician

Active Member
Apr 30, 2018
893
1,025
Someone needs to add 0.8.149 since that literally just released (0.8.148 is public patch if you want to temporarily add that).
I guess that will have to wait until one will be shared. I am also curious what was done "hidden" to eyes, maybe something changelog doesn't mention. Would be nice to see if in new version that modded TriBeamRifle also work. :cool:
 

Placidarrest

Newbie
Jan 30, 2019
46
628
A bit late but, here nonetheless :)



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UndeadEve

Active Member
Aug 22, 2017
995
1,052
Hey, it's been a loong while since i played this game, kinda wanted to go back to see what (few) new things was in the game since
But i do have a question, i was tempted to do a taur this time but i remember that a lot of content was limited for taur characters, is it worth it ?
 

Kallisto

Member
Jun 6, 2019
401
1,389
Hey, it's been a loong while since i played this game, kinda wanted to go back to see what (few) new things was in the game since
But i do have a question, i was tempted to do a taur this time but i remember that a lot of content was limited for taur characters, is it worth it ?
You'd either be locked out of a good chunk of scenes or they won't take into account your taur body, but I still think it's worth doing a taur run at least once/keeping a taur save. There's still scenes to do that are taur exclusive or have taur variations.
 
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Sep 20, 2018
129
75
Hey, it's been a long while since i played this game, kinda wanted to go back to see what (few) new things was in the game since
But i do have a question, i was tempted to do a taur this time but i remember that a lot of content was limited for taur characters, is it worth it ?
yeah there are some characters you cannot have no-pants dance with as lamia/taur,as well as moments/situations where your taur body is skimmed over in scenes,also having to big a schlong will disable some sex scenes
 
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Ravenmore

Newbie
Dec 20, 2017
35
14
Unable to start the event which allows you to recruit Gianna. Her personality is at 80, and every time I bring up her joining the crew, it tells me I need to spend more time with her. I know an event is supposed to trigger for dinner with her and Big T, but it's not happening. Any help appreciated.
 

Derver

New Member
Jul 28, 2018
10
2
Sir, i will answer that simplest i can - also to give a picture proof below explanation. The answer is just no, you cannot add items by TiTsEd editor which are custom made - it seems it has got predefined items - but it undestands opened save game file after editing in which is shown as "Unknown" item as on picture below in TiTsEd.
You can use JPEXS Decompiler to add another armor-like item into game by creating a new class.
Than you need to use Minerva Editor to add that custom class armor to character inventory inside saved game. Minerva needs to run in Adobe Air.
View attachment 1273165 View attachment 1273166 View attachment 1273167 View attachment 1273172 View attachment 1273173 View attachment 1273168

Edit: Futhermore if you will open save game file made by modded game version in a non modded game, it will give you an error like this:
View attachment 1273186
Thats because there in that modded save file inside exist an item which non-modded game cannot understand. (Unknown class)
Take a note also: TiTsEd will still understand that modded save game file - showing item as "Unknown". But you will have error while loading modded save file in non-modded game. This is the reason also i still think that TiTsEd is cool editor, fool-proof to say at least. Because you can still use TiTsEd to open modded save game file and remove custom class item from inventory, save it - and run in non-modded game.

That is also good explanation why it is better to use existing classes by modifying them, than creating the new ones. This is exactly how and why it was done in this post. By modding existing class and not creating another one - if you will open save file from non-moded game - you won't see this error.

Further to above being said i think that would be actually to create a game mod. :D
Thank you for the instructions provided, Mr Technician. I have a question though. How does one add an item (or any) class to the code with JPEXS? I've tried to import AS scripts but it didn't work. The tool didn't even recognize them. My little digging here proved to be inconclusive. Also, I haven't tried it, but do you think it is possible to modify sellers' lists in order to add items to their repertoire and avoid using Minerva Editor at all?
 
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Mr Technician

Active Member
Apr 30, 2018
893
1,025
Thank you for the instructions provided, Mr Technician. I have a question though. How does one add an item (or any) class to the code with JPEXS? I've tried to import AS scripts but it didn't work. The tool didn't even recognize them. My little digging here proved to be inconclusive. Also, I haven't tried it, but do you think it is possible to modify sellers' lists in order to add items to their repertoire and avoid using Minerva Editor at all?
Adding a custom class is pretty simple. In the left main tree view of the JPEXS Decompiler just Right Mouse Button click "scripts" than choose Add Class. Put a name of that class. Than let we say it will be named: MyCustomClass.
MyCustomClass - will be kept by the editor under main tree. And at that moment you don't do anything with that other than editing, means coding now... At the editing part you need to specify later after "package" where it would be placed. Editor will read that and place it in the correct tree view for you (drag & drop doesn't work).

If you start to edit MyCustomClass and let we say you want to add a custom Armor - so take a look and see at the editing:
Code:
package classes.Items.Armor
as all other armor-like items are being kept under scripts > classes > Items > Armor , right? And when you will hit SAVE button JPEXS editor placed it in that tree view location.

Well, if you want to change now the name of your class edit your MyCustomClass and change that name from editing window to "ACustomClass":
Code:
public class ACustomClass
And delete any left over old class name which may left. I can tell that there is just one name used per class, just by looking into other items scripts....

Now if you for example decide that ACustomClass is not gonna be an Armor but a one of the Guns, than edit that class again and change to the:
Code:
package classes.Items.Guns
And notice that JPEXS editor just moved the class script inside tree view into correct "folder" automatically for you. (from Armor to Guns)

You can also copy paste text while being inside editor window. Somehow importing scripts haven't worked for me also.

And what considers sellers list - i was wondering about it - but i haven't gone that far. So i won't even tell you which one class you should edit to actually change that sellers list. I simply had no need to find that out. But i think you need to locate that class first to be able to edit it for adding a totally new item.
Using Minerva is kinda pain in the a$$. And i think that modifying any seller list by adding item to buy would be a better option here. Or create new npc trader/seller. And if you are gonna go that far - maybe you will make a mod for a shop with a custom items. Who knows, right? ;)

Screenshots:
screenshot.25.jpg screenshot.26.jpg screenshot.27.jpg screenshot.28.jpg screenshot.29.jpg screenshot.30.jpg screenshot.31.jpg screenshot.32.jpg screenshot.33.jpg screenshot.34.jpg screenshot.35.jpg screenshot.36.jpg screenshot.37.jpg screenshot.38.jpg
 
Last edited:

Derver

New Member
Jul 28, 2018
10
2
Adding a custom class is pretty simple. In the left main tree view of the JPEXS Decompiler just Right Mouse Button click "scripts" than choose Add Class. Put a name of that class. Than let we say it will be named: MyCustomClass.
MyCustomClass - will be kept by the editor under main tree. And at that moment you don't do anything with that other than editing, means coding now... At the editing part you need to specify later after "package" where it would be placed. Editor will read that and place it in the correct tree view for you (drag & drop doesn't work).

If you start to edit MyCustomClass and let we say you want to add a custom Armor - so take a look and see at the editing:
Code:
package classes.Items.Armor
as all other armor-like items are being kept under scripts > classes > Items > Armor , right? And when you will hit SAVE button JPEXS editor placed it in that tree view location.

Well, if you want to change now the name of your class edit your MyCustomClass and change that name from editing window to "ACustomClass":
Code:
public class ACustomClass
And delete any left over old class name which may left. I can tell that there is just one name used per class, just by looking into other items scripts....

Now if you for example decide that ACustomClass is not gonna be an Armor but a one of the Guns, than edit that class again and change to the:
Code:
package classes.Items.Guns
And notice that JPEXS editor just moved the class script inside tree view into correct "folder" automatically for you. (from Armor to Guns)

You can also copy paste text while being inside editor window. Somehow importing scripts haven't worked for me also.

And what considers sellers list - i was wondering about it - but i haven't gone that far. So i won't even tell you which one class you should edit to actually change that sellers list. I simply had no need to find that out. But i think you need to locate that class first to be able to edit it for adding a totally new item.
Using Minerva is kinda pain in the a$$. And i think that modifying any seller list by adding item to buy would be a better option here. Or create new npc trader/seller. And if you are gonna go that far - maybe you will make a mod for a shop with a custom items. Who knows, right? ;)

Screenshots:
View attachment 1279695 View attachment 1279696 View attachment 1279697 View attachment 1279698 View attachment 1279699 View attachment 1279700 View attachment 1279701 View attachment 1279702 View attachment 1279704 View attachment 1279705 View attachment 1279706 View attachment 1279707 View attachment 1279708 View attachment 1279709
Thanks a lot! Making new items appears to be quite easy, so I can finally add plenty of militaresque gear the game is missing (imo). Though, the idea of modifying the shopkeepers inventory lists has to be put on hold. Sadly, JPEXS appears to be imperfect when it comes to recompiling groups of scripts as all item lists for shopkeepers appear to be held in TITS class which is filled with lots of script-work from /includes and others as is seen at github source. The error given is "parent_close expected but comma found on line x (random line half of the times)". Maybe, some poking around is worthwhile, but so far, I suppose, such in-deep changes are impossible without a proper source which creators are not too keen to release (something about porting to JavaScript).
 
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Mr Technician

Active Member
Apr 30, 2018
893
1,025
Thanks a lot! Making new items appears to be quite easy, so I can finally add plenty of militaresque gear the game is missing (imo). Though, the idea of modifying the shopkeepers inventory lists has to be put on hold. Sadly, JPEXS appears to be imperfect when it comes to recompiling groups of scripts as all item lists for shopkeepers appear to be held in TITS class which is filled with lots of script-work from /includes and others as is seen at github source. The error given is "parent_close expected but comma found on line x (random line half of the times)". Maybe, some poking around is worthwhile, but so far, I suppose, such in-deep changes are impossible without a proper source which creators are not too keen to release (something about porting to JavaScript).
We can sleep with github for awhile now. I am pretty sure that Savin won't push new source code into github until they release JavaScript version of it. I have found that on their forum:
1625404952437.png
- thats from TiTS forum thread there.
 

MangaKing

Active Member
Oct 16, 2017
790
860
We can sleep with github for awhile now. I am pretty sure that Savin won't push new source code into github until they release JavaScript version of it. I have found that on their forum:
View attachment 1280483
- thats from TiTS forum thread there.
What's funny is someone asked in June if it'll be updated and they just said no, not even giving out an ETA

Speaking about ETA anyone know when the TITS port will come out?
 

Derver

New Member
Jul 28, 2018
10
2
What's funny is someone asked in June if it'll be updated and they just said no, not even giving out an ETA

Speaking about ETA anyone know when the TITS port will come out?
"When it's done" - Savin. The most recent info I've read are the rumours (it was said by a user, not by some prominent member of the dev team) that they are either porting or have finished porting Tarkus. So, my guess, per Savin words up there, is a year at best, considering they also have to do at least some updates for the flash version in order to appease The Board the patrons.
 

Pr0man

Member
Jul 23, 2017
408
823
We can sleep with github for awhile now. I am pretty sure that Savin won't push new source code into github until they release JavaScript version of it. I have found that on their forum:
View attachment 1280483
- thats from TiTS forum thread there.
Next year? Fucking hell...

Not like they were fully aware of flash's shutdown coming in 2021 and yet they have absolutely nothing to show for. This is honestly just embarressing at this point and I sure as fucking hell am glad to have stopped supporting them once the content drought last summer came in and they actually had a post to adress all of that.

ED: I just noticed that picture post was from 2020, yet it still feels applicable to asking this year. At this rate, "next year" is my personal ETA for this, because they seem to be either malicious, or utterly inept.
 
Last edited:

Pr0man

Member
Jul 23, 2017
408
823
If a man is good enough to design + code a game from scratch in Flash, then he is good enough to copy that into JavaScript. There is nothing inept about it. He's either lazy or has an actual job and is treating this as a side project.
Well, I did read stuff regarding that in the forums where questions about the JS port were being asked. Apparently, they'll be using the opportunity of porting to also trim out unnecessary functions and all that, but with how this game went from "jank" to "jank with a bit of cream on top", who knows what'll break if they remove a single building block - and the way the answer to the post was worded, I was not entirely convinced they'll not also just use the time to axe content that is unfinished or of lower quality. Though that last bit is just unfounded speculation on my end.
 
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