I need one too.no walkthrough mod???
open your phone ingame, first icon on the left, cheat mode on, unlock / change everythingPlease, can you update to : University of Problems - version : 0.8.0 Extended Hotfix 1
End of 7.5 Ext.ı need 7.5 full savee ??
no walkthrough mod???
I need one too.
Are you saying you might want to be SanchoMod -ed? (WIP)when gallery mod will be updated?
To piggyback off this for a minute. There's really two big issues regarding proper modding of this particular VN.Are you saying you might want to be SanchoMod -ed? (WIP)
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SanchoGallery (looks like same page but it's a completely isolated, separate gallery that's 100% unlocked w/out fucking with your persistent file):
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OEM Gallery (same persistent file as from above, again they are separate so you still have "goals"/"cheevos" achievements):
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Anything is possible in SanchoVille
As you can see in the last couple a pages, players cannot fathom how extras work in this game still ... even after so many updates and the time it took for one modder or two to drop modding it and for you to pick it up and have your way with this game.To piggyback off this for a minute. There's really two big issues regarding proper modding of this particular VN.
One is the glaring reason why I believe most others have not touched this in a while (see my old post here), which I somehow forgot about until just now (blame it on the whiskey). And is a rather serious concern to me personally.
The other is that for a proper WT the average modder can't handle it due to the way the variables work. Their solution is usually to duplicate or triple the menus, rewriting the whole damn dialogue scripts. SanchoMod can handle this fairly easily though it is a bit time consuming to code it in but it's been done in many of the harder VN's I've published publicly recently. That solution is the newest dynamic ChoiceGuide. In it's simplest form it works like the following example (although it can get much more complex):
Take for instance this Carol scene. If the player has the appropriate prerequisites from previous choices then the ChoiceGuide prints as most WTs do (note the first choice):
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Now in the below the player has NOT met the prerequisites and would not be awarded one or more variables because of this. The dynamic ChoiceGuide not only prints the outcome of this but also lets the player know what the criteria are to be awarded the stat they might be seeking:
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The dynamic ChoiceGuide also work like this for disabled menu choices, letting the player know what the requirement is for it to have been enabled. Of course all the above can be toggled on/off on the fly anytime via the ChoiceGuide toggle found inside the MiniMenu or SanchoOptions. Pretty cool, right?
Anyway, the first issue noted at the beginning of this post is a possible deal-breaker, we'll see.
def brandy_unlock_memories():
gallery = {k: True for (k,v) in persistent.items() if 'gallery_' in k}
persistent = persistent | gallery
def brandy_unlock_extra():
extra = {k: True for (k,v) in persistent.items() if 'extra_' in k}
persistent = persistent | extra
def brandy_unlock_lewd():
lewd = {k: True for (k,v) in persistent.items() if 'lewd_' in k}
persistent = persistent | lewd
def brandy_unlock_phone_bg():
bg = {k: True for (k,v) in persistent.items() if 'bg_' in k}
persistent = persistent | bg