What would you like me to add to the game in the next update?

  • The connection (police) mechanic. This would be a new "currency" and a new batch of upgrades.

  • More events and the possiblity for the packmakers to add some in their packs.

  • The possbility to train the skills of the girls

  • Progress the story and add story missions (mostly focused on Nicole)

  • Something else (tell me either by PM or in this thread).


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RaivoAsdf

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When in full auto mode, if for any reason the next girl in line cannot take on the next customer, the game fails to assign any girl. This is OK if the girl is just out of energy, because it pops out of the full auto mode, letting you proceed manually.

But if:

- the girl doesn't have the necessary openness and you have no negotiator
- the girl doesn't have the necessary openness, and you have a negotiator but you don't have enough influence to pay
- the girl is Nicole Aniston and she doesn't have the necessary openness, whether or not you have a negotiator

then you are presented with a screen of options, but selecting any option will not resolve the situation.

Thus the program loops and presents the option screen again... and you are now stuck. Pressing a button does advance the clock by some tiny amount, so it's not technically an infinite loop, but ain't nobody got time for clicking the button as many times as is needed to finish the night.
I answered this before, here. I will update the mod post to clearify this...
It has to do with the "Auto Assign Booths". I don't have a real fix for this, just a workaround:
If you have still other girls in the roster, just press TAB (or down-arrow) to select another girl, and the click on "Got it". Then this next girl will be assigned.

If you don't have other girls (or none will do it), you must temporarily disable the Auto Assing Boots feature in the options (you can go there by pressing ESC)
 
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RaivoAsdf

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I'll probably take you up on that. The first change I want to try making in my personal fork of the game is based on this query. I want to make it so that when a girl is assigned to a client, the game makes a temporary list of all the videos in every eligible subfolder of that client's category (for example, if the client is asking for sex, and you haven't unlocked Anal yet, then it would make a list of every clip in the girl's FacingVaginal and BackVaginal folders), and then randomly select from that list, instead of selecting the subfolder first and then picking a clip from there (or else chooses the folder based on a weighted random of how many clips are in it). So the first question I'd have about where stuff is would be the function for what happens after a girl is assigned to a client and how the specific video file is picked.

(FYI, I have spent many hours working with Unity and C#, but I've mostly dabbled in simple turn-based games, so I have no idea whether this all will be far too complex for me or not.)
I had to dig into this while doing my mod. so here's how it goes:

The main function for selecting clips is StaticFunctions.SelectWorkVideoClip.
It will call SelectWorkVideoClipGeneric depending on the work type, and the flags for the different policies passed.
This latter function will choose a sub-folder based on the policies, and then in turn call SelectRandomVideoClipFromFolder or SelectRandomVideoClipFromExternalFolder (depending if girl is built-in, or a girl-pack).

So this is where you should hook in your changes
 
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rb813

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I had to dig into this while doing my mod. so here's how it goes:

The main function for selecting clips is StaticFunctions.SelectWorkVideoClip.
It will call SelectWorkVideoClipGeneric depending on the work type, and the flags for the different policies passed.
This latter function will choose a sub-folder based on the policies, and then in turn call SelectRandomVideoClipFromFolder or SelectRandomVideoClipFromExternalFolder (depending if girl is built-in, or a girl-pack).

So this is where you should hook in your changes
Well, I appreciate it, but I gave up trying to do anything with the Unity project that was posted here. As per my next comment after that, it was just throwing constant errors every step of the way (before I ever made any modifications).
 

Disgruntler

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Well, I appreciate it, but I gave up trying to do anything with the Unity project that was posted here. As per my next comment after that, it was just throwing constant errors every step of the way (before I ever made any modifications).
Make sure you do Unity 2019, for one. Otherwise, you're going to have a bad time.

Anything relating to github can be ignored.
 

rb813

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Make sure you do Unity 2019, for one. Otherwise, you're going to have a bad time.
I did do 2019, but I did the latest version they had on the website (2019.4.40f1), and not the exact version (2019.4.38f1, apparently) that it said the project was made in. Do you think that would make any difference?
 
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rb813

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I uninstalled 4.40 and reinstalled the exactly correct version it said the project had used before, and it's still completely unplayable. Any idea what that "missing prefab" error could be about? These definitely aren't things that can just be ignored, the time doesn't even move in the work screen. It's totally broken once it gets to this point.
1682467189744.png
 

RaivoAsdf

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Well, I appreciate it, but I gave up trying to do anything with the Unity project that was posted here. As per my next comment after that, it was just throwing constant errors every step of the way (before I ever made any modifications).
Well, I don't even use Unity, just a disassembler ( ). Sure, I can only change code, not layout/UI, but it works for me so far....
 
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rb813

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Well, I don't even use Unity, just a disassembler ( ). Sure, I can only change code, not layout/UI, but it works for me so far....
The closest I've ever done to anything like that is UnRen. Does this kind of thing work the same way, where it just kinda makes the scripts appear in the game folder, and then when you make changes to them, they automatically apply to the game? Or do you have to do something more to "build" a playable version with your changes?
 
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Disgruntler

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I uninstalled 4.40 and reinstalled the exactly correct version it said the project had used before, and it's still completely unplayable. Any idea what that "missing prefab" error could be about? These definitely aren't things that can just be ignored, the time doesn't even move in the work screen. It's totally broken once it gets to this point.
View attachment 2573751
Woof

Even with the vanilla?
 

rb813

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When you're running the game in Unity, do you start from MainMenuScene, or is there something else that needs to initialize first? I tried launching from InitializationScene, and it just did nothing.
 

Disgruntler

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When you're running the game in Unity, do you start from MainMenuScene, or is there something else that needs to initialize first? I tried launching from InitializationScene, and it just did nothing.
None of the above. Run And Build. That way all the objects that need to be initialized get initialized.
 
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rb813

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"Build completed with a result of Failed." You sure it was a stable version you uploaded? It's entirely possible that it's a problem on my end, because my experiences with Unity have generally been very simple games so there might be something basic I'm doing wrong, but you know, just covering all the bases.
 

rb813

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Okay, here's an interesting data point. I don't get the Failed result when I try to Build, if I uncheck ActivityScene from ScenesInBuild. Sometimes when I try to open ActivityScene directly in Unity, the program crashes. Any idea why that would be the case? (When it does open in Unity without crashing, there's an error message about "Missing Prefab (Dummy)."
 

RaivoAsdf

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The closest I've ever done to anything like that is UnRen. Does this kind of thing work the same way, where it just kinda makes the scripts appear in the game folder, and then when you make changes to them, they automatically apply to the game? Or do you have to do something more to "build" a playable version with your changes?
No, it displays the code directly in the GUI. you can then edit methods, add fields, ... You can navigate through the source by following calls, you can find places where a method is called (by Righ-Click "Analyze"), etc.

1682671266448.png

You need to load the Assembly-CSharp.dll in the "managed" folder. Find the place you want to change, right-click and choose "Edit Method (C#)", then do your changes.
When everything is finished, simply "Save All" to update the game.
 

rb813

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You need to load the Assembly-CSharp.dll in the "managed" folder.
This made me realize that I actually have done this once before. There was one time a couple years back when I tried to mod a mainstream game, so I actually have dnSpy already installed. This helped a lot, thanks!
 

RaivoAsdf

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This made me realize that I actually have done this once before. There was one time a couple years back when I tried to mod a mainstream game, so I actually have dnSpy already installed. This helped a lot, thanks!
Glad I could help (y)
 

RaivoAsdf

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My bad, I guess I missed it. That's what I get for coming late to the party, I guess.

Thanks for the pointer!
Well, I didn't assume you read all the 180 pages of comments...

And actually it's on my side :censored: Should have made that in the post when I encoutered it myself, and latest when the first person had this issue.

But now it's documented, so in future I can really reply with RTFM ;)
 
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