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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saucepan35

Member
Jul 30, 2018
101
378
202
9.5.1.0x (I was told to give this a new version number)
Excited to see this being worked on again. VC has become one of those games I have sitting on my drive and just do a quick "campaign" every once in a while. As to that, I did some test games and here's some random unedited thoughts:

- Happy to see the "patron proc" has been fixed. Especially early game, those 30-60 seconds stretches of possibly not getting a single patron and having NO videos playing on screen at once, were pretty annoying.
- Some other nice QoL in here too that I won't go into/still discovering, including finally getting to see those openness 100 portraits, in-game!
- Maybe the key tooltip could also include additional hotkeys that I know are in the game but aren't shown, like finisher hotkeys like r/shift-r. I bet there's more I don't even know about.
- Feels like default interactions have gotten noticeably shorter, and it's making gameplay a little hectic for me personally. I'm almost constantly pausing or assigning something now, especially until you can afford the mob upgrades.
- If possible, it would be good to separate fixed costs (girls) from spending (buying upgrades) at the daily summary screen. It's hard to gauge whether I'm really losing that much money sometimes, or if I can afford to hire another girl.
- Retiring girls doesn't seem to suspend her daily cost at the moment. This is annoying for those of us with large pack collections (I have 100+ and I'm sure that's modest compared to some). Retiring was introduced as a QoL feature to avoid putting a girl back in the pool so you'd end up re-hiring someone you don't want in this particular run. But at the moment I've reached a point late end-game where I can't boost my income any more, but the amount of girls is making me lose money. You can stretch that by brokers and the new robbing your girls, but the end result is still the same.
- For the same reason, buying the energy/stamina upgrades seems mandatory now, rather than using many girls on rotation which is how I preferred to play the old version. Now, fewer girls better because of upkeep. Not sure about that change, for that reason.
- Using broker girls as a piggy bank has already been mentioned by others. But without them the game might be a bit slow at the start now. While still having the way-too-fast snow-balling phase from the hj/bj transition onwards (maybe openness should go to 200?). That being said, the progression has always been a bit wonky and I think most people playing the game more than once do so by making their own rules within the game to slow themselves down or w/e. Like I would previously never buy energy upgrades or use the lessons at all, for example.
- By the by, I took 60k from a broker girl and later paid her back like 2k and that fixed her disloyalty. Guess they don't know maths ;P
- Why are some girls randomly 2-3x more expensive/month than others? This being particularly crucial early on, it would be nice to be able to see it before hiring. Huge difference between the $75 and £350 girl at that point.
 

Logan1377

Well-Known Member
Feb 13, 2023
1,414
1,948
253
Related to the inability to proper fire/retire girls, this also effectively prevents you from starting with a seperate Nicole pack and then combining them into one once you hire unlock her after the dates. With the standard version of the game, you can simply delete one of the two and they both have all of the videos, but with this one, you have to different Nicoles that share an energy bar. You can ignore it, but its a downgrade and visually messy.
 

abcomfg

Newbie
Nov 2, 2018
51
123
166
Ah, dunno, have just tried my old save. I suspect you have diagnosed it correctly.
I probably should have mentioned that people should be creating a new game, regardless of which mode you're playing.

Excited to see this being worked on again. VC has become one of those games I have sitting on my drive and just do a quick "campaign" every once in a while. As to that, I did some test games and here's some random unedited thoughts:

- Happy to see the "patron proc" has been fixed. Especially early game, those 30-60 seconds stretches of possibly not getting a single patron and having NO videos playing on screen at once, were pretty annoying.
- Some other nice QoL in here too that I won't go into/still discovering, including finally getting to see those openness 100 portraits, in-game!
- Maybe the key tooltip could also include additional hotkeys that I know are in the game but aren't shown, like finisher hotkeys like r/shift-r. I bet there's more I don't even know about.
- Feels like default interactions have gotten noticeably shorter, and it's making gameplay a little hectic for me personally. I'm almost constantly pausing or assigning something now, especially until you can afford the mob upgrades.
- If possible, it would be good to separate fixed costs (girls) from spending (buying upgrades) at the daily summary screen. It's hard to gauge whether I'm really losing that much money sometimes, or if I can afford to hire another girl.
- Retiring girls doesn't seem to suspend her daily cost at the moment. This is annoying for those of us with large pack collections (I have 100+ and I'm sure that's modest compared to some). Retiring was introduced as a QoL feature to avoid putting a girl back in the pool so you'd end up re-hiring someone you don't want in this particular run. But at the moment I've reached a point late end-game where I can't boost my income any more, but the amount of girls is making me lose money. You can stretch that by brokers and the new robbing your girls, but the end result is still the same.
- For the same reason, buying the energy/stamina upgrades seems mandatory now, rather than using many girls on rotation which is how I preferred to play the old version. Now, fewer girls better because of upkeep. Not sure about that change, for that reason.
- Using broker girls as a piggy bank has already been mentioned by others. But without them the game might be a bit slow at the start now. While still having the way-too-fast snow-balling phase from the hj/bj transition onwards (maybe openness should go to 200?). That being said, the progression has always been a bit wonky and I think most people playing the game more than once do so by making their own rules within the game to slow themselves down or w/e. Like I would previously never buy energy upgrades or use the lessons at all, for example.
- By the by, I took 60k from a broker girl and later paid her back like 2k and that fixed her disloyalty. Guess they don't know maths ;P
- Why are some girls randomly 2-3x more expensive/month than others? This being particularly crucial early on, it would be nice to be able to see it before hiring. Huge difference between the $75 and £350 girl at that point.
Thanks a lot for your feedback! As just one person, it's really easy to miss unintended interactions between systems in the codebase, so any reports by any players are much appreciated.

Internally, it turns out that retiring girls just sets them to rest and then disables their button so they can't be selected.

The shorter default interactions seem to be of variable length, and is something I've noticed since the original 9.5.0.2. That one I'll need extra time to look at, as I haven't tried touching the actual core girl/client interactions yet.

I plan to have balance changes and additional UI changes into a small update.

Related to the inability to proper fire/retire girls, this also effectively prevents you from starting with a seperate Nicole pack and then combining them into one once you hire unlock her after the dates. With the standard version of the game, you can simply delete one of the two and they both have all of the videos, but with this one, you have to different Nicoles that share an energy bar. You can ignore it, but its a downgrade and visually messy.
Do you remember which version was the last one where this worked? I didn't touch the fire/retire mechanic apart from moving the buttons, so I'm not exactly sure what's going on here at the moment.
 

Logan1377

Well-Known Member
Feb 13, 2023
1,414
1,948
253
I probably should have mentioned that people should be creating a new game, regardless of which mode you're playing.



Thanks a lot for your feedback! As just one person, it's really easy to miss unintended interactions between systems in the codebase, so any reports by any players are much appreciated.

Internally, it turns out that retiring girls just sets them to rest and then disables their button so they can't be selected.

The shorter default interactions seem to be of variable length, and is something I've noticed since the original 9.5.0.2. That one I'll need extra time to look at, as I haven't tried touching the actual core girl/client interactions yet.

I plan to have balance changes and additional UI changes into a small update.



Do you remember which version was the last one where this worked? I didn't touch the fire/retire mechanic apart from moving the buttons, so I'm not exactly sure what's going on here at the moment.
It absolutely works with 9.5.0.1 still linked on the main page. It does not with 9.5.1.0. I did not play any in between those two.
 

Terakahn

Active Member
Oct 5, 2017
956
479
226
Do girls have upkeep? I had no idea. What do you mean by broker girls? Is that something you unlock later?
 

CaptC

Active Member
Nov 20, 2019
655
1,354
235
I recently had a girl leave because of high disloyalty. I discovered that giving a girl a backstage job and letting her stay there is killing my staff's loyalty. It makes sense, but... it is kind of inconvenient to figure out who is at risk. When I review who is in each position, I would like to see the loyalty of each staff member displayed somehow, even if it is just green/yellow/red borders around their placard.

I would also prefer to have some warning before a girl just gets dissatisfied and leaves, no matter what the reason. Give me a chance to satisfy her before she splits.
 

WarblGarbl

Active Member
Oct 10, 2017
541
648
258
I would also prefer to have some warning before a girl just gets dissatisfied and leaves, no matter what the reason. Give me a chance to satisfy her before she splits.
Maybe this could appear in the end of day message? Although that can be somewhat cluttered already.

I would like to see the loyalty of each staff member displayed somehow, even if it is just green/yellow/red borders around their placard.
That'd be nice. I think I had my own personal version I made with the source code that changed the color of the staff's efficiency in the staff jobs to be red for bad and green for good. It made it much easier to find who's a good accountant when you have a whole page of girls. Little visual cues like that go a long way IMO.
 

abcomfg

Newbie
Nov 2, 2018
51
123
166
I recently had a girl leave because of high disloyalty. I discovered that giving a girl a backstage job and letting her stay there is killing my staff's loyalty. It makes sense, but... it is kind of inconvenient to figure out who is at risk. When I review who is in each position, I would like to see the loyalty of each staff member displayed somehow, even if it is just green/yellow/red borders around their placard.

I would also prefer to have some warning before a girl just gets dissatisfied and leaves, no matter what the reason. Give me a chance to satisfy her before she splits.
The disloyalty calculation failed to take into account that backstage workers should not count as being idle. My bad.

Maybe this could appear in the end of day message? Although that can be somewhat cluttered already.
This is my planned solution. The new disable girl skill+ messages option should help with the message cluttering.

That'd be nice. I think I had my own personal version I made with the source code that changed the color of the staff's efficiency in the staff jobs to be red for bad and green for good. It made it much easier to find who's a good accountant when you have a whole page of girls. Little visual cues like that go a long way IMO.
Personally, I agree with this usage of color cues for the backstage screen. I'm a little concerned that having a color cue for disloyalty and one for role suitability on the same page might be confusing. My thought process is that with the end-of-day warning message and the fixes to prevent unintended surprise spikes in disloyalty, the staff display screen should be sufficient to manage loyalty.
 
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abcomfg

Newbie
Nov 2, 2018
51
123
166
Thanks a lot everybody for your feedback. Update to my mod:



Changelog:
You don't have permission to view the spoiler content. Log in or register now.

It is recommended to start a new game.

Your continuous feedback is much appreciated. I'm going on holiday soon, so if there are any issues please report them and I'll try to get a fix out before I leave.
 
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high lhkuj

Newbie
Sep 16, 2021
15
9
126
Thanks a lot everybody for your feedback. Update to my mod:

v9.5.1.1x

Changelog:
You don't have permission to view the spoiler content. Log in or register now.

It is recommended to start a new game.

Your continuous feedback is much appreciated. I'm going on holiday soon, so if there are any issues please report them and I'll try to get a fix out before I leave.
Thanks for the update. Please fix Nicole's dating videos, they are not loading, the screen is black.
 
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jonas132

Member
Aug 13, 2019
141
363
204
Thanks a lot everybody for your feedback. Update to my mod:

v9.5.1.1x

Changelog:
You don't have permission to view the spoiler content. Log in or register now.

It is recommended to start a new game.

Your continuous feedback is much appreciated. I'm going on holiday soon, so if there are any issues please report them and I'll try to get a fix out before I leave.
So far, it feels just right! Just another level of management without severe penalties to the usual flow. However, I feel like it's too easy to cheese the system:
- It's unclear when the girl gets her 100% disloyalty - and since it often happens when you take less than half of her money, it's kinda incentivized to take it all.
- Then, you can give her a mere fraction of that money back to get her to stay.
- Moreover, you can repeat that trick even without building back the trust, because she can't go higher
- In fact, she can go over!
You don't have permission to view the spoiler content. Log in or register now.
- Given all that, the incentive to build green loyalty is incredibly low - especially early game, where it's more beneficial to take money yourself than to save on daily 100$ in some distant future. Probably it will add up later.

Massive thanks for adding colors to the staff screen. It saves so much time.
 
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WarblGarbl

Active Member
Oct 10, 2017
541
648
258
Thanks a lot everybody for your feedback. Update to my mod:
Sorry to bug you with this if you're not interested, but I figured I'd point out what issues I've had (in base game, your mod's great) and what I'd like to see added. I could try to fix it myself if you'd like, and I could forward you the fixes if you want to implement them.

When you have auto assign girls on, the Negotiator toggled on, and only have girls who cannot do the action and insufficient influence to use the Negotiator, then the game softlocks. You get stuck in a loop of the game asking if you want to send the negotiator, but cannot select either option. Both will then proceed to asking again if you'd like to try with the same girl, or any other girl with the same issue. If you have a character who can do it, you can select them with tab to get around the problem.

With that "spring break! woo!" investor, I think there might be an issue with how it's reading the traits or whatever they're called. I think the game isn't properly setting the strings to lowercase or uppercase or all the same case. So, if you have a girl with hair as Blonde and a girl with hair as BLONDE, then they won't count as having the same trait. I like using that investor perk when it works (especially with the excess happiness = bonus money, goes crazy), but I haven't used it in a while because this issue is so frustrating.

It's also kind of annoying that some girls are set to just never do an action, even if we could just use the default videos that the game has. Ever have a girl early game with one dance, no pose? If a girl has that problem she's basically sentenced to eternity in the backrooms for me. Not sure if there would be a way to just allow all actions, and default to generic vids if they don't have one.

Would there be an easy way to remove the generic template lessons that a bunch of packs have? Or am I messing something up, if these are appearing?

When you have the investor that allows for free classes for the girls without the energy drain, when assigning the girl to a class the confirmation prompt still shows up. There isn't a downside to doing a class when this perk is on, right? Makes mass sending all the girls to get educations pretty annoying. Then again, is this perk even good? I have no idea what the numbers actually look like, not enough blood in my brain when I play, if you know what I mean.

It is really annoying that you can't go back to the other menus when asking the brokers for a contract. If you do, you'll just lose the contract and the reputation that was spent. This probably wouldn't be easy to fix, knowing Unity.

What do the options like auto assign, auto sync, basically all the mod ones, what do they do? I can't remember at this point.

As for additions, a few things:

For areas like the backrooms and the lounge, I'd love a way to sort by openness, energy, etc. Like how we can sort in the work preparation screen. If you don't know, sorting with those in the work assignment will sort the list for other windows. What I typically do is sort by energy, send the high energy girls to work, and assign the low energy ones to the staff rooms. It would help a lot if we could do this in other screens, like openness for the lounge and energy or skills for the Broker.

I love the number color change for the staff, but I wonder if an auto assignment button could work? Like, if we click it, it automatically assigns the best candidate for that job, or maybe even all jobs. Might be too lazy though, but it feels like that would help with a lot of the tedium.

Would it be feasible to have sorting during the work? I wish we could sort the girls by energy automatically, for example, so that the highest energy girls are pushed to the top of the list. Openness would be a nice one as well, as when training new girls with experienced ones I often lose track of who is who and have to hunt down the girl I want with low or high openness. Again, not sure how hard this would be.

I kind of want an option to just skip all the Nicole minigame stuff at this point. I get I can spend money but I wish she just worked like a normal girl or something. I guess I could just pay more cash.

Thanks for looking at these, and let me know if you want to take a shot, or I'll try myself.
 

Nothsor

Newbie
Jul 20, 2017
28
10
146
Anyone have a girl's openess drop? I added a girl to the gamer who the original creater made with very high openess. suddenly she stopped working and I noticed her openess was now 0. Is this a bug or regular progrewss and is there a way to restore it to it's original value
 

rb813

Well-Known Member
Aug 28, 2018
1,589
1,099
326
Not sure if there would be a way to just allow all actions, and default to generic vids if they don't have one.
This is a big one for me too. I would love it if players could optionally have a folder called "Generic Clips" or something like that, and if there wasn't any videos in the selected folder for the real girlpack, it would check for the Generic folder before doing the lame generic clips that are baked into the game.
 
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CaptC

Active Member
Nov 20, 2019
655
1,354
235
Sorry to bug you with this if you're not interested, but I figured I'd point out what issues I've had (in base game, your mod's great) and what I'd like to see added. I could try to fix it myself if you'd like, and I could forward you the fixes if you want to implement them.
A nice list. Some of them have current solutions/workarounds, which I will note.

When you have auto assign girls on, the Negotiator toggled on, and only have girls who cannot do the action and insufficient influence to use the Negotiator, then the game softlocks. You get stuck in a loop of the game asking if you want to send the negotiator, but cannot select either option. Both will then proceed to asking again if you'd like to try with the same girl, or any other girl with the same issue. If you have a character who can do it, you can select them with tab to get around the problem.
When I am in this situation, I generally press 'escape', turn off auto assign girls, and play manually until I have a girl who can perform the action. That also gives you the option to simply end the day and try again.

With that "spring break! woo!" investor, I think there might be an issue with how it's reading the traits or whatever they're called. I think the game isn't properly setting the strings to lowercase or uppercase or all the same case. So, if you have a girl with hair as Blonde and a girl with hair as BLONDE, then they won't count as having the same trait. I like using that investor perk when it works (especially with the excess happiness = bonus money, goes crazy), but I haven't used it in a while because this issue is so frustrating.
If you are using my updated json files from my portrait directory, all the girl's characteristics are in upper case, and the spelling is regularized. I can't guarantee that I haven't missed a few things here and there, but they should help a lot.

It's also kind of annoying that some girls are set to just never do an action, even if we could just use the default videos that the game has. Ever have a girl early game with one dance, no pose? If a girl has that problem she's basically sentenced to eternity in the backrooms for me. Not sure if there would be a way to just allow all actions, and default to generic vids if they don't have one.
The pack may have an error where the tag in the json file doesn't match the existence of files in her pack. That particular problem is also fixed in my portrait directory. But as you suggest, I would strongly prefer that the game simply check the directories for file existence instead of relying on user supplied data.

That being said, I think the only place you get one of the generic videos is when you force a girl into a performance during work, and she has no files of that type available. Personally, I am sick to death of the (very few) defaults, and I don't think the game currently has a way to add more. (Might be mistaken on that.) So if the game automatically checks, I would prefer an option to only choose videos directly from the girl's packs, and simply refuse to do any action for which she has no files. (Nicole is allowed to say a definite no, I think the other girls should be able to as well.)

Would there be an easy way to remove the generic template lessons that a bunch of packs have? Or am I messing something up, if these are appearing?
You can remove any files you like from the <girlpack>/texts/lessons directory, to change what lessons she has. If what you don't like is the files generated in my portraits directory, you can remove them across all your girls by deleting the files named "auto portrait*".

When you have the investor that allows for free classes for the girls without the energy drain, when assigning the girl to a class the confirmation prompt still shows up. There isn't a downside to doing a class when this perk is on, right? Makes mass sending all the girls to get educations pretty annoying. Then again, is this perk even good? I have no idea what the numbers actually look like, not enough blood in my brain when I play, if you know what I mean.
Classes can be quite useful. The club's income can get silly high if you have a well-trained work force. But as you say, sending girls to class one by one, with no mass education ability, means I rarely bother with the whole system, so my girls only get 'on the job' training.

Are the classes with that investor free, in terms of both 'the girl needs to spend money' and 'the girl won't lose energy'? I always thought the girl still paid for the class out of her available funds.

As a separate but related wishlist item, I also want the girl with the 'reduced education costs' trait to automatically take a class whenever she has maximum energy and sufficient funds.

It is really annoying that you can't go back to the other menus when asking the brokers for a contract. If you do, you'll just lose the contract and the reputation that was spent. This probably wouldn't be easy to fix, knowing Unity.
You mean you tell the brokers you want a contract, find out what the contract is for, then can't find a girl you want to send? I just go by the stars. I pick the first girl I see with four+ stars, and if I can't find one, I pick the first girl I see with three stars.

But it would be great if the girl assignment screen was simply sorted by the number of stars...

Even better if the brokers told you in advance what kind of lesson they were willing to perform, before you spent the reputation.

What do the options like auto assign, auto sync, basically all the mod ones, what do they do? I can't remember at this point.
I will defer to those who know the code.

As for additions, a few things:

For areas like the backrooms and the lounge, I'd love a way to sort by openness, energy, etc. Like how we can sort in the work preparation screen. If you don't know, sorting with those in the work assignment will sort the list for other windows. What I typically do is sort by energy, send the high energy girls to work, and assign the low energy ones to the staff rooms. It would help a lot if we could do this in other screens, like openness for the lounge and energy or skills for the Broker.
Yeah, I cannot for the life of me figure out the sort algorithm on the lounge. I agree that wherever there is a list of girls, it would be GREAT if you could sort that list in standard ways. It would be even better if the game remembered how each list was last sorted, so that the options are sticky, even across different game sessions.

I love the number color change for the staff, but I wonder if an auto assignment button could work? Like, if we click it, it automatically assigns the best candidate for that job, or maybe even all jobs. Might be too lazy though, but it feels like that would help with a lot of the tedium.
Agreed.

Would it be feasible to have sorting during the work? I wish we could sort the girls by energy automatically, for example, so that the highest energy girls are pushed to the top of the list. Openness would be a nice one as well, as when training new girls with experienced ones I often lose track of who is who and have to hunt down the girl I want with low or high openness. Again, not sure how hard this would be.
The screen is initially sorted the same way you last had sorted the girl selection screen. The girls at the front of the assignment list will be at the top during work. After that, it goes first in first out, with girls who have finished a session being added to the bottom of the queue.

I think I like this idea, though - as long as ordering the girls by 'first in, first out' remains an option.

I kind of want an option to just skip all the Nicole minigame stuff at this point. I get I can spend money but I wish she just worked like a normal girl or something. I guess I could just pay more cash.
She kinda works like a normal girl. If you have a directory named 'Nicole Aniston', she will pick up on those files where appropriate.

The holy grail for me, is being able to set other girls to be your secretary, complete with the ability to modify the scripts on a girl by girl basis, to suit video availability.

Perhaps such a capability could eventually be expanded into a Corrupted Academy-style event system for all the girls.

Thanks for looking at these, and let me know if you want to take a shot, or I'll try myself.
Thanks for the great ideas!
 
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abcomfg

Newbie
Nov 2, 2018
51
123
166
When you have auto assign girls on, the Negotiator toggled on, and only have girls who cannot do the action and insufficient influence to use the Negotiator, then the game softlocks. You get stuck in a loop of the game asking if you want to send the negotiator, but cannot select either option. Both will then proceed to asking again if you'd like to try with the same girl, or any other girl with the same issue. If you have a character who can do it, you can select them with tab to get around the problem.
I'm working on a change for that.

With that "spring break! woo!" investor, I think there might be an issue with how it's reading the traits or whatever they're called. I think the game isn't properly setting the strings to lowercase or uppercase or all the same case. So, if you have a girl with hair as Blonde and a girl with hair as BLONDE, then they won't count as having the same trait. I like using that investor perk when it works (especially with the excess happiness = bonus money, goes crazy), but I haven't used it in a while because this issue is so frustrating.
Internally, to choose the theme, the game compares the girls' bust/hair/body types to each other using the same variable (ie. girl1.bustType vs. girl2.bustType). Looks like when a girl is initialized using their JSON file, the traits are set to upper case. So how does a girl end up with a non-uppercase trait?

If you could possibly determine which girls have a non-uppercase trait, keep track of how they were acquired, and if the same girls have non-uppercase traits across save files, that would be a big help.

It's also kind of annoying that some girls are set to just never do an action, even if we could just use the default videos that the game has. Ever have a girl early game with one dance, no pose? If a girl has that problem she's basically sentenced to eternity in the backrooms for me. Not sure if there would be a way to just allow all actions, and default to generic vids if they don't have one.
Personally, I only have girlpacks where there is content for every major category (except maybe Group and some Finishers), so I can't say I can relate to that issue. IIRC it is recommended in the girlpack-making guidelines to have enough content in this way.

Would there be an easy way to remove the generic template lessons that a bunch of packs have? Or am I messing something up, if these are appearing?
Make sure to remove both the Lessons backgrounds folder in /images and the Lessons folder in /texts.

When you have the investor that allows for free classes for the girls without the energy drain, when assigning the girl to a class the confirmation prompt still shows up. There isn't a downside to doing a class when this perk is on, right? Makes mass sending all the girls to get educations pretty annoying. Then again, is this perk even good? I have no idea what the numbers actually look like, not enough blood in my brain when I play, if you know what I mean.
You're right - I forgot to take the investor into account. There is no downside. Is it good? I don't really know.

It is really annoying that you can't go back to the other menus when asking the brokers for a contract. If you do, you'll just lose the contract and the reputation that was spent. This probably wouldn't be easy to fix, knowing Unity.
Some people (including me) use this to reroll the contract. I'll consider making the current contract persist and then adding a reroll button, but that's probably low priority for me.

What do the options like auto assign, auto sync, basically all the mod ones, what do they do? I can't remember at this point.
Those options are from Raivo's mod. His post explains the different options.

As for additions, a few things:

For areas like the backrooms and the lounge, I'd love a way to sort by openness, energy, etc. Like how we can sort in the work preparation screen. If you don't know, sorting with those in the work assignment will sort the list for other windows. What I typically do is sort by energy, send the high energy girls to work, and assign the low energy ones to the staff rooms. It would help a lot if we could do this in other screens, like openness for the lounge and energy or skills for the Broker.
When I first started looking at the source code, the staff lists constantly spit out errors that don't appear to affect the actual gameplay, but messed with me when I tried to add functionality to them. Some of the backend bugs that I mentioned being fixed involve the lists, so doing stuff with them might not be as annoying as it was before.

I love the number color change for the staff, but I wonder if an auto assignment button could work? Like, if we click it, it automatically assigns the best candidate for that job, or maybe even all jobs. Might be too lazy though, but it feels like that would help with a lot of the tedium.
I consider that a too lazy thing, so that would be low priority for me.

Would it be feasible to have sorting during the work? I wish we could sort the girls by energy automatically, for example, so that the highest energy girls are pushed to the top of the list. Openness would be a nice one as well, as when training new girls with experienced ones I often lose track of who is who and have to hunt down the girl I want with low or high openness. Again, not sure how hard this would be.
I'd like to have that. Related to that, I'd like to be able to reorder the working girls list in the planning screen. Both look like Unity things that I'm not currently able to figure out yet.

I kind of want an option to just skip all the Nicole minigame stuff at this point. I get I can spend money but I wish she just worked like a normal girl or something. I guess I could just pay more cash.
That's legacy functionality that I think some people might consider core to the gameplay, so I have no intention of touching that at the moment.

Thanks for looking at these, and let me know if you want to take a shot, or I'll try myself.
I'll provide the current source code along with an update in a couple days, before I leave on vacation. I'm going to be busy for the next couple months afterwards, so feel free to take a crack. I would, if possible, like to avoid a situation where we have multiple separate mods running around.

This is a big one for me too. I would love it if players could optionally have a folder called "Generic Clips" or something like that, and if there wasn't any videos in the selected folder for the real girlpack, it would check for the Generic folder before doing the lame generic clips that are baked into the game.
I'll consider it. Probably low priority, as I believe that this is more the responsibility of the girlpack maker to provide such clips.
 
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CaptC

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I get that error, too. The only thing I can think of that I do, that isn't just normal gameplay, is that I have a separate Nicole Aniston girlpack, and I use that name rather than a pseudonym. I don't have a save file that will let me test if that is the issue, though. Might take me a bit to remove that directory and get to a spot where I can test it.
 
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CaptC

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This is a big one for me too. I would love it if players could optionally have a folder called "Generic Clips" or something like that, and if there wasn't any videos in the selected folder for the real girlpack, it would check for the Generic folder before doing the lame generic clips that are baked into the game.
May I suggest? I would rather that the game simply say no, she won't do that.

But if that's not going to happen: Rather than one simple generic clips directory, with the inevitable mismatches on ethnicity and hair color, could there be, oh, I dunno... separate subdirectories for ethnicity at least? I can live with hair color changes, as even within a single pack, hair color changes are very frequent. But it's very immersion breaking when an Asian girl suddenly turns into a Caucasian, for example.
 

rb813

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Can you please explain what steps you are taking for this to happen?
I also get the Nicole's dating videos not showing up (like ever, at all). I think this first started when I switched to 9.5.0.2, but I'm not positive.

Rather than one simple generic clips directory, with the inevitable mismatches on ethnicity and hair color, could there be, oh, I dunno... separate subdirectories for ethnicity at least? I can live with hair color changes, as even within a single pack, hair color changes are very frequent. But it's very immersion breaking when an Asian girl suddenly turns into a Caucasian, for example.
I wasn't even thinking of it in terms of pretending like that's the same girl at all. I guess I don't worry as much about the immersion aspect of this game as other people do. That's why I make "Dance" clips that are just the girl sitting around and talking, when other people will only use clips that are actually dancing, because those are just clips I like to look at. I cut a clip I like, and I put it in the category that suits it best; I'm not trying to pretend like she's actually an employee at a strip club. By the same token, if I assign a girl to a client and the girl doesn't have any clips in the selected category, I would rather see a nice clip of a girl that's definitely not her, then one of the built-in generic clips that I've already seen way too many times, with no faces, and has a noticeably distinct body type from the girlpack subject a lot of times anyway.

Ultimately, if there was an open Generic folder, the worst that could happen is that a lot of players just wouldn't touch it at all (in which case, their experience would be the same as how the game already is), and some players could fill it with neck-down clips in the style of the built-in generic clips (but have more variety and higher resolution), and others could just put in random clips of whatever that aren't trying to look like the same person at all.

But ultimately, if it's a low priority for someone working on the game to do one simple generic clips directory, I don't think there's much chance they would leapfrog over that and do separate subdirectories instead. We gotta walk before we can run (or just do nothing, that's fine too).
 
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