cnwjr

Member
Nov 20, 2021
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There is ongoing development. The author also does captions and at least one other game as well as the occasional story.

The most recent test release was on Oct 30.

For more up to date information on development, check in with the discord site.
 
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Raggedydan13

Newbie
Aug 8, 2017
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So I have been trying to use the mod loader but the .jar files opens and closes after a few seconds loader never actually works. I have reinstalled newest java turned off the blocking and linked the file to open with java. what else can i try? I did the command prompt command to open as well same result.
 

tooldev

Active Member
Feb 9, 2018
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So I have been trying to use the mod loader but the .jar files opens and closes after a few seconds loader never actually works. I have reinstalled newest java turned off the blocking and linked the file to open with java. what else can i try? I did the command prompt command to open as well same result.
An application silently closing usually points to some access trouble. So you either dont have the proper rights on the java level or you lack certain rights where you execute the application. Step 1 on Windows should always be a check in your event viewer under applications. Serious problems will and should show up in there.
 

Zarkhy

Engaged Member
Nov 4, 2018
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So I have been trying to use the mod loader but the .jar files opens and closes after a few seconds loader never actually works. I have reinstalled newest java turned off the blocking and linked the file to open with java. what else can i try? I did the command prompt command to open as well same result.
I couldn't find where exactly I found the information to do this, but what worked for me is I had to create a file with the command to run the damn thing and then it worked like a charm.

On phone at work right now so I can't check the file itself either :(

EDIT: Yeah so, I needed to create a .bat file with:
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written in it. Just update the name to match your .jar file if you're on a newer version, stick it in the folder with the .jar file and run.
 
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Raggedydan13

Newbie
Aug 8, 2017
78
51
191
thank you i'll try this.
Just did it, worked like a charm thanks. I like this game just wanted to add a bit more conent grinding same events gets boring.
 
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Richius

Newbie
Jun 15, 2021
54
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98
So, I'd like to play with quite a number of mods, but I'm having a hard time getting it to work smoothly. It runs, but there are some little weird things/glitches; what makes it unplayable at the moment is that a save game randomly isn't recognized anymore, saying it's not a save game for this version (I'm 100% sure it is, and others still work). I've encountered this before with other setups as well. So, I have some questions that aren't the easiest to answer, but I hope somebody can help out or point me in the right direction.
1. Does anybody know what could cause a save to not be recognized anymore?
2. Is there a efficient way to detect problematic mods? Other than toggling them on and off?
2B. How does this actually work? After you've made a modded game, is it enough to toggle some mods off and "rebuilt HTML"? That saves a huge amount of time.
3. Does anybody have a good mod setup? I'd like to at least play with Blacked, Dreddful Endings, Wharf, extra pills, Emporium and other extra shops, quality of life stuff (like bank secretary points, more bar guests), optionally Get Caged, male masturbation fail, and other small mods to make it harder (more dreams, prolongued arrousal penalty, quiver, )
 
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tooldev

Active Member
Feb 9, 2018
896
868
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So, I'd like to play with quite a number of mods, but I'm having a hard time getting it to work smoothly. It runs, but there are some little weird things/glitches; what makes it unplayable at the moment is that a save game randomly isn't recognized anymore, saying it's not a save game for this version (I'm 100% sure it is, and others still work). I've encountered this before with other setups as well. So, I have some questions that aren't the easiest to answer, but I hope somebody can help out or point me in the right direction.
1. Does anybody know what could cause a save to not be recognized anymore?
2. Is there a efficient way to detect problematic mods? Other than toggling them on and off?
2B. How does this actually work? After you've made a modded game, is it enough to toggle some mods off and "rebuilt HTML"? That saves a huge amount of time.
3. Does anybody have a good mod setup? I'd like to at least play with Blacked, Dreddful Endings, Wharf, extra pills, Emporium and other extra shops, quality of life stuff (like bank secretary points, more bar guests), optionally Get Caged, male masturbation fail, and other small mods to make it harder (more dreams, prolongued arrousal penalty, quiver, )
Save files becoming 'corrupted' was something almost common a few versions back before the rewrite of a lot of things. It especially happened with modded games and I have not experienced any of those myself, but if you read a bit back in the thread you will see it has been a common theme.

So the short of it is: less is more. From your description alone I personally would classify your game as 'heavily' modded. Quality of life is a nice phrase but some of those mods dig deeper into mechanics than you might actually think.

So answers to point 1 are somewhat in the above.

Point 2 and 2b: Toggling and rebuilding is the right way to go. Any extra media etc wont be used if a mod isnt active, so unless you are under disc space pressure just toggling unwanted ones of and rebuilding without deleting everything should be fine. I personally would always go for a clean version, simply to avoid any possible overwrites etc by mods. Another thing to do is to actually use the available 'debug' options in the mod loader preferences.

Point 3 is the one I have the most trouble with. That section is a wild mix of mods not only just adding some extra chars but a mixed bag of stuff that really changes how the mechanics work (extra penalties etc). Leave all the stuff out that clearly does this kind of thing. Add your extra people and after that extend the mods one by one. This is true for every game and mods. You dont just add a shitload of things and then cry for help ;)
Crawl, walk, run. Aside from the mods themselves, load-order might mess things up as well. So this isnt easily answered at all, if not right out impossible to provide unless you provide a complete list of the mods you have in mind including their version numbers etc.
 

sanjafeth

Newbie
Oct 9, 2020
30
36
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I don't play with mods at all, but I have had a few save files corrupt unexpectedly. I assume that is what happened, because I get a screen with no input options when I load the save.
 
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tseug

Active Member
Dec 24, 2019
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Save can be corrupted when you you move to title screen for example from save menu before save completed, at least it's was a way when I got corrupted save once.
 
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Definitely Retarded

New Member
Jan 3, 2025
1
0
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My VPN will not let the mod loader work at all. I am (sadly) using Norton for this and it keeps getting flagged and terminated due to IDP.HELU.JarMal15. I downloaded it from the github link provided by the wiki, is there a way around this because even when I turn off my VPN it still auto blocks it.
 

Richius

Newbie
Jun 15, 2021
54
14
98
Thanks a lot for the replies, especially Tooldev. I started out building it again from scratch. Starting with the most obvious and most used mods. It's going well. 2/3 finished I think.

Another thing to do is to actually use the available 'debug' options in the mod loader preferences.
What is the debug option? I checked the option "Debug Load Option", is that it? And what happens? Does that produce the list of "Conflicting Mods" ? And if so, what can you do with that? Sometimes I see something is wrong (when an image pack is missing, or some obvious flaw), but a lot of errors aren't indicative of the game not working; for example MODs needing earlier build of the game (but they still work on the current build), conflicting MODs that are supposed to conflict > a concrete example: the MODs BR Pill Mod, U666 Spike Fun, Knock-off Pharmacy, and U666 Drug Caliente + Futility conflict with each other, but that's supposed to work that way (right? correct me if I'm wrong ;) ).
 

tooldev

Active Member
Feb 9, 2018
896
868
184
Thanks a lot for the replies, especially Tooldev. I started out building it again from scratch. Starting with the most obvious and most used mods. It's going well. 2/3 finished I think.


What is the debug option? I checked the option "Debug Load Option", is that it? And what happens? Does that produce the list of "Conflicting Mods" ? And if so, what can you do with that? Sometimes I see something is wrong (when an image pack is missing, or some obvious flaw), but a lot of errors aren't indicative of the game not working; for example MODs needing earlier build of the game (but they still work on the current build), conflicting MODs that are supposed to conflict > a concrete example: the MODs BR Pill Mod, U666 Spike Fun, Knock-off Pharmacy, and U666 Drug Caliente + Futility conflict with each other, but that's supposed to work that way (right? correct me if I'm wrong ;) ).
The debug shows you for example if mods overwrite any media etc, so you can actually follow up on things.

As of things like mods not being for the current version: This is exactly one of those cases I meant earlier in my post, when I stated 'less is more'.
Having a single mod not being done for the current version might be ok but you add exponentially when you add more mods with this kind of problem. Not only conflict mods among each other but having any mod that isnt even updated for the current version is asking for trouble. Especially since a lot of the core things have been rewritten (check the changelog as it clearly states that).

I am not a native speaker but the word 'conflict' is chosen for a reason imho. Conflicts are not just some casual statement but a 'warning' that things are about to get messy. Software is dumb and in conflicting situations results easily become arbitrary. So the ONE thing you dont ever want is anything being in conflict with something else.
 

stochastic

Newbie
Dec 21, 2019
94
146
218
As of things like mods not being for the current version: This is exactly one of those cases I meant earlier in my post, when I stated 'less is more'.
Having a single mod not being done for the current version might be ok but you add exponentially when you add more mods with this kind of problem. Not only conflict mods among each other but having any mod that isnt even updated for the current version is asking for trouble. Especially since a lot of the core things have been rewritten (check the changelog as it clearly states that).

I am not a native speaker but the word 'conflict' is chosen for a reason imho. Conflicts are not just some casual statement but a 'warning' that things are about to get messy. Software is dumb and in conflicting situations results easily become arbitrary. So the ONE thing you dont ever want is anything being in conflict with something else.
This is accurate. 'Conflict' generally means that two different mods are trying to change the same text, logic, or media from the base game, and while sometimes this works out, very frequently it means that one or both mods will be broken in some way because the other mod has overridden code that worked a certain way. When you compound this with changes to XCL itself over time and mods that can't keep up with the internal changes to the game, lots of mods - especially old ones - is a quick way to break your game.
 
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Richius

Newbie
Jun 15, 2021
54
14
98
I am not a native speaker but the word 'conflict' is chosen for a reason imho. Conflicts are not just some casual statement but a 'warning' that things are about to get messy. Software is dumb and in conflicting situations results easily become arbitrary. So the ONE thing you dont ever want is anything being in conflict with something else.
This is accurate. 'Conflict' generally means that two different mods are trying to change the same text, logic, or media from the base game, and while sometimes this works out, very frequently it means that one or both mods will be broken in some way because the other mod has overridden code that worked a certain way. When you compound this with changes to XCL itself over time and mods that can't keep up with the internal changes to the game, lots of mods - especially old ones - is a quick way to break your game.
I get what you're saying and I understand that in general this is the case. I didn't mean to imply my build is full of conflicts. The example I gave [BR Pill Mod, U666 Spike Fun, Knock-off Pharmacy, and U666 Drug Caliente + Futility] are indeed MODs that (I think) use the same passages. But they have these MODs (they conflict with) listed as dependancies or suggestions to use together; some are even made by the same coder. So I assume they should work together. My guess is that the MOD-loader lists these as conflicts because they use the same passages, but this is intentional(?). With this example it's quite easy to deduce, but if this is true, how would you know what real conflicts are, if the MOD-loader also flags these cases?
 
Nov 10, 2017
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the stepdad story line is lit. didn't think I'd be invested in that lol

edit: was about to ask about impregnation spurned on by the player, making the transformation permanent but I already saw the roadmap and we're not there yet.

also, it's possible some players will stop at the stepdad story line once it's finished so there should be 1 or 2 more
 

tooldev

Active Member
Feb 9, 2018
896
868
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I get what you're saying and I understand that in general this is the case. I didn't mean to imply my build is full of conflicts. The example I gave [BR Pill Mod, U666 Spike Fun, Knock-off Pharmacy, and U666 Drug Caliente + Futility] are indeed MODs that (I think) use the same passages. But they have these MODs (they conflict with) listed as dependancies or suggestions to use together; some are even made by the same coder. So I assume they should work together. My guess is that the MOD-loader lists these as conflicts because they use the same passages, but this is intentional(?). With this example it's quite easy to deduce, but if this is true, how would you know what real conflicts are, if the MOD-loader also flags these cases?
I put this into terms that are easier to understand: A MOD author usually has a self-interest that might collide with other interests. So any recommendation is usually flawed in those terms.
The mod loader on the other hand is part of the game's development and thus more trustworthy by default. Is any of this fail-save? No. But if one has to weigh a decision between Option A or B, any information of the mod-loader should rank higher.
 

Dragul17

Well-Known Member
Aug 12, 2018
1,068
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Does Bruce get any sex scenes with the Bar girls and Alexia yet outside the threesome scene with you? I haven't stumbled on anything yet. I think making Bruce an active menace in your life rather than oh he's dicking Abbie I guess I gotta wait my turn or Alexia has his number whatever will I do will make those interactions more impactful.

I think I heard of a concept of sex battling basically the more she gets dicked by Bruce the harder it would be to get a bar girl to join you for sex. and you could do the same in reverse by pleasing the bar girls you can fight his attempts. It would also make becoming a girl more devastating to your male character once he comes back to being a guy because by the time you come back the girls are already fully corrupted or damn near close to it. Maybe you can expand and make more bar girls because only 4 of them is kinda boring after a while you could make some of them racial locked like the BBC girl (or make a higher level of dick required to go all the way like an 8 and more).
 
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