HentHighSchool Development Forum

Game Development => HHS+ => HHS+ Development => Topic started by: ElPresidenete on Sep 04, 2023, 07:42 AM

Title: Stupid questions thread
Post by: ElPresidenete on Sep 04, 2023, 07:42 AM
Silly question - I'm trying to filter/split my list into a list of students and adults.... not sure how.

I've seen one script do it by filtering jobs and using Student as a string input/variable, I've also seen ListFilter: Persons List used, but I 'm not 100% sure how that one works... If I understand this correctly, ALL persons matching the filters will be placed in the Per1 linked object... and if I add more persons in the fliter, then it will be filtered further into Per2?

Anyway, best way to do this filter? This is what I?m doing ATM:


(https://i.ibb.co/m5SmZDt/Temp1.jpg) (https://ibb.co/m5SmZDt)

https://ibb.co/m5SmZDt




Title: Re: Stupid questions thread
Post by: shpungout on Sep 04, 2023, 04:43 PM
If you double click on the block "List Filter: Person List", you can select the filter settings. Moreover, you can make several output sets at once (for example, Per1 - male, Per2 - female, Per3 - futa).

Separating students from adults is easier, probably, by the trait "Student" (operation "List Filter: Trait").
Title: Re: Stupid questions thread
Post by: ElPresidenete on Sep 05, 2023, 09:25 AM
Quote from: shpungout on Sep 04, 2023, 04:43 PMIf you double click on the block "List Filter: Person List", you can select the filter settings. Moreover, you can make several output sets at once (for example, Per1 - male, Per2 - female, Per3 - futa).

Separating students from adults is easier, probably, by the trait "Student" (operation "List Filter: Trait").

Figured that one out.

Gettin adults is harder. ATM I am using age of 20+ as a filter.
Can I filter by NOT having a Student job?

I know students can be split into their own list, removing them from the pool, but I kinda want the option to go back and change search parmeters. I can think of a few ways around that tough. Have to add more filters.
Title: Re: Stupid questions thread
Post by: TBBle on Sep 05, 2023, 11:42 AM
The "Student" trait (not job) is how FunctionLibrary\Person\IsStudent checks, so I'd suggest using that trait to stay consistent, in case other things change in the future.

It's a boolean check, so if they don't have the trait, they're an Adult. So List: Filter Trait will split students into the All output, and adults into the No output.

From your original screenshot, you could use Get Person List set to AllStudents rather than getting the entire population and filtering it, but I don't see an equivalent for "All adults", so you'd still need to get the list for AllCharacters and use List: Filter Trait against Student to get your list of every adult in the game.

If you want more complex filters than just List Filter: Trait, have a look at how FunctionLibrary\GeneralEvents\GetCandidates filters at the start using List Filter: Person List. In particular, you can see "Filter to non-students" which has Person 1 filtering for the Student trait with minimum 0, into a list that's never used, and then Person 2 accepts anything with minimum 1, and hence gets the remaining persons, i.e. the adults. It's a shame List Filter: Person can't explicitly filter for !Student trait or something. (In this event, those three List Filter: Person uses could all be replaced with List Filter: Trait, so I suspect they predate the latter's introduction. It's just a handy case that demonstrates multi-stage multi-criteria filtering in a single VEE node.)
Title: Re: Stupid questions thread
Post by: ElPresidenete on Sep 05, 2023, 12:56 PM
If I set FilterList: Person list
Input is AllPersonsList
Person 1 is all checked, but also student
Person 2 is all checked.

If I understand right, output Per1 will make a list of all students and what left will go to output Per2, correct? I should be able to split the list like that.
(https://i.ibb.co/Ks7NHMg/Temp3.jpg) (https://ibb.co/Ks7NHMg)

EDIT: Tried your approach too. This?

(https://i.ibb.co/PTBxFf1/Temp2.jpg) (https://ibb.co/PTBxFf1)
Title: Re: Stupid questions thread
Post by: TBBle on Sep 06, 2023, 01:37 PM
Yeah, both versions look to me like they should work. I would go with the first one since you have a decision in the middle, and List Filter: Person is the hardest filter to inspect and reason about, as it's the most-generic.

If the decision point wasn't there, I'd probably do one filter call into six buckets: Student+Male, Student+Female, Student (should only see futa students now), Male, Female, All (again only futas left).

Note, I haven't tested these, it was just from looking at existing examples which do this.

Is it not working for you?

Also, I'd suggest preferring a String Constant rather than a String as the Trait(s) input for List Filter: Traits, just for future readers.
Title: Re: Stupid questions thread
Post by: ElPresidenete on Sep 06, 2023, 06:10 PM
Seems my 3rd approach works flawlessly :9
Also ya, should change to constant
Title: Re: Stupid questions thread
Post by: ElPresidenete on Sep 07, 2023, 09:14 AM
What do you do when you accidently moved a block or variable outside of the actual visible area in VEE?

I can't delete it, select it or move it
Title: Re: Stupid questions thread
Post by: ElPresidenete on Sep 07, 2023, 09:27 AM
another question, amd I dong this right (to add something to the hypno options):
(https://i.ibb.co/MhNQY3K/Temp4.jpg) (https://ibb.co/MhNQY3K)

Do I have ot keep the same file name? (10_GiveOrderMain.ve)

Title: Re: Stupid questions thread
Post by: ElPresidenete on Sep 08, 2023, 11:59 AM
Hm...how would I go around finding mother-daughter pairs on a location? Seems to convoluted and that making special characters is the way to go.

Or perhaps, can I ensure only mother-daughter pairs visit a location at a certain time?
Title: Re: Stupid questions thread
Post by: TBBle on Sep 08, 2023, 03:45 PM
Off hand, you could List Filter: Trait people in the current location with the Parent trait (and any other criteria you want, then for each person, Get Children of Person and use Object List Intersection against the people in the current location (or some subset thereof) to find any present children, and if that's non-empty, you have a match.

However, that might prefer alphabetically-first pairs (I'm not sure) so you may want to accumulate all matches, and pick one at random.

Controlling movement is harder. If it's a public location, schedule handlers will happily use it. I'm not sure off-hand how other movement works, but I suspect that apart from homes and the school, NPCs are assumed to be able to wander wherever.
Title: Re: Stupid questions thread
Post by: ElPresidenete on Sep 14, 2023, 10:12 AM
Check this:
https://ufile.io/2ypoagdj


This is an event for finding several parents and their kids and putting them in the gym over the weekend. Can someone look it over. Is this fine?
Title: Re: Stupid questions thread
Post by: ElPresidenete on Sep 19, 2023, 07:47 AM
So I was thinking of using a random person for a part of a quest chain instead of a pre-made character, but the issue is how to pass that person to the next event? Only a global string variable comes to mind. Any other ways, or do I just make a character?
Title: Re: Stupid questions thread
Post by: TBBle on Sep 19, 2023, 12:25 PM
If they're going to be around for the quest chain for multiple stages and get involved, I'd make a character to avoid surprises. Particularly if the player needs to interact with them, they will need to be easily and repeatably identifiable, both in-game, and for when people ask quest questions in the forums. ^_^

If you just need them for a step or two, there's an example you can look at in the Carmen Smith quest where two "Gossip girls" are chosen, marked HasQuest, used in the event, and then used again and de-HasQuest'd in the next stage (a few weeks later). It uses save-persistent string variables to the names, and looks up the Person object each time. As I recall, the first event is their Rooftop meeting, and the second event is something related to "rumours" in Downtime; I don't have the exact event names/paths at hand, but they're both location-based events.
Title: Re: Stupid questions thread
Post by: ElPresidenete on Nov 06, 2023, 09:23 AM
Ok, so I did a few things but want ot check what is planned so I don't mess with future plans.

A small mini-mod that does the following:
- adds swimming on beach
- after buying school basement for Keller, visiting the basement starts bringing in some cash (Keller must still be hired)
- on weekends (evening/nights) if you visit the school basement you will find Keller dominating a random NPC that has a matching fetish (masochist, bondange, etc..)

Was thinking of adding some events for visits.
Title: Re: Stupid questions thread
Post by: ElPresidenete on Nov 07, 2023, 11:48 AM
Was hoping for some answers, but oh well.. guess I'll ask more questions:

I notice that IsPersonVirgin method checks for anal and vaginal...but sometimes when I ask people about their virginity, it also shows dick in the person stats display. How do you get penile virginity?
Title: Re: Stupid questions thread
Post by: ElPresidenete on Nov 14, 2023, 09:07 AM
(https://i.postimg.cc/YjP01XhJ/hmmmm.jpg) (https://postimg.cc/YjP01XhJ)

It's not triggering. Did I get this wrong.

It's supposed to trigger over the weekend (saturday, sunday) at night
Title: Re: Stupid questions thread
Post by: Umgah on Nov 18, 2023, 09:59 PM
Where is the event file placed? If that is just a location event then it should be in YOUR_MOD\Events\Location\School\Basement and you do not need location checks because that event will be triggered only there.
Title: Re: Stupid questions thread
Post by: ElPresidenete on Dec 19, 2023, 10:22 AM
How to make a person sleep/use a bed.

I can't see where beds are defined (I cna find a sleep button for the player).
I'm trying to put beds in the basement and have slaves sleep there. Putting them there and having them stay there is easy. But how to make them sleep/use bed?
Title: Re: Stupid questions thread
Post by: barteke22 on Dec 19, 2023, 04:47 PM
Either:
- Set their Bedroom to that location for auto.
- Manually apply & remove the ScheduleHandlerAsleepIndicator status effect (could apply it in a DailyEvent (asleep at midnight) with enough minutes to run out at 6am).

Bed visual requires one to be defined in the location's layout.xml, otherwise they'll be asleep standing.
Title: Re: Stupid questions thread
Post by: GTK/HLK on Dec 19, 2023, 05:33 PM
Had an issue before where Fontaine Auto Wins without interaction. Back after playing before(different times) but the one before hand still had the issue with Fontaine Auto win. (and no scene of being introduced to the Town Council/Hall) which i saw in the other previous runs before this. which led to being able to vote.

While i know that branch of the story doesnt exist.

its one of the things that stumps me. (specially since the first times always went through.)

Currently Running the latest. No changes/Mods (so unless extract and play doesnt work for the latest. since it doesnt seem to have patches. i didnt do anything else.)
Title: Re: Stupid questions thread
Post by: ElPresidenete on Dec 20, 2023, 08:54 AM
Quote from: barteke22 on Dec 19, 2023, 04:47 PMSet their Bedroom to that location for auto.

How? I have no idea how bedrooms are set.
Title: Re: Stupid questions thread
Post by: TBBle on Dec 20, 2023, 04:07 PM
Quote from: ElPresidenete on Dec 20, 2023, 08:54 AM
Quote from: barteke22 on Dec 19, 2023, 04:47 PMSet their Bedroom to that location for auto.
How? I have no idea how bedrooms are set.

Normally, they're either set in the File Editor, or the game assigns a home when it generates them.

To set it from VEE, you're probably going to have to use Set Property By Name, the property name appears to be intBedroom. intHome might also be relevant since you probably want to avoid any surprise commuting to their own home and then suddenly being asleep in your basement.

In the slave case, I assume you're still using ScheduleHandlerNoneIndicator (via calling PutPersonInLocByName with duration -1) to keep them in the basement, and if so then I suspect intBedroom won't be checked, and you'll have to manage ScheduleHandlerAsleepIndicator directly.

There's no events in 1.10.0.6 that handle ScheduleHandlerAsleepIndicator or those properties, nor docs that I can see, so you may need to be careful that the engine is not interfering with them unexpectedly. Hopefully, ScheduleHandlerNoneIndicator being applied prevents the internal/default NPC scheduler from automatically putting people to sleep or waking them up.
Title: Re: Stupid questions thread
Post by: ElPresidenete on Dec 21, 2023, 08:11 AM
I am using ScheduleHandlerNoneIndicator, yes.

Would making a custom ScheduleHandler for slaves be the proper solution?
Title: Re: Stupid questions thread
Post by: TBBle on Dec 21, 2023, 10:36 AM
Unless it's changed and the docs have not been updated, custom schedule handlers only work for scenario-specified NPCs, not generated NPCs.

This was reportedly done for performance reasons, but I wonder if that restriction could be removed or loosened with something like ScheduleHandlerCustomIndicator. Using a Schedule Handler instead of ScheduleHandlerNoneIndicator would not interfere with normal awake/asleep handling, as far as I know, including allowing slaves to have late nights and/or sleep-ins (but not wander around town). I noticed that Andy has a SH to control where he sleeps, but sleeping itself is not managed by the handler.

I suspect that a scheduled event created from a DailyEvent might be better if you're only trying to apply status, and not actually move the slave around based on time-of-day and other logic, i.e. confined to a single room. I would start with logic that is similar to how slave food status is handled, but I don't know if that code is also in need of modernisation.
Title: Re: Stupid questions thread
Post by: barteke22 on Dec 21, 2023, 10:13 PM
You can set the bedroom with a link variant of the 'Person Location: ...' Op.

Neither bedroom (if NPC is in that location) nor Asleep/AwakeIndicator are affected by NoneIndicator (it only skips movement). You can easily test it by going to General Home and debugging the NPCs there.

ScheduleHandlers can be assigned to anyone via AttachEvent since 1.10 (though I'd imagine fireworks if attached to PC).


Easiest way to check if something works is experimenting, or if you need more in depth info, you can always ILSpy the exe to see the code.
Title: Re: Stupid questions thread
Post by: ElPresidenete on Dec 22, 2023, 10:46 AM
So I could in theory attach a Scheduler that would permit the slave to vist only certain locations (like roam around the house, but never leave)?

Interdasting. I will be trying some of these methods.
Title: Re: Stupid questions thread
Post by: ElPresidenete on Jan 04, 2024, 09:25 AM
I want ot dispaly to the palyer the number of utems/uses and have the mselect how many they wil luse. any smart way of doing that?
Note, I want ot do that for different items.

Basically, player gets choice of 3 drugs (depending if he has them), picks which one he will use and then how many.
Title: Re: Stupid questions thread
Post by: TBBle on Jan 04, 2024, 01:33 PM
Quote from: ElPresidenete on Jan 04, 2024, 09:25 AMI want ot dispaly to the palyer the number of utems/uses and have the mselect how many they wil luse. any smart way of doing that?
Note, I want ot do that for different items.

Basically, player gets choice of 3 drugs (depending if he has them), picks which one he will use and then how many.

I don't think there's anything native to help with that. The Inventory-based "Use" flow, (which also applies to NPCs but not daily-triggered items) is simply a wrapper around the ItemEvent AFAICT: It Tries the ItemEvent, and if accepted, increases the item use-count, Executes the ItemEvent, and if the use-count is now greater than the max uses, it deletes it. (That's mostly guessing based on the tanning lotion ItemEvent's implementation.)

So if you're trying to support choosing between items that are already directly inventory-usable, you just need to call the ItemEvent in the same way. Location\Your Bathroom\Btn_Shave tries to do this, but I think it's currently buggy as it's not incrementing use-count and never destroys the item when used up. (I reported this in the bug-report thread yesterday. I also suspect there might be a stack-splitting bug lurking in there, but haven't actually confirmed that to be the case, nor exactly where it is. Easy to test with a new game...)

And if the ItemEvent generates UI you don't want to trigger (because you're using multiple at once), you may need to extract the actual effect into the Function Library and call it from the ItemEvent and directly from your script. You could also smuggle a boolean "SkipUI" parameter into the Item Event that the engine will never set to True, if you prefer that. The energy drink button in Indicators and Difficulty mod just cut-and-paste the Energy Drink effect logic, which avoids modifying the Energy Drink vanilla object.

A "Disable Show Events" VEE node (like the one for temporarily disabling UI Notifications) would make this more reusable, but is probably not widely-useful... There was some other system that also uses some kind of SkipUI input, it might be part of GenSex? Either way, breaking the core logic out into the FunctionLibrary is probably simplest for now.

If you want to make the Use option in the player inventory also query for a count, then you'd do that in the Item Event's Execute path, once you know the Player is trying to Use (Mode 0) the item. You can use the Show Decision (Numeric Field) VEE node, but that doesn't AFAICT support bounding the input, so you have to requery if the player gives invalid input. (This might make a good engine feature request, either allow bounding that VEE node, or add a new Show Decision (Numeric Range) VEE node which offers a slider or similar friendly UI.). The energy drink button in Indicators and Difficulty mod drinks up to the number input, so that's an option too.

Combining both the above would allow an event to offer a list of inventory items (Panty Magic logic does this for example) and then call the chosen item's ItemEvent which will then query for the count to use, same as being used directly by the player from their inventory.

Late Edit: I just noticed that the Coffee Beans ItemEvent actually manages the stack of items itself, because it is never Used by the MC from Inventory, but is for calling from other events. So you can see what the Inventory Use logic is wrapping up for you, including moving items between stacks as their use-count changes. (Which is what I suspect the Shave button bug is... because the use-count didn't change, the stack wasn't split so the whole stack was renamed)
Title: Re: Stupid questions thread
Post by: ElPresidenete on Jan 04, 2024, 01:45 PM
Hmmm... Well, the event I'm making is spiking a drinks machine with either Slut Maker, Corruptor or Sildenafil.

ATM it owrks by chekcing if oyu have 1 in inventory, allowing you the option if you can and only using one. Then I'm iterating trough the lsit of affected people (everyone in the club in this case) and applying specific stat changed depending on drug used.

I was thinking of simply iterating trough people and callign the Item event on them, but that might be too powerful and I'm nto sure if I can. Logically, the effect would be watered down.

Now, if I can adjust the number of drugs used, then I could adjust the effect too. I know how  Icna do it, but that implementation wil lbe spahgetti, so for now I'm making fixed use.

My quest chain is nearing completion too.
Title: Re: Stupid questions thread
Post by: TBBle on Jan 04, 2024, 04:59 PM
Yeah, sounds like you'll have to duplicate the relevant effect code and scale it in your event, like Indicators and Difficulty mods for Energy drinks, calling the item event directly won't be flexible enough for your use-case here unless the Item Event already has the relevant stat-changing code broken out somewhere else.
Title: Re: Stupid questions thread
Post by: ElPresidenete on Jan 05, 2024, 07:18 AM
ATM I'm skiping checking the drug level for simplicity.


I toyed with the idea of simply having different club upgrade levels, each with different stat changes and then switch between them depending on drug use. However, that would make corrupting work on full auto.

I'd rather have the player have to come several times to spike the machine and spend drugs and time.
Title: Re: Stupid questions thread
Post by: ElPresidenete on Jan 05, 2024, 11:40 AM
another question - as I'm working on the bully quest chain, one isse propper up.

ATM, I'm randomly fetshing 3 bullies and 1 victim, saving thier names in their global strings and using them like that. It works, tough it could be better (perhaps using UID?)

the things is, I'd like to make sure the bully has specific traits.. like being female, a sadist and having a matching personality, like Rebel. Problem is, what if due ot the random roll nature, no student matches those?

Altering the student might be obvious to the player if they swtich personality suddenly. Coul have a script that fires at game start that makes sure such a student would be there, but what if htepalyer adds a mod mid-playtrough?  Should I even be worried about that?
I have no idea how to make special Characters and there's plent of them already that aren't finished, don't want to add more.

Thoughts?
Title: Re: Stupid questions thread
Post by: TBBle on Jan 05, 2024, 01:10 PM
This is what HasQuest and Special Characters are for. Special Characters don't really need to have extensive quest-lines or whatever, or even be involved in the mainline quests. Special Characters are just predefined characters that wander around the world. HasQuest will keep players from doing things like using FutaMaker to break your quest logic and images, and you can remove it once the chain is complete. The prostitutes are examples of this kind, although they do have custom paperdolls for their working outfits.

You could have an init even that picks a random character from the population, (creating one if necessary) and applies HasQuest to them, if you want variety in the bully character. Special Characters mean you don't need too many variations of quest-specific scenes for them though.

Other mods shouldn't be messing with Special Characters (another reason to use it) unless they also take on the work of keeping that character functional, c.f. all the hassle that Futa Overhaul suffers because it's in exactly that situation. Most "Pick a random character to get involved in this one-shot scene" logic avoids Special Characters by default too.

So I would lean towards have a quest-specific Special Character, HasQuest-protected, and go from there. Most aspects of Special Characters will default back to generic NPC handling if not actually specialised, so you don't have to do much to make them fit into the world.
Title: Re: Stupid questions thread
Post by: ElPresidenete on Jan 09, 2024, 07:12 AM
I need to figure out how ot make heads before I cna make characters.

But another question - how to change the size ofa character? There is a size value in debug but it only affects the y axis. It looks bad when you want to make a smaller/petite character,you get a squashed dwarf...or an elongated monster in case yo uwant a tall character.
So any way to actually adjust scaling equally?
Title: Re: Stupid questions thread
Post by: ElPresidenete on Jan 09, 2024, 01:44 PM
In what way can I check if an NPC had previous sex acts wiht the player? I know they are tracked, so probbly a SQL querry? But what table?
Title: Re: Stupid questions thread
Post by: TBBle on Jan 09, 2024, 03:31 PM
See ExtensionLibrary\InfoPanel\GenSexTab\AddVanilla.ve.xml for the code and SQL queries that enumerate the sex acts from the relationship database.

Spoiler

Here, @Key is one of the GS_ tags in node 1203.

First two are the player themselves, calculating the count given and received. The second two are for Player/NPC specific relationship.

SELECT IFNULL(SUM(DataValue), 0) AS CountG
FROM relationships AS rel
LEFT OUTER JOIN relationshipdata as data
ON rel.id = data.relationshipId
WHERE rel.ownerID = 0 AND data.dataKey LIKE (@Key || '1_')


SELECT IFNULL(SUM(DataValue), 0) AS CountR
FROM relationships AS rel
LEFT OUTER JOIN relationshipdata as data
ON rel.id = data.relationshipId
WHERE rel.ownerID = 0 AND data.dataKey LIKE (@Key || '2_')

SELECT IFNULL(SUM(DataValue), 0) AS CountG
FROM relationships AS rel
LEFT OUTER JOIN relationshipdata as data
ON rel.id = data.relationshipId
WHERE rel.ownerID = 0 AND rel.targetID = @UID AND data.dataKey LIKE (@Key || '1_')

SELECT IFNULL(SUM(DataValue), 0) AS CountR
FROM relationships AS rel
LEFT OUTER JOIN relationshipdata as data
ON rel.id = data.relationshipId
WHERE rel.ownerID = 0 AND rel.targetID = @UID AND data.dataKey LIKE (@Key || '2_')

[close]

For your use-case, you might be able to use Person Relationship Database node with the GS_ values from node 1203, although I noticed GS_StripShow% in that list, suggesting there's multiple things that start with "GS_StripShow", like "GS_StripShower". The full tag in the DB has a digit after the action tag, distinguishing giver and receiver, and then data for consent. So if you are interested in an event you can build a full tag for, you can use it. (It's also possible you can sneak SQL wildcards into that node's tag input...)

Looking at FunctionLibrary\GenSexHandling\GetAddSetDDTag.ve.xml, the full list of action tags are in a column down from node 14.

I'm not sure why there's a separate count for strip-shower but not the other sex you can have in a shower...

You also might find FunctionLibrary\GenSexHandling\TargetsFirstTime.ve.xml either directly, or taking advantage of the FunctionLibrary\GenSexHandling\GetAddSetDDTag.ve.xml with Mode 128 as seen there, which for a given action can tell you how many were to Person A and how many received. Mode 256 will do the same with Person B. These modes don't care about the Consent or partner when counting, they're simply reporting the person's experience in each action.
Title: Re: Stupid questions thread
Post by: ElPresidenete on Jan 10, 2024, 09:36 AM
I'm runnig into an issue of hte club president being un-assigned.

I activate a club, and add peple to it trough scrip, then pick one random club member nad set them as president. When I lookthe club under club managment all members and president are listed. But at some point hte president gets un-assigned.

Note that I have set LydiaSwan as preffered president, even tough she wasn't added to the club. Could that be  the cause?
Title: Re: Stupid questions thread
Post by: ElPresidenete on Jan 11, 2024, 07:25 AM
Weird, weird, weird.

So not only does the club president keep getting un-assigned (I aded a debug button to pick a random person from club and make htem president, and itdoes add the president, but the next day the president is unassigned), but if I trigger the avent after hitting hte button (so it doesn't fail because there is a president temporarily)
the event stil lfails because AttachEvent apparently goes bonkers.

the reason I'm using the president is to have a consisten person to attach interaction events to. I could use a random I guess, but there's still an issue of AttachEvent giving me some key error.

Does an event you want to attach to a person have to sit in a specific folder? Is there anything that could cause it to fail?
EDIT: I think I got it. Will see if it works
Title: Re: Stupid questions thread
Post by: TBBle on Jan 11, 2024, 08:35 AM
Quote from: ElPresidenete on Jan 10, 2024, 09:36 AMNote that I have set LydiaSwan as preffered president, even tough she wasn't added to the club. Could that be  the cause?

I'm suspicious about this... Does it happen if you have no preferred president? It might be that having a non-student as preferred president is confusing some engine logic causing it to try to make Lydia the president, but then fail to add her to the club (maybe because she's not on staff?) and hence leaving no president.

I note in passing that the file editor says that events can access the preferred president, but I actually don't see a VEE node for it. I didn't go looking through events, but it is listed in Get Property By Name at least. I assume the intent of that was for events to manage the preferred president taking over, but I guess that's handled in-engine for now.
Title: Re: Stupid questions thread
Post by: ElPresidenete on Jan 11, 2024, 10:14 AM
Quote from: TBBle on Jan 09, 2024, 03:31 PM*SNIP*

All I need is to see if a person had vagial sex with the Pc before.
But checking for virginity would be a nice bonus.


@TBBIe - I removed the prefred president from the club gameObject/file, and updated the files. For some reason the club president still keeps getting reset. Or it may be that I will need to start a new game (again) to test properly. We will see.

If I fail to fix this, I'll simply attach the event to a random person from the club, tough I feel it's less secure for the player to remember whom they have to talk to, without having anywhere to look it up.
Title: Re: Stupid questions thread
Post by: ElPresidenete on Jan 15, 2024, 11:08 AM
ShowDEcisions - if multiple bool variables are linked to one option, then all mustthe true or are multi-links not supported?

EDIT: Another question - how to check for penis verginity?
Title: Re: Stupid questions thread
Post by: ElPresidenete on Jan 17, 2024, 10:48 AM
Hm..I want to make a check to see if Annette is present, but in a general sense (not at location).

Looking at the code, there is a variable ArrivalState, but it gets overwriten and the only possible values are
Pos 0 = Annette Chosen
Pos 1 = Andy Chosen
Pos 2 = Chosen sibling has arrived
Pos 3 = No one is coming

So I can chekc if a sibling has arrived, but now who.... Any ideas?

Title: Re: Stupid questions thread
Post by: TBBle on Jan 17, 2024, 02:18 PM
Quote from: ElPresidenete on Jan 17, 2024, 10:48 AMHm..I want to make a check to see if Annette is present, but in a general sense (not at location).

Perhaps the Annette in town variable in ScheuldeHanders\Annette_SH is what you want. Although it's not marked reload-persistent, that's probably a bug, as reloading that event as it is now would cause Annette to stop hanging around the house in the mornings and evenings.
Title: Re: Stupid questions thread
Post by: barteke22 on Jan 17, 2024, 05:42 PM
Quote from: ElPresidenete on Jan 15, 2024, 11:08 AMShowDEcisions - if multiple bool variables are linked to one option, then all mustthe true or are multi-links not supported?

EDIT: Another question - how to check for penis verginity?

Bools: All must be True.
Virginity, either check how AskVirgin, or InfoPanel (ExtensionLibrary\InfoPanel\Main) does it (info panel at least checks that).

Quote from: ElPresidenete on Jan 17, 2024, 10:48 AMSo I can chekc if a sibling has arrived, but now who.... Any ideas?

TBBle's answer is probably what you want, but Bit Pos 0-3 are binary positions (checkmarks in a BitField variable), any combination can be true.
Title: Re: Stupid questions thread
Post by: ElPresidenete on Jan 18, 2024, 07:46 AM
Oh shite..it's a bit field, not a regular int. I missed that!
Title: Re: Stupid questions thread
Post by: ElPresidenete on Jan 26, 2024, 12:44 PM
If  Iwantot get a list of people currently present at location, sorted by relationship value towards  a given person... how would I go about it?

List Filter: Relationship database seems like a logical course, but I'm nto sure how it works. Is what is written ih the VEE jsut an example or implied? The parameter is attached a string constant? Is paremeter only a WHERE part?
Why are there two input boxes?

I basically want to find hte people with highest relationship to NPCx

Would this work:
select id, value FROM relationships
LEFT OUTER JOIN relationshipdata ON relationships.id = relationshipdata.id
where relationships.ownerId = @ownID AND relationships.targetID = @tarID AND value >= 50
ORDER BY value DESC
Title: Re: Stupid questions thread
Post by: barteke22 on Jan 28, 2024, 01:21 AM
Relations are bi-directional, so if you want to filter NPCs with highest rel towards connected NPCX, rather than NPCX's highest rels towards them (it's more or less the same thing).  Right-click the Op and use the Target variant link.

What you see in that Op is already part of the query, you can just add extra stuff above / below the WHERE clause.

In which case, if you want 50 to be minimum, add below WHERE:

AND rel.value >= 50
ORDER BY rel.value DESC
LIMIT 10;
Title: Re: Stupid questions thread
Post by: ElPresidenete on Feb 16, 2024, 10:21 AM
How would I get list of of all persons wiht phone numbers?

Title: Re: Stupid questions thread
Post by: dcsobral on Feb 17, 2024, 09:34 PM
Quote from: ElPresidenete on Feb 16, 2024, 10:21 AMHow would I get list of of all persons wiht phone numbers?



Do you mean all persons whose phone numbers you have? If so, I have this:

(https://imgur.com/T9JI5KP.png)

(that's https://imgur.com/T9JI5KP which for some reason I'm not seeing in my post)
Title: Re: Stupid questions thread
Post by: TBBle on Feb 18, 2024, 05:16 AM
(Code tags added so the img tag is visible)

Quote from: dcsobral on Feb 17, 2024, 09:34 PM[img]https://imgur.com/T9JI5KP[/img](that's https://imgur.com/T9JI5KP which for some reason I'm not seeing in my post)

To embed images from Imgur, you need to reference the image file itself, not the post.

This works:

[img]https://i.imgur.com/T9JI5KP.png[/img]
i.e.

(https://i.imgur.com/T9JI5KP.png)

The simplest way is when you look at the post in Imgur, you can click the meatballs menu of the image (not the post), click "Get share links" and there's a BBCode link you can copy and paste directly.
Title: Re: Stupid questions thread
Post by: ElPresidenete on Feb 19, 2024, 11:03 AM
I am going bonkers trying to get some of my events to work.

SlaveHandler for some reason STILL triggers multiple times, despite me changing it and re-checkggn it a dozen times to make sure that are no duplicate links or loops that could cause it.

Also, the "Bring another slave in" option fails to find another slave, despite there being two.

The ganbang and TeacherStundentSex (ClassromShared) events (and some others) fail to show any images (using ActionIamgeProvider).
Title: Re: Stupid questions thread
Post by: ElPresidenete on Feb 22, 2024, 09:52 AM
How to acees a person room/bed data so I can change where a NPC sleeps?
Title: Re: Stupid questions thread
Post by: TBBle on Feb 22, 2024, 11:24 AM
Quote from: ElPresidenete on Feb 22, 2024, 09:52 AMHow to acees a person room/bed data so I can change where a NPC sleeps?

I expect it's available via Get/Set Property By Name. If there's any other system for accessing them, it'll be used in the Annette/Andy arrival event, as I believe they update the chosen sibling's home and bedroom? Edit: Nope, the siblings are kept out-of-town by custom schedule handler, not home/bedroom settings.

Also, since the variables are prefixed with int, it's possible that the engine does something with the values (caches them, applies some other logic) so updating them in-place may not go as-expected.
Title: Re: Stupid questions thread
Post by: ElPresidenete on Feb 22, 2024, 11:49 AM
Huh...so you are telling me that changing where a person sleeps is at the moment not feasable tough code/VVE?

Interestingly, I can change it trough DEbug->Persons
Title: Re: Stupid questions thread
Post by: TBBle on Feb 22, 2024, 06:04 PM
I'm not saying you can't change it, I'm saying you can (use Set Property By Name for the same property as in the Debug state editor), but noting that it's possible that caching or something assumes that property isn't changed at runtime, and so to be on the look out for weird bugs.

In particular, since the scheduler needs to know NPC homes and bedrooms for evening and sleep schedules, it might cache those values daily or forever, or alternatively, teleport people around if they are changed during the time that they're used.  (The "int" prefix makes me suspicious that there's caching or accessor-behaviour etc, but only suspicious.)

But that's 100% speculation, so I suggest "try it and see".
Title: Re: Stupid questions thread
Post by: dcsobral on Feb 23, 2024, 05:30 PM
Then again, there's the Great Scheduler Rewrite project that would make that possible.
Title: Re: Stupid questions thread
Post by: ElPresidenete on Mar 19, 2024, 06:59 AM
ActionIamgeProvider. For some reason I cannot get it to work. It never shows any images.

You have to use the TRy node on entry and Accpeted at exit, right? And the image path is provided as a normal string variable, right?
Title: Re: Stupid questions thread
Post by: DeniedInMontana on Mar 19, 2024, 07:20 AM
Quote from: ElPresidenete on Feb 19, 2024, 11:03 AMActionIamgeProvider


Is it spelled correctly in the event?  ActionImageProvider  instead of the above?  The other thing I have noticed is that if I haven't started the game with mod running since restarting the computer/laptop, the VE editor doesn't recognize any of the mods you may be editing as they aren't stored in memory yet.  So the image paths are relative to the basic Schools/Normal/Images path, rather than the mod - but once you've loaded the game with mod and closed it, you can adjust picture paths relative to the mod folder instead and it will recognize afterward.
Title: Re: Stupid questions thread
Post by: ElPresidenete on Mar 19, 2024, 01:32 PM
You can't really get away with spelling it incorrectly, as it won't load and you wont' get any inputs/outputs and you'll get errors.

I dont' get any errors. It's just that no images show up when I use it-
Title: Re: Stupid questions thread
Post by: DeniedInMontana on Mar 19, 2024, 02:35 PM
Alright, I'm about to head to bed for a bit - final question for you for now, @ElPresidenete - are you using the VEE editor, or modifying in a text editor?  If you are using the VEE, make sure that you have loaded the game with your mod active, closed the game, and then opened the VEE and the problematic mod.  If you do not see any images in the section supplied for Show Image, then the the image is not linked correctly - or if it's a random selection, the folder hasn't been set relative to the mod correctly, and is looking for the images in the Schools/Normal/Images folder rather than your Mod/Images folder.  Beyond that, I have no clue.
Title: Re: Stupid questions thread
Post by: ElPresidenete on Mar 20, 2024, 09:39 AM
Quote from: DeniedInMontana on Mar 19, 2024, 02:35 PMAlright, I'm about to head to bed for a bit - final question for you for now, @ElPresidenete - are you using the VEE editor, or modifying in a text editor?  If you are using the VEE, make sure that you have loaded the game with your mod active, closed the game, and then opened the VEE and the problematic mod.  If you do not see any images in the section supplied for Show Image, then the the image is not linked correctly - or if it's a random selection, the folder hasn't been set relative to the mod correctly, and is looking for the images in the Schools/Normal/Images folder rather than your Mod/Images folder.  Beyond that, I have no clue.

My mods are alaways fully loaded.

ActionImageProvider doesn't preview images, whicch is why it's so infuriating

(https://i.postimg.cc/WFLNKpKM/aap.jpg) (https://postimg.cc/WFLNKpKM)
Title: Re: Stupid questions thread
Post by: DeniedInMontana on Mar 20, 2024, 01:44 PM
My suggestion would be to open the ActionImageProvider VEE itself and set the first Switch By Integer Range as a breakpoint, to be sure it's being called and with what variables.  Then you can follow the path step by step to see where it is going.  I also noticed that this particular VEE ONLY has a try phase, so if it's being rejected in there you can find out why.  Just make sure you right click the eyeball to focus on the current process/action as you step through, if you haven't already.

I noticed that you have no outputs for the rejected links - putting a text box of "error - rejected" would give a quick note if it's breaking in that call before doing a hard search through the AIP VEE.
Title: Re: Stupid questions thread
Post by: ElPresidenete on Mar 21, 2024, 08:09 AM
I tried both Action image and Action image provider and neither show up the image in the event. It's frustrating.

In other news, I finally figured out that SlaveHandler fireing off 4 times error.
The script itself was OK. the problem is that the game REFUSED to use the new script, no matter what I tried. Adding changed scipts, refreshing, saving loading. Repeat several times. No effect.
I even made a script that removes an Attached Event and then puts it back, hoping THAT would fix it. Nope. Once an event is attached to a person it's there to stay and cannot be updated with a new version.

Enslaving a new person - new script is attached and works fine.
Title: Re: Stupid questions thread
Post by: DeniedInMontana on Apr 10, 2024, 01:51 PM
I'm seeing two things in the most recent download (Currently dated 2/15/24 in your mediafire list) of RandomFixes pertaining to some of your struggles.

1st, the folder setup you have initially set for the Location/Outdoors Shared/AgeGapEncounters.ve does not exist in any of your mods or downloads, including the ALLIMAGES.zip pack.  I haven't looked at the rest to see if that is the case elsewhere.

2nd, the folder layouts are looking for gender folders inside each when going for image packs - take a look at GenSex Image and Character Packs.txt and General Sex Functions.pdf in the Docs folder.

3rd, when looking at the individual events for Mods\RandomFixes\Events\Interactions\Special\SedativeSex.ve and others, the image path isn't set correctly, so the event is looking for the nearest matching folder setup - which is often in the bondage-sex folder instead, so the images wouldn't match up.  Some which are looking for a specific image such as the handjob, have the wrong filename listed with nothing similar in any events, which is where the black image comes from (I believe).

Hopefully this helps track down what you're looking at?
Title: Re: Stupid questions thread
Post by: ElPresidenete on Apr 12, 2024, 10:34 AM
IIRC, the age gap enoucnter calls iamges dirently, not with ActionIamgeProvider.

And sleep action should refer to "Mods\RandomFixes\Images\sleep_sex" path, unless I'm going crazy, which I might well be.

I will take a look
Title: Re: Stupid questions thread
Post by: ElPresidenete on Apr 23, 2024, 10:57 AM
If I want to add more images to GenericSex, do I have to put them in the bas folder, or can I put them in a mod (with the same folder name/structure) and the game will load both image sets?
Title: Re: Stupid questions thread
Post by: DeniedInMontana on Apr 23, 2024, 11:02 AM
Quote from: ElPresidenete on Apr 23, 2024, 10:57 AMIf I want to add more images to GenericSex, do I have to put them in the bas folder, or can I put them in a mod (with the same folder name/structure) and the game will load both image sets?

I've tried that before as well, and I couldn't get it working - so I just added them to the base folder instead.  Of course, I only tried for like 30 seconds before saying "Eh, not worth the effort".
Title: Re: Stupid questions thread
Post by: dcsobral on Apr 26, 2024, 07:53 PM
Quote from: DeniedInMontana on Apr 23, 2024, 11:02 AM
Quote from: ElPresidenete on Apr 23, 2024, 10:57 AMIf I want to add more images to GenericSex, do I have to put them in the bas folder, or can I put them in a mod (with the same folder name/structure) and the game will load both image sets?

I've tried that before as well, and I couldn't get it working - so I just added them to the base folder instead.  Of course, I only tried for like 30 seconds before saying "Eh, not worth the effort".

Huh? The AI Decensor mod is nothing but images replacing ones in the base game, and it's just the same folder structure.

The Pregnancy mod adds images to PCGeneralSex, and it does so by just using the same folder structure too.
Title: Re: Stupid questions thread
Post by: DeniedInMontana on Apr 27, 2024, 08:27 AM
Quote from: dcsobral on Apr 26, 2024, 07:53 PM
Quote from: DeniedInMontana on Apr 23, 2024, 11:02 AM
Quote from: ElPresidenete on Apr 23, 2024, 10:57 AMIf I want to add more images to GenericSex, do I have to put them in the bas folder, or can I put them in a mod (with the same folder name/structure) and the game will load both image sets?

I've tried that before as well, and I couldn't get it working - so I just added them to the base folder instead.  Of course, I only tried for like 30 seconds before saying "Eh, not worth the effort".

Huh? The AI Decensor mod is nothing but images replacing ones in the base game, and it's just the same folder structure.

The Pregnancy mod adds images to PCGeneralSex, and it does so by just using the same folder structure too.


Yeah I'm aware.  At the time I was trying to deal with the images in the AllImages file, I was half asleep and not very patient.  Probably would have been fine if loaded in mod folder as first mod loaded, so that the other mods knew it was there when they loaded as well, but not something that occurred to me at the time.  As I said, only tried for like 30 seconds, lol!