HentHighSchool Development Forum

Game Development => HHS+ => HHS+ Mods => Topic started by: patrick star on Aug 10, 2022, 02:33 PM

Title: [MOD] [1.10] Futa Overhaul Mod
Post by: patrick star on Aug 10, 2022, 02:33 PM
Futa Overhaul Mod

The futa overhaul mod adds many new events for futanari throughout the school and town.

this is a current working version of the futa overhaul mod from 1.9.5. it has been fixed to work with 1.10 by barteke22 and frenchmandiscator. and I have made small balance changes and some bug fixes.

https://mega.nz/file/ILUiRIjT#sCpfBB3LtOO8ZQp65Q8g3PAryTufSkol0FvHtiY_4BU (https://mega.nz/file/ILUiRIjT#sCpfBB3LtOO8ZQp65Q8g3PAryTufSkol0FvHtiY_4BU)

please let me know if you encounter any bugs or issues with balancing and I hope you enjoy the mod.

This mod had some bugs to begin with, and is now over a year out of date.
It's not recommended to use it until it's properly updated again.
Title: Re: [MOD] [1.10] Futa Overhaul Mod
Post by: Lechefer on Aug 14, 2022, 08:51 AM
Can I get a link to version 1.9.5? If I install what is attached now in version 1.9.5, there will be a lot of errors. Or maybe I'm doing something wrong. Do I need to drop by the "School/NormalSchool"?
Title: Re: [MOD] [1.10] Futa Overhaul Mod
Post by: rm69 on Aug 22, 2022, 05:13 PM
Hello

It seems like the download file is corrupt. I dowloaded it multiple times and I'm unable to extract it no matter what I do.
Title: Re: [MOD] [1.10] Futa Overhaul Mod
Post by: ⚧ Squark on Aug 22, 2022, 06:47 PM
Quote from: rm69 on Aug 22, 2022, 05:13 PMHello

It seems like the download file is corrupt. I dowloaded it multiple times and I'm unable to extract it no matter what I do.
Try updating your WinRAR or use 7Zip.
Title: Re: [MOD] [1.10] Futa Overhaul Mod
Post by: Furrin Gok on Aug 25, 2022, 04:13 AM
Quote from: squark on Aug 22, 2022, 06:47 PM
Quote from: rm69 on Aug 22, 2022, 05:13 PMHello

It seems like the download file is corrupt. I dowloaded it multiple times and I'm unable to extract it no matter what I do.
Try updating your WinRAR or use 7Zip.
I'd recommend 7zip. I'm pretty sure it opens up everything RAR can plus more.
Title: Re: [MOD] [1.10] Futa Overhaul Mod
Post by: ⚧ Squark on Aug 25, 2022, 01:41 PM
Quote from: Furrin Gok on Aug 25, 2022, 04:13 AMI'd recommend 7zip. I'm pretty sure it opens up everything RAR can plus more.
This is true and I use it myself but there do exist people that still use RAR.
Title: Re: [MOD] [1.10] Futa Overhaul Mod
Post by: iAnimeDeath on Aug 26, 2022, 08:46 PM
Will this get updated for latest update for HHS+? Did Check for errors on modules and quite a few Severe ones showed up. 20 of them actually.
Title: Re: [MOD] [1.10] Futa Overhaul Mod
Post by: ⚧ Squark on Aug 28, 2022, 08:00 AM
Quote from: iAnimeDeath on Aug 26, 2022, 08:46 PMWill this get updated for latest update for HHS+? Did Check for errors on modules and quite a few Severe ones showed up. 20 of them actually.
Considering Patch 1.10.2.1 just got released it wouldn't be worth their time updating it for the previous version.
But I, too, would like to see this made compatible again.

(and also a mod the removes all non-special males, including the adults; setting population weight for males to 0 will still generate some)
Title: Re: [MOD] [1.10] Futa Overhaul Mod
Post by: RareRabbette on Aug 30, 2022, 05:14 AM
Fixing this seems to be super easy, barely an inconvenience. Just check for warnings so you have a list of the problem files, then (without closing the list) open each event up* in the visual event editor, check it for warnings twice (the second time, none should come up) and save the file. Repeat for the 20 or so events (protip: you don't have to waste time closing the ones you've already fixed to move on to the next; it has tabs like a browser.) If someone who knows what they're doing, and isn't just playing around with the VEE could confirm that this is actually fixing it, that would be appreciated, but it seems to be given that I had a bunch of warnings before this, and none after. It seems similar to updating a simple oldrim mod to SSE by opening it up in the SSE creationkit,, changing something then changing it back, and saving it.

*The problem events should be in normalschool\mods\futaschool\events\locations\<insert rest of path from the end of the specific error message>
Title: Re: [MOD] [1.10] Futa Overhaul Mod
Post by: barteke22 on Aug 30, 2022, 09:43 AM
Deprecated warnings are usually harmless, it just means there's a better way to do it, or something might not work 100%.

For fetishes it means checks to see if you've got a specific fetish will default to true every time.  It's not enough to just open it in VEE and auto-fix as that discards the old data (same result as just ignoring it).

To fully fix it you've got to use Notepad++ to replace instances of Fetish> not surrounded by <AddArousalByFetishes> to string> and then see what remains in Check for Errors. OP knows, they're just busy atm.
Title: Re: [MOD] [1.10] Futa Overhaul Mod
Post by: iAnimeDeath on Aug 30, 2022, 01:57 PM
Quote from: barteke22 on Aug 30, 2022, 09:43 AMDeprecated warnings are usually harmless, it just means there's a better way to do it, or something might not work 100%.

For fetishes it means checks to see if you've got a specific fetish will default to true every time.  It's not enough to just open it in VEE and auto-fix as that discards the old data (same result as just ignoring it).

To fully fix it you've got to use Notepad++ to replace instances of Fetish> not surrounded by <AddArousalByFetishes> to string> and then see what remains in Check for Errors. OP knows, they're just busy atm.

The problem is it's not warning errors I was counting but severe. With red x symbol.
Title: Re: [MOD] [1.10] Futa Overhaul Mod
Post by: barteke22 on Aug 30, 2022, 03:14 PM
Oh yea, those should all be harmless.  SetEffectsOnObservers just has 1 less variable now, which shouldn't cause issues (it would if that variable mattered).

Though like I said, the only thing that'll be broken is that HasFetish checks will always trigger 'Has' until the notepad++/manual fetish replacement (which is why they're reporting to have none specified).
Title: Re: [MOD] [1.10] Futa Overhaul Mod
Post by: iAnimeDeath on Aug 30, 2022, 07:38 PM
Quote from: barteke22 on Aug 30, 2022, 03:14 PMOh yea, those should all be harmless.  SetEffectsOnObservers just has 1 less variable now, which shouldn't cause issues (it would if that variable mattered).

Though like I said, the only thing that'll be broken is that HasFetish checks will always trigger 'Has' until the notepad++/manual fetish replacement (which is why they're reporting to have none specified).
Thing is though the images for Futa are almost all gone now in my current playthru. I don't think most of them are working at all. Also there is one for pervertgirldare.xml that causes exception error as well. I main a futa char too.

Edit: The fetish update stuff is that why most images disappeared and stopped showing up ingame?

Edit2: This error.
Location\School\Hallway Shared\PervertGirlDare [EXEC] caused an exception at operation SeqActLat_ShowText (ID: 181).
Token is not valid. - '{Color}' is not a valid color name!
Token is not valid.
Title: Re: [MOD] [1.10] Futa Overhaul Mod
Post by: Deviantgamer9 on Apr 09, 2023, 05:15 AM
Is there an updated version of this mod? I'm just getting back into HHS+ and I can't find it
Title: Re: [MOD] [1.10] Futa Overhaul Mod
Post by: TheMadCap on Jun 29, 2023, 10:29 PM
Heyo! I spent a few hours fixing all the old code that made errors. I may upload an update here if there's some interest in it. I am still testing out events. More events are working now, and for the fetish stuff, I even made it check if the NPC has the fetish and add a little to it, or just give them 50 in the fetish if they don't have it. I also fixed the train and masturbation by machine events which would throw errors if those events happened. The school events trigger now, but I'm still checking if other events work. I have not been able to get a single park event to trigger however. I have literally no idea what I'm doing. It is definitely working much better than before though. If 2 people like this, I'll package what I've done and upload it.
Title: Re: [MOD] [1.10] Futa Overhaul Mod
Post by: TheMadCap on Jun 30, 2023, 03:03 PM
Hi again! As promised, here it is with the fetish updates and train stuff. I still haven't been able to get certain event to pop, like the shrines, or the train events themselves, but I have had limited time for testing.

https://mega.nz/file/qrgXhZhB#MPyNmmOAqeXGqeyN-oxWrsxfDjViuVRp-vxBbRzl4bg
Title: Re: [MOD] [1.10] Futa Overhaul Mod
Post by: GrafiX on Jul 07, 2023, 03:20 AM
Location/Park/ParkMasturbation event sometimes drop an error Location\Park\ParkMasturbation [EXEC] caused an exception at operation SeqAct_TextReplacePersonContext (ID: 74).
Value cannot be null.
Parameter name: Person
And if I remember correctly it happens only during Sunset and Night.
Maybe there is error in event logic?
(https://i.imgur.com/BVrCYMh.png)
If Sunset or Night: it not force set "False" for Male/Famele, but Check only for a Futa. So if there is no Futa in Location(but set "True" for Male/Female from previous check) it Execute event, but cannot Pick a Person? I don't know how this coding exactly works, so I'm absolutely not sure. )
(Sorry for my garbage english).
Title: Re: [MOD] [1.10] Futa Overhaul Mod
Post by: ElPresidenete on Sep 04, 2023, 04:06 PM
FYI, I fixed the broken Hooter quest. Should I put just the fixed files up?
Title: Re: [MOD] [1.10] Futa Overhaul Mod
Post by: ElPresidenete on Sep 13, 2023, 09:13 AM
Quote from: GrafiX on Jul 07, 2023, 03:20 AMLocation/Park/ParkMasturbation event sometimes drop an error Location\Park\ParkMasturbation [EXEC] caused an exception at operation SeqAct_TextReplacePersonContext (ID: 74).
Value cannot be null.
Parameter name: Person
And if I remember correctly it happens only during Sunset and Night.
Maybe there is error in event logic?
(https://i.imgur.com/BVrCYMh.png)
If Sunset or Night: it not force set "False" for Male/Famele, but Check only for a Futa. So if there is no Futa in Location(but set "True" for Male/Female from previous check) it Execute event, but cannot Pick a Person? I don't know how this coding exactly works, so I'm absolutely not sure. )
(Sorry for my garbage english).

That's an odd code. It checks for anyone during the day, but at night it only checks for futas.

But the error is specific to the SetTextColor (which is in the execute branch), so it means that the person WAS found...and it seems to set/check for specific persons.  So you need ot check that block specifically.

I might do it later.
Title: Re: [MOD] [1.10] Futa Overhaul Mod
Post by: ⚧ Squark on Nov 03, 2023, 07:32 PM
I don't want to sound like a thickhead but is the link on the first post your fixed version of the mod?

I'm going to say "no".
Title: Re: [MOD] [1.10] Futa Overhaul Mod
Post by: ⚧ Squark on Dec 02, 2023, 04:58 PM
Errorless call to the VEE. It hits a breakpoint at the School gate.
(https://i.ibb.co/JjWjwXz/breakpoint.png) (https://ibb.co/fdVdzmC)
Title: Re: [MOD] [1.10] Futa Overhaul Mod
Post by: blacklwolf666 on Dec 02, 2023, 06:07 PM
dont know too much about the coding but seem to always get a pop up for the visual event debugger instead of an event triggering when running this mod at the main school gate.
Title: Re: [MOD] [1.10] Futa Overhaul Mod
Post by: ⚧ Squark on Dec 03, 2023, 04:28 PM
@ElPresidenete, if you have a fixed version of this mod it would be appreciated if you'd put up a link for it.
Title: Re: [MOD] [1.10] Futa Overhaul Mod
Post by: ElPresidenete on Dec 04, 2023, 08:05 AM
"Fixed" is a strong word. More like tweaked. But now I have to check how many tweaks and where did I put them. I'm not sure anymore. I think it's only only like 2-3 events. I think Hooter Fixes are basically that.
Could be more.
Title: Re: [MOD] [1.10] Futa Overhaul Mod
Post by: sunaste on Dec 19, 2023, 03:29 AM
Quote from: ⚧ Squark on Dec 02, 2023, 04:58 PMErrorless call to the VEE. It hits a breakpoint at the School gate.
(https://i.ibb.co/JjWjwXz/breakpoint.png) (https://ibb.co/fdVdzmC)
Anyone have an idea on a fix on this event? Might just remove that one out of my mod events until a fix is found so I don't keep hitting the error.
Title: Re: [MOD] [1.10] Futa Overhaul Mod
Post by: TBBle on Dec 19, 2023, 04:22 AM
That breakpoint is actually saved in the event in TheMadCap's version I downloaded from https://henthighschool.net/index.php?msg=3614. To fix it, you can open the event in VEE (or in the debugger when it happens) and click on the node, and uncheck the Breakpoint checkbox. If you're in debugger, hit the "⏹️" button to continue playing, it'll be fixed in your save-game now.

To fix it without VEE, open the file Events\Location\School\Main Gate\Futa_Main_Gate.ve.xml with a text editor, and delete the Breakpoint on line 164, it's the middle line here:

      </VariableLinks>
      <Breakpoint>true</Breakpoint>
      <ListKind>PlayerLocationOccupants</ListKind>

If fixing it outside the debugger, then usual notes apply about reloading the event from the Debug menu, etc.
Title: Re: [MOD] [1.10] Futa Overhaul Mod
Post by: ⚧ Squark on Dec 19, 2023, 06:52 PM
Quote from: TBBle on Dec 19, 2023, 04:22 AMThat breakpoint is actually saved in the event in TheMadCap's version I downloaded from https://henthighschool.net/index.php?msg=3614. To fix it, you can open the event in VEE (or in the debugger when it happens) and click on the node, and uncheck the Breakpoint checkbox. If you're in debugger, hit the "⏹️" button to continue playing, it'll be fixed in your save-game now.

To fix it without VEE, open the file Events\Location\School\Main Gate\Futa_Main_Gate.ve.xml with a text editor, and delete the Breakpoint on line 164, it's the middle line here:

      </VariableLinks>
      <Breakpoint>true</Breakpoint>
      <ListKind>PlayerLocationOccupants</ListKind>

If fixing it outside the debugger, then usual notes apply about reloading the event from the Debug menu, etc.
Thanks!
I just wish I knew what the thinking behind inserting a breakpoint was in the first place.
Title: Re: [MOD] [1.10] Futa Overhaul Mod
Post by: TBBle on Dec 20, 2023, 02:09 AM
Quote from: ⚧ Squark on Dec 19, 2023, 06:52 PMI just wish I knew what the thinking behind inserting a breakpoint was in the first place.

Since it's in the Try block, I assume the author was having trouble getting it to Accept, or was seeing issues where the event was Accepted but the student list was empty or similar. And then just forgot to remove the breakpoint after working out the issue.

It's actually a minor annoyance in the VEE system that you can't save a modified-in-debugger event back out to .ve.xml (AFAIK) so you either need to do all fixing in normal VEE and keep reloading the event, or repeat any fixes you make in the debugger back out to VEE. If you're doing the former, forgetting to remove a breakpoint from the VEE-edited version is pretty easy.
Title: Re: [MOD] [1.10] Futa Overhaul Mod
Post by: ⚧ Squark on Dec 23, 2023, 06:48 PM
Okay, found another issue.
Using the Smartphone to check student info, it fires this error:
ExtensionLibrary\Smartphone\Journal\Students\Students_PeterHooter [TRY] caused an exception at operation SeqAct_GetPersonDisplayName (ID: 46).
    called by FunctionLibrary\SmartPhone\SmartphoneCategory at SeqActLat_RemoteEventDynamic (ID: 46)
    called by ExtensionLibrary\Smartphone\500_ViewJournal at SeqActLat_RemoteEvent (ID: 7)
    called by FunctionLibrary\SmartPhone\SmartphoneCategory at SeqActLat_RemoteEventDynamic (ID: 5)
    called by NativeEvents\UI_Main_Buttons_BottomLeft\UI_SmartphoneButton at SeqActLat_RemoteEvent (ID: 91)
Object reference not set to an instance of an object.
And I know why. It's because Peter's display name is not stored in the debug as Peter, like it says above.

Okay, fixing it proved easy enough.
Open the Debug console and navigate to both of the following:
ExtensionLibrary\Smartphone\Journal\Students\Students_PeterHooterExtensionLibrary\Smartphone\Journal\PTA\PTA_SusanHooterAnd in the boxes where it says Peter Hooter (They should have a green border), doubleclick them and change the text to read as Petra Hooter.
If it's worked, they should retain the green border.
Title: Re: [MOD] [1.10] Futa Overhaul Mod
Post by: Denial on Jan 11, 2024, 02:13 PM
Is there currently a download for this mod with the bug-fixes you guys have implemented?
Title: Re: [MOD] [1.10] Futa Overhaul Mod
Post by: DeniedInMontana on Apr 16, 2024, 04:15 PM
Updated for 1.10.6.  Image paths updated, event structures updated, incorrect remote events corrected.

Full Install:  https://mega.nz/file/PA9GyKDY#Z1fhorBLzbbnvIOhk9Tn40L2DKv_OT5Lov2biZUZ4gU 320MB
Events Only:  https://mega.nz/file/3AdwGLCL#x8bfm0_GuYhMdT8AoBruqqUKGFBMMEIwdvbcmgJ9j1A 824kb
Title: Re: [MOD] [1.10] Futa Overhaul Mod
Post by: Zaiaku on Apr 20, 2024, 03:36 AM
Quote from: DeniedInMontana on Apr 16, 2024, 04:15 PMUpdated for 1.10.6.  Image paths updated, event structures updated, incorrect remote events corrected.

Full Install:  https://mega.nz/file/PA9GyKDY#Z1fhorBLzbbnvIOhk9Tn40L2DKv_OT5Lov2biZUZ4gU 320MB
Events Only:  https://mega.nz/file/3AdwGLCL#x8bfm0_GuYhMdT8AoBruqqUKGFBMMEIwdvbcmgJ9j1A 824kb
Nice, this should ensure a smoother interaction with ElPresidente's mod. So was the update just to help its integration with 1.10.6 or is there anything new.
Title: Re: [MOD] [1.10] Futa Overhaul Mod
Post by: DeniedInMontana on Apr 20, 2024, 06:49 AM
Nothing new added to the existing mod.  Just made the few glaring corrections it needed to run on its own (including fixing a few of the event texts to include gender switching in the correct spots).