HentHighSchool Development Forum

Game Development => HHS+ => HHS+ Mods => Topic started by: barteke22 on May 13, 2022, 11:54 PM

Title: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on May 13, 2022, 11:54 PM
1.10.6 Mods
1.9.5 mods are on page 2.

Index of my mods.  All compatible with each other and kept up to date with the latest release.

All my mod settings are now located in the Map's top left button.  All of them work on existing saves.

Both download links also contain whatever was salvaged of other people's mods.  I'll remove those once their owners take them off my hands.
The stuff listed under 'Not my mods' is unlikely to work on 1.10.0+ until someone properly updates them.

Main mods

- Akira and the Stargazing Club. (https://henthighschool.net/hhs-mods/mod-mods-barteke22-s-mod-index#msg28)
- Pregnancy Mod. (https://henthighschool.net/hhs-mods/mod-mods-barteke22-s-mod-index#msg29)
- Indicators & Difficulty. (https://henthighschool.net/hhs-mods/mod-mods-barteke22-s-mod-index#msg30)
- Wig Shop. (https://henthighschool.net/hhs-mods/mod-mods-barteke22-s-mod-index#msg31)
- Teacher Compendium & Management App. (https://henthighschool.net/hhs-mods/mod-mods-barteke22-s-mod-index#msg32)
- PD System New. (https://henthighschool.net/hhs/hhs-1-10-0-official-release-thread/msg4414/#msg4414)


Other mods

- Annette and Andy.
- Find my Phone (app).
- Visible Slave Collar.
- Population Config.
- NPC Relationships. (https://henthighschool.net/hhs-mods/mod-mods-barteke22-s-mod-index#msg190)


Known issues:
-


1.10 Downloads Here. (https://mega.nz/folder/ROYVECDS#Tetu6farOHi-bamGATf1Ag)

Whichever mod you download, also get the 'ALL MODS NEED ME (GPCC)' mod.  Refer to the guides for a visual explanation, otherwise:

Mod folder now goes into Schools\NormalSchool\Mods.  Then enable mod in Modules before starting a New Game.

On existing saves/updating:

1. Enable mod in Debug (Modules).

2. Global Variables > Refresh.

3. Reload Game Objects (click Add Changed first) -> Refresh.

4. Reload Events (click Add Changed first) -> Refresh.
Title: [Mod] [Mods] barteke22's Akira and the Stargazing Club
Post by: barteke22 on May 13, 2022, 11:54 PM
Akira and the Stargazing Club (https://henthighschool.net/hhs-mods/mod-mods-barteke22-s-mod-index#msg27)

Mod content: Sci-fi, X-ray glasses, Invisibility Suit, Mind Control/Drugs (minor), Bestiality (tentacles/slime girl), Futanari, Urination, Voyeurism, Trap (very minor). Content filter/decisions apply.


Important: This is a story based mod, borderline visual novel. There's about 3-10 text boxes per story event.

Intended to be played along with base game progression, but should work either way (installing late game might impact pacing).

Pretty much equal content for all three principal genders, mainly straight female/futa focus (yuri for fem PC + fem Akira).

Foreword (info)
Big mod that I've finished off after neglecting it for 4+ years, individual components tested, but be warned that this needs player testing.

Long story short, I've been putting it off due to lost motivation for writing text.

It was mainly ground down by generic event portions and the fact that there were more interesting aspects.

While the main story is finished, and has a futa, female and non-sex route, the mod as a whole was a tad more ambitious.

There were supposed to be 2 more side characters that fit into it and gate certain aspects. I've used Bells as a placeholder for one.

The NPCs exist, but it's unlikely I'll ever find the time to expand on them. Nonetheless they were meant as more of an expansion, so they don't really detract from the story.

There's also a bunch of other stuff I've thrown in as feature tests over the years, like wearable glasses and nuns that serve no purpose.

There's minor 'trap' content, mainly to make it passable with other gender mixes.

While I don't have anything against yaoi, I prefer futa/female/cute trap - and didn't feel like I'd write quality content if I didn't enjoy it.

The story isn't some masterpiece, it was mostly just interesting ideas I had thrown together whilst experimenting with mechanics.

Along with LookAround this is basically the experimental stuff that got me into modding.

Some of the recent changes have finally made some of the ideas I was struggling to get working possible - so I got back to it while updating my mods.

The final set of generic events (150 images for PC invisibility) had to be deprecated, due to lack of decent text.

Nonetheless I'd like to thank bandit224 for providing text that I've loosely adapted into some of the generic events to that point.
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Synopsis (spoiler-free):  You find an old door.  Witness a shooting star.

A mysterious student visits your office.  The Town Council 'encourages' more clubs.

You go on a journey to obtain tools of perversion.  How can I be any more vague to avoid spoilers?

Synopsis (heavy spoilers)
Shapeshifting mind control alien crash lands, enrols at your school, you befriend her (innocent mind).

Opens a stargazing club, club progresses as you 'corrupt' her.  She invents stuff like x-ray glasses, invisibility suits.

You can hang out with her, as well as get assistance for certain gameplay elements.

There's also an alien plant you can nurture as a side thing, which might turn into some interesting stuff.
[close]

Notes on progression
The progression is closely tied to the club member stats.  Mainly arousal, inhibition and lust.

Corruption has become more of a crime (forced) stat, as that's the direction base game is heading.

Certain parts are tied to repeating scenes/visits (there's variation/progression), though probably not as grindy as base game.

There's also a lot of optional stuff, as well as stuff that might aid you in base game progression (maybe).


As I didn't want people asking for a walkthrough for every step of the way, the journal will be pretty direct with its hints - so just follow that.

However the first few steps don't have an entry, there's context clues once you find the first location. But if you don't want to discover them on your own:
First steps
Starts at the school rooftop.  Afterwards chance of Forest at night.  Then go about your work as usual for a good while.
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Flowchart
(https://i.imgur.com/efK6wwb.png)
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Alien Plant logic
(https://i.imgur.com/6HOmZM9.png)
[close]
[close]

Features (spoilers)
  • Big dicc space futa waifu. Or no dicc space waifu. Or no space waifu.
  • A stargazing club. Two upgrades.
  • Regular & X-ray glasses (generic events).
  • Invisibility suit with 5 designs (generic events).
    • One edited from Kisekae (prototype). 3 hand drawn from prototype (Taimanin). One edited from a DeviantArt drawing (Samus).
  • Akira impersonating NPCs to affect them.
  • Temporary skill boosts.
  • Searching for NPCs and making them follow you & stay put.
  • Alien plant to nurture into money/tentacles/slime.
  • Artificial Cock (fem PC).
  • Unlockable teacher that was meant to have a story once upon a time.
[close]

Screenshots (click to enlarge)
(https://i.imgur.com/WSiTLOw.png)
(https://i.imgur.com/KlqdaV7.png)
(https://i.imgur.com/vVyIf8C.png)
(https://i.imgur.com/7U2C9i9.png)
(https://i.imgur.com/jWHs1Jj.png)
(https://i.imgur.com/LTEtnEt.png)
(https://i.imgur.com/mpsG0Rz.png)
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Title: [Mod] [Mods] barteke22's Pregnancy Mod
Post by: barteke22 on May 13, 2022, 11:54 PM
Pregnancy Mod (https://henthighschool.net/hhs-mods/mod-mods-barteke22-s-mod-index#msg27)

Info:
Features
1.10.X Updates:
  • Added an Info Panel tab to pregnancy with stats/info.
  • Improved stomachs by using a combination of overlays and shaders.
  • Added Age drugs (unlocked by the shady story + chemistry). Up to X (setting) children that reach the minimum age will turn into real NPCs.
  • Added lots of new options. Like fertility, gender multipliers, male pregnancy, aging speed, event skip.
  • Added generic child interactions, improved generic child events. Nothing lewd for obvious reasons.
    • The interaction system is easily expandable.
  • Added Missing Girl quest integration, it's now possible to make her not leave town on pregnancy path.
  • Simple lactation support. Only for NPCs supported by the game to avoid issues.

V1.07:
  • Weekly Rep hit if percentage of students pregnant is higher than town corruption/lust.
  • Less Rep hit/potential gain if proper policies enabled accordingly.
  • Policy related check condom supply in ward + negotiate more/take some.
  • Asking pregnant NPCs who the father is, based on relationship. Tells how many weeks in, etc.
  • Condom Menu: Option to ignore HasQuest. Fertility options.
  • Higher chance of pregnancy, but everyone can choose to get condoms now.
  • Max 1 box per NPC unless given by PC - if ran out chance to get (student rule disobedience has chance of detention).
  • Higher NPC corruption/lust = less chance of getting condoms (+ personality/nature's law based). Students are based on school policies + their personality/loyalty.
  • Random event to peek on NPC birth if one is currently happening (30min window when it happens - so rare). Pretty much same as PC birth.
  • No condom use if non-consensual (hypno etc), except if PC is the aggressor and wears one.
  • Daily try for baby among parent couples: Max percentage of population is based on average lust.
V1.00-1.06:
  • Special background for calling/texting (GLaDOS Chat) people, not really related, but made along with this. Only used in this so far.
  • Game starts with 0-5 pregnant people (+ 1 born) for potential flavour.
  • Condoms (buy in Sex Shop).  Could maybe use a pill alternative.  Item contains the mod settings (use it):
    • 2/3/6/9 month pregnancy. Low child expenses ON/OFF.
  • HasQuest/Infertile can't get pregnant unless trait is removed, or CanImpregnate is added (setting).
  • Otherwise factors like has condom + fertility can lead to pregnancy.
  • Hospital: Artificial insemination, pregnancy tests, child index, a shady doctor for a certain chain, birth.
  • NPC-NPC are just notable by belly bulges (since it's not really PC's bussiness).  Can decide to abort if father unknown (hypno), or if bad relations with father.
  • PC mother: Can abort (early), track down and notify father (to bring up together, have them bring it up, just for child support). Or not.
  • PC father: Will be notified (unless happened due to hypno). Similar to above, but can also bribe/hypno to bugger off if you're a nice person. Then NPC treats it like NPC-NPC.
  • Parent visits to play with children. You can visit them if you have the address and they're bringing it up.
  • Allows any gender combos to have children via either sex or artificial insemination.
  • Children don't really do anything besides wasting money (or in rare cases earning it).
  • A single (1) child can 'grow up' via some shady shid.
[close]
Compatibility/expansion notes
Child interactions can be expanded by adding events to ExtensionLibrary\Pregnancy\Interactions\.
  • There's an example event in the mod's Interactions folder that explains how it works.
  • The other events there can be used as example of what can be done.

Birth overlays support special NPCs and age-based images:
  • SpecialCharacters:
    • If you need custom ones, add images matching the pregnancy ones (see images folder).
    • In the same folders as the regular ones, prefixed with the 'NPC's Name_ImageName.png', like 'Stacy Slutsky_Birth_Frown.png'.
  • Age:
    • Same as regular images (or above for specials), but in age-subfolders like ...\Pregnancy\09\.

The old (1-3) and new (3-10) stomach overlays can be added in the same way as the birth ones.
  • However, if your NPC's body doesn't match the new ones (vanilla) you'll likely also need to provide a shader event for your NPC.
  • You tweak the shader before making optional overlays for it.
  • Basically make a copy of the FunctionLibrary\PaperDoll\CustomLayers\Stomach\Pregnancy event.
  • Give it lower priority and make it clear the stomach layer at the start (to remove regular shader).
  • Then tweak the event till it works.

Small edits to:
  • Events\ExtensionLibrary\Smartphone\Main\PhoneCall.ve.xml
  • Events\FunctionLibrary\Interaction\SetHonorificDict.ve.xml
[close]

Potential areas for expansion that others can take over (completely), or help with (I prefer doing mechanics over text/balance-logic):
Spoiler
  • Condoms: Replace with 48h lasting pills, 2 variants: Anti-get/make pregnant. Or keep condoms for dicks, and add pills just for vaginas/dicks. Easy enough, just not important.
  • Divorce/marriage mechanics. And pregnancy having an effect on them.
  • Relationship changes caused by pregnancy for NPC-NPC don't exist. Currently if PC is positive about 'it' they get +10 to rel, if they react poorly -50 (50% chance of NPC abortion/lie).
  • Expand on parent visits (PC). Currently there's a generic event for PC being visited/PC visiting.
  • Expand on the 'shady' chain 'result'.
  • Events, events, more events.  There's no pregnancy events: No sex scenes, interactions, etc. I'm not talking about replacing existing images with pregnancy ones (that's pretty unrealistic), just adding some pregnancy content.
  • Add some flavour reactions all over the place based on personality, etc. perhaps.
  • If one were to apply dynamic fertility (man/menstrual cycles) to PC as well, we'd probably need some way to track it). Simple enough, I guess.
  • Ideas: If angry mother didn't abort PC's child, she can use it for blackmail in future? If PC mother told the father to leave her be, he can do the same. PC lying to someone else that they're the father?
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Screenshots (click to enlarge)
(https://i.imgur.com/iYHzXIZ.png)
(https://i.imgur.com/ivvpCaJ.png)
(https://i.imgur.com/mkKgu7B.png)
(https://i.imgur.com/2fGy1CS.png)
(https://i.imgur.com/M9iaYQS.png)
(https://i.imgur.com/vqB5YKD.png)
(https://i.imgur.com/9XlNUhR.png)
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Title: [Mod] [Mods] barteke22's Indicators & Difficulty
Post by: barteke22 on May 13, 2022, 11:54 PM
Indicators & Difficulty (https://henthighschool.net/hhs-mods/mod-mods-barteke22-s-mod-index#msg27)

Disclaimer: Push the numbers (options) too far, and your game will be way outside the intended balance - which in turn can potentially break things. Should be safe with moderation.

Some ideas/suggestions I've picked up over time for making the overall game difficulty easier.

Info:
Exhaustion
Exhaustion accumulates if you don't sleep enough (on average, etc.), you end up in the hospital if it's too high.

This lets you customise exhaustion difficulty (factors), disable exhaustion, and/or add a visual indicator of how exhausted you are (not 100% accurate, but gives a good enough idea).

Also provides a button for drinking one, or multiple energy drinks at once.

Visual indicators (multiple can be used together) to help you keep track of when to sleep to stay healthy:
Screenshot
(https://i.imgur.com/mXLLVpO.png)
[close]
  • UI Button: A button next to 'Smartphone' that says how rested you are. Can also be used to drink multiple Energy Drinks at once.
  • Expressions: The principal's expression changes based on exhaustion. You can view yourself by hovering over your name.
  • Energy Cap: Your exhaustion lowers your Max Energy. This is an extra difficulty layer.
  • Timing: How often the visuals are updated (constantly by default, but this might improve performance).
[close]
Stats & Skills
Lets you increase the rate at which certain people gain skills, or stats.

Easier only, but I can easily add a harder option as well, if anyone is actually interested.
  • Principal: Skill, stat, money and reputation gain.
  • Others (everyone, or certain groups): Stat gain.
[close]
Slave Feeding
This might not be 100% reliable, but should work for the most part (if you have enough time to reach the map before the Slave's death, turning the config on and off should reset it). You shouldn't configure this until you actually have a Slave (performance impact).

There's two options here:  Cheat via Map config, or a more lore friendly one (Map config takes priority if enabled):
  • Via Map Config: Auto feed the Slave every X days (if you just want help), or completely disable the need (feed every day).
  • Lore Friendly: You might notice something at the General Store.
    • You can only see it (not buy) until you get a Slave. Has upkeep costs. Won't work if the Map Config one is enabled.
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Minigames
Both the lockpicking and hacking minigames can be customised (each on their own).

Style:
  • Vanilla Lock: Whatever your vanilla lockpicking minigame is.
  • Vanilla Hack: Whatever your vanilla hacking minigame is.
  • Simon Says: A bootleg game of simon says (repeat colour pattern).
  • Node Disruption: Target each node (in order), to bypass security.
  • Skill RNG: You will do an RNG roll to succeed (skill*2 - difficuty*12 + 20).
  • Minimum Skill: You will do a skill check to succeed (skill >= difficulty*9).
  • Cheat Skip: You will always succeed.

Skip (supported by the first 4 styles):
  • No Skip: Always do a minigame, like vanilla.
  • Skill RNG Skip: An RNG roll to see if the minigame is skipped based on your skill vs the difficulty.
  • Minimum Skill Skip:  If you meet the minimum skill vs difficulty calculation the minigame is skipped.

Difficulty bonus:  Bonus added to the vanilla difficulty, positive for harder, negative for easier.
[close]

Screenshots (click to enlarge)
(https://i.imgur.com/lv61zoD.png)
(https://i.imgur.com/SGlAcNZ.png)
(https://i.imgur.com/ETZacyM.png)
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Title: [Mod] [Mods] barteke22's Wig Shop
Post by: barteke22 on May 13, 2022, 11:54 PM
Wig Shop (https://henthighschool.net/hhs-mods/mod-mods-barteke22-s-mod-index#msg27)

A simple mod that adds a Wig Shop to the Shopping Mall. You can buy wigs for yourself, or other NPCs.

It basically lets you/others 'wear' any head in the game.  Also comes with almost 300 cosplay based wigs.

'Why wigs? Why not a hair salon, or facial makeover?' you might wonder:

Because how else would I explain that the new head doesn't fit event images? You just took off your wig for that event ;)

This mod should also automatically add any heads in the right vanilla folders to its list.  Cosplay heads too, in the mod's folder.

At the Shopping Mall: A wig costs 50$, can be sold back for 10$. Wigs appear under 'Gift Wear'.

In order to make someone else wear it you need to meet basic trading (stat) requirements (Items -> Give Wig):


Screenshots (click to enlarge)
(https://i.imgur.com/UDKi1Fy.png)
(https://i.imgur.com/2p1kutB.png)
(https://i.imgur.com/bT6rX7n.png)
(https://i.imgur.com/HOJaHzP.png)
(https://i.imgur.com/LjDezQq.png)
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Cosplay credits
Nearly all Kisekae codes come from DeviantArt, authors said they're free use so long as credited.
Might've missed a few because I started loosing my mind, but it's usually just a case of searching for 'kisekae charactername'.
https://www.deviantart.com/unkoss (https://www.deviantart.com/unkoss)
https://www.deviantart.com/pixidot (https://www.deviantart.com/pixidot)
https://www.deviantart.com/tfgame (https://www.deviantart.com/tfgame)
https://www.deviantart.com/conanrock (https://www.deviantart.com/conanrock)
https://www.deviantart.com/xhoneyholicc (https://www.deviantart.com/xhoneyholicc)
https://www.deviantart.com/k-a-r-d (https://www.deviantart.com/k-a-r-d)
https://www.deviantart.com/the7thsage (https://www.deviantart.com/the7thsage)
https://www.deviantart.com/izakdiesel (https://www.deviantart.com/izakdiesel)
https://www.deviantart.com/blackroses96 (https://www.deviantart.com/blackroses96)
https://www.deviantart.com/lepprachaun (https://www.deviantart.com/lepprachaun)
https://www.deviantart.com/kitty-mcgeeky97 (https://www.deviantart.com/kitty-mcgeeky97)
https://www.deviantart.com/xxchellie-dawgxx (https://www.deviantart.com/xxchellie-dawgxx)
https://www.deviantart.com/venoct (https://www.deviantart.com/venoct)
https://www.deviantart.com/megaf1sh (https://www.deviantart.com/megaf1sh)
https://www.deviantart.com/thelastgallant (https://www.deviantart.com/thelastgallant)
https://www.deviantart.com/pruncestar (https://www.deviantart.com/pruncestar)
https://www.deviantart.com/kokorolinkrun (https://www.deviantart.com/kokorolinkrun)
[close]
Some of the vanilla heads might look strange on some outfits/NPCs. I can't help this, they were poorly cut/cut only for a specific outfit.
Title: [Mod] [Mods] barteke22's Teacher Compendium & Management App
Post by: barteke22 on May 13, 2022, 11:55 PM
Teacher Compendium & Management App (https://henthighschool.net/hhs-mods/mod-mods-barteke22-s-mod-index#msg27)

Remake of Random Teachers, via a button event at the principal office computer.

Adds a compendium for adding random generic teachers (selected from a percentage of the population).

You must first either earn their approval, or pay them enough.

Also adds a way to access parts of the Management Panel remotely.

Most of the stuff is locked behind hacking, though you should have little use for those things in early game.

Relies heavily on hacking, though it's mostly optional.

Screenshots (click to enlarge)
(https://i.imgur.com/tGutIm2.png)
(https://i.imgur.com/J6AzyPZ.png)
(https://i.imgur.com/LciRPSs.png)
[close]
Title: [Mod] [Mods] barteke22's Other Mods
Post by: barteke22 on May 28, 2022, 02:17 AM
Other mods (https://henthighschool.net/hhs-mods/mod-mods-barteke22-s-mod-index#msg27)

Annette and Andy
Not much to say, allows both Annette and Andy to move in, and enables their content (though Andy doesn't have much).

If neither has moved in yet, the choice of both vs just one is final - otherwise you'll be asked if you want the other one.
[close]

Find My Phone (Smartphone App)
A simple smartphone app that let's you locate the phone of up to 50 of your contacts at the same time (your own included).

This app is mostly for fun, as NPCs can move very fast - so knowing their location won't help you in most cases.

The app is a one time 20$ purchase from the FAPP Store (smartphone). Can be found in Other Apps after the purchase.

(https://i.imgur.com/jIyn8rA.png)
[close]

Visible Slave Collar
Not much to say, a test mod that makes worn slave collars visible on the PD.

Keep in mind that NPCs have to decide to actually equip the collar for it to appear - so it only becomes visible when the collar starts having effect on the NPC's stats.

Important note when installing on existing saves:  In the conflict dialogue for the Slave Collar item (when Reloading Game Objects), you have to pick NEW values for everything.
[close]

Population Config
Allows you to configure age ranges, genders, bodysizes and gender preferences for different groups / specific NPCs in existing saves via the Map's Mod Config Menu (also automatically prompts on New Game start).

The following options are what you can do:
  • Student Minimum Age and Minimum Reproduction Age
  • Player character Age
  • All Student Ages
  • Non-Special Student Ages
  • Special Student Ages
  • All Adult Ages
  • Non-Special Adult Ages
  • Special Adult Ages
  • Specific Person Age

Similar options are available for gender mixes, bodysizes and gender preferences.
[close]

NPC Relationships
Small daily NPC Relationships mod.
  • NPCs have chance to grow friendship within their circles each day.
  • NPCs have chance to have sex with their Spouse, lover, or friend (if neither) instead.
  • All based on certain stats & criteria. Other students won't qualify at all, your will if rules permit it and you've encouraged them.
  • Tiny chance of small cheating penalty. Tiny because the RNG nature of event candidate selection doesn't really make 'cheating' meaningful. They don't exactly go out of their way to do it...
  • Weekly stat adjustments for family / town, based on family / town averages.
  • Weekly rule reputation adjustments based on town stats.
[close]
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on May 29, 2022, 10:14 PM
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Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Jun 01, 2022, 04:56 PM
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Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Jun 02, 2022, 06:06 PM
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Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Jun 08, 2022, 05:14 PM
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Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Jun 08, 2022, 06:06 PM
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Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Jun 09, 2022, 03:09 PM
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Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Jun 10, 2022, 01:16 AM
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Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Jun 12, 2022, 03:42 PM
Spoiler
1.10.1 Mods.   1.9.5 mods are on page 2.

Index of my mods, all compatible with each other and kept up to date with the latest release.  All my mod settings are now located in the Map's top left button.

Both download links also contain whatever was salvaged of other people's mods - I'll remove those once their owners take them off my hands.
While some mods listed under 'Not my mods' might also work for the full 1.10.0 version, it's best to wait until someone properly updates them.

Main mods

Stargazing Club - for ?.?+ - WIP ATM.


Other mods

Annette and Andy 1.10  (existing)
Not much to say, allows both Annette and Andy to move in, and enables their content (though Andy doesn't have much).  If neither has moved in yet, the choice of both vs just one is final - otherwise you'll be asked if you want the other one.
[close]

Teacher Compendium & Management App 1.10  (existing)
Remake of Random Teachers, via a button event at the principal office computer.
Now works in existing games, will also absorb the old mod's NPCs if installed, but it's recommended to delete it for new games.

Adds a compendium for adding random generic teachers (selected from a percentage of the population).  You must first either earn their approval, or pay them enough.
Also adds a way to access parts of the Management Panel remotely.  Most of the stuff is locked behind hacking, though you should have little use for those things in early game.
Relies heavily on hacking, though it's mostly optional.
[close]

Indicators & Difficulty 1.10  (existing)
Disclaimer: Push the numbers (options) too far, and your game will be way outside the intended balance - which in turn can potentially break things.
Probably shouldn't report bugs if you have this.

Some ideas/suggestions I've picked up over time for making the overall game difficulty easier.

Info:
Exhaustion
Exhaustion accumulates if you don't sleep enough (on average, etc.), you end up in the hospital if it's too high.
This lets you customise exhaustion difficulty (factors), disable exhaustion, and/or add a visual indicator of how exhausted you are (not 100% accurate, but gives a good enough idea).

Visual indicators (multiple can be used together) to help you keep track of when to sleep to stay healthy:

Screenshot
(https://i.imgur.com/mXLLVpO.png)
[close]
  • UI Button: A button next to 'Smartphone' that says how rested you are. Can also be used to drink multiple Energy Drinks at once.
  • Expressions: The principal's expression changes based on exhaustion. You can view yourself by hovering over your name.
  • Energy Cap: Your exhaustion lowers your Max Energy. This is an extra difficulty layer.
  • Timing: How often the visuals are updated (constantly by default, but this might improve performance).
[close]
Stats & Skills
Lets you increase the rate at which certain people gain skills or stats. Easier only, but I can easily add a harder option as well, if anyone is actually interested. If you don't start a new game, only Reputation will work (don't touch the others, you'll get exceptions).
  • Principal: Skill, stat, and reputation gain. Money isn't an option (possible, but performance heavy) - as the other factors should make it overall easier to obtain anyway.
  • Others (everyone, or certain groups): Stat gain.
[close]
Slave Feeding
This might not be 100% reliable, but should work for the most part (if you have enough time to reach the map before the Slave's death, turning the config on and off should reset it). You shouldn't configure this until you actually have a Slave (performance impact).

There's two options here:  Cheat via Map config, or a more lore friendly one (Map config takes priority if enabled):
  • Via Map Config: Auto feed the Slave every X days (if you just want help), or completely disable the need (feed every day). Works in existing.
  • Lore Friendly: You might notice something at the General Store. You can only see it (not buy) until you get a Slave. Has upkeep costs. Won't work if the Map Config one is enabled. New game only (don't buy it).
[close]
[close]

Wig Shop 1.10  (existing)
Info:
This mod works fine in Existing Saves.  Added almost 300 new Cosplay Wigs!
A simple mod that adds a Wig Shop to the Shopping Mall. You can buy wigs for yourself, or other NPCs. It basically lets you/others 'wear' any head in the game (see issues). 'Why wigs? Why not a hair salon, or facial makeover?' you might wonder: Because how else would I explain that the new head doesn't fit event images? You just took off your wig for that event ;)

This mod should also automatically add any modded heads (so long as they're in the right vanilla folders) that are being used by NPCs in your game to its list.

At the Shopping Mall: A wig costs 50$, can be sold back for 10$. Wigs appear under 'Gift Wear'. In order to make someone else wear it you need to meet basic trading (stat) requirements (Items -> Give Wig):
  • For a wig matching their gender, you must be able to give (trade) items to them. So if 'Items -> Trade' is visible, you can also give them a wig.
  • Making them wear a wig meant for the opposite gender requires the ability to take (trade) items from them. You can bribe/hypno them otherwise (so long as 1. is met).
  • Basically, it's based on stats like Loyalty, Corruption, and/or some other minor things.

Cosplay credits
Nearly all Kisekae codes come from DeviantArt, authors said they're free use so long as credited.
Might've missed a few because I started loosing my mind, but it's usually just a case of searching for 'kisekae charactername'.
https://www.deviantart.com/unkoss (https://www.deviantart.com/unkoss)
https://www.deviantart.com/pixidot (https://www.deviantart.com/pixidot)
https://www.deviantart.com/tfgame (https://www.deviantart.com/tfgame)
https://www.deviantart.com/conanrock (https://www.deviantart.com/conanrock)
https://www.deviantart.com/xhoneyholicc (https://www.deviantart.com/xhoneyholicc)
https://www.deviantart.com/k-a-r-d (https://www.deviantart.com/k-a-r-d)
https://www.deviantart.com/the7thsage (https://www.deviantart.com/the7thsage)
https://www.deviantart.com/izakdiesel (https://www.deviantart.com/izakdiesel)
https://www.deviantart.com/blackroses96 (https://www.deviantart.com/blackroses96)
https://www.deviantart.com/lepprachaun (https://www.deviantart.com/lepprachaun)
https://www.deviantart.com/kitty-mcgeeky97 (https://www.deviantart.com/kitty-mcgeeky97)
https://www.deviantart.com/xxchellie-dawgxx (https://www.deviantart.com/xxchellie-dawgxx)
https://www.deviantart.com/venoct (https://www.deviantart.com/venoct)
https://www.deviantart.com/megaf1sh (https://www.deviantart.com/megaf1sh)
https://www.deviantart.com/thelastgallant (https://www.deviantart.com/thelastgallant)
https://www.deviantart.com/pruncestar (https://www.deviantart.com/pruncestar)
https://www.deviantart.com/kokorolinkrun (https://www.deviantart.com/kokorolinkrun)
[close]
Issues
These NPCs can't wear wigs (you get an explanation ingame if you try to give them wigs):
  • Lucas Hudson, Ruby Valentine, Irina Jelabitch, and Jocelyn Everkeen.
  • Akira Nebula and Iga Assagi. If you've never heard of them, don't worry.
Some of the heads might look strange on some outfits/NPCs. I can't help this, they were poorly cut/cut only for a specific outfit.
[close]
For cheaters
If you're a filthy cheater that wants free wigs + no stat requirements:
  • Open Debug -> Persons (Player) -> Scroll to the bottom and add this to 'Trait': WigCheat
  • If there's already something in 'Trait' add a comma between them (no spaces) like this: Trait1,Some Other Trait,WigCheat
[close]
[close]

Find My Phone (Smartphone App) 1.10  (existing)
Info:
A simple smartphone app that let's you locate the phone of up to 50 of your contacts at the same time (your own included). This app is mostly for fun, as NPCs can move very fast - so knowing their location won't help you in most cases.

The app is a one time 20$ purchase from the FAPP Store (smartphone). Can be found in Other Apps after the purchase.
[close]

Pregnancy Mod 1.10  (existing)
Info:
Features
V1.08: 1.10 Update + Simple lactation support (only for NPCs supported by the game to avoid issues, so not for most of the special chars/principal until the game supports it).
V1.07:
  • Weekly Rep hit if percentage of students pregnant is higher than town corruption/lust.
  • Less Rep hit/potential gain if proper policies enabled accordingly.
  • Policy related check condom supply in ward + negotiate more/take some.
  • Asking pregnant NPCs who the father is, based on relationship. Tells how many weeks in, etc.
  • Condom Menu: Option to ignore HasQuest. Fertility options.
  • Higher chance of pregnancy, but everyone can choose to get condoms now.
  • Max 1 box per NPC unless given by PC - if ran out chance to get (student rule disobedience has chance of detention).
  • Higher NPC corruption/lust = less chance of getting condoms (+ personality/nature's law based). Students are based on school policies + their personality/loyalty.
  • Random event to peek on NPC birth if one is currently happening (30min window when it happens - so rare). Pretty much same as PC birth.
  • No condom use if non-consensual (hypno etc), except if PC is the aggressor and wears one.
  • Daily try for baby among parent couples: Max percentage of population is based on average lust.
V1.00-1.06:
  • Special background for calling/texting (GLaDOS Chat) people, not really related, but made along with this. Only used in this so far.
  • Game starts with 4-5 pregnant people (+ 1 born) for potential flavour.
  • Condoms (buy in Sex Shop).  Could maybe use a pill alternative.  Item contains the mod settings (use it):
    • 3/6/9 month pregnancy. Low child expenses ON/OFF.
  • HasQuest/Infertile can't get pregnant unless trait is removed, or CanImpregnate is added.
  • Otherwise factors like has condom? + fertility can lead to pregnancy.
  • Hospital: Artificial insemination, pregnancy tests, child index, a shady doctor for a certain chain, birth.
  • NPC-NPC are just notable by belly bulges (since it's not really PC's bussiness).  Can decide to abort if father unknown (hypno), or if bad relations with father.
  • PC mother: Can abort (early), track down and notify father (to bring up together, have them bring it up, just for child support). Or not.
  • PC father: Will be notified (unless happened due to hypno). Similar to above, but can also bribe/hypno to bugger off if you're a nice person. Then NPC treats it like NPC-NPC.
  • Parent visits to play with children. You can visit them if you have the address and they're bringing it up.
  • Allows any gender combos to have children via either sex or artificial insemination.
  • Children don't really do anything besides wasting money (or in rare cases earning it).
  • A single (1) child can 'grow up' via some shady shit.
  • For testing: If you set the Duration of (existing) Pregnancy StatusEffect to 1 in debug you can quickly skip through the stages. Pass time (should lead to a stage-event every hour or so if PC pregnant).
[close]

Notes
  • Small edits to:
    • Events\ExtensionLibrary\Smartphone\Main\PhoneCall.ve.xml
    • Events\FunctionLibrary\GetPhysical\SetEffectSubs\Fuck_Effects.ve.xml
    • Events\FunctionLibrary\Interaction\SetHonorificDict.ve.xml
[close]

Potential areas for expansion that others can take over (completely), or help with if I feel like continuing (I prefer doing mechanics over text/balance-logic):
Spoiler
  • Condoms: Replace with 48h lasting pills, 2 variants: Anti-get/make pregnant. Or keep condoms for dicks, and add pills just for vaginas/dicks. Easy enough, just not important.
  • Divorce/marriage mechanics. And pregnancy having an effect on them.
  • Relationship changes caused by pregnancy for NPC-NPC don't exist. Currently if PC is positive about 'it' they get +10 to rel, if they react poorly -50 (50% chance of NPC abortion/lie).
  • Expand on parent visits (PC). Currently there's a generic event for PC being visited/PC visiting.
  • Expand on the 'shady' chain 'result'.
  • Events, events, more events.  There's no pregnancy events: No sex scenes, interactions, etc. I'm not talking about replacing existing images with pregnancy ones (that's pretty unrealistic), just adding some pregnancy content.
  • Add some flavour reactions all over the place based on personality, etc. perhaps.
  • If one were to apply dynamic fertility (man/menstrual cycles) to PC as well, we'd probably need some way to track it). Simple enough, I guess.
  • Ideas: If angry mother didn't abort PC's child, she can use it for blackmail in future? If PC mother told the father to leave her be, he can do the same. PC lying to someone else that they're the father?
[close]
[close]

Known issues:
-


1.10 Downloads Here. (https://mega.nz/folder/ROYVECDS#Tetu6farOHi-bamGATf1Ag)

Whichever mod you download, also get the 'ALL MODS NEED ME (GPCC)' mod.  Refer to the guides for a visual explanation, otherwise:

Mod folder now goes into Schools\NormalSchool\Mods.  Then enable mod in Modules before starting a New Game.

On existing saves/updating:

1. Enable mod in Debug (Modules).

2. Reload Game Objects (click Add Changed first) -> Refresh.

3. Reload Events (click Add Changed first) -> Refresh.

*Mods that add custom SpecialCharacters .xml files are new game only (there's an alternative way to add NPCs now).
[close]
Title: [Mod] [Mods] barteke22's 1.9.5 Mods
Post by: barteke22 on Jun 16, 2022, 10:00 PM
1.9.5 Mods
These are no longer maintained, but should be pretty bug free.

Other mods

LookAround V2 1.9.5  (existing)
This is a continuation, or rather, a rework of my previous Look Around/Camera mod.  Look at every person in the area - now with layouts!

Explanation:
After the variable input for "Show Paper Doll Overlay" was added, I've finally been able to add layouts for pretty much every (logical) location in the game - as per request from people in the old mod, as well as for my own amusement.

Due to space constraints in some locations I had to remake/edit some of the background images, either from scratch or simply stretch them a bit.

Info:
This mod adds a way to look at every Paper Doll (image) of the people in you current location. You do this via the Interaction Menu (the one with "Chat", "Items", "Drugs" etc.). You will also find a Config there that will let you pick if you want a delay between each Paper Doll placement, or if you want the mod to start automatically every time you change location if there are people present and no other event is about to start.
It might take a second or two it there's a lot of people in the area. All other instructions are explained on screen (see screenshots).
[close]

Extra Randomised Teachers 1.9.5  (new game)
I've noticed someone talking about wanting to have extra teachers, it seemed like a fun idea so I've made this real quick.
I couldn't make them purely via an Init-event as the game seems to not recognise teachers that aren't in the SpecialCharacters folder.
I've dealt with value copying in my other mod though, so it was rather easy to create 6 placeholder teachers and then randomise their appearances.

Info:
This mod requires a New Game.
It adds 6 random teachers: 3 Females, 2 Males, and 1 Futanari/Male (depeding on whether or not you blacklisted futa before starting the game).
This was made for fun, and I didn't pay much attention to balancing their values. It's a very simple mod, so you can mess with the main event file (Init) on your own.


If you want to add even more than 6 teachers, instructions below (has to be done before starting a new game).
Spoiler
  • Install the mod, do not start a new game yet.
  • Navigate to your SpecialCharacters folder, and copy/paste Teacher F.xml however many times you need (want 7 teachers - copy once), then rename them appropriately G, H, I, etc...
    (https://i.imgur.com/7TSxWA9.png)
  • Open every file you made with a text editor and edit the Lastname to match file name. That's the first part done.
    (https://i.imgur.com/xqHlhqJ.png)
  • Now Open the HHS+ Visual Event Editor (Development Tab), and Load the Init_RandomTeacher.ve.xml file. Double-click the String List, and add every Teacher-name to the list. Close the String List once done.
    (https://i.imgur.com/eiNmL90.png)
  • To the right you'll find the genders. Look at the screenshot below to see which one is for which gender. If you added 2 extra teachers, you have to add 2 extra of any gender-combination. If you want both of the new teachers to be female - add to the female one only. Double-click your 'List Filter: Person List' of choice and go to the next step to see how to add them.
    (https://i.imgur.com/E4z3sH0.png)
  • Important: The MIN and MAX values in Person1 have to MATCH (Person2 is no longer a thing, so ignore 3. in the screenshot below). If you want to add 2 of this gender (females in screenshot), press the up arrow on Min and Max twice. The total gender combination has to match the amount of extra teachers you added!
    (https://i.imgur.com/WwoM004.png)
  • That's it, save the changes. You can now start a new game. REMEMBER TO READ ABOUT THE ISSUE UNDER THE DOWNLOAD LINK!
    (https://i.imgur.com/rRtICDn.png)
[close]
[close]

Indicators & Difficulty 1.9.5  (new game & partial)
Disclaimer: Push the numbers (options) too far, and your game will be way outside the intended balance - which in turn can potentially break things. Probably shouldn't report bugs if you have this.

Some ideas/suggestions I've picked up over time.

Info:
This mod requires a New Game for full functionality (partial otherwise). Everything is configured via Map -> Help & Options -> Indicators & Difficulty Button. Each component is explained ingame.

Exhaustion      (new & existing):
Exhaustion accumulates if you don't sleep enough (on average, etc.), you end up in the hospital if it's too high.
This lets you customise exhaustion difficulty (factors), disable exhaustion, and/or add a visual indicator of how exhausted you are (not 100% accurate, but gives a good enough idea).

Visual indicators (multiple can be used together) to help you keep track of when to sleep to stay healthy:

Screenshot
(https://i.imgur.com/mXLLVpO.png)
[close]
  • UI Button: A button next to 'Smartphone' that says how rested you are. Can also be used to drink multiple Energy Drinks at once.
  • Expressions: The principal's expression changes based on exhaustion. You can view yourself by hovering over your name.
  • Energy Cap: Your exhaustion lowers your Max Energy. This is an extra difficulty layer.
  • Timing: How often the visuals are updated (constantly by default, but this might improve performance).
[close]
Lockpicking    (new & existing):
Alternatives to the lockpicking minigame (dropped in 1.10 as there's now vanilla alternatives):
Default, hacking instead, skill-RNG, instant.
[close]
Stats & Skills  (new & partial):
Lets you increase the rate at which certain people gain skills or stats. Easier only, but I can easily add a harder option as well, if anyone is actually interested. If you don't start a new game, only Reputation will work (don't touch the others, you'll get exceptions).
  • Principal: Skill, stat, and reputation gain. Money isn't an option (possible, but performance heavy) - as the other factors should make it overall easier to obtain anyway.
  • Others (everyone, or certain groups): Stat gain.
[close]
Slave Feeding (new & partial):
This might not be 100% reliable, but should work for the most part (if you have enough time to reach the map before the Slave's death, turning the config on and off should reset it). You shouldn't configure this until you actually have a Slave (performance impact).

There's two options here:  Cheat via Map config, or a more lore friendly one (Map config takes priority if enabled):
  • Via Map Config: Auto feed the Slave every X days (if you just want help), or completely disable the need (feed every day). Works in existing.
  • Lore Friendly: You might notice something at the General Store. You can only see it (not buy) until you get a Slave. Has upkeep costs. Won't work if the Map Config one is enabled. New game only (don't buy it).
[close]
[close]

Wig Shop 1.9.5  (new & existing)
Info:
This mod works fine in Existing Saves.  Added almost 300 new Cosplay Wigs!
A simple mod that adds a Wig Shop to the Shopping Mall. You can buy wigs for yourself, or other NPCs. It basically lets you/others 'wear' any head in the game (see issues). 'Why wigs? Why not a hair salon, or facial makeover?' you might wonder: Because how else would I explain that the new head doesn't fit event images? You just took off your wig for that event ;)

This mod should also automatically add any modded heads (so long as they're in the right vanilla folders) that are being used by NPCs in your game to its list.

At the Shopping Mall: A wig costs 50$, can be sold back for 10$. Wigs appear under 'Gift Wear'. In order to make someone else wear it you need to meet basic trading (stat) requirements (Items -> Give Wig):
  • For a wig matching their gender, you must be able to give (trade) items to them. So if 'Items -> Trade' is visible, you can also give them a wig.
  • Making them wear a wig meant for the opposite gender requires the ability to take (trade) items from them. You can bribe/hypno them otherwise (so long as 1. is met).
  • Basically, it's based on stats like Loyalty, Corruption, and/or some other minor things.

Cosplay credits
See 1.10 post.
[close]
Issues
These NPCs can't wear wigs (you get an explanation ingame if you try to give them wigs):
  • Lucas Hudson, Ruby Valentine, and Jocelyn Everkeen.
Some of the heads might look strange on some outfits/NPCs. I can't help this, they were poorly cut/cut only for a specific outfit.
[close]
For cheaters
If you're a filthy cheater that wants free wigs + no stat requirements:
  • Open Debug -> Persons (Player) -> Scroll to the bottom and add this to 'Trait': WigCheat
  • If there's already something in 'Trait' add a comma between them (no spaces) like this: Trait1,Some Other Trait,WigCheat
[close]
[close]

Find My Phone (Smartphone App) 1.9.5  (new & existing)
Info:
A simple smartphone app that lets you locate the phone of up to 50 of your contacts at the same time (your own included). This app is mostly for fun, as NPCs can move very fast - so knowing their location won't help you in most cases.

The app is a one time 20$ purchase from the FAPP Store (smartphone). Can be found in Other Apps after the purchase.
[close]

Pregnancy Mod 1.9.5  (new game)
Info:
This mod requires a New Game.
Features
V1.07:
  • Weekly Rep hit if percentage of students pregnant is higher than town corruption/lust.
  • Less Rep hit/potential gain if proper policies enabled accordingly.
  • Policy related check condom supply in ward + negotiate more/take some.
  • Asking pregnant NPCs who the father is, based on relationship. Tells how many weeks in, etc.
  • Condom Menu: Option to ignore HasQuest. Fertility options.
  • Higher chance of pregnancy, but everyone can choose to get condoms now.
  • Max 1 box per NPC unless given by PC - if ran out chance to get (student rule disobedience has chance of detention).
  • Higher NPC corruption/lust = less chance of getting condoms (+ personality/nature's law based). Students are based on school policies + their personality/loyalty.
  • Random event to peek on NPC birth if one is currently happening (30min window when it happens - so rare). Pretty much same as PC birth.
  • No condom use if non-consensual (hypno etc), except if PC is the aggressor and wears one.
  • Daily try for baby among parent couples: Max percentage of population is based on average lust.
V1.00-1.06:
  • Special background for calling/texting (GLaDOS Chat) people, not really related, but made along with this. Only used in this so far.
  • Game starts with 4-5 pregnant people (+ 1 born) for potential flavour.
  • Condoms (buy in Sex Shop).  Could maybe use a pill alternative.  Item contains the mod settings (use it):
    • 3/6/9 month pregnancy. Low child expenses ON/OFF.
  • HasQuest/Infertile can't get pregnant unless trait is removed, or CanImpregnate is added.
  • Otherwise factors like has condom? + fertility can lead to pregnancy.
  • Hospital: Artificial insemination, pregnancy tests, child index, a shady doctor for a certain chain, birth.
  • NPC-NPC are just notable by belly bulges (since it's not really PC's bussiness).  Can decide to abort if father unknown (hypno), or if bad relations with father.
  • PC mother: Can abort (early), track down and notify father (to bring up together, have them bring it up, just for child support). Or not.
  • PC father: Will be notified (unless happened due to hypno). Similar to above, but can also bribe/hypno to bugger off if you're a nice person. Then NPC treats it like NPC-NPC.
  • Parent visits to play with children. You can visit them if you have the address and they're bringing it up.
  • Allows any gender combos to have children via either sex or artificial insemination.
  • Children don't really do anything besides wasting money (or in rare cases earning it).
  • A single (1) child can 'grow up' via some shady shit.
  • For testing: If you set the Duration of (existing) Pregnancy StatusEffect to 1 in debug you can quickly skip through the stages. Pass time (should lead to a stage-event every hour or so if PC pregnant).
[close]
Notes
  • Small edits to:
    • Events\ExtensionLibrary\Smartphone\Main\PhoneCall.ve.xml
    • Events\FunctionLibrary\GetPhysical\SetEffectSubs\Fuck_Effects.ve.xml
    • Events\FunctionLibrary\Interaction\SetHonorificDict.ve.xml
  • Mantis report: Stomach layer isn't saved. So I have to update it every hour instead of once per stage like initially.
[close]
[close]

There's a Lexville compatible version of the Pregnancy Mod (1.9.5) by diskcd in the 'Not my mods' folder in the download link.
It's a conversion, so might not be fully working. Don't report bugs, since I support Lexville, nor maintain 1.9.5 any more.

Known issue in 1.9.5: It's recommended to not use the Donor option at the hospital, there's a bug with it.  Either bear the child yourself, or have another NPC do it, not the donor.



Download 1.9.5 mods here! (https://mega.nz/folder/NO5ghQoS#G-KwOE9Cv_pTsu_l8eWsFw)

Installation/Updating:
Spoiler
When updating, it's recommended to turn OFF Auto Mode in the mod-Config and saving your game before proceeding.

1. Download the mod and put its contents into your HHS+ directory.  That's it for new games.

2. Load your Save, press "Debug" -> "Reload Events" -> "Add Changed Events" -> "Refresh Files". Save Game. Done.

(http://i.imgur.com/IcNsuKD.png)
[close]
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: Strec on Jun 17, 2022, 07:46 AM
Thx.

First I'll look at this "Shady" story more precisely, never seen that and don't really find infos on this but it seems interesting.

Second, a global variable used as preg/child grow multiplier would be interesting and it remains in the spirit of the game as you can adapt your gameplay to your taste by using the debug menu and config files :)
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Jun 17, 2022, 04:05 PM
Edit: Moved subsequent posts here to make space.

Update:
- Converted all my mods to work with the full release + take advantage of some of its features.

- All of my mods now work in existing games, provided you follow the new mod install instructions.

- Updated LookAround to be part of the base game (so no longer a mod).

- Added the Annette & Andy mod, allows you to have them both based on choices (whether you install it after the choice, or before).

- WigShop:

- Indicators & Difficulty:

- Pregnancy:


Quote from: Cplyeet on Jun 11, 2022, 11:12 PM
Quote from: squark on Jun 10, 2022, 11:53 AM
Quote from: Cplyeet on Jun 10, 2022, 10:38 AMI keep getting an error while trying to activate the indicators and difficulty. Also the options don't show up in the map menu
It'd help if you posted the error as well as without it, this feels like a post along the lines of "it no worky".
Well I found the reason I was somehow playing the Beta and not the real release
Quote from: Nonya Bizz on Jun 12, 2022, 12:05 AM
Quote from: InsertName on Jun 11, 2022, 10:20 PMwhere did you find the bug fix i am having the same error

3 posts above mine @barteke22 posted that a new update was put out on the 10th, though as I note in the post afterwards I still had a couple other issues (and missing girl might be a base game thing not preg mod)

The other issues have been resolved, however as mentioned in the OP installing the pregnancy mod while the Missing Girl chain is active (started and not fully finished) it'll break.

It might be possible to fix it by opening Debug > Debug Events > Location\School\Outdoors Shared\MissingGirlStart

Then enter 132 into the filter in top right > Press Enter > Click one of the arrows that appear to jump to it > Click Clear Filter.

Double click the variable it highlighted and enter the name of the Missing Girl - requires you to know it.  There's ways to get it without knowing by filtering an NPC list by Job 'Missing Girl'. Then close Debugger (no need to save).

Quote from: Strec on Jun 16, 2022, 11:10 AMConcerning pregnancy, does currently children grow and become adult and, if yes, what is the speed?

They do, however it's real (game) time, because I didn't want to flood the game with new NPCs without player interaction (so 18 years if you haven't changed MinAge).

There are drugs you can unlock via the Shady story and then make to reduce a year to about a week.  So it would take however many weeks (years) it takes to reach the MinAge.

Oh, I forgot to mention: They can also be used to speed up a pregnancy.

I suppose I could make a 3x/5x/10x speed multiplier option so you can at least see some of the stages through regular play, but they won't become real NPCs any more (will remain children) if you've reached the config's max real NPC count.

Quote from: Strec on Jun 17, 2022, 07:46 AMThx.

First I'll look at this "Shady" story more precisely, never seen that and don't really find infos on this but it seems interesting.

Second, a global variable used as preg/child grow multiplier would be interesting and it remains in the spirit of the game as you can adapt your gameplay to your taste by using the debug menu and config files :)

For shady you'll want to visit the hospital.  A config will be better as it might have to apply corrections to existing children, and allows for setting reasonable limits, so it's not something you want to tweak a lot.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: aweriel on Jun 19, 2022, 01:14 PM
Hi barteke'22 I have question about "teacher compendium" - other-side awesome mod and your work - thx. One thing bother me, why all possibles candidate have very weak ability. Maybe sort of "teacher improve curse" or so.
   
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Jun 20, 2022, 06:19 PM
I think it was because I couldn't figure out how to bump up the other teacher experience stats via VEE.

There's subject experience, some other thing I couldn't alter and stats (which I didn't touch).  Could probably improve it if I look into the source to see what actually affects the total bar.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: ⚧ Squark on Jun 24, 2022, 03:18 PM
Think I spotted something.
Fertility seems to tick up (invisibly) whenever you engage in naughtiness with anyone.
This means that Fertility will eventually hit the cap of 100 and never decrease.
Not sure if this is a base game thing or happens with the Pregnancy Mod.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Jun 24, 2022, 06:20 PM
Fertility goes up and down with time, based on the NPC's men/manstrual cycle - I don't think anything else affects it.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: ValZer0 on Jun 27, 2022, 02:28 PM
is when I click on a condom the screen supposed to be black?
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Jun 27, 2022, 07:18 PM
It used to have a settings menu there, but that got moved out.  At best I could show the location image instead, as there's no way to show the inventory itself as background afaik (only trading supports that).
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: rackstackjack on Jun 28, 2022, 06:41 PM
Appear to be a number of bugs surrounding the initial (tutorial?) child, more surrounding post Shady Doc.

At home/parents home/bedroom typically
[Exception Info 1]

Top-level Exception
Type:        System.ApplicationException
Message:     PersonAttachedEvents\Principal\Pregnancy\PrincipalChild [EXEC] caused an exception at operation SeqAct_SetPropertyByName (ID: 712).
Source:      hhs+.exe

Inner Exception 1
Type:        System.NullReferenceException
Message:     Object reference not set to an instance of an object.
Source:      hhs+
Stack Trace: at hhs_.SeqAct_SetPropertyByName.Activated(EventRunner Runner) in D:\Torrents\DONE\dun\HHS+ Source\hhs+\_Editor\_EventModules\_EventActions\_EventActions_Base\SeqAct_SetPropertyByName.vb:line 78
   at hhs_.EventRunner.VB$StateMachine_107_ExecuteAsync.MoveNext() in D:\Torrents\DONE\dun\HHS+ Source\hhs+\_Editor\_EventModules\EventRunner.vb:line 991

This error was simply checking the name where set property is used to rename the guest bedroom. Fixed this one by swapping out the "set property by name" for "Location String: Display Name". But it's probably that one of the strings wasn't actually linked up properly in hindsight.

There is another with the mother coming over to play with the  child where it tries to get the NPC by name, but can't because the actual name is Principal Child, which I fixed by changing the GetChildByID to have a 'if null check and grab Principal Child'. But that probably would have long term issues.

I feel like I'm somehow skipping a step in the initial quest line. In pushing the limits of where I can get to with 'resolving' the bugs I noticed that the Mother would come over post shady doc to watch the now adult child crawl around.

Along with the progression/regression drugs, not sure if I was doing something wrong, but they don't seem to actually do anything, trading them and feeding/talking/waiting has been doing nothing for me. So I figure there is something gating it, but haven't been able to track it down.

Title: Re: [Mod] [Mods] barteke22's mod index
Post by: tester0648 on Jul 01, 2022, 04:05 AM
Hello! I got a bug in futa mod in gym depot location. I was trying to fix it myself, but couldnt figure out how to do it. Also seems like futa mod events have no cooldown between them despite there are sheduler in the end of .ve file in editor.
[Exception Info 1]

Top-level Exception
Type:        System.ApplicationException
Message:    Location\School\Gym Depot\Futa_Depot_Sex [EXEC] caused an exception at operation SeqAct_PersonStats (ID: 227).
Source:      hhs+.exe

Inner Exception 1
Type:        System.NullReferenceException
Message:    Object reference not set to an instance of an object.
Source:      hhs+
Stack Trace: at hhs_.SeqAct_PersonStats.AddStatsAndNotify(EventRunner Runner) in D:\Torrents\DONE\dun\HHS+ Source\hhs+\_Editor\_EventModules\_EventActions\_EventActions_Person_Properties\SeqAct_PersonStats.vb:line 84
  at hhs_.SeqAct_PersonStats.Activated(EventRunner Runner) in D:\Torrents\DONE\dun\HHS+ Source\hhs+\_Editor\_EventModules\_EventActions\_EventActions_Person_Properties\SeqAct_PersonStats.vb:line 33
  at hhs_.EventRunner.VB$StateMachine_107_ExecuteAsync.MoveNext() in D:\Torrents\DONE\dun\HHS+ Source\hhs+\_Editor\_EventModules\EventRunner.vb:line 991
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: nemo on Jul 10, 2022, 03:56 AM
Quote from: barteke22 on Jun 27, 2022, 07:18 PMIt used to have a settings menu there, but that got moved out.  At best I could show the location image instead, as there's no way to show the inventory itself as background afaik (only trading supports that).

Where did it get moved to? I looked everywhere I could think of and never found any settings--just the toggle for using/not using condoms when clicking on a pack in inventory.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Jul 10, 2022, 07:43 PM
Quote from: rackstackjack on Jun 28, 2022, 06:41 PMPregnancy...

Should be fixed now, requires latest game patch (that just came out).

Quote from: tester0648 on Jul 01, 2022, 04:05 AMFuta overhaul...

Can't look into futa overhaul atm, too busy with other stuff, sorry.

Quote from: nemo on Jul 10, 2022, 03:56 AMWhere did it get moved to? I looked everywhere I could think of and never found any settings--just the toggle for using/not using condoms when clicking on a pack in inventory.

It's on the Map, top left button.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: rackstackjack on Jul 11, 2022, 09:02 AM
Awesome, unfortunately getting this error now during daily checks, not sure if it's actually impacting yet, just testing.

-----------------------------
[General Info]

Application: HHS+
Version:     v1.10.0.3, Release
Region:      English (United Kingdom)
Date: 11/07/2022
Time: 08:58

User Explanation:

User said ""
-----------------------------

[Exception Info 1]

Top-level Exception
Type:        System.ApplicationException
Message:     ExtensionLibrary\DailyEvents\Pregnancy [EXEC] caused an exception at operation SeqAct_DatabaseQuery (ID: 459).
    called by NativeEvents\Daily at SeqActLat_RemoteEventDynamic (ID: 35)
Source:      hhs+.exe

Inner Exception 1
Type:        System.InvalidCastException
Message:     Conversion from type 'DBNull' to type 'Integer' is not valid.
Source:      Microsoft.VisualBasic
Stack Trace: at Microsoft.VisualBasic.CompilerServices.Conversions.ToInteger(Object Value)
   at hhs_.SeqVar_Int.SetVarValue(Object value) in D:\Torrents\DONE\dun\hhs-source\hhs+\_Editor\_EventModules\_EventVariables\SeqVar_Int.vb:line 164
   at hhs_.SeqAct_DatabaseQuery.Activated(EventRunner Runner) in D:\Torrents\DONE\dun\hhs-source\hhs+\_Editor\_EventModules\_EventActions\_EventActions_Database\SeqAct_DatabaseQuery.vb:line 70
   at hhs_.EventRunner.Execute(VisualEvent VE, Object Arg, Dictionary`2 Vars, UInt32 StartID, Byte StartIndex, Boolean ResetUC) in D:\Torrents\DONE\dun\hhs-source\hhs+\_Editor\_EventModules\EventRunner.vb:line 817

-----------------------------
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Jul 11, 2022, 03:06 PM
It should've only prevented preggo daily from running (which is only halting progress, so harmless) - posted a fix.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: rackstackjack on Jul 11, 2022, 08:39 PM
Thanks for that, things are looking good so far
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: rackstackjack on Jul 12, 2022, 05:22 AM
Hrmm getting the following. Appears to be just for Show Text and despite changing the text to anything generic it still throws this;
[Exception Info 1]

Top-level Exception
Type:        System.ApplicationException
Message:     PersonAttachedEvents\Principal\Pregnancy\Birth [EXEC] caused an exception at operation SeqActLat_ShowText (ID: 400).
Source:      hhs+.exe

Inner Exception 1
Type:        System.ArgumentOutOfRangeException
Message:     Index and length must refer to a location within the string.
Parameter name: length
Source:      mscorlib
Stack Trace: at System.String.Substring(Int32 startIndex, Int32 length)
   at hhs_.TextReplacer.ReplaceAgeText(StringBuilder sb, String tag, Boolean capital, Int32 age) in D:\Torrents\DONE\dun\hhs-source\hhs+\_Modules\Util\TextReplacer.vb:line 421
   at hhs_.TextReplacer.ReplaceText(IDictionary`2 persons, StringBuilder sb) in D:\Torrents\DONE\dun\hhs-source\hhs+\_Modules\Util\TextReplacer.vb:line 193
   at hhs_.EventRunner.PerformTextReplacement(String text) in D:\Torrents\DONE\dun\hhs-source\hhs+\_Editor\_EventModules\EventRunner.vb:line 1069
   at hhs_.SeqActLat_ShowText.VB$StateMachine_7_ActivatedAsync.MoveNext() in D:\Torrents\DONE\dun\hhs-source\hhs+\_Editor\_EventModules\_EventActions\_EventActions_UI\_EventActions_UIControls\SeqActLat_ShowText.vb:line 44
--- End of stack trace from previous location where exception was thrown ---
   at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
   at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
   at System.Runtime.CompilerServices.TaskAwaiter.ValidateEnd(Task task)
   at hhs_.EventRunner.VB$StateMachine_109_ExecuteAsync.MoveNext() in D:\Torrents\DONE\dun\hhs-source\hhs+\_Editor\_EventModules\EventRunner.vb:line 993

Skipping the Show Text box it goes passed it, however then fails at id:574. This was Annette so may be specific somehow? Still don't actually get why it's failing though.

Edit: Can probably ignore this, I started another run but vanilla-ish to test and don't seem to do it. I had a lot of config tweaks before, still not too sure what it was actually complaining about.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: tester0648 on Jul 12, 2022, 06:21 PM

Quote from: tester0648 on Jul 01, 2022, 04:05 AMFuta overhaul...


I actually manage to fix it, check it if you need https://mega.nz/file/bHIxUAhb#mDeZuusKoA533HOP2dgYjX_k3zsMdKCVJmH930KtDsw (https://mega.nz/file/bHIxUAhb#mDeZuusKoA533HOP2dgYjX_k3zsMdKCVJmH930KtDsw)
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Jul 13, 2022, 09:07 PM
Quote from: rackstackjack on Jul 12, 2022, 05:22 AMHrmm getting the following. Appears to be just for Show Text and despite changing the text to anything generic it still throws this...

It should be fixed in the latest game patch (hopefully).
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: rackstackjack on Jul 13, 2022, 11:28 PM
Thanks for that, and all the work you've put in!
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: Johnny on Jul 16, 2022, 09:19 PM
Hi,

my futa PC had a child and then I got a "rapid growth" event in the hospital. Now the child is no longer a baby and the "at home" event fails to find a child? I think that's the reason at least, since the event worked before (I'd call it a "play with child" event, as there was no father).

exception
-----------------------------
[General Info]

Application: HHS+
Version:    v1.10.1.2, Release
Region:      English (United Kingdom)
Date: 16/07/2022
Time: 21:02

User Explanation:

User said "see above xD"
-----------------------------

[Exception Info 1]

Top-level Exception
Type:        System.ApplicationException
Message:    FunctionLibrary\Pregnancy\GetChildByID [TRY] caused an exception at operation SeqAct_GetParentsOfPerson (ID: 86).
    called by PersonAttachedEvents\Principal\Pregnancy\Children at SeqActLat_RemoteEvent (ID: 839)
Source:      hhs+.exe

Inner Exception 1
Type:        System.NullReferenceException
Message:    Object reference not set to an instance of an object.
Source:      hhs+
Stack Trace: at hhs_.SeqAct_GetParentsOfPerson.Activated(EventRunner Runner) in D:\Torrents\DONE\dun\hhs-source\hhs+\_Editor\_EventModules\_EventActions\_EventActions_GetPerson\SeqAct_GetParentsOfPerson.vb:line 23
  at hhs_.EventRunner.VB$StateMachine_96_TryEventAsync.MoveNext() in D:\Torrents\DONE\dun\hhs-source\hhs+\_Editor\_EventModules\EventRunner.vb:line 637




And a 2nd exception (follows right after the first):
-----------------------------
[Exception Info 1]

Top-level Exception
Type:        System.ApplicationException
Message:    PersonAttachedEvents\Principal\Pregnancy\Children [EXEC] caused an exception at operation SeqActLat_ShowText (ID: 294).
Source:      hhs+.exe

Inner Exception 1
Type:        System.ArgumentException
Message:    Token is not valid. - '{0}[/color' is not a valid color name!
Source:      hhs+
Stack Trace: at hhs_.EventTextBlockParser.GetColorFromString(String col) in D:\Torrents\DONE\dun\hhs-source\hhs+\_Modules\Util\EventTextBlockParser.vb:line 154
  at hhs_.EventTextBlockParser.ParsePage(IEnumerable`1 tokens) in D:\Torrents\DONE\dun\hhs-source\hhs+\_Modules\Util\EventTextBlockParser.vb:line 85
  at hhs_.EventTextBlockParser.VB$StateMachine_8_ParseText.MoveNext() in D:\Torrents\DONE\dun\hhs-source\hhs+\_Modules\Util\EventTextBlockParser.vb:line 60
  at hhs_.SeqActLat_ShowText.VB$StateMachine_7_ActivatedAsync.MoveNext() in D:\Torrents\DONE\dun\hhs-source\hhs+\_Editor\_EventModules\_EventActions\_EventActions_UI\_EventActions_UIControls\SeqActLat_ShowText.vb:line 59
--- End of stack trace from previous location where exception was thrown ---
  at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
  at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
  at System.Runtime.CompilerServices.TaskAwaiter.ValidateEnd(Task task)
  at hhs_.EventRunner.VB$StateMachine_109_ExecuteAsync.MoveNext() in D:\Torrents\DONE\dun\hhs-source\hhs+\_Editor\_EventModules\EventRunner.vb:line 993

Inner Exception 2
Type:        System.FormatException
Message:    Token is not valid.
Source:      PresentationCore
Stack Trace: at MS.Internal.Parsers.ParseColor(String color, IFormatProvider formatProvider, ITypeDescriptorContext context)
  at System.Windows.Media.ColorConverter.ConvertFromString(String value)
  at hhs_.EventTextBlockParser.GetColorFromString(String col) in D:\Torrents\DONE\dun\hhs-source\hhs+\_Modules\Util\EventTextBlockParser.vb:line 152
[close]


The event just doesn't work, the game continues just fine.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: dcsobral on Jul 21, 2022, 01:12 AM
Is VisibleSlaveColar stable? It's on the download folder but I didn't see a mention of it anywhere in this thread.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Jul 21, 2022, 08:19 PM
Quote from: Johnny on Jul 16, 2022, 09:19 PMHi,

my futa PC had a child and then I got a "rapid growth" event in the hospital. Now the child is no longer a baby and the "at home" event fails to find a child? I think that's the reason at least, since the event worked before (I'd call it a "play with child" event, as there was no father).

The event just doesn't work, the game continues just fine.

Have you updated to the latest patch (game and mod) that came out a few days ago (and reloaded events)?  If so, can you provide a save?

Quote from: dcsobral on Jul 21, 2022, 01:12 AMIs VisibleSlaveColar stable? It's on the download folder but I didn't see a mention of it anywhere in this thread.

It should be, it was more of a random test to showcase what's possible than a mod, but it does what it says on the tin.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: dcsobral on Jul 22, 2022, 12:47 AM
Quote from: barteke22 on Jul 21, 2022, 08:19 PM
Quote from: dcsobral on Jul 21, 2022, 01:12 AMIs VisibleSlaveColar stable? It's on the download folder but I didn't see a mention of it anywhere in this thread.

It should be, it was more of a random test to showcase what's possible than a mod, but it does what it says on the tin.

It fails validation, though. It says a couple of events (one on give, one on take) refer to themselves and thus break the chain.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Jul 22, 2022, 07:51 AM
It's a proof of concept that wasn't intended for the public, so I didn't bother tracking down and hiding the false-positives.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: Bizaru on Jul 22, 2022, 02:31 PM
Quote from: dcsobral on Jul 22, 2022, 12:47 AM
Quote from: barteke22 on Jul 21, 2022, 08:19 PM
Quote from: dcsobral on Jul 21, 2022, 01:12 AMIs VisibleSlaveColar stable? It's on the download folder but I didn't see a mention of it anywhere in this thread.

It should be, it was more of a random test to showcase what's possible than a mod, but it does what it says on the tin.

It fails validation, though. It says a couple of events (one on give, one on take) refer to themselves and thus break the chain.


It worked, at least for me and not immediately. I threw off a few collars and when NPCs picked them up I didn't see any visual changes, but after a few game days the collars were visible on the necks.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: Nonya Bizz on Jul 27, 2022, 12:00 AM
Downloading updates and just had a thought: is it possible to add an event to have characters ask for a condom or not? As it is in the game, if you don't carry condoms but NPCs do then you'll automatically put it on, and if you happened to run out without realizing then it could be an issue if you didn't want the baby. Sorta like a "we don't have any condoms, we shouldn't do this... unless... you wanted to?" kinda thing if the character would normally use condoms but is X amount of horny (or even turn you down if you don't have condoms between the both of you).

I'm sure it'd be annoying to even add an event like that to happen before/during sex (especially for stuff like dating where it could happen multiple times, and not all times would be vaginal), just tossing out an idea I guess.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: storm4n on Aug 16, 2022, 11:25 AM
Is it me or pregnancies are extremely short? I doubt 9 actual months passed... is there a way to set it like that midgame?.

I wanted a harem of pregnant slave girls but they keep popping every month or so and they always day they're 2 weeks pregnant.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Aug 16, 2022, 03:00 PM
Quote from: Nonya Bizz on Jul 27, 2022, 12:00 AMDownloading updates and just had a thought: is it possible to add an event to have characters ask for a condom or not? As it is in the game, if you don't carry condoms but NPCs do then you'll automatically put it on, and if you happened to run out without realizing then it could be an issue if you didn't want the baby. Sorta like a "we don't have any condoms, we shouldn't do this... unless... you wanted to?" kinda thing if the character would normally use condoms but is X amount of horny (or even turn you down if you don't have condoms between the both of you).

I'm sure it'd be annoying to even add an event like that to happen before/during sex (especially for stuff like dating where it could happen multiple times, and not all times would be vaginal), just tossing out an idea I guess.

On generic AskForSex perhaps, but it wouldn't really be feasible for custom events.


Quote from: storm4n on Aug 16, 2022, 11:25 AMIs it me or pregnancies are extremely short? I doubt 9 actual months passed... is there a way to set it like that midgame?.

I wanted a harem of pregnant slave girls but they keep popping every month or so and they always day they're 2 weeks pregnant.

By default it lasts 3 months, so it's easier to unlock the ageing drugs.  You can change that in the map settings.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: storm4n on Aug 16, 2022, 10:03 PM
Quote from: storm4n on Aug 16, 2022, 11:25 AMIs it me or pregnancies are extremely short? I doubt 9 actual months passed... is there a way to set it like that midgame?.

I wanted a harem of pregnant slave girls but they keep popping every month or so and they always day they're 2 weeks pregnant.

By default it lasts 3 months, so it's easier to unlock the ageing drugs.  You can change that in the map settings.
[/quote]

Can you please be a little more specific? map options where? and does it work mid-game?
thanks in advance!
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Aug 16, 2022, 10:07 PM
The Map's top left button, mod settings.  As described in the first line of the op.

And yes they work mid-game, that's what they're for.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Aug 25, 2022, 06:17 PM
Updated most of my mods for the new patch.  Will probably redo this page to better showcase what they do, as pregnancy description especially is very dated due to post size limits.

Changelog:

Bunch of fixes.
Pregnancy:
- Added an Info Panel tab to pregnancy with stats/info.
- Added settings (if you're the 'father') to skip:
-- Initial choice event (default choice pick) + baby update calls.
-- Birth event. Either quick (just naming the child), or infinite - your partners remain at the last stage forever (no births).
-- Visits - no random events where you're visited by the parents/you visit them (except a specific one).
- Option to disable expenses fully.
- There's now an instant *hint* that you've successfully impregnated someone.
- Other stuff I forgot.

Important:

New & existing saves: Delete the old pregnancy folder first.

For existing saves to use the new pregnancy tweaks, aside from using the updater that comes with the game download, you should also skip the old pregnancy code by doing the following:
- Debug > Debug Events > FunctionLibrary > GenSexHandling > SetEffectSubs > FuckEffects > Find the 2 Content Filters above my code-block, and redirect 'Passed' where 'Not Passed' goes (hover over outputs and click Delete, then drag them).
- OR copy the original file from Events\FunctionLibrary\GenSexHandling\SetEffectSubs, into the mod's Events\FunctionLibrary\GenSexHandling\SetEffectSubs and reload events (just delete it for new games). Can't guarantee this one will work, if the base event isn't newer than the modded.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: ⚧ Squark on Aug 28, 2022, 09:10 AM
Possibly intended but if it is, it's redundant.

Wig Shop: Remove Cosplay doesn't actually remove the cosplay.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Aug 30, 2022, 02:07 AM
I've split up my index into individual posts because the character limit has kept me from updating the infos/feature descriptions for like 2 years. Will get to updating those tomorrow, for now added screenshots and stuff.

Mod updates:
- Bugfixes & tweaks in various mods.
- Fixed WigShop's 'Remove wigs' not working.
- Added an aging multiplier to pregnancy.

- Finally updated & released that one mod I've been neglecting for 4+ years. My biggest mod so far:  Akira and the Stargazing Club.  Will update its post with proper info tomorrow, for now it's just the most important stuff.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: iAnimeDeath on Aug 30, 2022, 07:41 PM
Thank you for keeping up with the updates. I will mention that Annette and Andy mod now actually fired the ability to have Andy come over finally. In my current save so thanks again for your hardwork and dedication to keeping your stuff up to date as much as possible. :) .
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Aug 30, 2022, 10:58 PM
Np :D

Also, I've updated some of the index posts with more up to date info + added proper info for Stargazing Club.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: tester0648 on Aug 31, 2022, 02:47 AM
Hello! Im trying to add Stargazing Club mod into my savegame and when i reload events i get this error: FunctionLibrary\Person\CreatePersonCustom [EXEC] caused an exception at operation SeqAct_CreatePerson (ID: 131).
    called by ExtensionLibrary\InitializeEvents\Init_Akira at SeqActLat_RemoteEvent (ID: 231)
The given key was not present in the dictionary.

I couldnt figure out the problem, cause PrincipalChild event from Pregnancy mod uses same remote event, but it worked well so it created Principal Child with no problem. (I update GPCC when download the mod)
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Aug 31, 2022, 03:06 PM
Do you have a NormalSchool\PopulationData folder with folders Sources and Parameters containing StudentFemale.xml? Are you on 1.10.2.2?
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: dcsobral on Aug 31, 2022, 04:14 PM
I have "noticed" that when Choice is set to something other than Event you don't get any event to notify you. I was rather surprised that the 10 packs of condoms had already been used and there were 17 pregnancies already. I can see "Skip- no care, child support" skipping events entirely, but I think "Skip- care together" should have an event to notify you -- I do want to know about it, I just don't want to clicking  through the same two dialogues every time. I've no opinion on "Skip- mother cares".
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: tester0648 on Aug 31, 2022, 07:23 PM
Oh, now i understand, i modify my population data and bring it out as as a mod (with other edits), so this event couldnt reference to it. When i delete pop data from mod folder it worked well. Thanks for amazing work and mods :)
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Aug 31, 2022, 10:43 PM
Quote from: dcsobral on Aug 31, 2022, 04:14 PMI have "noticed" that when Choice is set to something other than Event you don't get any event to notify you. I was rather surprised that the 10 packs of condoms had already been used and there were 17 pregnancies already. I can see "Skip- no care, child support" skipping events entirely, but I think "Skip- care together" should have an event to notify you -- I do want to know about it, I just don't want to clicking  through the same two dialogues every time. I've no opinion on "Skip- mother cares".

I might add another option at some point, however if you follow the existing save steps in https://henthighschool.net/index.php?msg=1327 impregnating someone will give you 'a subtle hint' in the sex event.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: Shilo on Aug 31, 2022, 10:59 PM
In AkiraClub01, on the coffee path, there is a "Person Fetish" op that has the "Get" input connected. But from the looks of it, you probably want to use "Add" instead.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Sep 03, 2022, 12:07 AM
Fixed AkiraClub1 coffee check in Stargazing, however it's nothing critical (it's mostly flavour text).

Pregnancy:
- Added extra option for Skip choice, to give fast version of messages instead of skipping fully.
- Added a small pregnant image pack for AskForSex.  It's only for a few options + gender combos as pregnancy is hard to find for specific ones.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: iAnimeDeath on Sep 04, 2022, 03:51 PM
Should Akira Club override Pregnancy Mod or be above it so that Pregnancy Mod overrides Akira? - NVM

Also I am getting this error as well when opening Journal in Phone.
-----------------------------
[General Info]

Application: HHS+
Version:    v1.10.2.2, Release
Region:      English (United Kingdom)
Date: 04/09/2022
Time: 15:49

User Explanation:

User said ""
-----------------------------

[Exception Info 1]

Top-level Exception
Type:        System.ApplicationException
Message:    ExtensionLibrary\Smartphone\Journal\Students\Students_AkiraNebula [TRY] caused an exception at operation SeqAct_GetPersonDisplayName (ID: 133).
    called by FunctionLibrary\SmartPhone\SmartphoneCategory at SeqActLat_RemoteEventDynamic (ID: 33)
    called by ExtensionLibrary\Smartphone\Main\Journal at SeqActLat_RemoteEvent (ID: 9)
    called by NativeEvents\UI_Main_Buttons_BottomLeft\UI_SmartphoneButton at SeqActLat_RemoteEvent (ID: 13)
Source:      hhs+.exe

Inner Exception 1
Type:        System.NullReferenceException
Message:    Object reference not set to an instance of an object.
Source:      hhs+
Stack Trace: at hhs_.SeqAct_GetPersonDisplayName.Activated(EventRunner Runner) in D:\Torrents\DONE\dun\hhs-source\hhs+\_Editor\_EventModules\_EventActions\_EventActions_Person\SeqAct_GetPersonDisplayName.cs:line 105
  at hhs_.EventRunner.<TryEventAsync>d__95.MoveNext() in D:\Torrents\DONE\dun\hhs-source\hhs+\_Editor\_EventModules\EventRunner.cs:line 791

-----------------------------

[Assembly Info]

mscorlib, Version=4.0.0.0
System.Xaml, Version=4.0.0.0
log4net, Version=2.0.14.0
PresentationCore, Version=4.0.0.0
System, Version=4.0.0.0
WindowsBase, Version=4.0.0.0
PresentationFramework, Version=4.0.0.0
Xceed.Wpf.Toolkit, Version=4.3.0.0
FontAwesome6.Core, Version=2.2.0.0
System.Core, Version=4.0.0.0
System.Windows.Forms, Version=4.0.0.0
Microsoft.VisualBasic, Version=10.0.0.0
Microsoft.Msagl.GraphViewerGdi, Version=3.0.0.0
Microsoft.Msagl.Drawing, Version=3.0.0.0
System.Drawing, Version=4.0.0.0
WindowsFormsIntegration, Version=4.0.0.0
System.Data.SQLite, Version=1.0.116.0
System.Xml, Version=4.0.0.0
System.Runtime.Caching, Version=4.0.0.0
System.Data, Version=4.0.0.0
ExceptionReporter.NET, Version=3.0.1.0
FontAwesome6.Svg.Net, Version=2.2.0.0
OxyPlot.Wpf, Version=2.1.0.0
OxyPlot, Version=2.1.0.0
Microsoft.Msagl, Version=3.0.0.0
System.Xml.Linq, Version=4.0.0.0
XamlAnimatedGif, Version=2.0.0.0
OxyPlot.Wpf.Shared, Version=2.1.0.0

-----------------------------

[System Info]

Operating System
-Microsoft Windows 11 Pro
--CodeSet = 1252
--CSDVersion =
--CurrentTimeZone = -240
--FreePhysicalMemory = 23768400
--OSArchitecture = 64-bit
--OSLanguage = 1033
--ServicePackMajorVersion = 0
--ServicePackMinorVersion = 0
--Version = 10.0.22000

Machine
-IANIMEDEATH
--Manufacturer = Micro-Star International Co., Ltd.
--Model = MS-7D08
--TotalPhysicalMemory = 34252382208

-----------------------------

[Contact Info]

Email: 
Web:    https://www.henthighschool.net/hhs/
Phone: 
Fax:   
-----------------------------

Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Sep 04, 2022, 09:34 PM
Stargazing:
- Fixed Journal issues - probably.
- Fixed door being accessible between forest and monday.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: iAnimeDeath on Sep 05, 2022, 08:35 PM
Got this exception when walked into schoolyard. I am guessing its due to AkiraClub.
-----------------------------
[General Info]

Application: HHS+
Version:    v1.10.2.2, Release
Region:      English (United Kingdom)
Date: 05/09/2022
Time: 20:30

User Explanation:

User said ""
-----------------------------

[Exception Info 1]

Top-level Exception
Type:        System.ApplicationException
Message:    PersonAttachedEvents\Principal\Akira\HangOut [TRY] caused an exception at operation SeqAct_GetSubjectOfPerson (ID: 4125).
Source:      hhs+.exe

Inner Exception 1
Type:        System.Collections.Generic.KeyNotFoundException
Message:    The given key was not present in the dictionary.
Source:      mscorlib
Stack Trace: at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
  at hhs_.SeqAct_GetSubjectOfPerson.Activated(EventRunner Runner) in D:\Torrents\DONE\dun\hhs-source\hhs+\_Editor\_EventModules\_EventActions\_EventActions_SchoolSubject\SeqAct_GetSubjectOfPerson.cs:line 46
  at hhs_.EventRunner.TryEvent(VisualEvent VE, Object Arg, Dictionary`2 Vars, UInt32 StartID, Byte StartIndex) in D:\Torrents\DONE\dun\hhs-source\hhs+\_Editor\_EventModules\EventRunner.cs:line 562

-----------------------------

[Assembly Info]

mscorlib, Version=4.0.0.0
System.Xaml, Version=4.0.0.0
log4net, Version=2.0.14.0
PresentationCore, Version=4.0.0.0
System, Version=4.0.0.0
WindowsBase, Version=4.0.0.0
PresentationFramework, Version=4.0.0.0
Xceed.Wpf.Toolkit, Version=4.3.0.0
FontAwesome6.Core, Version=2.2.0.0
System.Core, Version=4.0.0.0
System.Windows.Forms, Version=4.0.0.0
Microsoft.VisualBasic, Version=10.0.0.0
Microsoft.Msagl.GraphViewerGdi, Version=3.0.0.0
Microsoft.Msagl.Drawing, Version=3.0.0.0
System.Drawing, Version=4.0.0.0
WindowsFormsIntegration, Version=4.0.0.0
System.Data.SQLite, Version=1.0.116.0
System.Xml, Version=4.0.0.0
System.Runtime.Caching, Version=4.0.0.0
System.Data, Version=4.0.0.0
ExceptionReporter.NET, Version=3.0.1.0
FontAwesome6.Svg.Net, Version=2.2.0.0
OxyPlot.Wpf, Version=2.1.0.0
OxyPlot, Version=2.1.0.0
Microsoft.Msagl, Version=3.0.0.0
System.Xml.Linq, Version=4.0.0.0
XamlAnimatedGif, Version=2.0.0.0
OxyPlot.Wpf.Shared, Version=2.1.0.0

-----------------------------

[System Info]

Operating System
-Microsoft Windows 11 Pro
--CodeSet = 1252
--CSDVersion =
--CurrentTimeZone = -240
--FreePhysicalMemory = 22768216
--OSArchitecture = 64-bit
--OSLanguage = 1033
--ServicePackMajorVersion = 0
--ServicePackMinorVersion = 0
--Version = 10.0.22000

Machine
-IANIMEDEATH
--Manufacturer = Micro-Star International Co., Ltd.
--Model = MS-7D08
--TotalPhysicalMemory = 34252382208

-----------------------------

[Contact Info]

Email: 
Web:    https://www.henthighschool.net/hhs/
Phone: 
Fax:   
-----------------------------
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: dcsobral on Sep 05, 2022, 09:06 PM
Quote from: iAnimeDeath on Sep 05, 2022, 08:35 PMGot this exception when walked into schoolyard. I am guessing its due to AkiraClub.
Spoiler
-----------------------------
[General Info]

Application: HHS+
Version:    v1.10.2.2, Release
Region:      English (United Kingdom)
Date: 05/09/2022
Time: 20:30

User Explanation:

User said ""
-----------------------------

[Exception Info 1]

Top-level Exception
Type:        System.ApplicationException
Message:    PersonAttachedEvents\Principal\Akira\HangOut [TRY] caused an exception at operation SeqAct_GetSubjectOfPerson (ID: 4125).
Source:      hhs+.exe

Inner Exception 1
Type:        System.Collections.Generic.KeyNotFoundException
Message:    The given key was not present in the dictionary.
Source:      mscorlib
Stack Trace: at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
  at hhs_.SeqAct_GetSubjectOfPerson.Activated(EventRunner Runner) in D:\Torrents\DONE\dun\hhs-source\hhs+\_Editor\_EventModules\_EventActions\_EventActions_SchoolSubject\SeqAct_GetSubjectOfPerson.cs:line 46
  at hhs_.EventRunner.TryEvent(VisualEvent VE, Object Arg, Dictionary`2 Vars, UInt32 StartID, Byte StartIndex) in D:\Torrents\DONE\dun\hhs-source\hhs+\_Editor\_EventModules\EventRunner.cs:line 562

-----------------------------

[Assembly Info]

mscorlib, Version=4.0.0.0
System.Xaml, Version=4.0.0.0
log4net, Version=2.0.14.0
PresentationCore, Version=4.0.0.0
System, Version=4.0.0.0
WindowsBase, Version=4.0.0.0
PresentationFramework, Version=4.0.0.0
Xceed.Wpf.Toolkit, Version=4.3.0.0
FontAwesome6.Core, Version=2.2.0.0
System.Core, Version=4.0.0.0
System.Windows.Forms, Version=4.0.0.0
Microsoft.VisualBasic, Version=10.0.0.0
Microsoft.Msagl.GraphViewerGdi, Version=3.0.0.0
Microsoft.Msagl.Drawing, Version=3.0.0.0
System.Drawing, Version=4.0.0.0
WindowsFormsIntegration, Version=4.0.0.0
System.Data.SQLite, Version=1.0.116.0
System.Xml, Version=4.0.0.0
System.Runtime.Caching, Version=4.0.0.0
System.Data, Version=4.0.0.0
ExceptionReporter.NET, Version=3.0.1.0
FontAwesome6.Svg.Net, Version=2.2.0.0
OxyPlot.Wpf, Version=2.1.0.0
OxyPlot, Version=2.1.0.0
Microsoft.Msagl, Version=3.0.0.0
System.Xml.Linq, Version=4.0.0.0
XamlAnimatedGif, Version=2.0.0.0
OxyPlot.Wpf.Shared, Version=2.1.0.0

-----------------------------

[System Info]

Operating System
-Microsoft Windows 11 Pro
--CodeSet = 1252
--CSDVersion =
--CurrentTimeZone = -240
--FreePhysicalMemory = 22768216
--OSArchitecture = 64-bit
--OSLanguage = 1033
--ServicePackMajorVersion = 0
--ServicePackMinorVersion = 0
--Version = 10.0.22000

Machine
-IANIMEDEATH
--Manufacturer = Micro-Star International Co., Ltd.
--Model = MS-7D08
--TotalPhysicalMemory = 34252382208

-----------------------------

[Contact Info]

Email: 
Web:    https://www.henthighschool.net/hhs/
Phone: 
Fax:   
-----------------------------
[close]

I get this all the time. I did add the mod way into the game, so I didn't think I could reliably report it.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: iAnimeDeath on Sep 05, 2022, 10:44 PM
Quote from: dcsobral on Sep 05, 2022, 09:06 PM
Quote from: iAnimeDeath on Sep 05, 2022, 08:35 PMGot this exception when walked into schoolyard. I am guessing its due to AkiraClub.
Spoiler
-----------------------------
[General Info]

Application: HHS+
Version:    v1.10.2.2, Release
Region:      English (United Kingdom)
Date: 05/09/2022
Time: 20:30

User Explanation:

User said ""
-----------------------------

[Exception Info 1]

Top-level Exception
Type:        System.ApplicationException
Message:    PersonAttachedEvents\Principal\Akira\HangOut [TRY] caused an exception at operation SeqAct_GetSubjectOfPerson (ID: 4125).
Source:      hhs+.exe

Inner Exception 1
Type:        System.Collections.Generic.KeyNotFoundException
Message:    The given key was not present in the dictionary.
Source:      mscorlib
Stack Trace: at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
  at hhs_.SeqAct_GetSubjectOfPerson.Activated(EventRunner Runner) in D:\Torrents\DONE\dun\hhs-source\hhs+\_Editor\_EventModules\_EventActions\_EventActions_SchoolSubject\SeqAct_GetSubjectOfPerson.cs:line 46
  at hhs_.EventRunner.TryEvent(VisualEvent VE, Object Arg, Dictionary`2 Vars, UInt32 StartID, Byte StartIndex) in D:\Torrents\DONE\dun\hhs-source\hhs+\_Editor\_EventModules\EventRunner.cs:line 562

-----------------------------

[Assembly Info]

mscorlib, Version=4.0.0.0
System.Xaml, Version=4.0.0.0
log4net, Version=2.0.14.0
PresentationCore, Version=4.0.0.0
System, Version=4.0.0.0
WindowsBase, Version=4.0.0.0
PresentationFramework, Version=4.0.0.0
Xceed.Wpf.Toolkit, Version=4.3.0.0
FontAwesome6.Core, Version=2.2.0.0
System.Core, Version=4.0.0.0
System.Windows.Forms, Version=4.0.0.0
Microsoft.VisualBasic, Version=10.0.0.0
Microsoft.Msagl.GraphViewerGdi, Version=3.0.0.0
Microsoft.Msagl.Drawing, Version=3.0.0.0
System.Drawing, Version=4.0.0.0
WindowsFormsIntegration, Version=4.0.0.0
System.Data.SQLite, Version=1.0.116.0
System.Xml, Version=4.0.0.0
System.Runtime.Caching, Version=4.0.0.0
System.Data, Version=4.0.0.0
ExceptionReporter.NET, Version=3.0.1.0
FontAwesome6.Svg.Net, Version=2.2.0.0
OxyPlot.Wpf, Version=2.1.0.0
OxyPlot, Version=2.1.0.0
Microsoft.Msagl, Version=3.0.0.0
System.Xml.Linq, Version=4.0.0.0
XamlAnimatedGif, Version=2.0.0.0
OxyPlot.Wpf.Shared, Version=2.1.0.0

-----------------------------

[System Info]

Operating System
-Microsoft Windows 11 Pro
--CodeSet = 1252
--CSDVersion =
--CurrentTimeZone = -240
--FreePhysicalMemory = 22768216
--OSArchitecture = 64-bit
--OSLanguage = 1033
--ServicePackMajorVersion = 0
--ServicePackMinorVersion = 0
--Version = 10.0.22000

Machine
-IANIMEDEATH
--Manufacturer = Micro-Star International Co., Ltd.
--Model = MS-7D08
--TotalPhysicalMemory = 34252382208

-----------------------------

[Contact Info]

Email: 
Web:    https://www.henthighschool.net/hhs/
Phone: 
Fax:   
-----------------------------
[close]

I get this all the time. I did add the mod way into the game, so I didn't think I could reliably report it.


Yup I reported that and it only happens during break transitions in school. For now during breaks kinda not hang out in those areas. The errors are harmless. He is working on them.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: Aruki on Sep 09, 2022, 04:59 PM
a wierd question prob , but eh, got me curious ;D : is it possible (with pregnancy on) to get karin pregnant with sierra's kid in the last event of the chain if you bypass sierra's npc protection? chances're as high as possible, but nothing seems to happen
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: ⚧ Squark on Sep 09, 2022, 05:53 PM
Quote from: Aruki on Sep 09, 2022, 04:59 PMa wierd question prob , but eh, got me curious ;D : is it possible (with pregnancy on) to get karin pregnant with sierra's kid in the last event of the chain if you bypass sierra's npc protection? chances're as high as possible, but nothing seems to happen
No. Event pregnancies have to be written into the event itself, such as in the Missing Girl quest.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: Aruki on Sep 09, 2022, 06:01 PM
Quote from: squark on Sep 09, 2022, 05:53 PMNo. Event pregnancies have to be written into the event itself, such as in the Missing Girl quest.
thanks much, shame but well, can't have everything ig
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: ⚧ Squark on Sep 09, 2022, 06:34 PM
Quote from: Aruki on Sep 09, 2022, 06:01 PM
Quote from: squark on Sep 09, 2022, 05:53 PMNo. Event pregnancies have to be written into the event itself, such as in the Missing Girl quest.
thanks much, shame but well, can't have everything ig
I, too, wish it weren't so. Maybe something will happen in the future, who knows.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Sep 09, 2022, 06:44 PM
Akira will have to wait till next patch as it's an engine bug, but someone reported a footjob loop - if you get the first footjob multiple times pls post your save.

Pregnancy can happen in any event that uses GenSex for any valid NPC combo (not protected, no condoms).  Older chains are pretty dated, and might not use it, as they're pretty much all awaiting a rework.  If that event uses GenSex, then it would be possible if both are unprotected (quest and condom wise).
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: iAnimeDeath on Sep 09, 2022, 08:49 PM
Quote from: barteke22 on Sep 09, 2022, 06:44 PMAkira will have to wait till next patch as it's an engine bug, but someone reported a footjob loop - if you get the first footjob multiple times pls post your save.

Pregnancy can happen in any event that uses GenSex for any valid NPC combo (not protected, no condoms).  Older chains are pretty dated, and might not use it, as they're pretty much all awaiting a rework.  If that event uses GenSex, then it would be possible if both are unprotected (quest and condom wise).

So it's not supposed to be footjob every single time you do training with her?
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: Aruki on Sep 10, 2022, 07:17 AM
Quote from: barteke22 on Sep 09, 2022, 06:44 PMIf that event uses GenSex, then it would be possible if both are unprotected (quest and condom wise).
regretfully it doesn't seem to, thnx for the asnwer
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: Aule on Sep 10, 2022, 01:45 PM
It seems like pregnancy mod broke. Child events don't fire, crib button can't be clicked and occasionally an exception happens. Can I fix it? It was on from the game's start.

-----------------------------
[General Info]

Application: HHS+
Version:     v1.10.1.2, Release
Region:      English (United Kingdom)
Date: 10/09/2022
Time: 13:43

User Explanation:

User said ""
-----------------------------

[Exception Info 1]

Top-level Exception
Type:        System.ApplicationException
Message:     PersonAttachedEvents\Principal\Pregnancy\Children [EXEC] caused an exception at operation SeqActLat_ShowText (ID: 294).
Source:      hhs+.exe

Inner Exception 1
Type:        System.ArgumentException
Message:     Token is not valid. - '{0}[/color' is not a valid color name!
Source:      hhs+
Stack Trace: at hhs_.EventTextBlockParser.GetColorFromString(String col) in D:\Torrents\DONE\dun\hhs-source\hhs+\_Modules\Util\EventTextBlockParser.vb:line 154
   at hhs_.EventTextBlockParser.ParsePage(IEnumerable`1 tokens) in D:\Torrents\DONE\dun\hhs-source\hhs+\_Modules\Util\EventTextBlockParser.vb:line 85
   at hhs_.EventTextBlockParser.VB$StateMachine_8_ParseText.MoveNext() in D:\Torrents\DONE\dun\hhs-source\hhs+\_Modules\Util\EventTextBlockParser.vb:line 60
   at hhs_.SeqActLat_ShowText.VB$StateMachine_7_ActivatedAsync.MoveNext() in D:\Torrents\DONE\dun\hhs-source\hhs+\_Editor\_EventModules\_EventActions\_EventActions_UI\_EventActions_UIControls\SeqActLat_ShowText.vb:line 59
--- End of stack trace from previous location where exception was thrown ---
   at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
   at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
   at System.Runtime.CompilerServices.TaskAwaiter.ValidateEnd(Task task)
   at hhs_.EventRunner.VB$StateMachine_109_ExecuteAsync.MoveNext() in D:\Torrents\DONE\dun\hhs-source\hhs+\_Editor\_EventModules\EventRunner.vb:line 993

Inner Exception 2
Type:        System.FormatException
Message:     Token is not valid.
Source:      PresentationCore
Stack Trace: at MS.Internal.Parsers.ParseColor(String color, IFormatProvider formatProvider, ITypeDescriptorContext context)
   at System.Windows.Media.ColorConverter.ConvertFromString(String value)
   at hhs_.EventTextBlockParser.GetColorFromString(String col) in D:\Torrents\DONE\dun\hhs-source\hhs+\_Modules\Util\EventTextBlockParser.vb:line 152

-----------------------------

[Assembly Info]

mscorlib, Version=4.0.0.0
System.Xaml, Version=4.0.0.0
log4net, Version=2.0.14.0
PresentationFramework, Version=4.0.0.0
PresentationCore, Version=4.0.0.0
Microsoft.VisualBasic, Version=10.0.0.0
System, Version=4.0.0.0
System.Drawing, Version=4.0.0.0
WindowsBase, Version=4.0.0.0
Xceed.Wpf.Toolkit, Version=4.2.0.0
FontAwesome5, Version=2.1.6.0
System.Core, Version=4.0.0.0
System.Windows.Forms, Version=4.0.0.0
Microsoft.Msagl.GraphViewerGdi, Version=3.0.0.0
Microsoft.Msagl.Drawing, Version=3.0.0.0
WindowsFormsIntegration, Version=4.0.0.0
System.Data.SQLite, Version=1.0.115.5
System.Xml, Version=4.0.0.0
OxyPlot, Version=2.1.0.0
System.Runtime.Caching, Version=4.0.0.0
System.Data, Version=4.0.0.0
ExceptionReporter.NET, Version=3.0.1.0
FontAwesome5.Net, Version=2.1.6.0
OxyPlot.Wpf, Version=2.1.0.0
Microsoft.Msagl, Version=3.0.0.0
System.Xml.Linq, Version=4.0.0.0
XamlAnimatedGif, Version=2.0.0.0
OxyPlot.Wpf.Shared, Version=2.1.0.0

-----------------------------

[System Info]

Operating System
-Майкрософт Windows 10 Домашняя
--CodeSet = 932
--CSDVersion =
--CurrentTimeZone = 180
--FreePhysicalMemory = 1118140
--OSArchitecture = 64-разрядная
--OSLanguage = 1049
--ServicePackMajorVersion = 0
--ServicePackMinorVersion = 0
--Version = 10.0.19043

Machine
-DESKTOP-3QK9GCD
--Manufacturer = ASUSTeK COMPUTER INC.
--Model = TUF Gaming FX505DT_FX505DT
--TotalPhysicalMemory = 7983132672

-----------------------------

[Contact Info]

Email: 
Web:    https://www.henthighschool.net/hhs/
Phone: 
Fax:   
-----------------------------

Title: Re: [Mod] [Mods] barteke22's mod index
Post by: iAnimeDeath on Sep 10, 2022, 02:00 PM
Quote from: Aule on Sep 10, 2022, 01:45 PMIt seems like pregnancy mod broke. Child events don't fire, crib button can't be clicked and occasionally an exception happens. Can I fix it? It was on from the game's start.

-----------------------------
[General Info]

Application: HHS+
Version:     v1.10.1.2, Release
Region:      English (United Kingdom)
Date: 10/09/2022
Time: 13:43

User Explanation:

User said ""
-----------------------------

[Exception Info 1]

Top-level Exception
Type:        System.ApplicationException
Message:     PersonAttachedEvents\Principal\Pregnancy\Children [EXEC] caused an exception at operation SeqActLat_ShowText (ID: 294).
Source:      hhs+.exe

Inner Exception 1
Type:        System.ArgumentException
Message:     Token is not valid. - '{0}[/color' is not a valid color name!
Source:      hhs+
Stack Trace: at hhs_.EventTextBlockParser.GetColorFromString(String col) in D:\Torrents\DONE\dun\hhs-source\hhs+\_Modules\Util\EventTextBlockParser.vb:line 154
   at hhs_.EventTextBlockParser.ParsePage(IEnumerable`1 tokens) in D:\Torrents\DONE\dun\hhs-source\hhs+\_Modules\Util\EventTextBlockParser.vb:line 85
   at hhs_.EventTextBlockParser.VB$StateMachine_8_ParseText.MoveNext() in D:\Torrents\DONE\dun\hhs-source\hhs+\_Modules\Util\EventTextBlockParser.vb:line 60
   at hhs_.SeqActLat_ShowText.VB$StateMachine_7_ActivatedAsync.MoveNext() in D:\Torrents\DONE\dun\hhs-source\hhs+\_Editor\_EventModules\_EventActions\_EventActions_UI\_EventActions_UIControls\SeqActLat_ShowText.vb:line 59
--- End of stack trace from previous location where exception was thrown ---
   at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
   at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
   at System.Runtime.CompilerServices.TaskAwaiter.ValidateEnd(Task task)
   at hhs_.EventRunner.VB$StateMachine_109_ExecuteAsync.MoveNext() in D:\Torrents\DONE\dun\hhs-source\hhs+\_Editor\_EventModules\EventRunner.vb:line 993

Inner Exception 2
Type:        System.FormatException
Message:     Token is not valid.
Source:      PresentationCore
Stack Trace: at MS.Internal.Parsers.ParseColor(String color, IFormatProvider formatProvider, ITypeDescriptorContext context)
   at System.Windows.Media.ColorConverter.ConvertFromString(String value)
   at hhs_.EventTextBlockParser.GetColorFromString(String col) in D:\Torrents\DONE\dun\hhs-source\hhs+\_Modules\Util\EventTextBlockParser.vb:line 152

-----------------------------

[Assembly Info]

mscorlib, Version=4.0.0.0
System.Xaml, Version=4.0.0.0
log4net, Version=2.0.14.0
PresentationFramework, Version=4.0.0.0
PresentationCore, Version=4.0.0.0
Microsoft.VisualBasic, Version=10.0.0.0
System, Version=4.0.0.0
System.Drawing, Version=4.0.0.0
WindowsBase, Version=4.0.0.0
Xceed.Wpf.Toolkit, Version=4.2.0.0
FontAwesome5, Version=2.1.6.0
System.Core, Version=4.0.0.0
System.Windows.Forms, Version=4.0.0.0
Microsoft.Msagl.GraphViewerGdi, Version=3.0.0.0
Microsoft.Msagl.Drawing, Version=3.0.0.0
WindowsFormsIntegration, Version=4.0.0.0
System.Data.SQLite, Version=1.0.115.5
System.Xml, Version=4.0.0.0
OxyPlot, Version=2.1.0.0
System.Runtime.Caching, Version=4.0.0.0
System.Data, Version=4.0.0.0
ExceptionReporter.NET, Version=3.0.1.0
FontAwesome5.Net, Version=2.1.6.0
OxyPlot.Wpf, Version=2.1.0.0
Microsoft.Msagl, Version=3.0.0.0
System.Xml.Linq, Version=4.0.0.0
XamlAnimatedGif, Version=2.0.0.0
OxyPlot.Wpf.Shared, Version=2.1.0.0

-----------------------------

[System Info]

Operating System
-Майкрософт Windows 10 Домашняя
--CodeSet = 932
--CSDVersion =
--CurrentTimeZone = 180
--FreePhysicalMemory = 1118140
--OSArchitecture = 64-разрядная
--OSLanguage = 1049
--ServicePackMajorVersion = 0
--ServicePackMinorVersion = 0
--Version = 10.0.19043

Machine
-DESKTOP-3QK9GCD
--Manufacturer = ASUSTeK COMPUTER INC.
--Model = TUF Gaming FX505DT_FX505DT
--TotalPhysicalMemory = 7983132672

-----------------------------

[Contact Info]

Email: 
Web:    https://www.henthighschool.net/hhs/
Phone: 
Fax:   
-----------------------------


You aren't on latest HHS+ build. 1.10.2.2 is latest one and if you recently DL the mod that might explain why.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: Aule on Sep 10, 2022, 02:44 PM
Quote from: iAnimeDeath on Sep 10, 2022, 02:00 PMYou aren't on latest HHS+ build. 1.10.2.2 is latest one and if you recently DL the mod that might explain why.

I see. Downloaded HHS+ from f95, not from here. Will try with the latest version, ty. Are save files compatible between these versions?
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: iAnimeDeath on Sep 11, 2022, 01:48 PM
Quote from: Aule on Sep 10, 2022, 02:44 PM
Quote from: iAnimeDeath on Sep 10, 2022, 02:00 PMYou aren't on latest HHS+ build. 1.10.2.2 is latest one and if you recently DL the mod that might explain why.

I see. Downloaded HHS+ from f95, not from here. Will try with the latest version, ty. Are save files compatible between these versions?
Not really if you check the release thread here then there is something that can kinda fix some issues and incompatibilities between the versions but it might be smart to simply start over.

https://henthighschool.net/hhs/hhs-1-10-0-official-release-thread/
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Sep 11, 2022, 04:51 PM
Akira and the Stargazing club fixes:
- Added workaround for school break exception.
- Tutoring giving the same image every time.
- Artificial cock events.
- HangOut not ending.
- A bad image edit.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Sep 11, 2022, 07:01 PM
Akira: Added a failsafe for missed HangOuts started before previous fix.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Sep 12, 2022, 03:11 PM
Akira: Bracelet withdrawal exception fix.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: Shilo on Sep 12, 2022, 04:20 PM
Minor suggestion: Lead by example and start using title images for your mod by adding e.g.
<TitleImage>Images\EventPictures\Club\Stargazing Club\ClubImageStargazing.jpg</TitleImage>
to the ModInfo.xml file.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: Anon888 on Sep 18, 2022, 09:05 PM
Got this while asking Akira for follow and search. It's 13:03 Saturday 13/03, if it matters, but I don't think so.

-----------------------------
[General Info]

Application: HHS+
Version:     v1.10.2.2, Release
Region:      English (United Kingdom)
Date: 18/09/2022
Time: 21:00

User Explanation:

User said ""
-----------------------------

[Exception Info 1]

Top-level Exception
Type:        System.ApplicationException
Message:     Interactions\MindControl\SearchFollow [EXEC] caused an exception at operation SeqAct_TextReplacePersonContext (ID: 482).
Source:      hhs+.exe

Inner Exception 1
Type:        System.ArgumentNullException
Message:     Value cannot be null.
Parameter name: Person
Source:      hhs+
Stack Trace: at hhs_.SeqAct_TextReplacePersonContext.Activated(EventRunner Runner) in D:\Torrents\DONE\dun\hhs-source\hhs+\_Editor\_EventModules\_EventActions\_EventActions_TextReplace\SeqAct_TextReplacePersonContext.cs:line 32
   at hhs_.EventRunner.<ExecuteAsync>d__108.MoveNext() in D:\Torrents\DONE\dun\hhs-source\hhs+\_Editor\_EventModules\EventRunner.cs:line 1227

-----------------------------

[Assembly Info]

mscorlib, Version=4.0.0.0
System.Xaml, Version=4.0.0.0
log4net, Version=2.0.14.0
PresentationCore, Version=4.0.0.0
System, Version=4.0.0.0
WindowsBase, Version=4.0.0.0
PresentationFramework, Version=4.0.0.0
Xceed.Wpf.Toolkit, Version=4.3.0.0
FontAwesome6.Core, Version=2.2.0.0
System.Core, Version=4.0.0.0
System.Windows.Forms, Version=4.0.0.0
Microsoft.VisualBasic, Version=10.0.0.0
Microsoft.Msagl.GraphViewerGdi, Version=3.0.0.0
Microsoft.Msagl.Drawing, Version=3.0.0.0
System.Drawing, Version=4.0.0.0
WindowsFormsIntegration, Version=4.0.0.0
System.Data.SQLite, Version=1.0.116.0
System.Xml, Version=4.0.0.0
System.Runtime.Caching, Version=4.0.0.0
System.Data, Version=4.0.0.0
ExceptionReporter.NET, Version=3.0.1.0
FontAwesome6.Svg.Net, Version=2.2.0.0
OxyPlot.Wpf, Version=2.1.0.0
OxyPlot, Version=2.1.0.0
Microsoft.Msagl, Version=3.0.0.0
System.Xml.Linq, Version=4.0.0.0
XamlAnimatedGif, Version=2.0.0.0
OxyPlot.Wpf.Shared, Version=2.1.0.0

-----------------------------

[System Info]

Operating System
-Microsoft Windows 10 Home
--CodeSet = 1252
--CSDVersion =
--CurrentTimeZone = 120
--FreePhysicalMemory = 1863928
--OSArchitecture = 64 bit
--OSLanguage = 1040
--ServicePackMajorVersion = 0
--ServicePackMinorVersion = 0
--Version = 10.0.19044

Machine
-DESKTOP-CM987A8
--Manufacturer = LENOVO
--Model = 90N900DQIX
--TotalPhysicalMemory = 8406589440

-----------------------------

[Contact Info]

Email: 
Web:    https://www.henthighschool.net/hhs/
Phone: 
Fax:   
-----------------------------

Title: Re: [Mod] [Mods] barteke22's mod index
Post by: Czesiek864 on Sep 19, 2022, 01:15 PM
So, I noticed no one either had this issue before or I'm too blind/dumb to fix it on my own, anyways, there is a "Child Prodigy" among the teachers and when you affiliate them their head goes to 'normal adult height' instead of staying on their neck, which you can already guess looks disturbing at least.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Sep 23, 2022, 02:57 PM
Quote from: Anon888 on Sep 18, 2022, 09:05 PMGot this while asking Akira for follow and search. It's 13:03 Saturday 13/03, if it matters, but I don't think so.
...

Fix will await next patch as I'm uncertain if other changes rely on anything new. If you're able to cancel SearchFollow with Akira, don't use it for now.

Quote from: Czesiek864 on Sep 19, 2022, 01:15 PMSo, I noticed no one either had this issue before or I'm too blind/dumb to fix it on my own, anyways, there is a "Child Prodigy" among the teachers and when you affiliate them their head goes to 'normal adult height' instead of staying on their neck, which you can already guess looks disturbing at least.

Child prodigy requires specific fetishes to appear.  Head logic has changed since beta, so find them in Debug > Person and change their PaperDollEvent from PD_Student to PD_Default.

The PD_Student version will require the pregnancy mod for custom heads + only applies on first time generation, otherwise defaults to PD_Default.  Fix will await next patch as I'm uncertain if other changes rely on anything new, it also won't apply to already generated teachers - so do the above fix either way.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Sep 30, 2022, 01:46 AM
Updated my mods to 1.10.3.0 - mostly just misc tweaks.

There were some fixes to Teacher Compendium & Stargazing Club.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: ValZer0 on Sep 30, 2022, 02:12 AM
I have a question are you gonna add more wigs to the wig shop or no just curious?
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Sep 30, 2022, 03:53 PM
Probably not as it's time consuming to manually edit public kisekae outputs from DeviantArt to fit the game, as our kisekae is not compatible with those.



Important bugfix for GPCC and Pregnancy due to person type change.  Needed for any mods relying on GPCC.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: ValZer0 on Sep 30, 2022, 04:42 PM
k👍
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: dcsobral on Sep 30, 2022, 06:09 PM
Quote from: barteke22 on Sep 30, 2022, 03:53 PMImportant bugfix for GPCC and Pregnancy due to person type change.  Needed for any mods relying on GPCC.

You mean a new version _after_ the updated-to-10.1.3.0 version?
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Sep 30, 2022, 07:22 PM
Yea, sort mega by timestamps.  The mods are always safe to update on existing.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Oct 10, 2022, 12:36 AM
Updated mods for 1.10.3.3, also some bugfixes in stargazing.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: S7aard on Oct 26, 2022, 11:59 PM
Quote from: barteke22 on May 13, 2022, 11:54 PMPregnancy Mod (https://henthighschool.net/hhs-mods/mod-mods-barteke22-s-mod-index#msg27)

Info:
Features
1.10.X Updates:
  • Added an Info Panel tab to pregnancy with stats/info.
  • Improved stomachs by using a combination of overlays and shaders.
  • Added Age drugs (unlocked by the shady story + chemistry). Up to X (setting) children that reach the minimum age will turn into real NPCs.
  • Added lots of new options. Like fertility, gender multipliers, male pregnancy, aging speed, event skip.
  • Added generic child interactions, improved generic child events. Nothing lewd for obvious reasons.
    • The interaction system is easily expandable.
  • Added Missing Girl quest integration, it's now possible to make her not leave town on pregnancy path.
  • Simple lactation support. Only for NPCs supported by the game to avoid issues.

V1.07:
  • Weekly Rep hit if percentage of students pregnant is higher than town corruption/lust.
  • Less Rep hit/potential gain if proper policies enabled accordingly.
  • Policy related check condom supply in ward + negotiate more/take some.
  • Asking pregnant NPCs who the father is, based on relationship. Tells how many weeks in, etc.
  • Condom Menu: Option to ignore HasQuest. Fertility options.
  • Higher chance of pregnancy, but everyone can choose to get condoms now.
  • Max 1 box per NPC unless given by PC - if ran out chance to get (student rule disobedience has chance of detention).
  • Higher NPC corruption/lust = less chance of getting condoms (+ personality/nature's law based). Students are based on school policies + their personality/loyalty.
  • Random event to peek on NPC birth if one is currently happening (30min window when it happens - so rare). Pretty much same as PC birth.
  • No condom use if non-consensual (hypno etc), except if PC is the aggressor and wears one.
  • Daily try for baby among parent couples: Max percentage of population is based on average lust.
V1.00-1.06:
  • Special background for calling/texting (GLaDOS Chat) people, not really related, but made along with this. Only used in this so far.
  • Game starts with 0-5 pregnant people (+ 1 born) for potential flavour.
  • Condoms (buy in Sex Shop).  Could maybe use a pill alternative.  Item contains the mod settings (use it):
    • 2/3/6/9 month pregnancy. Low child expenses ON/OFF.
  • HasQuest/Infertile can't get pregnant unless trait is removed, or CanImpregnate is added (setting).
  • Otherwise factors like has condom + fertility can lead to pregnancy.
  • Hospital: Artificial insemination, pregnancy tests, child index, a shady doctor for a certain chain, birth.
  • NPC-NPC are just notable by belly bulges (since it's not really PC's bussiness).  Can decide to abort if father unknown (hypno), or if bad relations with father.
  • PC mother: Can abort (early), track down and notify father (to bring up together, have them bring it up, just for child support). Or not.
  • PC father: Will be notified (unless happened due to hypno). Similar to above, but can also bribe/hypno to bugger off if you're a nice person. Then NPC treats it like NPC-NPC.
  • Parent visits to play with children. You can visit them if you have the address and they're bringing it up.
  • Allows any gender combos to have children via either sex or artificial insemination.
  • Children don't really do anything besides wasting money (or in rare cases earning it).
  • A single (1) child can 'grow up' via some shady shid.
[close]
Compatibility/expansion notes
Child interactions can be expanded by adding events to ExtensionLibrary\Pregnancy\Interactions\.
  • There's an example event in the mod's Interactions folder that explains how it works.
  • The other events there can be used as example of what can be done.

Birth overlays support special NPCs and age-based images:
  • SpecialCharacters:
    • If you need custom ones, add images matching the pregnancy ones (see images folder).
    • In the same folders as the regular ones, prefixed with the 'NPC's Name_ImageName.png', like 'Stacy Slutsky_Birth_Frown.png'.
  • Age:
    • Same as regular images (or above for specials), but in age-subfolders like ...\Pregnancy\09\.

The old (1-3) and new (3-10) stomach overlays can be added in the same way as the birth ones.
  • However, if your NPC's body doesn't match the new ones (vanilla) you'll likely also need to provide a shader event for your NPC.
  • You tweak the shader before making optional overlays for it.
  • Basically make a copy of the FunctionLibrary\PaperDoll\CustomLayers\Stomach\Pregnancy event.
  • Give it lower priority and make it clear the stomach layer at the start (to remove regular shader).
  • Then tweak the event till it works.

Small edits to:
  • Events\ExtensionLibrary\Smartphone\Main\PhoneCall.ve.xml
  • Events\FunctionLibrary\Interaction\SetHonorificDict.ve.xml
[close]

Potential areas for expansion that others can take over (completely), or help with (I prefer doing mechanics over text/balance-logic):
Spoiler
  • Condoms: Replace with 48h lasting pills, 2 variants: Anti-get/make pregnant. Or keep condoms for dicks, and add pills just for vaginas/dicks. Easy enough, just not important.
  • Divorce/marriage mechanics. And pregnancy having an effect on them.
  • Relationship changes caused by pregnancy for NPC-NPC don't exist. Currently if PC is positive about 'it' they get +10 to rel, if they react poorly -50 (50% chance of NPC abortion/lie).
  • Expand on parent visits (PC). Currently there's a generic event for PC being visited/PC visiting.
  • Expand on the 'shady' chain 'result'.
  • Events, events, more events.  There's no pregnancy events: No sex scenes, interactions, etc. I'm not talking about replacing existing images with pregnancy ones (that's pretty unrealistic), just adding some pregnancy content.
  • Add some flavour reactions all over the place based on personality, etc. perhaps.
  • If one were to apply dynamic fertility (man/menstrual cycles) to PC as well, we'd probably need some way to track it). Simple enough, I guess.
  • Ideas: If angry mother didn't abort PC's child, she can use it for blackmail in future? If PC mother told the father to leave her be, he can do the same. PC lying to someone else that they're the father?
[close]

Screenshots (click to enlarge)
(https://i.imgur.com/iYHzXIZ.png)
(https://i.imgur.com/ivvpCaJ.png)
(https://i.imgur.com/mkKgu7B.png)
(https://i.imgur.com/2fGy1CS.png)
(https://i.imgur.com/M9iaYQS.png)
(https://i.imgur.com/vqB5YKD.png)
(https://i.imgur.com/9XlNUhR.png)
[close]

When using the pregnancy mod, i constantly get errors when using interactions. Does this mod have any requirements?

Also, how do I get NPCs to get off BC?
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: ⚧ Squark on Oct 27, 2022, 02:05 AM
Quote from: S7aard on Oct 26, 2022, 11:59 PMWhen using the pregnancy mod, i constantly get errors when using interactions. Does this mod have any requirements?

Also, how do I get NPCs to get off BC?
It requires ALL MODS NEED ME (GPCC) and a compatible version of the game. For example, if you're running 1.10.3.3 OR 1.10.3.4, you need the version linked to in the main post. Also make sure you've refreshed the events.
And what's BC?
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: S7aard on Oct 27, 2022, 02:11 AM
Quote from: squark on Oct 27, 2022, 02:05 AM
Quote from: S7aard on Oct 26, 2022, 11:59 PMWhen using the pregnancy mod, i constantly get errors when using interactions. Does this mod have any requirements?

Also, how do I get NPCs to get off BC?
It requires ALL MODS NEED ME (GPCC) and a compatible version of the game. For example, if you're running 1.10.3.3 OR 1.10.3.4, you need the version linked to in the main post. Also make sure you've refreshed the events.
And what's BC?

Ah, thank you.

BC = birth control/contraceptives
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: ⚧ Squark on Oct 27, 2022, 02:38 AM
Quote from: S7aard on Oct 27, 2022, 02:11 AM
Quote from: squark on Oct 27, 2022, 02:05 AM
Quote from: S7aard on Oct 26, 2022, 11:59 PMWhen using the pregnancy mod, i constantly get errors when using interactions. Does this mod have any requirements?

Also, how do I get NPCs to get off BC?
It requires ALL MODS NEED ME (GPCC) and a compatible version of the game. For example, if you're running 1.10.3.3 OR 1.10.3.4, you need the version linked to in the main post. Also make sure you've refreshed the events.
And what's BC?

Ah, thank you.

BC = birth control/contraceptives
As for getting them off birth control, I think they have to love you first.
Or you could just turn it off in the mod settings (Map -> Help & Options -> Mod Settings).
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: S7aard on Oct 27, 2022, 05:05 AM
Quote from: squark on Oct 27, 2022, 02:38 AM
Quote from: S7aard on Oct 27, 2022, 02:11 AM
Quote from: squark on Oct 27, 2022, 02:05 AM
Quote from: S7aard on Oct 26, 2022, 11:59 PMWhen using the pregnancy mod, i constantly get errors when using interactions. Does this mod have any requirements?

Also, how do I get NPCs to get off BC?
It requires ALL MODS NEED ME (GPCC) and a compatible version of the game. For example, if you're running 1.10.3.3 OR 1.10.3.4, you need the version linked to in the main post. Also make sure you've refreshed the events.
And what's BC?

Ah, thank you.

BC = birth control/contraceptives
As for getting them off birth control, I think they have to love you first.
Or you could just turn it off in the mod settings (Map -> Help & Options -> Mod Settings).

Where do you find that Map file/button?

EDIT: Nevermind. Thanks for the help!

EDIT 2: I can't find where to turn off *contraception in the pregnancy menu (*the part where it says a NPC is protected from being impregnated)
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: oratorio on Oct 27, 2022, 02:54 PM
Quote from: squark on Oct 27, 2022, 02:05 AM
Quote from: S7aard on Oct 26, 2022, 11:59 PMWhen using the pregnancy mod, i constantly get errors when using interactions. Does this mod have any requirements?

Also, how do I get NPCs to get off BC?
It requires ALL MODS NEED ME (GPCC) and a compatible version of the game. For example, if you're running 1.10.3.3 OR 1.10.3.4, you need the version linked to in the main post. Also make sure you've refreshed the events.
And what's BC?

Birth Control
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: ⚧ Squark on Oct 27, 2022, 03:37 PM
Previously answered, but thanks anyway.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: ⚧ Squark on Oct 27, 2022, 03:53 PM
Quote from: S7aard on Oct 27, 2022, 05:05 AMEDIT 2: I can't find where to turn off *contraception in the pregnancy menu (*the part where it says a NPC is protected from being impregnated)
Protected students are protected to avoid their quest breaking.
It's unadvisable to disable that protection but you're looking for the HasQuest settings (NPC Settings -> HasQuest Settings) in the Pregnancy Config. HasQuest characters as you probably know are denoted by a ! in front of their name. Mostly it's special characters. And they lose the protection upon quest resolution iirc.
There are some specials without the protection, though.

Daisy Maddox, Deborah Simmons, Elsie Green, Ivana Yochild, Anita Yochild, Claire Fuzushi, Irina Jelabitch, Lydia Swan, Ameli Coppers *, Ginny Nightshade, Lilly and Priscilla Rosenlace, Peach and Sally Proudbottom, Lindsey Melkers *, Jocelyn Everkeen, Mandy Meyers, Ruby Valentine *, Suzy and Stacy Slutsky are all characters without quest protection.

*: Technically speaking. There is a sequence of events for these characters but no actual protection is there.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Oct 28, 2022, 01:42 AM
Bugfixes in Stargazing & Indicators & Difficulty.  Maybe some others too, can't remember.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Oct 28, 2022, 11:13 PM
Pregnancy 'Ask about baby' fix.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: coton52 on Oct 29, 2022, 10:54 AM
I don't know if i should post it here on create a new one but when using the Visible_Grundge_arousale mods all adult NPC get no head like literally just a long neck .
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Oct 29, 2022, 06:10 PM
That's not my mod, and I can't tell you what's wrong without an error or a save to inspect.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: TheBigPancake on Nov 14, 2022, 04:35 AM
How do you get more suits built? I have all the supplies but can't find where to build more, so I can't use the suit because I chose to let the club keep it.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Nov 15, 2022, 02:12 AM
Akira's Assistance interaction, if she's not doing anything else for you.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: elicko82 on Nov 26, 2022, 03:58 PM
- Akira and the Stargazing Club.
do you know how can corrupts Arika ?
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: iAnimeDeath on Nov 27, 2022, 03:27 PM
Quote from: elicko82 on Nov 26, 2022, 03:58 PM- Akira and the Stargazing Club.
do you know how can corrupts Arika ?
Basically keep visiting the club and the club members will keep corrupting her over time.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: Silamon on Dec 01, 2022, 12:57 AM
How exactly do you open the stargazing club? I have akira around for a few weeks now but there is no option to open a club from school management and when I try to go back into the room it says I have no reason to go in?
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: dcsobral on Dec 02, 2022, 01:51 AM
Quote from: Silamon on Dec 01, 2022, 12:57 AMHow exactly do you open the stargazing club? I have akira around for a few weeks now but there is no option to open a club from school management and when I try to go back into the room it says I have no reason to go in?
It just takes a while. Check Akira on the Smartphone's Main Journal for information on progress.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: Nekotank on Dec 02, 2022, 06:27 AM
Hello, TeacherCompendium version of the game 1.10.3.5 does not work.
Is this a problem in not matching the versions?
That's what the mod swears at
Spoiler
-----------------------------
[General Info]

Application: HHS+
Version:    v1.10.3.5, Release
Region:      English (United Kingdom)
Date: 02/12/2022
Time: 06:16

User Explanation:

User said ""
-----------------------------

[Exception Info 1]

Top-level Exception
Type:        System.ApplicationException
Message:    Location\School\Principal Office\Btn_TeacherCompendium [EXEC] caused an exception at operation SeqAct_GetPropertyByName (ID: 1826).
Source:      hhs+.exe

Inner Exception 1
Type:        System.NullReferenceException
Message:    Object reference not set to an instance of an object.
Source:      hhs+
Stack Trace: at hhs_.SeqAct_GetPropertyByName.Activated(EventRunner Runner) in hhs+\_Editor\_EventModules\_EventActions\_EventActions_Base\SeqAct_GetPropertyByName.cs:line 105
  at hhs_.EventRunner.<ExecuteAsync>d__109.MoveNext() in hhs+\_Editor\_EventModules\EventRunner.cs:line 1256

-----------------------------

[Assembly Info]

mscorlib, Version=4.0.0.0
System.Xaml, Version=4.0.0.0
log4net, Version=2.0.14.0
PresentationCore, Version=4.0.0.0
System, Version=4.0.0.0
WindowsBase, Version=4.0.0.0
PresentationFramework, Version=4.0.0.0
Xceed.Wpf.Toolkit, Version=4.3.0.0
FontAwesome6.Core, Version=2.2.0.0
System.Core, Version=4.0.0.0
System.Windows.Forms, Version=4.0.0.0
MathParser.org-mXparser, Version=5.0.7.0
Microsoft.VisualBasic, Version=10.0.0.0
Microsoft.Msagl.GraphViewerGdi, Version=3.0.0.0
Microsoft.Msagl.Drawing, Version=3.0.0.0
System.Drawing, Version=4.0.0.0
WindowsFormsIntegration, Version=4.0.0.0
System.Data.SQLite, Version=1.0.116.0
System.Xml, Version=4.0.0.0
Cronos, Version=0.7.1.0
System.Runtime.Caching, Version=4.0.0.0
System.Data, Version=4.0.0.0
ExceptionReporter.NET, Version=3.0.1.0
FontAwesome6.Svg.Net, Version=2.2.0.0
OxyPlot.Wpf, Version=2.1.0.0
OxyPlot, Version=2.1.0.0
Microsoft.Msagl, Version=3.0.0.0
System.Xml.Linq, Version=4.0.0.0
XamlAnimatedGif, Version=2.0.0.0
OxyPlot.Wpf.Shared, Version=2.1.0.0

-----------------------------

[System Info]

Operating System
-Майкрософт Windows 10 Домашняя для одного языка
--CodeSet = 1251
--CSDVersion =
--CurrentTimeZone = 660
--FreePhysicalMemory = 5096496
--OSArchitecture = 64-разрядная
--OSLanguage = 1049
--ServicePackMajorVersion = 0
--ServicePackMinorVersion = 0
--Version = 10.0.19045

Machine
-DESKTOP-V9JH8FB
--Manufacturer = Acer
--Model = Extensa 2511G
--TotalPhysicalMemory = 10647707648

-----------------------------

[Contact Info]

Email: 
Web:    https://www.henthighschool.net/hhs/
Phone: 
Fax:   
-----------------------------

[close]

Is using wrong version of the mod.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: dcsobral on Dec 02, 2022, 11:47 PM
Quote from: Nekotank on Dec 02, 2022, 06:27 AMHello, TeacherCompendium version of the game 1.10.3.5 does not work.
Is this a problem in not matching the versions?

It is working for me on 1.10.3.5.

Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Jan 20, 2023, 01:06 AM
Updated my mods to the current patch. It's an optional version number update for probably all except:

Pregnancy:
- Birthday wish event fix.
- SetHonorificDict fix.
- Misc fixes.
   
Stargazing:
- Added a population mind adjustment.
- Made some generic info obtainable through story.
- X-Ray GenderKnown tweak.
- Fixed wrong sex toy mentioned if gender changed.
- Fixed rooftop plant not being movable back to previous locations.
- Fixed AskForSex not overriding properly after name change.
- Typos.

1.10.4.0 is also required for those 2.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: shpungout on Jan 22, 2023, 12:29 PM
Teacher Compendium mod:
(https://i.ibb.co/XyBrZWQ/1.png) (https://ibb.co/XyBrZWQ)
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Jan 25, 2023, 11:54 PM
Should be fixed in latest base game patch.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: Netscape1964 on Jan 26, 2023, 11:55 AM
i don't know if it's a bug or not but it seems that the preg mod doesn't flag after impregnating a student. i hypno fucked a student 2 times in a row and got the impregnation message each time. i'm running on the 1.10.4.0 game version with pregmod/GPCC version 2023.01.20
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: WraithM on Jan 26, 2023, 02:03 PM
If you had fucked with them and didn't get them pregnant, maybe your Pc used a condom, you can disable this feature in the menu on the map
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: Netscape1964 on Jan 26, 2023, 02:53 PM
it's not they aren't pregnant is that i get the message that she got pregnant each time i fuck her.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Jan 26, 2023, 09:05 PM
It takes like a week before they find out they're pregnant (can't remember if anything flags them before then).

Does the number of abortions go up after a while (player info panel > global stats)?  Hypno means they don't know who the 'father' is, so most NPCs decide to abort (depending on personality/other relations), or bring it up alone/with someone else.

I could probably add some more variation based on school policies (encouraged lack of contraception), or good relationship with PC (consensual hypno, though that's technically not a thing in the game). Though I'm a bit too busy breaking the game to go back to breaking my mods any time soon xD
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: Netscape1964 on Jan 27, 2023, 05:17 AM
it would make sense if it's abortion. i'll try to look at that abortion counter and get back to you
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: blumph on Jan 28, 2023, 09:24 PM
Teacher Compendium seems p. broken in 1.10.4.2; adding it to an existing game deleted normal School Management (only the Compendium appears) in the Office, and completely deleted the Management option at home, all Upgrades, all classes (students were roaming the halls), even the PC's 'Sleep' option at home.

EDIT: Seems to function OK if starting new.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Jan 28, 2023, 11:43 PM
Gimmie save (before & after), reloading seems to work fine for me.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: mann on Feb 01, 2023, 07:34 AM
I think I hit a bug with the pregnancy mod. After giving a child to the suspicious nurse, they aged the kid up, but anytime I enter a room with the kid or try to talk with them I get this error.

PaperDollHandlers\PD_PrincipalChild [EXEC] caused an exception at operation SeqActLat_RemoteEvent (ID: 60).
Unable to find Remote Event 'FunctionLibrary\PaperDoll\InitialCleanup'

Any easy way I can fix this?
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Feb 01, 2023, 08:32 PM
Update your game, my mods are 1.10.4 minimum.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: mann on Feb 01, 2023, 10:02 PM
Thank you, that fixed it. <3
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: shpungout on Feb 05, 2023, 08:51 AM
"Black"-haired teacher's text in Teacher Compendium is hard to read:
(https://i.ibb.co/bJ63mG2/1.png) (https://ibb.co/bJ63mG2)
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: Ziki23 on Feb 09, 2023, 10:39 AM
Spoiler
-----------------------------
[General Info]

Application: HHS+
Version:    v1.10.4.2, Release
Region:      English (United Kingdom)
Date: 09/02/2023
Time: 10:35

User Explanation:

User said ""
-----------------------------

[Exception Info 1]

Top-level Exception
Type:        System.ApplicationException
Message:    FunctionLibrary\GenSexHandling\SetEffectSubs\Fuck_Effects [EXEC] caused an exception at operation SeqCond_CompareBool (ID: 246).
    called by FunctionLibrary\GenSexHandling\SetEffects at SeqActLat_RemoteEvent (ID: 27)
    called by Location\School\Principal Office\SierraHardmanSex at SeqActLat_RemoteEvent (ID: 1133)
Source:      hhs+.exe

Inner Exception 1
Type:        System.NullReferenceException
Message:    Object reference not set to an instance of an object.
Source:      hhs+
Stack Trace: at hhs_.SeqCond_CompareBool.Activated(EventRunner Runner) in hhs+\_Editor\_EventModules\_EventActions\_EventActions_Compare\SeqCond_CompareBool.cs:line 51
  at hhs_.EventRunner.<ExecuteAsync>d__124.MoveNext() in hhs+\_Editor\_EventModules\EventRunner.cs:line 1332

-----------------------------

[Assembly Info]

mscorlib, Version=4.0.0.0
System.Xaml, Version=4.0.0.0
log4net, Version=2.0.14.0
PresentationCore, Version=4.0.0.0
System, Version=4.0.0.0
WindowsBase, Version=4.0.0.0
PresentationFramework, Version=4.0.0.0
Xceed.Wpf.Toolkit, Version=4.3.0.0
FontAwesome6.Core, Version=2.2.0.0
System.Core, Version=4.0.0.0
System.Windows.Forms, Version=4.0.0.0
MathParser.org-mXparser, Version=5.0.7.0
Microsoft.VisualBasic, Version=10.0.0.0
Microsoft.Msagl.GraphViewerGdi, Version=3.0.0.0
Microsoft.Msagl.Drawing, Version=3.0.0.0
System.Drawing, Version=4.0.0.0
WindowsFormsIntegration, Version=4.0.0.0
System.Data.SQLite, Version=1.0.116.0
System.Xml, Version=4.0.0.0
Cronos, Version=0.7.1.0
System.Runtime.Caching, Version=4.0.0.0
System.Data, Version=4.0.0.0
FontAwesome6.Svg.Net, Version=2.2.0.0
ExceptionReporter.NET, Version=3.0.1.0
OxyPlot.Wpf, Version=2.1.0.0
OxyPlot, Version=2.1.0.0
Microsoft.Msagl, Version=3.0.0.0
System.Xml.Linq, Version=4.0.0.0
XamlAnimatedGif, Version=2.0.0.0
OxyPlot.Wpf.Shared, Version=2.1.0.0

-----------------------------

[System Info]

Operating System
-Майкрософт Windows 10 Домашняя для одного языка
--CodeSet = 1251
--CSDVersion =
--CurrentTimeZone = 360
--FreePhysicalMemory = 588092
--OSArchitecture = 64-разрядная
--OSLanguage = 1049
--ServicePackMajorVersion = 0
--ServicePackMinorVersion = 0
--Version = 10.0.19045

Machine
-LAPTOP-C049E2SQ
--Manufacturer = ASUSTeK COMPUTER INC.
--Model = VivoBook 15_ASUS Laptop X540UBR
--TotalPhysicalMemory = 4168269824

-----------------------------

[Contact Info]

Email: 
Web:    https://www.henthighschool.net/hhs/
Phone: 
Fax:   
-----------------------------
[close]

Can you tell me how to fix this problem? I updated the game and did everything according to the instructions, but with the pregnancy mod, it constantly climbs out. (Sorry for the mistakes English is not my native language)
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Feb 10, 2023, 04:17 PM
@Ziki23 Pregnancy no longer touches that event, if you're updating from very long time ago, this might be relevant:
https://henthighschool.net/hhs-mods/mod-mods-barteke22-s-mod-index/msg1327/#msg1327
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: Isangrad on Mar 01, 2023, 04:52 PM
With the base games increase in available classes, Lexville's increase in special classrooms and the teacher compendium, a perfect machine of educational corruption is born. @barteke22, Thanks. Your awesome.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: CatBoy on Mar 07, 2023, 04:29 AM
[Akira and the Stargazing Club] this mod is confusing its been 12 hours of me trying to get pass the start of the stargazing club it will not go pass the first part after getting the club i looked at the thing for help but its no help what do i do?
[p.s cant find the plant anywhere where do i get it?]
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: z10bin on Mar 17, 2023, 02:20 PM
How to make mod like:
https://ibb.co/kDN5s2S

thnx )
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Mar 17, 2023, 07:54 PM
Quote from: CatBoy on Mar 07, 2023, 04:29 AM[Akira and the Stargazing Club] this mod is confusing its been 12 hours of me trying to get pass the start of the stargazing club it will not go pass the first part after getting the club i looked at the thing for help but its no help what do i do?
[p.s cant find the plant anywhere where do i get it?]

Club hinges around a combination of specific event count + member stats.
Plant requires going back to the ship after one of the club upgrades, she'll mention it in chat once it's unlocked I think.

Quote from: z10bin on Mar 17, 2023, 02:20 PMHow to make mod like:
https://ibb.co/kDN5s2S

thnx )

That would be an engine modification, not moddable.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: Davidking on Mar 24, 2023, 09:51 AM
I've been trying to recreate Akira's outfits as a base to design some paper dolls, but can't seem to find some of the clothing and accessories. Did you use some special imports on Kisekae?
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Mar 24, 2023, 11:14 PM
The hat pieces use ExtraHair parts (2nd hair button). Most of the other stuff was edited manually in Gimp2.
The outfits are based on designs of Aya from Touhou, and Takao from Kancolle - since they looked similar to the design I picked.
You can find the raw files for them here: https://mega.nz/file/AeRkXYSC#6oey2qdB3iZBbYwKxZRG88jtvvm3bXk6NEQeJP2ldGE
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: Jiggless on Apr 01, 2023, 10:47 AM
Hello,

I've been downloading Stargazing club and checked at the event on the Visual event editor.
Is that normal that they are many many errors ?
They're errors for the pictures (which is not really a problem, I just correct the path) but also a lot of "Reference variable" errors and "Remote event" errors, unable to find the events or the ID's.

I extracted it correctly in mods.

Is there anything to do ?

Thank you for the help
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Apr 02, 2023, 12:04 AM
There should be no unsuppressed errors if you have the latest version of the game & my mods.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: vikont on Apr 03, 2023, 01:35 AM
fashion and pregnancy does not work with the new version of the game
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: Netscape1964 on Apr 03, 2023, 04:10 AM
i have no issues with pregmod in 1.10.4
not sure if i have the minor path 2 of it though
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: Sir Edward Ross on Apr 04, 2023, 06:58 AM
What happened to the futa overhaul mod that was in this thread? I was wondering if it's compatible with Lexville.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: Nonya Bizz on Apr 08, 2023, 04:58 PM
I looked at the Mega folder and saw that there's something in the list called "AgeConfig", what does that mod do? It's not mentioned in the first post and it's not in the Read More
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: ⚧ Squark on Apr 08, 2023, 05:49 PM
Quote from: Nonya Bizz on Apr 08, 2023, 04:58 PMI looked at the Mega folder and saw that there's something in the list called "AgeConfig", what does that mod do? It's not mentioned in the first post and it's not in the Read More
After starting a new game with it enabled, it allows you to set age ranges without digging through folders and dicking about with files.
The following options are what you can do:

Student Minimum Age and Minimum Reproduction Age
Player character Age
All Student Ages
Non-Special Student Ages
Special Student Ages
All Adult Ages
Non-Special Adult Ages
Special Adult Ages
Specific Person Age

But it seems to default the player character to Male even if you select Female...
So I think it's not complete yet and that's why it's unlisted.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Apr 09, 2023, 12:10 AM
It was something I made for some place, then forgot about.  I was gonna expand it with gender & sexuality options before mentioning here, but too many things on todo list.

It shouldn't touch anyone's genders as is (no gender code), so that might be some other mod? I have no issue starting a new game with it as female, with or without applying any changes.

Don't mind if I steal that description though...
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Apr 09, 2023, 07:39 PM
Updated some mods (these might require latest patch):

Pregnancy:
- Replaced MissingGirlStart overwrite with a GenSex extension.
-- Delete the old mod first.
- Minor tweaks & fixes.
   
Stargazing:
- Fixed invalid GenSex variables.
- Tweaks, fixes, typos.

Indicators & Diff:
- Added chem settings.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: blumph on Apr 10, 2023, 12:59 AM
Using the Akira Mod; got the "Figety" message during Stargazing Club. Clicked on her room just as the time ticked over, my train ticket expired, and the game hard-crashed - no buttons, no way to move or advance time, no error popup, just the 'ticket' overlay.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Apr 10, 2023, 01:12 AM
What game version?
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: blumph on Apr 10, 2023, 02:01 AM
Quote from: barteke22 on Apr 10, 2023, 01:12 AMWhat game version?

1.10.4.2; hadn't seen the new Update (thread still titled '1.10.4'.)

Issue looked to be that multiple tickets could be purchased, but Monthlies weren't functional (missed a trip to the Play that way...), and it looked like it glitched when there were both 'valid' and 'invalid' tickets in inventory.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Apr 10, 2023, 08:28 AM
Gimmie the Log for that day + time it happened.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: blumph on Apr 10, 2023, 02:52 PM
Quote from: barteke22 on Apr 10, 2023, 08:28 AMGimmie the Log for that day + time it happened.
Spoiler
[WARN  2023-04-09 07:25:34 - (1)] Exception while determining reloadable object state. origin:hhs_.DBG_ReloadObjects
System.ArgumentNullException: Value cannot be null.
Parameter name: key
  at System.ThrowHelper.ThrowArgumentNullException(ExceptionArgument argument)
  at System.Collections.Generic.Dictionary`2.FindEntry(TKey key)
  at hhs_.DBG_ReloadObjects.AddChangedReloadObjectsForType(GameObjectType objType) in hhs+\_View\DebugWindow\DBG_ReloadObjects.xaml.cs:line 144
[WARN  2023-04-09 07:25:35 - (1)] Exception while determining reloadable object state. origin:hhs_.DBG_ReloadObjects
System.ArgumentNullException: Value cannot be null.
Parameter name: key
  at System.ThrowHelper.ThrowArgumentNullException(ExceptionArgument argument)
  at System.Collections.Generic.Dictionary`2.FindEntry(TKey key)
  at hhs_.DBG_ReloadObjects.AddChangedReloadObjectsForType(GameObjectType objType) in hhs+\_View\DebugWindow\DBG_ReloadObjects.xaml.cs:line 144
[WARN  2023-04-09 07:25:35 - (1)] Exception while determining reloadable object state. origin:hhs_.DBG_ReloadObjects
System.ArgumentNullException: Value cannot be null.
Parameter name: key
  at System.ThrowHelper.ThrowArgumentNullException(ExceptionArgument argument)
  at System.Collections.Generic.Dictionary`2.FindEntry(TKey key)
  at hhs_.DBG_ReloadObjects.AddChangedReloadObjectsForType(GameObjectType objType) in hhs+\_View\DebugWindow\DBG_ReloadObjects.xaml.cs:line 144
[WARN  2023-04-09 13:31:13 - (1)] Exception while determining reloadable object state. origin:hhs_.DBG_ReloadObjects
System.ArgumentNullException: Value cannot be null.
Parameter name: key
  at System.ThrowHelper.ThrowArgumentNullException(ExceptionArgument argument)
  at System.Collections.Generic.Dictionary`2.FindEntry(TKey key)
  at hhs_.DBG_ReloadObjects.AddChangedReloadObjectsForType(GameObjectType objType) in hhs+\_View\DebugWindow\DBG_ReloadObjects.xaml.cs:line 144
[WARN  2023-04-09 13:31:13 - (1)] Exception while determining reloadable object state. origin:hhs_.DBG_ReloadObjects
System.ArgumentNullException: Value cannot be null.
Parameter name: key
  at System.ThrowHelper.ThrowArgumentNullException(ExceptionArgument argument)
  at System.Collections.Generic.Dictionary`2.FindEntry(TKey key)
  at hhs_.DBG_ReloadObjects.AddChangedReloadObjectsForType(GameObjectType objType) in hhs+\_View\DebugWindow\DBG_ReloadObjects.xaml.cs:line 144
[WARN  2023-04-09 13:31:13 - (1)] Exception while determining reloadable object state. origin:hhs_.DBG_ReloadObjects
System.ArgumentNullException: Value cannot be null.
Parameter name: key
  at System.ThrowHelper.ThrowArgumentNullException(ExceptionArgument argument)
  at System.Collections.Generic.Dictionary`2.FindEntry(TKey key)
  at hhs_.DBG_ReloadObjects.AddChangedReloadObjectsForType(GameObjectType objType) in hhs+\_View\DebugWindow\DBG_ReloadObjects.xaml.cs:line 144
[WARN  2023-04-09 13:31:13 - (1)] Exception while determining reloadable object state. origin:hhs_.DBG_ReloadObjects
System.ArgumentNullException: Value cannot be null.
Parameter name: key
  at System.ThrowHelper.ThrowArgumentNullException(ExceptionArgument argument)
  at System.Collections.Generic.Dictionary`2.FindEntry(TKey key)
  at hhs_.DBG_ReloadObjects.AddChangedReloadObjectsForType(GameObjectType objType) in hhs+\_View\DebugWindow\DBG_ReloadObjects.xaml.cs:line 144
[WARN  2023-04-09 13:31:13 - (1)] Exception while determining reloadable object state. origin:hhs_.DBG_ReloadObjects
System.ArgumentNullException: Value cannot be null.
Parameter name: key
  at System.ThrowHelper.ThrowArgumentNullException(ExceptionArgument argument)
  at System.Collections.Generic.Dictionary`2.FindEntry(TKey key)
  at hhs_.DBG_ReloadObjects.AddChangedReloadObjectsForType(GameObjectType objType) in hhs+\_View\DebugWindow\DBG_ReloadObjects.xaml.cs:line 144
[WARN  2023-04-09 13:31:13 - (1)] Exception while determining reloadable object state. origin:hhs_.DBG_ReloadObjects
System.ArgumentNullException: Value cannot be null.
Parameter name: key
  at System.ThrowHelper.ThrowArgumentNullException(ExceptionArgument argument)
  at System.Collections.Generic.Dictionary`2.FindEntry(TKey key)
  at hhs_.DBG_ReloadObjects.AddChangedReloadObjectsForType(GameObjectType objType) in hhs+\_View\DebugWindow\DBG_ReloadObjects.xaml.cs:line 144
[WARN  2023-04-09 13:31:34 - (1)] Exception while determining reloadable object state. origin:hhs_.DBG_ReloadObjects
System.ArgumentNullException: Value cannot be null.
Parameter name: key
  at System.ThrowHelper.ThrowArgumentNullException(ExceptionArgument argument)
  at System.Collections.Generic.Dictionary`2.FindEntry(TKey key)
  at hhs_.DBG_ReloadObjects.AddChangedReloadObjectsForType(GameObjectType objType) in hhs+\_View\DebugWindow\DBG_ReloadObjects.xaml.cs:line 144
[WARN  2023-04-09 13:31:34 - (1)] Exception while determining reloadable object state. origin:hhs_.DBG_ReloadObjects
System.ArgumentNullException: Value cannot be null.
Parameter name: key
  at System.ThrowHelper.ThrowArgumentNullException(ExceptionArgument argument)
  at System.Collections.Generic.Dictionary`2.FindEntry(TKey key)
  at hhs_.DBG_ReloadObjects.AddChangedReloadObjectsForType(GameObjectType objType) in hhs+\_View\DebugWindow\DBG_ReloadObjects.xaml.cs:line 144
[WARN  2023-04-09 13:31:34 - (1)] Exception while determining reloadable object state. origin:hhs_.DBG_ReloadObjects
System.ArgumentNullException: Value cannot be null.
Parameter name: key
  at System.ThrowHelper.ThrowArgumentNullException(ExceptionArgument argument)
  at System.Collections.Generic.Dictionary`2.FindEntry(TKey key)
  at hhs_.DBG_ReloadObjects.AddChangedReloadObjectsForType(GameObjectType objType) in hhs+\_View\DebugWindow\DBG_ReloadObjects.xaml.cs:line 144
[WARN  2023-04-09 13:31:34 - (1)] Exception while determining reloadable object state. origin:hhs_.DBG_ReloadObjects
System.ArgumentNullException: Value cannot be null.
Parameter name: key
  at System.ThrowHelper.ThrowArgumentNullException(ExceptionArgument argument)
  at System.Collections.Generic.Dictionary`2.FindEntry(TKey key)
  at hhs_.DBG_ReloadObjects.AddChangedReloadObjectsForType(GameObjectType objType) in hhs+\_View\DebugWindow\DBG_ReloadObjects.xaml.cs:line 144
[WARN  2023-04-09 13:31:34 - (1)] Exception while determining reloadable object state. origin:hhs_.DBG_ReloadObjects
System.ArgumentNullException: Value cannot be null.
Parameter name: key
  at System.ThrowHelper.ThrowArgumentNullException(ExceptionArgument argument)
  at System.Collections.Generic.Dictionary`2.FindEntry(TKey key)
  at hhs_.DBG_ReloadObjects.AddChangedReloadObjectsForType(GameObjectType objType) in hhs+\_View\DebugWindow\DBG_ReloadObjects.xaml.cs:line 144
[WARN  2023-04-09 13:31:34 - (1)] Exception while determining reloadable object state. origin:hhs_.DBG_ReloadObjects
System.ArgumentNullException: Value cannot be null.
Parameter name: key
  at System.ThrowHelper.ThrowArgumentNullException(ExceptionArgument argument)
  at System.Collections.Generic.Dictionary`2.FindEntry(TKey key)
  at hhs_.DBG_ReloadObjects.AddChangedReloadObjectsForType(GameObjectType objType) in hhs+\_View\DebugWindow\DBG_ReloadObjects.xaml.cs:line 144
[ERROR 2023-04-09 18:11:25 - (1)] PersonAttachedEvents\Principal\ImmodestyCheck [EXEC] caused an exception at operation SeqActLat_CheckEventExecution (ID: 316). origin:hhs_.EventRunner
System.NullReferenceException: Object reference not set to an instance of an object.
  at hhs_._GameWindow.MakeClassroom(Location room, List`1& people, Int32 limit) in hhs+\_View\GameWindow\_GameWindow.xaml.cs:line 1222
  at hhs_._GameWindow.AddPDToBackground(Location room, Int32 page) in hhs+\_View\GameWindow\_GameWindow.xaml.cs:line 810
  at hhs_._GameWindow.EndEventUI() in hhs+\_View\GameWindow\_GameWindow.xaml.cs:line 2379
  at hhs_.Time.<CheckEventExecution>d__72.MoveNext() in hhs+\_Modules\Gameplay\Time.cs:line 784
--- End of stack trace from previous location where exception was thrown ---
  at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
  at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
  at hhs_.SeqActLat_CheckEventExecution.<ActivatedAsync>d__8.MoveNext() in hhs+\_Editor\_EventModules\_EventActions\_EventActions_Events\SeqActLat_CheckEventExecution.cs:line 160
--- End of stack trace from previous location where exception was thrown ---
  at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
  at hhs_.EventRunner.<ExecuteAsync>d__124.MoveNext() in hhs+\_Editor\_EventModules\EventRunner.cs:line 1325
[ERROR 2023-04-09 18:11:51 - (1)] Error while moving to location 'Classroom 9' origin:hhs_._GameWindow
System.NullReferenceException: Object reference not set to an instance of an object.
  at hhs_._GameWindow.MakeClassroom(Location room, List`1& people, Int32 limit) in hhs+\_View\GameWindow\_GameWindow.xaml.cs:line 1222
  at hhs_._GameWindow.AddPDToBackground(Location room, Int32 page) in hhs+\_View\GameWindow\_GameWindow.xaml.cs:line 810
  at hhs_._GameWindow.EndEventUI() in hhs+\_View\GameWindow\_GameWindow.xaml.cs:line 2379
  at hhs_.Time.<CheckEventExecution>d__72.MoveNext() in hhs+\_Modules\Gameplay\Time.cs:line 784
--- End of stack trace from previous location where exception was thrown ---
  at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
  at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
  at hhs_.Time.<Timerefresh>d__66.MoveNext() in hhs+\_Modules\Gameplay\Time.cs:line 624
--- End of stack trace from previous location where exception was thrown ---
  at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
  at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
  at hhs_._GameWindow.<MoveToLocation>d__20.MoveNext() in hhs+\_View\GameWindow\_GameWindow.xaml.cs:line 194
--- End of stack trace from previous location where exception was thrown ---
  at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
  at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
  at hhs_._GameWindow.<LocationChange_Click>d__19.MoveNext() in hhs+\_View\GameWindow\_GameWindow.xaml.cs:line 147
[ERROR 2023-04-09 18:12:04 - (1)] PersonAttachedEvents\Principal\ImmodestyCheck [EXEC] caused an exception at operation SeqActLat_CheckEventExecution (ID: 316). origin:hhs_.EventRunner
System.NullReferenceException: Object reference not set to an instance of an object.
  at hhs_._GameWindow.MakeClassroom(Location room, List`1& people, Int32 limit) in hhs+\_View\GameWindow\_GameWindow.xaml.cs:line 1222
  at hhs_._GameWindow.AddPDToBackground(Location room, Int32 page) in hhs+\_View\GameWindow\_GameWindow.xaml.cs:line 810
  at hhs_._GameWindow.EndEventUI() in hhs+\_View\GameWindow\_GameWindow.xaml.cs:line 2379
  at hhs_.Time.<CheckEventExecution>d__72.MoveNext() in hhs+\_Modules\Gameplay\Time.cs:line 784
--- End of stack trace from previous location where exception was thrown ---
  at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
  at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
  at hhs_.SeqActLat_CheckEventExecution.<ActivatedAsync>d__8.MoveNext() in hhs+\_Editor\_EventModules\_EventActions\_EventActions_Events\SeqActLat_CheckEventExecution.cs:line 160
--- End of stack trace from previous location where exception was thrown ---
  at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
  at hhs_.EventRunner.<ExecuteAsync>d__124.MoveNext() in hhs+\_Editor\_EventModules\EventRunner.cs:line 1325
[ERROR 2023-04-09 18:12:07 - (1)] Error while moving to location 'Classroom 9' origin:hhs_._GameWindow
System.NullReferenceException: Object reference not set to an instance of an object.
  at hhs_._GameWindow.MakeClassroom(Location room, List`1& people, Int32 limit) in hhs+\_View\GameWindow\_GameWindow.xaml.cs:line 1222
  at hhs_._GameWindow.AddPDToBackground(Location room, Int32 page) in hhs+\_View\GameWindow\_GameWindow.xaml.cs:line 810
  at hhs_._GameWindow.EndEventUI() in hhs+\_View\GameWindow\_GameWindow.xaml.cs:line 2379
  at hhs_.Time.<CheckEventExecution>d__72.MoveNext() in hhs+\_Modules\Gameplay\Time.cs:line 784
--- End of stack trace from previous location where exception was thrown ---
  at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
  at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
  at hhs_.Time.<Timerefresh>d__66.MoveNext() in hhs+\_Modules\Gameplay\Time.cs:line 624
--- End of stack trace from previous location where exception was thrown ---
  at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
  at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
  at hhs_._GameWindow.<MoveToLocation>d__20.MoveNext() in hhs+\_View\GameWindow\_GameWindow.xaml.cs:line 194
--- End of stack trace from previous location where exception was thrown ---
  at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
  at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
  at hhs_._GameWindow.<LocationChange_Click>d__19.MoveNext() in hhs+\_View\GameWindow\_GameWindow.xaml.cs:line 147
[ERROR 2023-04-09 18:12:15 - (1)] Error while moving to location 'Classroom 9' origin:hhs_._GameWindow
System.NullReferenceException: Object reference not set to an instance of an object.
  at hhs_._GameWindow.MakeClassroom(Location room, List`1& people, Int32 limit) in hhs+\_View\GameWindow\_GameWindow.xaml.cs:line 1222
  at hhs_._GameWindow.AddPDToBackground(Location room, Int32 page) in hhs+\_View\GameWindow\_GameWindow.xaml.cs:line 810
  at hhs_._GameWindow.EndEventUI() in hhs+\_View\GameWindow\_GameWindow.xaml.cs:line 2379
  at hhs_.Time.<CheckEventExecution>d__72.MoveNext() in hhs+\_Modules\Gameplay\Time.cs:line 784
--- End of stack trace from previous location where exception was thrown ---
  at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
  at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
  at hhs_.Time.<Timerefresh>d__66.MoveNext() in hhs+\_Modules\Gameplay\Time.cs:line 624
--- End of stack trace from previous location where exception was thrown ---
  at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
  at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
  at hhs_._GameWindow.<MoveToLocation>d__20.MoveNext() in hhs+\_View\GameWindow\_GameWindow.xaml.cs:line 194
--- End of stack trace from previous location where exception was thrown ---
  at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
  at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
  at hhs_._GameWindow.<LocationChange_Click>d__19.MoveNext() in hhs+\_View\GameWindow\_GameWindow.xaml.cs:line 147
[ERROR 2023-04-09 18:13:18 - (1)] Error while executing special UI button event 'fa-hourglass 1' origin:hhs_.GameWindowSpecialButton
System.NullReferenceException: Object reference not set to an instance of an object.
  at hhs_._GameWindow.MakeClassroom(Location room, List`1& people, Int32 limit) in hhs+\_View\GameWindow\_GameWindow.xaml.cs:line 1222
  at hhs_._GameWindow.AddPDToBackground(Location room, Int32 page) in hhs+\_View\GameWindow\_GameWindow.xaml.cs:line 810
  at hhs_._GameWindow.EndEventUI() in hhs+\_View\GameWindow\_GameWindow.xaml.cs:line 2379
  at hhs_.GameWindowSpecialButton.<Button_Click>d__3.MoveNext() in hhs+\_View\CommonControls\GameWindowSpecialButton.cs:line 35
[ERROR 2023-04-09 18:13:37 - (1)] Error while executing special UI button event 'fa-hourglass 1' origin:hhs_.GameWindowSpecialButton
System.NullReferenceException: Object reference not set to an instance of an object.
  at hhs_._GameWindow.MakeClassroom(Location room, List`1& people, Int32 limit) in hhs+\_View\GameWindow\_GameWindow.xaml.cs:line 1222
  at hhs_._GameWindow.AddPDToBackground(Location room, Int32 page) in hhs+\_View\GameWindow\_GameWindow.xaml.cs:line 810
  at hhs_._GameWindow.EndEventUI() in hhs+\_View\GameWindow\_GameWindow.xaml.cs:line 2379
  at hhs_.GameWindowSpecialButton.<Button_Click>d__3.MoveNext() in hhs+\_View\CommonControls\GameWindowSpecialButton.cs:line 35
[ERROR 2023-04-09 18:14:25 - (1)] Error while executing special UI button event 'fa-hourglass 1' origin:hhs_.GameWindowSpecialButton
System.NullReferenceException: Object reference not set to an instance of an object.
  at hhs_._GameWindow.MakeClassroom(Location room, List`1& people, Int32 limit) in hhs+\_View\GameWindow\_GameWindow.xaml.cs:line 1222
  at hhs_._GameWindow.AddPDToBackground(Location room, Int32 page) in hhs+\_View\GameWindow\_GameWindow.xaml.cs:line 810
  at hhs_._GameWindow.EndEventUI() in hhs+\_View\GameWindow\_GameWindow.xaml.cs:line 2379
  at hhs_.GameWindowSpecialButton.<Button_Click>d__3.MoveNext() in hhs+\_View\CommonControls\GameWindowSpecialButton.cs:line 35

[close]

(uploads are full)
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Apr 10, 2023, 08:21 PM
Those just look like the stuff that was fixed in next patch, unlikely related.  What time did it happen?

It might be that if you didn't start a new game for the tickets update, some of the item data was wrong if old values were kept when reloading objects. You could try manually reloading them by clicking add and selecting the item.xml, then picking 'New' fields that make sense.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: blumph on Apr 10, 2023, 10:19 PM
It was right at Midnight (12:01 AM), with a New Game, so the engine was doing a whole lot of stuff; add to that I was entering a room, and it was trying to discard tickets at the same time, I probably ran into a Race Condition.

It may make more sense (if possible) to only check the "Ticket Expiration" at time of use: "Pulling the train ticket out of your pocket, you notice that it has expired. Better go and replace it."

That aside, did the other issue I notice get fixed (Monthly ticket didn't work, but the Weekly would) in this patch?
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: dalzomo on Apr 11, 2023, 05:08 PM
typo in Astrology club

"It appears to be starring you right into the eyes..."

starring > staring (unless it's supposed to be a pun, I guess? since this is the shooting star event...)
I might also change "into" to "in"

also some feedback: if the anomaly has our memories they should know where we live. Waking up back in bed instead of the Park would have been nice ^_^
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: dalzomo on Apr 12, 2023, 03:33 PM
Akira has joined the Cheerleaders Club, but instead of their uniform she's wearing some teal outfit. Is that intended?
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Apr 12, 2023, 05:32 PM
Quote from: blumph on Apr 10, 2023, 10:19 PMThat aside, did the other issue I notice get fixed (Monthly ticket didn't work, but the Weekly would) in this patch?

Not sure about issues between monthly and weekly, there were reports of weekly/monthly not working (single use did) for the Parker chain - which would be fixed.

Quote from: dalzomo on Apr 12, 2023, 03:33 PMAkira has joined the Cheerleaders Club, but instead of their uniform she's wearing some teal outfit. Is that intended?

Didn't really consider her joining other clubs, so let's just say she doesn't know why they dragged her there. Until I add a daily club removal.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: dalzomo on Apr 14, 2023, 10:52 AM
re: the "starring" typo I posted above. I saw it again so I went ahead and did a text search so I could report all instances at once, assuming you didn't already do so yourself

she's noticed you starring at her panties
is starring at Akira's
has once won a starring competition
was starring at me and my chest
she says while starring at your crotch

edit: also, just a heads-up. I've been noticing anomalies re: pregnancy. Like events that end with the "nothing like a creampie, etc." line when it did not seem like a creampie situation. One was the hypnosis in the hospital where you go in the other room and hypnotize a patient. She ends up covered in cum and rubs it all over herself, but penetration was not achieved or at least I did not think it was described that way. Another was a spy cam scene of a threesome in the girls' locker room, and I even saw relationship points for my principal lol. I'll get more details when I see them again so I can report them properly
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Apr 14, 2023, 06:08 PM
Ye, I got all the ones in my mods & base game.

Pregnancy issue is an issue with those events actually making PC fuck them, fixed the two you've mentioned.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: dalzomo on Apr 21, 2023, 02:41 PM
typo in Stargazing Club
"The site asked if I was human and game me a test."
game > gave
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: MarioChiefSonic117 on May 06, 2023, 01:16 PM
In the Akira Mod, I got the forest scene and now she's enrolled but I haven't gotten a scene with her since the forest a in game month ago.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: dcsobral on May 08, 2023, 05:46 PM
Quote from: MarioChiefSonic117 on May 06, 2023, 01:16 PMIn the Akira Mod, I got the forest scene and now she's enrolled but I haven't gotten a scene with her since the forest a in game month ago.

It takes a while. Check the journal for Akira to make sure you aren't missing something, but it just take a long time to develop.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on May 26, 2023, 01:02 AM
AgeConfig > PopulationConfig:
- Renamed AgeConfig to PopulationConfig.  Delete the previous version & don't use the 'Age Config' menu in existing saves (it's safe, but not the right one).
- Added Gender mix config.
- Added Bodysize config.
- Added Gender preference config.

GPCC:
- Fixed bedroom not being set for new NPCs & updated archetypes.

Pregnancy:
- Fixed gifting not using DisplayName.
- Tweaks & typos.

Stargazing:
- Added journal for intro.
- Tweaks, fixes, typos.

Added small daily NPC Relationships mod.
- NPCs have chance to grow friendship within their circles each day.
- NPCs have chance to have sex with their Spouse, lover, or friend (if neither) instead.
- All based on certain stats & criteria. Other students won't qualify at all, your will if rules permit it and you've encouraged them.
- Tiny chance of small cheating penalty, tiny because the RNG nature of candidate selection doesn't really make 'cheating' meaningful.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: RareRabbette on May 26, 2023, 03:23 PM
Is there a mirror? I can't download Pregnancy . zip on Mega, it keeps saying "temporary error, retrying" even when I wait a while, try different browsers, or even try connecting with VPN from different regions. All the others, including the other large files like wig shop and much larger stargazing club, worked fine.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: RareRabbette on May 27, 2023, 12:22 PM
Edit: It just finally worked three hours after I made this post. Thank you if you had to take time or action to fix it. Heck, thank you for your time and consideration reading it, even if it was just a problem on MEGAs end that finally resolved itself.

Original text: Yep, the link to the pregnancy mod is still broken, and since that's for this long over multiple browsers and connections, I'm pretty sure that means it's broken for most, if not for all, of us.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: ⚧ Squark on May 27, 2023, 11:40 PM
Quote from: RareRabbette on May 27, 2023, 12:22 PMEdit: It just finally worked three hours after I made this post. Thank you if you had to take time or action to fix it. Heck, thank you for your time and consideration reading it, even if it was just a problem on MEGAs end that finally resolved itself.

Original text: Yep, the link to the pregnancy mod is still broken, and since that's for this long over multiple browsers and connections, I'm pretty sure that means it's broken for most, if not for all, of us.
Definitely not all. I downloaded the lastest version without any sort of problem from the MEGA folder.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: dalzomo on May 31, 2023, 11:28 AM
Playing around with Stargazing Club to get the nuns, and I found that the futa nun appears to always be revealed as futa immediately, even though my principal has futa fetish at 50+. New game, first day go to church, always two female and one futa nun (which is a mix I like btw, thanks)

Am I doing it wrong, or is this working as intended, or should it not?
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: TBBle on May 31, 2023, 12:59 PM
I believe the futa state is hidden during the initialise events, so if the nuns are created later than game initialisation (6am on day 1, I think), e.g., if the mod is enabled later, and the mod doesn't itself specifically set an override gender when creating the futa nun, then futaness won't be hidden.

It's something that all mods that create characters probably need to handle on mod-first-load, I guess.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: Jackstanlol on Jun 04, 2023, 12:46 AM
Quote from: barteke22 on May 13, 2022, 11:54 PMAkira and the Stargazing Club (https://henthighschool.net/hhs-mods/mod-mods-barteke22-s-mod-index#msg27)

Mod content: Sci-fi, X-ray glasses, Invisibility Suit, Mind Control/Drugs (minor), Bestiality (tentacles/slime girl), Futanari, Urination, Voyeurism, Trap (very minor). Content filter/decisions apply.


Important: This is a story based mod, borderline visual novel. There's about 3-10 text boxes per story event.

Intended to be played along with base game progression, but should work either way (installing late game might impact pacing).

Pretty much equal content for all three principal genders, mainly straight female/futa focus (yuri for fem PC + fem Akira).

Foreword (info)
Big mod that I've finished off after neglecting it for 4+ years, individual components tested, but be warned that this needs player testing.

Long story short, I've been putting it off due to lost motivation for writing text.

It was mainly ground down by generic event portions and the fact that there were more interesting aspects.

While the main story is finished, and has a futa, female and non-sex route, the mod as a whole was a tad more ambitious.

There were supposed to be 2 more side characters that fit into it and gate certain aspects. I've used Bells as a placeholder for one.

The NPCs exist, but it's unlikely I'll ever find the time to expand on them. Nonetheless they were meant as more of an expansion, so they don't really detract from the story.

There's also a bunch of other stuff I've thrown in as feature tests over the years, like wearable glasses and nuns that serve no purpose.

There's minor 'trap' content, mainly to make it passable with other gender mixes.

While I don't have anything against yaoi, I prefer futa/female/cute trap - and didn't feel like I'd write quality content if I didn't enjoy it.

The story isn't some masterpiece, it was mostly just interesting ideas I had thrown together whilst experimenting with mechanics.

Along with LookAround this is basically the experimental stuff that got me into modding.

Some of the recent changes have finally made some of the ideas I was struggling to get working possible - so I got back to it while updating my mods.

The final set of generic events (150 images for PC invisibility) had to be deprecated, due to lack of decent text.

Nonetheless I'd like to thank bandit224 for providing text that I've loosely adapted into some of the generic events to that point.
[close]

Synopsis (spoiler-free):  You find an old door.  Witness a shooting star.

A mysterious student visits your office.  The Town Council 'encourages' more clubs.

You go on a journey to obtain tools of perversion.  How can I be any more vague to avoid spoilers?

Synopsis (heavy spoilers)
Shapeshifting mind control alien crash lands, enrols at your school, you befriend her (innocent mind).

Opens a stargazing club, club progresses as you 'corrupt' her.  She invents stuff like x-ray glasses, invisibility suits.

You can hang out with her, as well as get assistance for certain gameplay elements.

There's also an alien plant you can nurture as a side thing, which might turn into some interesting stuff.
[close]

Notes on progression
The progression is closely tied to the club member stats.  Mainly arousal, inhibition and lust.

Corruption has become more of a crime (forced) stat, as that's the direction base game is heading.

Certain parts are tied to repeating scenes/visits (there's variation/progression), though probably not as grindy as base game.

There's also a lot of optional stuff, as well as stuff that might aid you in base game progression (maybe).


As I didn't want people asking for a walkthrough for every step of the way, the journal will be pretty direct with its hints - so just follow that.

However the first few steps don't have an entry, there's context clues once you find the first location. But if you don't want to discover them on your own:
First steps
Starts at the school rooftop.  Afterwards chance of Forest at night.  Then go about your work as usual for a good while.
[close]
Flowchart
(https://i.imgur.com/efK6wwb.png)
[close]
Alien Plant logic
(https://i.imgur.com/6HOmZM9.png)
[close]
[close]

Features (spoilers)
  • Big dicc space futa waifu. Or no dicc space waifu. Or no space waifu.
  • A stargazing club. Two upgrades.
  • Regular & X-ray glasses (generic events).
  • Invisibility suit with 5 designs (generic events).
    • One edited from Kisekae (prototype). 3 hand drawn from prototype (Taimanin). One edited from a DeviantArt drawing (Samus).
  • Akira impersonating NPCs to affect them.
  • Temporary skill boosts.
  • Searching for NPCs and making them follow you & stay put.
  • Alien plant to nurture into money/tentacles/slime.
  • Artificial Cock (fem PC).
  • Unlockable teacher that was meant to have a story once upon a time.
[close]

Screenshots (click to enlarge)
(https://i.imgur.com/WSiTLOw.png)
(https://i.imgur.com/KlqdaV7.png)
(https://i.imgur.com/vVyIf8C.png)
(https://i.imgur.com/7U2C9i9.png)
(https://i.imgur.com/jWHs1Jj.png)
(https://i.imgur.com/LTEtnEt.png)
(https://i.imgur.com/mpsG0Rz.png)
[close]
it says Generic person context core in yelllow and erroe
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: ⚧ Squark on Jun 04, 2023, 01:21 PM
GPCC must be loaded before any of barteke22's mods or anything else that's dependant on them. Move it up the list to just under the Update Mod. Also make sure that it's up to date. At least, that's how it is for me.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: DED04KA on Jun 07, 2023, 01:17 PM
An error appears when trying to have sex with an NPC who can become pregnant. And after clicking on this NPC, an error appears (at number 2) and when you try to go to the pregnancy tab, the interface disappears and an error pops up again (number 1)
1)
ExtensionLibrary\InfoPanel\Pregnancy\AddPregnancy [EXEC] caused an exception at operation SeqAct_DatabaseQuery (ID: 693).
    called by NativeEvents\UI_Info_Panel_Tabs\10_PregnancyTab at SeqActLat_RemoteEventDynamic (ID: 1064)
Error during DQL statement execution.
SQL logic error
no such table: Children
2)
Interactions\PersonalInfo\PregnancyAsk [TRY] caused an exception at operation SeqAct_DatabaseQuery (ID: 335).
Error during DQL statement execution.
SQL logic error
no such table: Children
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Jun 11, 2023, 09:20 PM
You either had an exception when loading the mod and it failed to install, or the database vanished somehow (did you mess with the SQL_saves setting?).

You'd have to manually Debug > Debug Events > Add file > Mods\Pregnancy\Events\ExtensionLibrary\InitializeEvents\Pregnancy > Reload Events to retry (or new game).
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: dalzomo on Jun 11, 2023, 11:40 PM
Hey barteke22, I've hackjobbed the nuns out of your Stargazing Club mod for my own game because I really like them. But just in case it's not as easy as it looked, would you be willing to separate them out into their own mini-mod?
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: DED04KA on Jun 13, 2023, 02:44 PM
also when i do reload events>add changed events> refresh files i get this message: Pregnancy Mod Error: You're missing the GPCC dependency
mod, Please re-read the install instructions! Enable it and.
restart the game! Would appreciate an explanation of what it is and how to deal with it. And also when you select in the modules tab for certain of your mods, when selected, a red sign appears and on the left near Dependencies, the inscription barteke22_gpcc lights up in red
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: Dzeris on Jun 13, 2023, 04:28 PM
Quote from: DED04KA on Jun 13, 2023, 02:44 PMalso when i do reload events>add changed events> refresh files i get this message: Pregnancy Mod Error: You're missing the GPCC dependency
mod, Please re-read the install instructions! Enable it and.
restart the game! Would appreciate an explanation of what it is and how to deal with it. And also when you select in the modules tab for certain of your mods, when selected, a red sign appears and on the left near Dependencies, the inscription barteke22_gpcc lights up in red
Enable "ALL MODS NEED ME (GPCC)" mod.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: Squibly_The_Slut on Jun 18, 2023, 07:00 PM
hey when ever I try add the files into my mod folder it always says "WinRAR can add only RAR or ZIP files" what do I do?
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: blumph on Jun 18, 2023, 10:43 PM
Quote from: Squibly_The_Slut on Jun 18, 2023, 07:00 PMhey when ever I try add the files into my mod folder it always says "WinRAR can add only RAR or ZIP files" what do I do?

Download 7Zip; does everything WinRAR does, plus.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Jun 19, 2023, 10:36 PM
Quote from: dalzomo on Jun 11, 2023, 11:40 PMHey barteke22, I've hackjobbed the nuns out of your Stargazing Club mod for my own game because I really like them. But just in case it's not as easy as it looked, would you be willing to separate them out into their own mini-mod?

So long as you have GPCC & all files related to nuns + the Hat layer, it should be fine.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Jun 19, 2023, 10:42 PM
Update:

Stargazing:
- Removed base glasses for PD_System_Heads compat.
   
Wigshop:
- Added PD_System_Heads override.
- Fixed double nickname issue.


PD_System_Heads is a new 'mod' available along with the base game download.
It's part 1 of a potential overhaul of the PD system.  Feedback on performance is appreciated, see main patch post for more info.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: Squibly_The_Slut on Jun 20, 2023, 11:33 AM
Quote from: blumph on Jun 18, 2023, 10:43 PM
Quote from: Squibly_The_Slut on Jun 18, 2023, 07:00 PMhey when ever I try add the files into my mod folder it always says "WinRAR can add only RAR or ZIP files" what do I do?

Download 7Zip; does everything WinRAR does, plus.
I want to but it forces me to pay for a subscription when WinRAR is free
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: ⚧ Squark on Jun 20, 2023, 12:32 PM
Quote from: Squibly_The_SlutI want to but it forces me to pay for a subscription when WinRAR is free
I think you might have it backwards. 7Zip has never badgered me for a subscription while WinRAR has been bloated with nagware.
WTF site are you downloading from that it wants a subscription?
Do not, under any circumstance use something like the MS Store for free programs.
Go here and get the version that's appropriate for your OS and archetecture (whether it's 32 bit or 64 bit, you won't need both).
The beta version works well.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: vikont on Jun 20, 2023, 09:05 PM
pregnancy mods and akira do not work, there is an exclamation mark in an orange circle opposite the mods
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: ⚧ Squark on Jun 21, 2023, 12:36 PM
Quote from: vikont on Jun 20, 2023, 09:05 PMpregnancy mods and akira do not work, there is an exclamation mark in an orange circle opposite the mods
Make sure you've also installed ALL MODS NEED ME (GPCC).
That's the only dependancy those mods have. Won't work without it.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: vikont on Jun 21, 2023, 12:52 PM
mod is lower priority than its dependency here 's what he writes,is this mod worth it ALL MODS NEED ME (GPCC)
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: ⚧ Squark on Jun 21, 2023, 05:58 PM
If you want the pregnancy and stargazing mods to work, then yes, it is worth it.
Make sure you're using the latest versions of the mods.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: vikont on Jun 22, 2023, 08:02 AM
that is, we have to wait for these mods to be updated?
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: ⚧ Squark on Jun 22, 2023, 03:03 PM
Quote from: vikont on Jun 22, 2023, 08:02 AMthat is, we have to wait for these mods to be updated?
Honestly, the current versions should still work.
barteke22 usually updates things pretty quickly if his mods needs it.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: vikont on Jun 22, 2023, 03:38 PM
then it's strange why he writes that the dependence is higher than the of these 2 mods
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: ⚧ Squark on Jun 22, 2023, 06:57 PM
Quote from: vikont on Jun 22, 2023, 03:38 PMthen it's strange why he writes that the dependence is higher than the of these 2 mods
It may be strange but if it's supposed to work that way, then do it his way.
Set the Modules to load GPCC before any of barteke22's other mods.

Then again, it's not really that strange. Most of his other mods depend on GPCC to function properly.
How would they function properly if the requirements are loaded AFTER the files that depend on them being present? They wouldn't. That's why GPCC needs to be loaded before his other mods.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: vikont on Jun 22, 2023, 07:45 PM
Quote from: ⚧ Squark on Jun 22, 2023, 06:57 PM
Quote from: vikont on Jun 22, 2023, 03:38 PMthen it's strange why he writes that the dependence is higher than the of these 2 mods
It may be strange but if it's supposed to work that way, then do it his way.
Set the Modules to load GPCC before any of barteke22's other mods.

Then again, it's not really that strange. Most of his other mods depend on GPCC to function properly.
How would they function properly if the requirements are loaded AFTER the files that depend on them being present? They wouldn't. That's why GPCC needs to be loaded before his other mods.
Okay I'll try
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Jun 25, 2023, 12:24 AM
@vikont Priority is the number next to mod in Modules, you change it with the arrows on right. GPCC should be low, like 0.

--

Updates:
GPCC:
 - Added futa override handling to newly created NPCs.
 - Added hair colour compatibilty for Sys_Heads.
   
PD_Sys_Heads:
 - Added POO compat.
   
Pregnancy:
 - Added birth Sys_Head compat.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: GrafiX on Jul 08, 2023, 02:26 AM
Why can some of my Stargazing Club members just... disappear? Already 17 clubmembers don't have any paperdoll at all(nothing in  PDLeffect, PDLpath and PDLtransofm in Debug). Others almost all in suits. Only Stargazers have this issue..
Can I easily re-generate them somehow? I'll tried just add some PD paths for them trough Debug, but no effect at all. Tried regenerate database in ModSettings PD New Head - no effect.
upd: some of them re-appears sometimes, some of them not, some disappears back.
upd2: the disappered students in StargazingClub has not a "PD_Stargazing" in PaperDollEventFileName(most have a "PD_New"). Setting manually it to "PD_Stargazing" temporarily "fixes" them(idk, should or should't they wear a suits(but now they are)). Mod conflicts?
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: atonier on Jul 08, 2023, 11:21 PM
Can't progress on the Stargazing mod. I've checked the journal and don't see an entry for the Stargazing Club - maybe because there isn't one yet? I've been visited by "star wars Akira" and suggested the club. I remember it being mentioned that I'd look into gathering the necessary stuff, which would take three days. Is this a simple timer? Do I actually need to do anything? The journal doesn't help - the only relevant entry is about the rooftop door, and says I should work in the office during break hours... probably to propitiate the quest's events. So, will there be an event sometime after three days have passed since I spoke to Akira?

Don't mean to be requesting handholding - it just didn't feel like what I had to do was simply to wait. Seemed like I needed to be engaged in gathering telescopes and other equipment, and setting up the attic for Akira to live in?

Edit: seems like it was indeed a timer.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: GrafiX on Jul 09, 2023, 09:38 AM
In ClubEvents\StargazingClubChain\00_Stargazing Club Chain Shared\Stargazing there: (https://i.imgur.com/lDErCTK.png) should be Overlay instead of Show, if I'm not mistaken.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Jul 11, 2023, 02:10 AM
Updates to

PD_Sys_Heads:
- Removed specials with custom PD-Handlers from the applicable pool for now (existing: either regen, or tell them to switch to old if they look weird).
- Added a performance setting.
- Fixed eye & skin genetics.
- Added VEE function for generating data for specific NPC.

Stargazing:
- PD_Sys_Heads invisibility suit compatibility.
-- For existing saves, might have to manually change their PaperDollHandlerEventFile to PD_Default if it's PD_New. Might fix itself if they wear the bracelt (maybe).

GPCC:
- CreatePersonCustom PD_Sys_Heads compatibility.

NPCRelationships:
- Added weekly stat adjustments for family / town, based on family / town averages.
- Added weekly rule reputation adjustments based on town stats.
- Added some settings.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: fubalnut on Jul 13, 2023, 07:32 AM
I have all of the items for the invisibility list but I can't get her to give me it.

Edit
It took 3 weeks but it finally randomly happened at the club.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: Isangrad on Jul 30, 2023, 03:19 PM
For your pregnancy mod, I feel that adding a "Don't abort this baby." into the hypnosis command menu is needed. So far, none of the women that I have impregnated threw hypnosis have keep those babies. Also, (and something that might be less doable) add an event chain or a PTA proposal that gives support to pregnant students and student parents.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: shpungout on Aug 28, 2023, 04:14 PM
1.10.5.7 + PDHead + GPCC + Stargazing

If you place PDHead in the mod list before Stargazing, the front hair will be drawn on top of the hat.
If you place PDHead in the mod list after Stargazing, the bug does not appear.

(https://i.ibb.co/mBw0RFM/image.png) (https://ibb.co/mBw0RFM)
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Sep 01, 2023, 02:51 PM
Not a bug, Priority is mentioned in the description.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Sep 02, 2023, 12:27 PM
Small update:

PD_Sys_Heads (delete old version):
- Goth (emo) handling, requires Init_SocialProfile to be Priority 9999 - future update.
- Changed GetHairColor to refer to PD_Body_Alt temporarily, will need to make a distinction between natural & spray instead later.
- Managed to make a gradient supporting version of ColorizeLightGreenBlue. Updated all generic hair assets to it.
-- Shadows get darker with contrasting colours, but smooth transitions more than make up for it.
- TeacherCompendium compatibility for student teachers when Pregnancy installed.
- This is a hasty upload, so haven't checked if all debug code was hidden (ignore CheckForErrors if there's anything there referring to debug).

Pregnancy:
- Support for PD_Sys_Heads for children.  Not actually enabled (probably), for the future.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Sep 05, 2023, 12:11 AM
Small bugfix:

PD_Sys_Heads:
- Fixed beards not getting generated.
- Unlocked hair layer logic to allow separate offsets per layer instead of relying on Middle for insignificant efficiency gain.
- Added a crappy Unlocks setting.
- Added a function for getting genetic colour vs current.
- Added more Goth handling.
- Offloaded all non-green transparency logic to the blue spectrum to make ColorizeLightGreenBlue transparency less jagged.
-- ^Means shader more gud.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: ElPresidenete on Sep 05, 2023, 08:27 AM
The error I get in the mods tab about missing a requirement when trying ot use the PDHEadsSpecialPresets (the missign requirement in not GPCC, that is one is first to load) is a fake warning? The supposed requirement is part of hte main game now, right?
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: ElPresidenete on Sep 06, 2023, 12:12 PM
Question - how to use events to make NPC-NPC sex result in pregnancy?
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Sep 06, 2023, 03:58 PM
Like I said before, PD_System_Heads is not part of the base game yet, but its .zip is in the same link as the base game .7z download (https://henthighschool.net/hhs/hhs-1-10-0-official-release-thread/).


Pregnancy chance (if passed specific HasQuest/Condom conditions):  ((A Fertility (50 if PC) + B Fertility) * FertMultiplierSetting (0.45 default))% chance.

The 'I wonder if x got pregnant?' is a pregnancy confirmation, since an indicator was requested.

Bypassing HasQuest can be done via the 'CanImpregnate' Trait without a hard dependency on the mod (must be on both NPCs if both have HasQuest).  All other conditions still apply.


I didn't provide a function to just force pregnancy, but it can be done like in the case of MissingGirlRescued. Check for existing pregnancy, abort via DB statements, add new pregnancy and DB data for it.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: ElPresidenete on Sep 06, 2023, 06:07 PM
Looks like it works for NPC's. :)
Karin Hardman just got preggers with Sierra baby
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: ElPresidenete on Sep 07, 2023, 09:31 AM
You should probably add an option in the setting that gives every special NPC the CanImpregnate.
Also option to turn off pregnancy confirmation to keep the mystery.

Also, why is PC fertility fixed at 50? Hmm... things to influence fertility? Does it change. I see a menstrual cycle trait.
Also, I keep seeing pregnant 70yo's so maybe there a bug in there? Like Menopause isn't kicking in.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: ⚧ Squark on Sep 07, 2023, 02:07 PM
Quote from: ElPresidenete on Sep 07, 2023, 09:31 AMAlso, I keep seeing pregnant 70yo's so maybe there a bug in there?
There is one record of one woman being pregnant at the at of 73. IVF.
Maybe that sort of thing is happening with your game.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: shpungout on Sep 10, 2023, 05:41 AM
Teacher Compendium, clean 1.10.5.7, only GPCC + TC. Bug description by steps:
1) Default male character, start new game, skip intro, skip goals, go to principal office.
2) Debug, add "Hacking" skill 100 to player.
3) Open TC > "???" > "Attempt ot hack it" > "Cancel". In my case, 37 teachers were selected.
4) "Settings" > "Subject Blacklist". Put (for example) Math, English, Geography, History on the blacklist. There are 22 teachers left on the list.
5) Exit TC. Save game. Load saved game.
6) Open TC. All 37 teachers are on the list again, although the blacklist filter is still on.
7) "Settings" > "Subject Blacklist". Put all subjects except history (for example) on the blacklist. There are still 37 teachers on the list. The filter no longer works.

(https://i.ibb.co/6BHxGxp/image.png) (https://ibb.co/6BHxGxp)
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: ElPresidenete on Sep 10, 2023, 11:15 AM
Quote from: ⚧ Squark on Sep 07, 2023, 02:07 PM
Quote from: ElPresidenete on Sep 07, 2023, 09:31 AMAlso, I keep seeing pregnant 70yo's so maybe there a bug in there?
There is one record of one woman being pregnant at the at of 73. IVF.
Maybe that sort of thing is happening with your game.

That's an extreme case (if it's even true) and was probably surogate egg.

I'm seeing far too many preggo 60+ women in my current game.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: ElPresidenete on Sep 10, 2023, 04:01 PM
Quote from: barteke22 on Sep 06, 2023, 03:58 PMBypassing HasQuest can be done via the 'CanImpregnate' Trait without a hard dependency on the mod (must be on both NPCs if both have HasQuest).  All other conditions still apply.

I loaded the VEE with Pregnancy mod, but it's when trying to add the trait to all person who have HasQuest trough an event, it shows the CanImpegnaqte string constant as invalid keyword???
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: ⚧ Squark on Sep 11, 2023, 10:43 AM
Quote from: ElPresidenete on Sep 10, 2023, 11:15 AMThat's an extreme case (if it's even true) and was probably surogate egg.

I'm seeing far too many preggo 60+ women in my current game.
Hah, yeah I know. In this game the way it is now, age truly is just a number.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Sep 17, 2023, 09:51 PM
@ElPresidenete The setting to circumvent protection (HasQuest) adds CanImpregnate to the NPC (since that's what it's for). You can otherwise disable HasQuest in base game advanced settings (both at your own risk).

I haven't had time to expand pregnancy since stuff like grandparents & menopause was repaired (thought it was supposed to keep fertility sufficiently low, but might need explicit checks).

I also haven't defined any CustomConstants for my mods, since I added the ability to define non-engine constants / enums just a few patches ago.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: dalzomo on Oct 06, 2023, 01:51 PM
I had a situation where a student I had impregnated was picked for kidnapping. A few days after she went missing, but before I overheard students mention it in the courtyard, she ambushed me in the school office in front of Susan to announce her pregnancy lol. Not only was that probably unintended behavior, she then proceeded to just camp out right there in the office for a few days, all hours of the day, until I finally overheard her missing status in the yard and was able to investigate it. Once I transferred her to my basement she was gone from the office
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: monnyja on Oct 23, 2023, 07:03 AM
I download mod and install with this guide https://shorturl.at/xzALV but why have a yellow warning sign on modules mod, and all mod with yellow sign not work at all. This is the link i download mod  https://mega.nz/folder/ROYVECDS#Tetu6farOHi-bamGATf1Ag (https://imgtr.ee/images/2023/10/23/e01a038bf82f71b7e37bb50d7027f8a1.png)
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: monnyja on Oct 23, 2023, 07:14 AM
Quote from: monnyja on Oct 23, 2023, 07:03 AMI download mod and install with this guide https://shorturl.at/xzALV but why have a yellow warning sign on modules mod, and all mod with yellow sign not work at all. This is the link i download mod  https://mega.nz/folder/ROYVECDS#Tetu6farOHi-bamGATf1Ag

I fixed look like need to move what inside mod sub folder out to mod folder now it's work.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Oct 30, 2023, 01:48 AM
Updates to the following mods:

PD_System_Heads, requires 1.10.6: See https://henthighschool.net/hhs/hhs-1-10-0-official-release-thread/msg4414/#msg4414

Pregnancy:
- Added Hypno order for keeping / aborting a child.
- Changed pregnancy chance formula to make fertility more important.
- Added fertility statuses to PC (new game), and swapping on gender change.
-- Tweaked InfoPanel accordingly.
- Added some settings.
- Added OccupantIcon for PCChild.

- Added PD_Sys support to birth & child NPCs (fallback only).
-- Also changed from overlay function to custom PD-handler, as it's more convenient.
--- And fixed some offset bugs.
-- Added support for keeping PD_New looks when turning into a real NPC.
-- Added a mirror interaction to child dummy NPCs (age 2+).
- Added condom logic for PD_New.
   
- Combined some similar code parts into common functions:
-- CreateChild (for impregnating an NPC).
-- AbortChild (for abortions).
-- BirthChild (for birthing existing child).
   
- Added some constants.
- Fixed birth altName not working properly.
- Fixed GetChildByID dummy traits not being copied properly.
- Added DB name update to avoid potential issue with real NPC name conflicts.
   
WigShop:
- Fixed PD_New not being cleared properly for PC.
   
TeacherCompendium:
- Fixed teacher data being lost due to lack of trait.
- Added a reset of old broken teachers.

NPCRelationships: Idk, some tweak.

VisibleSlaveCollar:
- PD_Sys compatibility.
- IMPORTANT: I recommend reloading Items first (under Reload Objects), as you must apply the New (xml) value for the Slave Collar conflict.
                      If you fail to do this, manually Add the VisibleSlaveCollar Slave Collar.xml and try again.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: ElPresidenete on Oct 31, 2023, 08:32 PM
Found a bug - If I change in options for everyone to use new heads and regenerate, the PC suddenly gets tons of unremovable floating piercings.

Also there should be an option to regenerate a specific NPC
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Oct 31, 2023, 10:09 PM
Seems like something on your end, give me the save.

You can regenerate a specific NPC via the Suggest interaction if you have 'Enable Debug Events' enabled.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: ElPresidenete on Nov 01, 2023, 12:05 AM
One more note: women seem to get the old face a bit too early. The mouth sag/creases shouldn't appear before 60
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Nov 01, 2023, 02:36 AM
IRL they start appearing between 45-50 on average.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: ElPresidenete on Nov 02, 2023, 11:12 AM
Perhaps, but they are not as prominent nor do they look that bad (the mouth ones, the forehead and on other places is better). Heck , my 95-yo grandma has smooth skin and barely any creases at all.

On another note, I tried re-generating characters again (loaded save before) with Debug Events on and now there's no floating piercings on the MC. It did re-set the MC. And on some specials, re-generating face never seem to change something like the nose, but now I have re-made the specials to match their old appearances, but with the new system. Still room for improvement, but without being able to directly change head shape/mouth/node/eyes, the only way it to hit re-generate over and over and over and hoping the combo you get is good enough.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Nov 02, 2023, 05:15 PM
PD_Sys V0.301:
- Optimized Hair init for future change.
- Fixed weather & season checks.
- Fixed adult umbrellas.
- Tweaked age overlays to kick in later.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: Zaiaku on Nov 02, 2023, 08:45 PM
Quote from: barteke22 on Nov 02, 2023, 05:15 PMPD_Sys V0.301:
- Optimized Hair init for future change.
- Fixed weather & season checks.
- Fixed adult umbrellas.
- Tweaked age overlays to kick in later.
Um, the PD_System_Experimental isn't showing up in the module choosing part of the main menu.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Nov 03, 2023, 05:34 PM
^I forgot to rename the folder.  Also:

V0.302 improves skin colour fallback accuracy a bit.
- Can't do anything about the old pubic hairs, this is as good as it'll get until conversion to the new system. If the contrast is too much, reduce the skin pool to lighter colours as per the patch note.

If you're updating from V0.3, delete the old folders first (no need to reset colors or regenerate).
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: ElPresidenete on Nov 14, 2023, 02:02 PM
PDSystem heads seem to have some trouble with the PC's child (that's aged up). It seems to show both old and new head.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: Ziki23 on Nov 18, 2023, 12:16 AM
Sorry, but where do I find new versions to download?
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: ⚧ Squark on Nov 18, 2023, 10:44 AM
@Ziki23
Click the first link in barteke22's sig to be taken to the thread where there will be a link to where new versions of his mods can be found.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: Theghost12 on Nov 21, 2023, 01:49 PM
hey, im trying to download but it seems it says i need a key. But can't seem so find any info about this. Also im using the link at page 1
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: ElPresidenete on Nov 22, 2023, 09:19 AM
You going here?
https://mega.nz/folder/ROYVECDS#Tetu6farOHi-bamGATf1Ag

Works fine for me
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: Theghost12 on Nov 22, 2023, 06:12 PM
Yes. Somehow it works now, wired. Well thanks anyways :D
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Nov 23, 2023, 04:28 PM
GPCC & Pregnancy fixes:
- Crash due to new PD_Handler.
- Suppressed warnings.
- Special child head.
- Birth emote.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: Arel on Nov 30, 2023, 01:52 AM
Quote from: barteke22 on May 13, 2022, 11:54 PMPregnancy Mod (https://henthighschool.net/hhs-mods/mod-mods-barteke22-s-mod-index#msg27)

Info:
Features
1.10.X Updates:
  • Added an Info Panel tab to pregnancy with stats/info.
  • Improved stomachs by using a combination of overlays and shaders.
  • Added Age drugs (unlocked by the shady story + chemistry). Up to X (setting) children that reach the minimum age will turn into real NPCs.
  • Added lots of new options. Like fertility, gender multipliers, male pregnancy, aging speed, event skip.
  • Added generic child interactions, improved generic child events. Nothing lewd for obvious reasons.
    • The interaction system is easily expandable.
  • Added Missing Girl quest integration, it's now possible to make her not leave town on pregnancy path.
  • Simple lactation support. Only for NPCs supported by the game to avoid issues.

V1.07:
  • Weekly Rep hit if percentage of students pregnant is higher than town corruption/lust.
  • Less Rep hit/potential gain if proper policies enabled accordingly.
  • Policy related check condom supply in ward + negotiate more/take some.
  • Asking pregnant NPCs who the father is, based on relationship. Tells how many weeks in, etc.
  • Condom Menu: Option to ignore HasQuest. Fertility options.
  • Higher chance of pregnancy, but everyone can choose to get condoms now.
  • Max 1 box per NPC unless given by PC - if ran out chance to get (student rule disobedience has chance of detention).
  • Higher NPC corruption/lust = less chance of getting condoms (+ personality/nature's law based). Students are based on school policies + their personality/loyalty.
  • Random event to peek on NPC birth if one is currently happening (30min window when it happens - so rare). Pretty much same as PC birth.
  • No condom use if non-consensual (hypno etc), except if PC is the aggressor and wears one.
  • Daily try for baby among parent couples: Max percentage of population is based on average lust.
V1.00-1.06:
  • Special background for calling/texting (GLaDOS Chat) people, not really related, but made along with this. Only used in this so far.
  • Game starts with 0-5 pregnant people (+ 1 born) for potential flavour.
  • Condoms (buy in Sex Shop).  Could maybe use a pill alternative.  Item contains the mod settings (use it):
    • 2/3/6/9 month pregnancy. Low child expenses ON/OFF.
  • HasQuest/Infertile can't get pregnant unless trait is removed, or CanImpregnate is added (setting).
  • Otherwise factors like has condom + fertility can lead to pregnancy.
  • Hospital: Artificial insemination, pregnancy tests, child index, a shady doctor for a certain chain, birth.
  • NPC-NPC are just notable by belly bulges (since it's not really PC's bussiness).  Can decide to abort if father unknown (hypno), or if bad relations with father.
  • PC mother: Can abort (early), track down and notify father (to bring up together, have them bring it up, just for child support). Or not.
  • PC father: Will be notified (unless happened due to hypno). Similar to above, but can also bribe/hypno to bugger off if you're a nice person. Then NPC treats it like NPC-NPC.
  • Parent visits to play with children. You can visit them if you have the address and they're bringing it up.
  • Allows any gender combos to have children via either sex or artificial insemination.
  • Children don't really do anything besides wasting money (or in rare cases earning it).
  • A single (1) child can 'grow up' via some shady shid.
[close]
Compatibility/expansion notes
Child interactions can be expanded by adding events to ExtensionLibrary\Pregnancy\Interactions\.
  • There's an example event in the mod's Interactions folder that explains how it works.
  • The other events there can be used as example of what can be done.

Birth overlays support special NPCs and age-based images:
  • SpecialCharacters:
    • If you need custom ones, add images matching the pregnancy ones (see images folder).
    • In the same folders as the regular ones, prefixed with the 'NPC's Name_ImageName.png', like 'Stacy Slutsky_Birth_Frown.png'.
  • Age:
    • Same as regular images (or above for specials), but in age-subfolders like ...\Pregnancy\09\.

The old (1-3) and new (3-10) stomach overlays can be added in the same way as the birth ones.
  • However, if your NPC's body doesn't match the new ones (vanilla) you'll likely also need to provide a shader event for your NPC.
  • You tweak the shader before making optional overlays for it.
  • Basically make a copy of the FunctionLibrary\PaperDoll\CustomLayers\Stomach\Pregnancy event.
  • Give it lower priority and make it clear the stomach layer at the start (to remove regular shader).
  • Then tweak the event till it works.

Small edits to:
  • Events\ExtensionLibrary\Smartphone\Main\PhoneCall.ve.xml
  • Events\FunctionLibrary\Interaction\SetHonorificDict.ve.xml
[close]

Potential areas for expansion that others can take over (completely), or help with (I prefer doing mechanics over text/balance-logic):
Spoiler
  • Condoms: Replace with 48h lasting pills, 2 variants: Anti-get/make pregnant. Or keep condoms for dicks, and add pills just for vaginas/dicks. Easy enough, just not important.
  • Divorce/marriage mechanics. And pregnancy having an effect on them.
  • Relationship changes caused by pregnancy for NPC-NPC don't exist. Currently if PC is positive about 'it' they get +10 to rel, if they react poorly -50 (50% chance of NPC abortion/lie).
  • Expand on parent visits (PC). Currently there's a generic event for PC being visited/PC visiting.
  • Expand on the 'shady' chain 'result'.
  • Events, events, more events.  There's no pregnancy events: No sex scenes, interactions, etc. I'm not talking about replacing existing images with pregnancy ones (that's pretty unrealistic), just adding some pregnancy content.
  • Add some flavour reactions all over the place based on personality, etc. perhaps.
  • If one were to apply dynamic fertility (man/menstrual cycles) to PC as well, we'd probably need some way to track it). Simple enough, I guess.
  • Ideas: If angry mother didn't abort PC's child, she can use it for blackmail in future? If PC mother told the father to leave her be, he can do the same. PC lying to someone else that they're the father?
[close]

Screenshots (click to enlarge)
(https://i.imgur.com/iYHzXIZ.png)
(https://i.imgur.com/ivvpCaJ.png)
(https://i.imgur.com/mkKgu7B.png)
(https://i.imgur.com/2fGy1CS.png)
(https://i.imgur.com/M9iaYQS.png)
(https://i.imgur.com/vqB5YKD.png)
(https://i.imgur.com/9XlNUhR.png)
[close]


First of all great mod. Secondly many girls have a belly shader even if they are not pregnant and it is quite annoying. Thirdly when I click the button "Child: check" the game crashes.

How can I fix these?

Also I can not seem to able to find the download file for "New_PD_System_V0.3+".

Thank you.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Nov 30, 2023, 10:10 PM
The shader is applied if their Stomachs are large enough, if they're not pregnant, then you've got some other mod setting stomach size.

Crash is fixed if you have the latest version + properly followed the update portion of the modding guides.

PD_Sys is where you download the base game (mega).
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: TBBle on Dec 03, 2023, 01:19 PM
Looking at the Pregnancy mod code for a question elsewhere, I noticed that it appears that in Principal Office/MissingGirlRescued, if you take the monetary reward, it doesn't reset the MissingGirl chain, so the chain won't start again. The base game's copy does have a MissingGirl state reset at this point.

Similarly, the non-monetary reward option, followed by refusal, does reset the MissingGirl state, but does not deschedule this event to 9999, which the base game does. This probably doesn't have any effect, but it jumped out to me because in the base game, this path and the above-mentioned path share the same "event chain over" flow.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: hevensdragon on Dec 04, 2023, 06:30 PM
So was testing out some of the not your mods, and tried out NewSexySchoolUniformVariant, it threw up a error ExtensionLibrary\DailyEvents\UpdateDressCodeRules [EXEC] caused an exception at operation SeqCond_CheckRule (ID: 44).
    called by NativeEvents\Daily at SeqActLat_RemoteEventDynamic (ID: 35)
Rule 'Staff Dress Code Changes' does not exist in the current scenario.
every day do to the daily event having a check for a rule that doesn't exist. I went ahead and cut the check for that rule out as far as I can see it just applied stat adjustments if it was a active rule.
I've run it for a bit now without any errors so here is the updated rar with my changes. https://mega.nz/file/b8cFCRxB#Typr1seZJa_b5wKwopR3LhvOspCGxttHSuXejkQOzow
I won't be doing any upkeep on it so just passing it back to you barteke.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: hevensdragon on Dec 05, 2023, 04:06 PM
Got sexy transfer working as well, The only problem it had was it had the players text set to principal color, which wasn't valid, I just swapped it to lightblue. Its not the exact standard color and isn't a variable, but as far as I'm concerned if the only problem is the shade a few lines of text are its fixed.
Again this is just a quick fix so passing it back to you barteke https://mega.nz/file/ep8HyArK#WkkLwnnWCo3zYE2umrZtFkKJ6A0opBAX-DhIu6nDiZo
Edit, Ok so while it works, the event has no cooldown, so it just absolutely spams your office with the event. I don't know how to add a cooldown to the event. But that should be somthing anyone like barteke has plenty of experience with adding seeing as all event have that.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: ElPresidenete on Dec 07, 2023, 11:33 AM
Add Set Next Schedule node. Value of 1 is 1 day.

On the begning, under try branch, add Event Scheduled - put the Accept Event under the yes output.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: hevensdragon on Dec 07, 2023, 08:39 PM
Quote from: ElPresidenete on Dec 07, 2023, 11:33 AMAdd Set Next Schedule node. Value of 1 is 1 day.

On the begning, under try branch, add Event Scheduled - put the Accept Event under the yes output.
That's past what I am up to learning, I am only editing the xml real quickly in notepad. The whole event editor interface is a mess to me that I don't wasn't any part of. But if its simple please go for it, pretty sure its all the mod needs, though I would set it to a once a week event not once a day.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: sims4amateur on Dec 10, 2023, 12:51 AM
I'm currently getting crashes on both the "check child" button and the child collection after the "shady woman" event. It may be crashing when displaying any child as I haven't seen one in game yet. Anyone know what the cause might be, or how I might go about finding what's causing this?

I'm using the version of the mod that is in the MEGA folder linked at the start of this thread, and game version 1.10.6.0
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: barteke22 on Dec 21, 2023, 09:59 PM
Get the latest mod version and follow the mod update steps in the modding guide.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: ElPresidenete on Dec 22, 2023, 10:38 AM
Anyone having green extra hands appearing on some paperdolls (after chaning them in debug trough suggest option)?
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: sims4amateur on Jan 01, 2024, 08:23 PM
Quote from: barteke22 on Dec 21, 2023, 09:59 PMGet the latest mod version and follow the mod update steps in the modding guide.

Brilliant, it works fine now. Thanks.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: dcsobral on Jan 18, 2024, 02:15 AM
I just found a 31 year old on menopause. I'm confused. I changed adult ages to be between 18 and 60, iirc, so 31 is very much on the low end of that range, and if the range doesn't matter then 31 is way too young. What might be happening?
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: Zaiaku on Jan 18, 2024, 02:38 AM
Just RNG rolling the right numbers. Funnily enough, while uncommon early menopause is possible. Rare as all hell, but possible.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: dcsobral on Jan 29, 2024, 10:54 PM
Feature request for the pregnancy mod: add a new drug to the chem lab that reverts menopause.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: dcsobral on Feb 13, 2024, 12:17 AM
Pregnancy bugs (no, that's not about how many people are pregnant in Lexville):

When informing you of a pregnancy, the NPC will tell you about the gender if the stage is greater than one, but the event that does it (Birth) does not add the Tested Gender flag.

Also, the Partner information always come Unknown on the Pregnancy tab. On the Birth event I see that it calls the Try of GetSetChildData with Father and Asked instead of Execute.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: dcsobral on Feb 24, 2024, 04:25 AM
Pregnancy bug: Birth doesn't go from Full (default) to Quick. I have to first disable birth so I can then select quick.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: TheWhen on Feb 28, 2024, 10:17 PM
When I click the condom in, it won't open the config of the mod, only enable and disable if I'm going to use the condom or not. Was it changed? and the preg images wont show up.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: Netscape1964 on Feb 29, 2024, 06:33 AM
Quote from: TheWhen on Feb 28, 2024, 10:17 PMWhen I click the condom in, it won't open the config of the mod, only enable and disable if I'm going to use the condom or not. Was it changed? and the preg images wont show up.

the settings of the mod were moved from the condom to the city view
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: dcsobral on Mar 10, 2024, 10:54 PM
Here's a possible bug that I have not confirmed. It seems that if the "father" becomes female, the child cannot answer who her father is anymore and, in the case I'm suspecting this happened, says her father is herself. Also, she seems to have become unfriendly.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: dcsobral on Mar 10, 2024, 11:03 PM
Request for the Pregnancy mod: [mother surname] [father surname] as an option for last name.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: ⚧ Squark on Mar 11, 2024, 02:53 PM
Quote from: dcsobral on Mar 10, 2024, 11:03 PMRequest for the Pregnancy mod: [mother surname] [father surname] as an option for last name.
As far as I remember, following birth, there is a choice between "My surname" or "Your surname".
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: TBBle on Mar 11, 2024, 04:11 PM
Quote from: ⚧ Squark on Mar 11, 2024, 02:53 PM
Quote from: dcsobral on Mar 10, 2024, 11:03 PMRequest for the Pregnancy mod: [mother surname] [father surname] as an option for last name.
As far as I remember, following birth, there is a choice between "My surname" or "Your surname".

I think the request was for a compound family-name. So if the default male principal has a son with Sandra or Felicia, he could be named Hugh Titsbig Johnson. Although that's more of a futa name, but drugs can fix that... Anyway, I'd probably hyphenate it for readability.

I'm not sure if the game has anything that assumes parent/child matching surnames, and no other particular problems come to mind. Maybe excessive name-length messes with the UI?
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: dcsobral on Mar 11, 2024, 07:43 PM
Matching surnames do not cause issues, and, yes, I want a compound option so that I can easily tell who my children are and with whom.

I have some additional requests/suggestions:

Title: Re: [Mod] [Mods] barteke22's mod index
Post by: Shilo on Mar 11, 2024, 08:12 PM
Quote from: dcsobral on Mar 11, 2024, 07:43 PM
  • For the fun of it I decided to change my children expenses to children profits, and I'm really having fun with that. I even thought of a lore scenario where child birth has plummeted because of low fertility rates and the government is paying mothers and fathers for every child.

It doesn't even have to be because of low birth rates. There are countries with social benefit programs where the government pays a fixed amount of money each month for each child until adulthood in order to ensure that the child's basic needs are covered, regardless of the financial situation of its parents.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: dcsobral on Mar 12, 2024, 03:48 AM
Quote from: Shilo on Mar 11, 2024, 08:12 PMIt doesn't even have to be because of low birth rates. There are countries with social benefit programs where the government pays a fixed amount of money each month for each child until adulthood in order to ensure that the child's basic needs are covered, regardless of the financial situation of its parents.

Well, yes. But in this case I'm not raising the children, just helping make them.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: dcsobral on Mar 14, 2024, 02:48 AM
Here's something that might be a bug in the Pregnancy mod, unless it was deliberately disabled.

The Play interaction is never enabled because on the Try phase of that event it calls Execute on GetSetChildData instead of Try, and the only outputs used are Accepted and Rejected.

I've switched it to call Try and everything seems to work fine, including properly disabling it after doing it once per day (per child).
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: dcsobral on Mar 20, 2024, 03:39 AM
Possible bug (confirmed). I've seen this happen to some children but not often enough to figure out what the conditions are. Looking at the event, this is what I think is happening.

If PC is mother and father lives with PC and decision is bring up together, then the child will be assigned to a general home instead of Your Home, and no bedroom.

-- edit --

What happens is that if the PC is the mother and the decision is to take care together, the child will live with the father.  If the father lives with the PC it will find "Your Home" as the home but when trying to find a bed it will fail because it only looks for "Child Bedroom 2" and "Child Bedroom 1", and "Your Guest Room" is neither. From that point on it falls back to assigning them to a general home.

IMHO, since it is the PC making the decision then "together" should always mean "with the PC". That would stop the bug from happening,  but it is unrelated to the bug.
Title: Re: [Mod] [Mods] barteke22's mod index
Post by: dcsobral on Apr 01, 2024, 06:11 PM
I've changed the "inform PC" event to keep the NPC in the location for 5 minutes, allowing you to further interact with the NPC if you want, and I've been enjoying this change more than I expected.