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Question about modding

Started by superevilking, Apr 17, 2024, 12:58 AM

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DeniedInMontana

No problem, we all start somewhere.  I've been learning by going through mods and figuring out what goes where and why by example, then looking at some of the older/outdated mods and seeing what - if anything - I can do on my end to update them.  As I learn, I go back and clean up what I've done - or what was originally in the file.

superevilkingTopic starter

I tried to figure this out myself but just can't seem to find a solution. How do you get the journal to update with new notes? I looked at other characters that have notes that appear after progress with their quest and tried coping it but after so many different tests the journal doesn't update even after the the story event passes. Hopefully this will be the last question related to this mod for awhile.

DeniedInMontana

Quote from: superevilking on Apr 25, 2024, 12:59 AMI tried to figure this out myself but just can't seem to find a solution. How do you get the journal to update with new notes? I looked at other characters that have notes that appear after progress with their quest and tried coping it but after so many different tests the journal doesn't update even after the the story event passes. Hopefully this will be the last question related to this mod for awhile.

You have a couple of different options.  The journal as I saw it set adjusts via bits set in your chain.  However, the class event I saw does not set the bit for it to update.  Somewhere after it makes the split from help/no help, you need to right click > Base > Set Bit > attach to 1 with Variable referencing your chain, and which bit position needs to be set (in the class event, bit 0).  After which, the journal should update and show the next entry.

superevilkingTopic starter

Thanks, I got it working. Just got to update a few things on my end and hopefully the rest of the mod making will be smooth sailing. Key work being smooth.

DeniedInMontana

Glad it worked!  Never be afraid to ask for help, we all start somewhere.

superevilkingTopic starter

side question, it's unrelated to the current mod I'm working on, but I will need to know to for later ones. How to I have a new location form a connection to the current map? For example, Lexiville's slave rooms, are non-existent in the based world extension. but the moment the game is fully loaded, the appear in the world editor with a connection to the players home and then appear once built. So far I have a test world extension made, and tried to copy how lexiville has it setup but I just don't know how to have it form a path connector once the world is fully loaded. I tested it, and the game shows it exists and I event forced the player into the loc, but other then that there isn't a way to get to the room through normal means. Knowing my luck I most likely missed a step.

DeniedInMontana

Just taking a wild guess, but I'm thinking you will have to have an event that changes the event location to known or found or whatever the game uses to open new rooms.  Then you will need to make sure your location has a pathway to it from where you want to enter, as well as a pathway in your location back to your entry point.  Haven't looked personally, but that would be my guess.  Maybe look at what happens when you talk to Stacy Slutsky about opening the Cabaret and any events attached to that?

ElPresidenete

#22
Quote from: superevilking on May 04, 2024, 02:18 PMside question, it's unrelated to the current mod I'm working on, but I will need to know to for later ones. How to I have a new location form a connection to the current map? For example, Lexiville's slave rooms, are non-existent in the based world extension. but the moment the game is fully loaded, the appear in the world editor with a connection to the players home and then appear once built. So far I have a test world extension made, and tried to copy how lexiville has it setup but I just don't know how to have it form a path connector once the world is fully loaded. I tested it, and the game shows it exists and I event forced the player into the loc, but other then that there isn't a way to get to the room through normal means. Knowing my luck I most likely missed a step.

You have to use the world editor and in the navigation tab add points where options will appear.
You'l also have to refresh/load files

https://ibb.co/PDkhbxm

superevilkingTopic starter

I made edits to the original based World extension, and got it to work fine there. The issue is when it comes to mods having new locations. In the mods world extension when you open it up the locations dont have a path connecting to say the school, but when the mod is active in game, that modded location now has a path to the base location.

I haven't gotten a chance to take a look at it since I made that question, but it looks a event to make it known is needed. So my claim of "Knowing my luck I most likely missed a step" is valid. I will return when I finish testing it.

superevilkingTopic starter

side update/issue

As for the new location in mod, tried an event to make it know and even just set it up to be known by default and even still no navigation path is made. Seeing how this was for a side mod I will deal with it later. But when it comes to the scenario that will just have its own base map so hopefully getting new locations to appear will be easier.

Anyhow, currently running into an issue with the current mod I'm working on. In the third version of the event, each trigger would only work when you entered a location with the needed NPC, which is causing issues for when I need a trigger to happen without that NPC there.

I am most likely gonna have to make a new event to get it all to work, but for know I will upload the current version to Mega for if you need to see what is there. Right now it is currently in a second version of a attempt to fix it myself.

all bit trigger points work up until number 8 where you need to be in your office. Before that in the original one, you had to go to where Lilly was to get that bit trigger to work.

MEGA: https://mega.nz/file/9NQ1hboK#v8ERgL_wiDVgKY0pMdMlJpLnHT3_MrGCK4BH1t2VzUg

Now back to trying to get Kisekae to work, before trying to find a different way to make the paper doll stuff.