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Feature requests and wishlists

Started by barteke22, May 30, 2022, 09:40 PM

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dcsobral

#30
Done
I'd like to be able to see Database and Statuses on my phone contacts, and I'd also like the Database to include whether the principal had sex with that contact for whatever categories of sex type that are tracked.

The reason for that is that I use "favorite" to highlight characters I'm interested in while walking around town, so I eventually get lost trying to figure out where I'm at with generic NPCs on my contact list.
[close]

tester0648

It would be great if someone make a mod that will make coupled people to have sex with each other as a daily/weekly/random event outside of usual location events. Its stupid that coupled students walking around with 100 arousal and release it only in random events with random people or via items.

dcsobral

Wishlist:

  • Hypnosis Change Behavior: induce or reduce fetish. Pick one fetish.
  • Hypnosis Change Behavior: increase or decrease gender preference. Pick male/female/futa.
  • Hypnosis Give Command: take off clothes. Lasts one turn.
  • Chat Romance: learn fetishes.
  • Chat Romance: learn gender preferences.
  • Ask for Sex: suckle. (and fetish)
  • Ask for sex: threesome and/or orgy.(*)
  • Date, Movie Events: hint if watching movie in the same genre as the favorite.
  • Info Panel: person's fetishes (maybe learn from porn movie event as well as above?)
  • Info Panel: person's fetishes (learn from above; learn "negative" from refusals)

(*) Show the option if there are other persons present other than the principal and the person being interacted with. Check person being interacted for preferences as with other sex actions. Check for all other persons in current location for preferences with the following changed/additional requirements:

  • Gender preference must match either the principal or the person being interacted with.
  • "Likes Person" must satisfy both the principal and the person being interacted with, but no one else.

This is an all or nothing proposition: either everyone in the location accepts or the event fails. When used through hypnosis only the people who were influenced counts as being in the location (the others are just properly horrified).

Fetishes for orgy, threesome with same gender (liked or not), threesome with liked gender. The fetishes makes acceptance more likely.

If the existing threesome/orgy events in the game could be modified to use this event, that would be ideal.

Razelda

more VEE tools in the Editor, way more, example: there is a Tool that tells you if someone is asleep but there isn't for setting them to awake or a sleep. there are quite a few VEE tools I would like made that could make Making VEE Scripts better.

Albatross

Any chance you guys could incorporate some of the Lexville features into the main game if the mod doesn't return?

I know some of them like the slave working might be considered too balance breaking for the main game but others like sleeping together with NPCs or the threesome option would be great to have and probably have no real downside.

squark


MFire

#36
Done
Would be cool if there were other gauges for stat averages for other groups like there is for your students. Endgame feels even more nebulous without seeing a number go up for the adults

*Added hard to access info panel tab.
[close]

Also, it would be cool if policies for certain classes would buff them. A lot of classes are kind of weak. Anatomy is basically just worse than the sex educations, and it would be cool if the model policies would flip a bit to buff the anatomy class itself. It's a little weird that the model policy affects the whole school daily instead of the class.

Not sure how far under the hood you'd need to get to make that change, though. I definitely couldn't parse the code related to the classes

TBBle

#37
Having just stumbled upon the same idea, I agree that making the top-bar and the cached data that supports it configurable would be nice. If there was a NativeEvent that triggers every hour (or whatever the current cache rate is, or like the character-position updates, make it user-controllable in settings) and can call out into an ExtensionLibrary to collect the various stats that are shown, or not shown, that would:

  • Improve the situation where the 'get cached data' object has notes about "stats that don't exist"
  • Allow mods or players to customise what is tracked, even mid-game or event-driven, e.g., buy a Fapp that adds city-wide corruption to the display
  • Allow mods or events to declare and use cached data where appropriate, but not show that data to the player
  • Potentially allow showing progress along the new personal/city-wide goals system

i.e. something a bit like UI_Info_Panel_Tabs except as a single event rigged up to an ExtensionLibrary.

UI_Info_Panel_Tabs might also benefit from being rigged up to an ExtensionLibrary... although the NativeEvent is already processing that whole directory, so it's up to the individual tabs to support an ExtensionLibrary if desired. A top panel could work this way too, I guess.

barteke22Topic starter

Quote from: TBBle on Sep 23, 2022, 03:33 AMHaving just stumbled upon the same idea, I agree that making the top-bar and the cached data that supports it configurable would be nice. If there was a NativeEvent that triggers every hour (or whatever the current cache rate is, or like the character-position updates, make it user-controllable in settings) and can call out into an ExtensionLibrary to collect the various stats that are shown, or not shown, that would...

The cached data updates every time any numbers appear below it (every time pass), it's cached in the sense that those numbers usually consist of 1-50 changes per stat and WPF UI freezes with every visual change.

QuoteImprove the situation where the 'get cached data' object has notes about "stats that don't exist"

What does that even mean? What situation? What notes?

QuoteAllow mods or players to customise what is tracked, even mid-game or event-driven, e.g., buy a Fapp that adds city-wide corruption to the display.

The School Stats (top bar) are configurable in the scenario config. It's also possible to change what's shown mid-game via VEE (reflection), however it's not recommended unless only for display purposes.  The reason it has to be done like this, is that VEE Ops can't refer to something that doesn't exist yet (added mid-game).  The stats defined in scenario config are shown at the top and define what's available in the 'Get School Stats' Op.

QuoteAllow mods or events to declare and use cached data where appropriate, but not show that data to the player.

There's only downsides to this.  You can already calculate the average stats of any list in VEE.  Having the engine cache this calculation for the rare time where some VEE event needs it is pointless if it doesn't need to be displayed (it's in fact more efficient to just calculate them when needed).


Letting VEE control the displayed data would be quite a slowdown, as you'd need to keep a cached version and recalculate each entry to let UI Notifs show a change for each entry.  The slowdown is less notable with the info panel, but it does take like half a second to populate the data in some cases.  I've added an info panel tab for some global stats last week, though it has some pretty steep requirements (probably idk).

TBBle

Those're fair points. I didn't realise the cache was updated so often, so I'm unclear why it's even considered "cached"? It'd be clearer to actually describe it as "updated on on time passing", since now I understand the only time "Get School Stats" will not be accurate is during an event that has changed some student stats, but not yet had time pass after that.


Quote from: barteke22 on Sep 23, 2022, 03:24 PMit's cached in the sense that those numbers usually consist of 1-50 changes per stat and WPF UI freezes with every visual change.

Honestly, I don't think I'd ever have associated that idea with "cached", in this context. I think "batched", "bulk", or "accumulated" might have put me onto the right understanding. It's a dervied stat, so I guess I'd already assumed it worked this way anyway, since it would make no sense to see a stack of 50 changes to, e.g. the average corruption.

Quote from: barteke22 on Sep 23, 2022, 03:24 PMWhat does that even mean? What situation? What notes?

This is talking about exactly the next thing you mentioned, the documentation on Get School Stats has notes about "If you use this for a stat that has been disabled in the scenario, you get (I forget, either 0 or nonsense data...)". I don't have the editor at-hand here to check the exact note on that node. I think that's also where it talks about the data being cached?

It sounds like, from what you are saying, that the list on "Get School Stats" is not hard-coded as I had understood, but is based on the scenario's stats setup, so that's already about 50% of what I was suggesting. Again, I don't have a copy of the game handy right now so I can't actually go look at how the scenario setup works for this, and how flexible it is.

Quote from: barteke22 on Sep 23, 2022, 03:24 PMThere's only downsides to this.  You can already calculate the average stats of any list in VEE.  Having the engine cache this calculation for the rare time where some VEE event needs it is pointless if it doesn't need to be displayed (it's in fact more efficient to just calculate them when needed).

This wasn't supposed to be "for the rare time where some VEE event needs it", but for use in something like a frequently-tried principal-attached event or something, a situation where calculating and caching some clearly-defined but event-specific statistic, e.g. average corruption of female townsfolk, would be _more_ efficient than redoing that calcuation on each Try call, i.e. on every time-pass.

Since it turns out the "cached" data is already updated on every time-pass, there isn't a benefit here, you're right. So again, the idea of "cached" data probably could be clearer. I also suspect I have been misreading the top-bar, because I have been reading it the whole time as "As of the last cache-update cycle time", not "immediately updated on every time-advance".

What's probably happening is there's a bunch of stuff happening at fixed times, e.g., midnight, and 6am, and so that's when I was noticing the top-bar numbers change. Combined with tiny changes in an average, e.g., 0.01, which are shown as toasts, but don't visibly affect the actual top-bar number (due to rounding), make it look like the top-bar is not live-updating.



Anyway, to bring a specific thought to what drove me to the theory-crafting above: For the "everyone futa" social goal, I think it'd be neat if, once you unlock futa-transform drugs, the top-bar statistics showed your futa statistics (or similar), but before that point the stat wasn't shown.

This stat might make sense to only update perhaps once-per-day, and at that time could trigger events as it passes certain thresholds.

Before I start trying to thought-design new systems around this idea, a better question to ask is: What do we already have to support something like this, and what are we missing, or what insurmountable problems make this a non-starter?

barteke22Topic starter

#40
I think there might've been a time where it was updated less often, perhaps only at midnight.  Though introducing things like UI notifs meant a need for up-to-date states of the previous values to calculate a difference.

The description of 'Get School Stats' probably wasn't updated, but a grouping collection is basically the same thing as a cache, since it's 1-50 changes per stat, per person involved that accumulated between time X and Y.

Now that you mention the Op, it says that it returns 0 for non-main stats, which is perfectly logical.  This does in theory make it possible to design a mod where VEE refers to a non-existent stat by defining it while working on the mod.  This way you can refer to it in the event, and then remove it from scenario when done (and refer to it properly when it's been added via Get/Set Property by Name). It might be reported as an error by error check though.



Calculating this stuff in VEE probably wouldn't be much worse, but passing it to the UI would be tricky.  It also wouldn't make sense for the engine to handle something like caching scenario goals, since it has no concept of how those work - their logic exists in VEE only (or well, would exist).

Getting a % of population being futa is just 5 Ops.  For this I'd recommend either using an event (immersion), or the Info Panel.  I'll consider making the tabs use extensions, I just figured mods would add their own themed tabs (them being separate NativeEvents is a requirement either way).

The Globals tab I added shows stats (main/all) for non-own-student population, gender mix %, and population mind values.  I've currently limited it to high intelligence PC (with assistant bonus), but might maybe limit it to Lydia or something at some point depending on what malorn's planning for her.

kenshuck

#41
Quote from: barteke22 on Jun 06, 2022, 10:05 PMI also at some point noted the idea I had for Slutsky for minor town corruption:  Corrupt her for Sex shop campaigns: Sex toy samples & 'demonstrations'.  But boy are all of these pretty ambitious.

That's something similar to what I do in one of my mods, the main difference is that its attached to general stats and not frorm Slutsky, it should be pretty easy to adapt.
Also the School Assembly currently also affects the parents, and i'm thinking on ways to expand on it, maybe a parents meeting? different from the PTA, just to affect/corrupt them and discuss the general state of the school, perhaps (and this is muuuch more ambitious) another school? it would bring more possible events (competitions, collaborations, etc)

Quote from: 22ndgentlemen on Jun 10, 2022, 01:56 AMthe photoshopping skill is really only used in the Nature's Way questline.

There was a mod (Photoshop Practice IIRC) in the old site that expanded on this, that added the ability to fabricate some blackmail and use it for money or other things; I'm going to see if I can find it somewhere