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Feature requests and wishlists

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

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ElPresidenete

I'd suggest expanding Hardmans quest. You have a mother that's a cum addict and a daughter that's a pent-up  futa. both should meet.
Add a rute that you can bring them together by having the daughter get help from the mother for some nice mother-daughter bonding.

I'd also suggest folding the chat mod into the game, but balancing it so it's not spamable.

Making it less PC-centric by adding more interactions aimed at other characters. Like Matchmaking.


ElPresidenete

#91
Spoilers in choices.

NO.
HEre's a big suggestion - every choice that ends a quest chain should be marked like that!

Adding something like [ends questchain]to the end of the string, and/or [repetable] or somethig to make it easier to navigate.


Quote from: barteke22Making buttons indicate the result goes against the game's 'discover it yourself' design philosophy.  There's guides for that.
[close]

TBBle

#92
Quote from: ElPresidenete on Sep 01, 2023, 06:28 AMApparenlty, I have been informed that there is a path in the quest to get mother and daughter together, but it never triggered for me.

I don't recall seeing that when I was browsing the event files. I know you can use Sierra as the donor for the start of Karin's masturbation chain if you've met the right criteria, e.g., completed the revenge chain but chose to use the semen-drinking photo instead; but the scene averts the incest interaction by a very narrow margin. Perhaps that was the path being referred to?

Given the Hooters, the Titsbigs, and the Perriers already do, having the Hardmans end up incestuous means the PTA would have more incestuous parents than not (Slutzkys and Coppers). Not objecting to the idea, just noting that (including Sayako and Annette/Andy), there's a lot of incest in the quest system, and basically nothing like that in the general NPC game mechanics.

Quote from: ElPresidenete on Sep 01, 2023, 12:52 PMHEre's a big suggestion - every choice that ends a quest chain should be marked like that!

Adding something like [ends questchain]to the end of the string, and/or [repetable] or somethig to make it easier to navigate.

The options can have tool tips added (I've only seen it used once, for an Incest warning, but I forget which event it was in), perhaps it would make sense to have such markers there?

barteke22Topic starter

Quote from: ElPresidenete on Aug 31, 2023, 01:45 PMI'd suggest X, Y, Z...

I'd suggest reading the opening post before further suggestions.


QuoteTeachers...
Teacher salary balance has been discussed for months in the relevant threads, and will have no further tweaks any time soon.
Half a year ago, up to 4 years back, having all teachers would put you in -20k monthly balance at 400 students.
This then went through a few iterations where teacher salary was covered by matching the amount of students, which was deemed way too easy.
Current version is more or less balanced around making decent financial decisions (but probably still pretty easy), staff being slightly less covered in endgame, when there's many other potential income sources.

Teaching 15 subjects with 2 teachers is a choice, whether a good one, idk.

QuoteSpoilers...

Making buttons indicate the result goes against the game's 'discover it yourself' design philosophy.  There's guides for that.

ElPresidenete

Hight expanded (HeightX and HeightY) to not just strech/sqish sprite along one axis. We need both.

ElPresidenete

#95
House upgrades.

Better bed = more stamina recovered with rest.
Kitchen upgrade = get a little hapiness every morning from a good meal?

Regarding staff - What if you reduce max stundent count (both to make the game run better on slower machine or simply because you don't want to deal with too many students?). I guess I can tweak the salary myself in that case.



QuoteMaking buttons indicate the result goes against the game's 'discover it yourself' design philosophy.  There's guides for that.

Relying on guides entirely is objectively bad design. Not saying spoil everything, but SOME choices should be marked because deducing the outcome is often not possible. Let me give you an example: how would I deduce that in Seirra Hardmans quest, calling the mother in ends the quest completely? Some things should be marked.



ElPresidenete

#96
Change how HasQuest works.

NO.
Makes no sense. Split the sex protection into it's own thing.

Quote from: TBBle on Sep 06, 2023, 01:05 PMI think this one will need a more-detailed justification to go anywhere.

By my current understanding, HasQuest protection is to keep the player from changing states that would drastically interfere with quest-driven changes, and those change can come from any/all of relationship building (which is itself bootstrapped by friendship building), casual sex, chemistry, and hypnosis. There actually isn't explicit sex-protection from HasQuest as far as I recall, the protection is against dating and flirting to prevent you from simply romancing quest-driven characters into your pocket. (You actually can start having casual sex with HasQuest-protected NPCs before even starting their quests, in some cases, as HasQuest doesn't currently protect well enough against a particularly fit MC and a well-matched NPC.)

The desired effect in most cases that come to mind is sex-protection, since a lot of the quests run from "innocent virgin" (or at least, not even sexually aware of the MC) to "MC-obsessed sex maniac", and it wouldn't make sense if you'd already fucked them into a mania while the quest text was still reporting them being prudish about you seeing them naked.

Some of the quests also depend on progress by increasing stats which are also increased by sex, drugs, and hypnoroll. Ronda Bells for example, if I recall correctly, doesn't give any stat boosts for her repeated sex event, but just lets the natural accumulation of corruption from the GenSex actions determine event progress. (Which means you can accelerate the quest by employing other methods of corruption, or delay it if you decorrupt her uncorrupt her reduce her corruption through other events.)


My beef was not being able ot put a baby in the oven until quest is done.
Ahh.. it seems the pregnancy mod looks at Protected status to prevent pregnancy for some reason.
Since I didn't play the game without it, I'm not sure what's it and what's not core game mechanics.


Quote from: TBBle on Sep 06, 2023, 01:45 PMThat makes sense to me. An eight-months-pregnant (or equivalent) quest NPC is not going to appear with a baby bump in scripted quest event images. Same reason you can't use enlargement/reduction pills on HasQuest NPCs, I suppose. (Post-quest repeatable events like Beth Manili's apartment visit will have this problem as well, sadly. This is a combinational problem for event images, and non-quest NPCs will have this issue in many cases too.)

I'd assuming anything to do with pregnancy is from the Pregnancy mod. The base game has a fertility tracker, but I'm not sure it even works, let alone that it in any way interacts with other game mechanics.


Quote from: barteke22Again, didn't read the part about big gameplay overhauls being out of scope of the request thread, or the part about explaining your own understanding of how it works and how it should work.  Refrain from spamming this thread with further half-formulated ideas.


The game literally gives you the option to disable HasQuest protection under Map > Advanced settings (at your own risk).  The point of HasQuest is to hinder non-quest interactions from damaging NPC states, by messing with their stats/sizes/movement.

The Pregnancy mod allows you to bypass HasQuest protection if you haven't disabled it, at your own risk, in its settings.
[close]

barteke22Topic starter

#97
Quote from: ElPresidenete on Sep 05, 2023, 12:40 PMRegarding staff - What if you reduce max stundent count (both to make the game run better on slower machine or simply because you don't want to deal with too many students?). I guess I can tweak the salary myself in that case.

Any changes to .xml files are within the realm of modding, so you shouldn't expect the scenario to handle it, if your mod doesn't ensure that.
Although in this case the formula is adjusted according to Min/MaxStudentCount and MaxStudentsPerClass, since one teacher can handle one full class.


Quote from: ElPresidenete on Sep 05, 2023, 12:40 PMRelying on guides entirely is objectively bad design. Not saying spoil everything, but SOME choices should be marked because deducing the outcome is often not possible. Let me give you an example: how would I deduce that in Seirra Hardmans quest, calling the mother in ends the quest completely? Some things should be marked.

Relying on guides is a choice, you can always just make a choice and deal with whatever the consequences are like some people like to (or reload a save if you're so inclined).  I recommend looking up the meaning of 'objectively' before stating your subjective opinion.  The design is to use context clues (and yes, some are bad, especially older chains that haven't been reworked yet).  In this example it's fairly obvious that 'openly snitching on her' might earn you some points with the mother (there's a small tie-in into the other chain if you do), but not the daughter.  It serves as one of a few ways to opt out of her chain if you're not interested in Sierra.

*You are otherwise welcome to attempt anything you want as a mod, and if it gets anywhere / becomes more popular than not (meeting quality standards), it could be a considered addition to the base game.

⚧ Squark

Lockpicking hobby kits. These exist in the real world and are perfectly legal to have.
For balance, skill gain should be a mite slower than normal lockpicking and cap out before the 100 point threshold is reached. Say around 50 or so.
However, three-five variants should exist and the harder ones must be necessary to reach that cap.

shpungout

#99
An additional layer of hair accessories is needed. At the moment, there are only hats and glasses. But there is a problem with creating characters like Donna Bolox, Mandy Meyers, Ameli Coppers, etc.:



Previously, it was possible to place an accessory inside a hair part using the secondary color (#9090D4). But now the secondary color is applied to create a hair gradient.

Alternatively, you can place a hair accessory at the glasses layer. This will work in the case of Donna Bolox. But this is not suitable for Mandy Meyers and Ameli Coppers, since the glasses layer are unisex, then in case of a change of their gender, the accessory will remain.
The option of using a hat layer is also not suitable, since all the characters take off their hats indoors.

PS: Continuing the idea of using glasses layer, you can add F/M-layers for glasses to PD_Body_Alt table, as is done with hats.
Translated into English by Google.

ElPresidenete

I noticed when making events that the RemoteEvent that changes PErson stats after sex (checks action, giver, etc..) could probably be merged with the one that affect bystanders as an auto-check (get anyone on location that isn't the sex actors).

Cause right now I'm making a interaction to initiate sex between 2 NPC's (with wilingness check to do it here or change location) and the sheer number of splits I have to do for every possible gender and sex act combo is already huge, now if for each I have to add ANOTHER split to check for bystanders and apply effects to them, it's slowly becoming redicolous.

barteke22Topic starter

Quote from: ElPresidenete on Sep 15, 2023, 12:43 PMI noticed when making events that the RemoteEvent that changes PErson stats after sex (checks action, giver, etc..) could probably be merged with the one that affect bystanders as an auto-check (get anyone on location that isn't the sex actors).

You can make your own functions, simply wrap the two together inside a FunctionLibrary event with your own logic and use that instead of SetEffects.

Merging them is otherwise not desirable, because it's up to the event to define whether any (and how many) bystanders notice the act.  It would not be backward compatible with anything that already uses OnObservers.

dedios3

Hello .... I am not an informatic that I do not know if I am saying any nonsense ... but it would be possible to add some function so that the texts can be translated by Google or some other translator into the original language of the player ...?

TBBle

#103
Quote from: dedios3 on Oct 18, 2023, 12:44 PMHello .... I am not an informatic that I do not know if I am saying any nonsense ... but it would be possible to add some function so that the texts can be translated by Google or some other translator into the original language of the player ...?

As a workaround, perhaps a tool like Agent or Textractor could be used? The game's text output isn't super-complex from what I've seen (all standard WPF text rendering AFAIK), so it should not be too complex to hook.

It'd be nice to have something more built-in as well for hooking/translating output text.

Edit: For some reason I thought the game had migrated to .NET and WPF, but looks like it's still .NET Framework 4.8 and WinForms. My mistake. TextExtractor didn't find a hook beyond "Every string allocated by the game", and a quick play with BepInEx found a bug in the BepInEx build system, so this might be more complex to hook than I suggested. The game offering its own method to hook text-box rendering for translation (or Text-to-speech) would be easier, of course, but is maybe not a feature the team are going to be excited to develop and support.



I actually came here to post my own suggestion:

Thinking about the Peter/Petra issue (Futa OVerhaul renames Peter to Petra, other mods and the base game are trying to access the character by literal name), I noticed we have a GetObjectUID and GetObjectByUID pair of VEE actions, but lack a VEE constant variable for UID. That would allow mods and the base game to reference a known character by UID, and if the character is renamed, then the lookup still works. (I think we should probably also fix things like the Carmen Smith Rooftop Meeting gossip girls to persist the character UIDs rather than their names for similar reasons, but that's more of a script-cleanup than a feature request)

To be clear, my request is a VEE constant for UID that offers a list of SpecialPersons (or any future UID use) in the VEE UI, but actually persists the ID, so that it's safe from renames. (I'd also suggest the UID should be a UUID to protect against clashes between base game and mods over new character's UIDs, and for future use of UID for non-Person cases if they ever appear, but again, that's a tangentially-related thing. I'm not sure if the current UID is used internally as a DB key or not, so I don't know if it can be a UUID already.)

barteke22Topic starter

#104
Translations:
The game is in c# .NET 4.8F and WPF in most places, WinForms in some legacy parts. Neither is really (properly) supported on .NET (core>5). If you want access you can ask, but all the instructions are on discord (don't have a Dev subforum on here anymore).

Extracting the text in itself is not an issue, though it can't be perfectly extracted without dropping all markup.

In my tests the only viable option for using automatic translation was replacing all markup with [] and then translating that and reinserting in. Since otherwise there'd be no way to guess where it's meant to go in the translation. By markup I mean anything that goes into [] tags, and multiple spaces / newlines - since translators tend to mess it all up.

I did some tests long ago, but .NET only has the big (paid) translation APIs available - so it didn't work out (and well, nowadays pretty much all of them are paid, or at least require a key). A few days ago I did another quick test by looking into whatever most popular free tool I could find, and had minor success with a Python one (deep-translator). It's just a test (bit slow since I'm using a very simple communication method - could be improved), 'ok' results, and I definitely wouldn't make it a dependency, but maybe could share it under Experimental at some point (up to users to install everything).

I wanted to get an auto-translation working, because even if manual translations were supported (planned for far future), anything built dynamically (sentence part combos) would still require VEE edits. And while it's possible to use {Gender:||} etc. to make up for some grammatical differences, some languages are way too extreme even with that (if you want a 'good' translation) - like changing a person's fore/last name based on context / gender.

Perhaps a hybrid system would work best: Manual translation of simple text / whatever people bother doing and automatic for the rest. Though either way, neither system is in the works atm.


Name/UID:
Futa Overhaul changing Peter's name is a design error on its part, perhaps rooted in the fact that it used to be its own scenario, back when modding a different scenario required manual Notepad++ edits to all the mods.

Perhaps it isn't explained well outside of the File Editor, but Name is basically a string UID - it's in fact more of a UID than the UID.

Both are used for different things, Name is the user friendly, constant version, UID is not a constant.
You're not allowed to (or rather, shouldn't) change either during gameplay, as that would break any collections referring to them (and there's many, some do repair themselves after a full restart, but that's technically no longer the same NPC).

Name (Forename + Lastname) is the .xml defined NPC identifier. DisplayName (CustomForename + CustomLastname) is the one you can change.
UIDs above 0 (PC) are auto-assigned based on NPC generation order (can't be set in .xml), in VEE its primary use is database statements. -1 refers to a Sex Toy constant, but not a specific one, as the SexToy_Constant is a dummy NPC that lives for the duration of the event it's placed in.

In a moddable setup, a string identifier is all that's needed to maintain compatibility between mods.
- You can Name the NPC 'authorname.mod2.NPC 1' and give it a DisplayName if you want to be 100% sure of compatibility. Though on our scale that's a bit of an overkill.
Numeric IDs simply can't work on their own (without potential conflicts), they're not very readable and require another field to ensure uniqueness.
- Which is why games like Minecraft, and Stardew (currently in the middle of it) had to fully redo their systems to use strings instead of numbers for the sake of more robust modding.

In terms of performance there's no real difference at the VEE NPC scale (a few thousand entry dictionary), but there could be in the DB with thousands of two-way pairs between the NPCs, or engine.

Dunno how cohesive this is, I'm a bit tired xD