HentHighSchool Development Forum

Game Development => HHS+ => Topic started by: barteke22 on May 30, 2022, 09:40 PM

Title: Feature requests and wishlists
Post by: barteke22 on May 30, 2022, 09:40 PM
This is for requesting features/changes and such, we'll look in here from time to time to see through the posts and keep track of what's being considered in the post right below this one.

By considered, I mean that it might happen at some point, perhaps in the next update, perhaps later, perhaps never :P  It all depends on how interesting\big a change it is and whether there's time to do it in between all the other stuff. 

Overhauling scenario systems and expanding storylines/gameplay is fairy low on the priority list since we've got very little manpower there - currently that's down to community (modders/story-writers).

Changes to the current (old) PD system will not be considered, I'm slowly tinkering away at a new system that already addresses most of these suggestions, ETA 2077.

It's fine to discuss stuff in here, however please be precise/constructive when requesting something - provide info about how it works (in case of changes) and how you'd want it to work exactly.

If you fully agree with some request, you can leave a like on it - that way we'll have less duplicate posts to go through.
Title: Re: Feature requests and wishlists
Post by: barteke22 on May 30, 2022, 09:40 PM
Being considered:

-
Title: Re: Feature requests and wishlists
Post by: Umgah on May 30, 2022, 10:54 PM
Not considered
Quote from: barteke22 on May 30, 2022, 09:40 PMBeing considered:
- Wait 1 min button + wait hotkeys.

Wait 1 min is just for attempting to trigger a specific event in current location. I'm not sure that addition of such button is the best way to address the problem and player intent.

Quote from: barteke22 on May 30, 2022, 09:40 PMYea, the guys on the event side were trying to reduce the amount of RNG needed for events to trigger and space out event types better.  So that waiting in the same location hoping to trigger something was less of a mechanic than moving around and running into things as you explore the world, but not sure how much of that made it in before we lost contact.

Not sure if balancing like 2k+ events is something I can 'consider' right now though :D

Quote from: InhibitionAtTheGate on May 31, 2022, 12:07 AMIt's also good to quickly refresh who's in a room, even if not necessarily for an event, such as trying to hit a sweet spot for the number of people before trying room-wide hypnosis.
Aside from that, it's not hard to imagine a certain someone making an easter egg that could require an exact time to trigger. Just a thought :p
[close]
Title: Re: Feature requests and wishlists
Post by: 22ndgentlemen on Jun 01, 2022, 02:05 PM
A common theme that keeps popping up in the forums historically is the concept that the wider town is very hard to corrupt, especially for no hypnosis or no drug playthroughs.  Additionally, if the school is corrupted TOO fast in relation to the wider town, random events can happen (like in the park where students just forget about time and place) that make your reputation take a nose dive.

What would be the possibility of adding a festival, either at the school or somewhere in town like a shrine (or the church), where the students could work and help corrupt the wider town?  Possibly on a quarterly/seasonal basis (spring, summer, fall, winter)


Some thoughts about how skills and stats can help:

Inhibition -- pretty self explanatory since this happens already by the MC walking around with more liberal clothing compared to the immediate crowd -- Lowers Inhibition of wider townspeople in attendance
Education -- some kind of public decathlon or spelling bee between students showing the town how educated your students are -- Possible increase to Reputation if watched/attended by townspeople and slight increase to education for students participating
Happiness -- affects attendees' willingness on possible donations to school ( no one wants to donate to a school where students are miserable )
Loyalty/Lust/Corruption -- students' willingness to switch out more traditional forms of entertainment ( like a shrine dance ) for more risky activities for the wider town to enjoy
Hacking/Photoshopping -- affects advertisement for the event to get more people to attend.  More people, more money in your pocket.
Lockpicking -- MC's ability to open the offering box to the church/shrine for some extra cash.  Not that anyone would steal from the poor...right?


This idea is very rough and frankly I just wanted to get it down on something before I forgot about it since I have been somewhat of a goldfish lately.
Title: Re: Feature requests and wishlists
Post by: ⚧ Squark on Jun 02, 2022, 01:41 AM
Not needed
Quote from: squark on Jun 02, 2022, 06:19 PM
Quote from: barteke22 on Jun 02, 2022, 05:34 PM
Quote from: squark on Jun 02, 2022, 01:41 AMCan we get something where "Ask if he/she needs help with anything" to stop appearing if you already have their phone number?

Is it not helpful for other things (rel gain)?  Not sure how any of that works, but it sounds like an option for raising relationship, and phone number doesn't sound like a max relationship thing?
Unless something has changed internally, asking if he or she needs help with anything is only available for non-special NPCs.
After three gifts (ask if she needs help with anything) friendship is usually between 30 and 40 with relationship is around 10 at that point and those are the triggers for getting the phone number.
The text returned is still "You've already done more than enough for me." if you ask again. No stat changes.
Then again, I am still running the 1.10.0 Debug Beta build, so I'll bag the new version and check again.

It already goes away for good when you ask and they reply that you've done enough.
[close]
Title: Re: Feature requests and wishlists
Post by: barteke22 on Jun 02, 2022, 05:34 PM
Off topic
Quote from: nuetron on Jun 02, 2022, 02:19 AMIf possible, more events and storyline instead of engine features for a little bit.  I don't want to wait another 4 years for more events because the engine features take 4 years to iron out.  Sorry if this comes through as rude but as players, the story hasn't moved much since 1.9.5.

1. The lack of story content has nothing to do with the HHS+ engine, that's a different project: The Smallville Scenario.  A different 'team' was working on that, though there's some overlap from time to time.  They were mostly overhauling all the dated/horrible logic in old content/mechanics to make creating new content easier and reduce RNG.  Large portions of that got done over the last years, but now that team (2-6 people, depending on how active they were) is lost along with the old site.

2. Both teams are just players like you, that got into modding and eventually joined the official 'team'.  And now that we're left with 1 (good) engine dev and 2 modders that just joined to help out (not really in terms of writing) there's nobody to make said 'content'.

3. I'm not gonna speak for the others, but I personally don't want to write any text (be it story or generic dialogue) as that's not what I enjoy.  In fact it's what put me off from finishing my main mod.  I don't mind making the events if someone were to provide the text, there's a thread for that on Discord (will make one on here shortly). Sorry if that sounds selfish, but I've got like 5+ large mods to maintain/expand, and a bunch of other projects besides work and IRL stuff.

Tl;dr: It's a community driven game, the Smallville scenario especially - so it won't get far without the community's help.


Quote from: nuetron on Jun 03, 2022, 12:27 AMI think the entire problem with lack of story content can be explained by what you just said.  The team that makes changes to the engine routinely locks up any progress that the story team can make because the engine team makes changes that are so dramatic that the story team needs to wait until it is done before any new story or events can be implemented.  This can be seen with the Lexville mod where the modder did try to make new story but because the changes that were made to 1.10 took 4 years to finish, the modder basically stopped any progress on any new story until 1.10 was complete.  If we start going down this same path where the engine team does whatever it wants without any concern on how it impacts the story team, we will go down the same cycle again.

What I am trying to say is that the engine team should sit back and think if the changes they are making would impact the modders progress before going ham again on changing things just because they think it would be better.  If you take a step back and take a look at the view of the player and modder, there isn't that much change over the 4 years in between 1.9.5 and 1.10 in terms of new "content".  Just sit back and let the story and event writers do some work before making crazy changes, that's all i'm saying.

Except, like I said, the engine wasn't holding anything up.  The story team was reworking stuff not really because of new features (and none of it was on hold), but simply because of bad design choices that piled up over the course of the years (as some things didn't have much thought put into them at the time of design).  I've seen what they've been reworking and it had pretty much nothing to do with new features.

Also, most of the new features tend to be things that are requested by the event side, or the modding community (customisable population generation, customisable PD system) - in that case they wait for them (while usually doing other things since there's plenty to do with 1.6k+ events) because you can't just spawn these things out of thin air.

Barely anything has changed since the start of the beta in terms of things that would need to be redone (and those have all been covered already within the span of a few days - not years).  The new engine features have on the other hand also exposed a lot of bugs/oversights on event side that needed addressing (broken uniform rules, misnaming, logic errors etc) that would otherwise be hard to track on event side.


Quote from: Umgah on Jun 05, 2022, 07:09 AM
Quote from: nuetron on Jun 03, 2022, 12:27 AMThe team that makes changes to the engine routinely locks up any progress that the story team can make because the engine team makes changes that are so dramatic that the story team needs to wait until it is done before any new story or events can be implemented.
That's quite far from true. First, nobody had to wait for anything except the very few modders who wanted to get some very specific features from the engine. Second, your dramatize "drammatic" changes. For example, most of mods for 1.10 migration just needed to move some folders to a different place. Literally 1 minute change.

Quote from: nuetron on Jun 03, 2022, 12:27 AMThis can be seen with the Lexville mod where the modder did try to make new story but because the changes that were made to 1.10 took 4 years to finish, the modder basically stopped any progress on any new story until 1.10 was complete.
I think that you misunderstood the situation with Lexville a lot. The only significant statement from the mod author was that he does not plan to update the mod for 1.10 beta and will wait till full release. Ongoing development of 1.10 never blocked him from making updates for 1.9.5.

Quoteauthor=[xox]
And I'm happily already working with it! ;D
[close]
Title: Re: Feature requests and wishlists
Post by: ⚧ Squark on Jun 02, 2022, 11:34 PM
Done
Also, I'd very much like to put the Newspaper and Principal's Primer on my bookshelf.
[close]
Title: Re: Feature requests and wishlists
Post by: tentacles4all on Jun 04, 2022, 05:24 PM
Quote from: 22ndgentlemen on Jun 01, 2022, 02:05 PMA common theme that keeps popping up in the forums historically is the concept that the wider town is very hard to corrupt, especially for no hypnosis or no drug playthroughs.  Additionally, if the school is corrupted TOO fast in relation to the wider town, random events can happen (like in the park where students just forget about time and place) that make your reputation take a nose dive.

What would be the possibility of adding a festival, either at the school or somewhere in town like a shrine (or the church), where the students could work and help corrupt the wider town?  Possibly on a quarterly/seasonal basis (spring, summer, fall, winter)



I like that at the moment I have 3 locations outside school to influence things:

1: Hospital events (POO)
2: The beach (lots of events triggering)
3: Onsen

Idealy , imo , I would like to have events like the hospital POO at various areas of the city (church , trainstation , park , beach , etc).

You may ask yourself , why not just make something that covers the whole city? Well , because I like uniform content!
Title: Re: Feature requests and wishlists
Post by: Umgah on Jun 05, 2022, 06:57 AM
Better off as a mod
Quote from: tentacles4all on Jun 04, 2022, 05:28 PMI would like some generic events on each major location so I can dump my hentai/porn images without having to go through each specific event that has only like 1-2 pictures for content. Whenever I deside to make some myself a new version comes out and I'm like "fuck it , let's see what they added first'.
The previous major release way literally years ago. If you mean the fixes/patches, they only fix bugs and known issues. The can't (at least not supposed to) break any mods.
[close]
Title: Re: Feature requests and wishlists
Post by: ZethSet on Jun 05, 2022, 10:37 PM
Done
Request:

A way to filter or organize students according to Corruption/Inhibition/Lust levels, that way you can easily spot the more "advanced" students and group them together in a single class, leaving the newer students in separate classes and slowly corrupt them.

Added filters, though they don't show numbers to not spoil - use a specific student as a benchmark :P
[close]
Title: Re: Feature requests and wishlists
Post by: alertlikeamber on Jun 06, 2022, 04:29 AM
Possible already, but not considered
To bring back one of my favorite requests from the old thread:
Unlockable teachers!

I would love to see special characters that you have to find in the world (and maybe complete/progress through a quest for) before they can be recruited as staff. Plenty of fun stuff you could do with the concept (for example, maybe the quest to unlock them has different branches that determine their teaching subject.) I always felt that this idea was a goldmine.


Quote from: barteke22 on Jun 06, 2022, 10:05 PM'No big story/expansions/gameplay changes'.  Most of the requests are big expansions/gameplay changes, I knew I should've just stated that I'll ban anyone making such requests (jk) xD  Well I suppose these can be good ideas for contributors.

I 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.

Unlockable teachers are actually possible since the beta, my compendium (shameless plug) mod uses it to hire generic teachers based on how much you offer them/how much they like you + allows to re-negotiate the salary of any teacher at the risk of them quitting (it's pretty bare bones though as I was just toying with these mechanics).
[close]
Title: Re: Feature requests and wishlists
Post by: ⚧ Squark on Jun 09, 2022, 03:49 PM
Done
I've been wondering. Would it be possible to:

1) Have the full body view when phoning someone?
I think there's some issue there while using the Pregmod or some such.

2) Have students in your phonebook separated by a Classroom submenu?
[close]
Title: Re: Feature requests and wishlists
Post by: 22ndgentlemen on Jun 10, 2022, 01:56 AM
Quote from: barteke22 on Jun 06, 2022, 10:05 PM'No big story/expansions/gameplay changes'.
Sorry about that, will be sure to RTFM in the future.

How about a small gameplay change? Before the old site went down, I pitched an idea revolving around the Hacking skill.  Here is the jist from what I remember:

Currently, the hacking skill is really only used in Underwood's questline and the photoshopping skill is really only used in the Nature's Way questline.  My suggestion would be to create an option at the Home Computer to allow the MC to "freelance" and earn money that way, similar to working at the restaurant, where the money can modestly scale off the one or both of those skills.  Nothing major, just a supplement to help with thin budgets.
Title: Re: Feature requests and wishlists
Post by: ⚧ Squark on Jun 10, 2022, 04:10 AM
Quote from: 22ndgentlemen on Jun 10, 2022, 01:56 AMCurrently, the hacking skill is really only used in Underwood's questline
It's also used in the Shimakaze questline.
Title: Re: Feature requests and wishlists
Post by: 22ndgentlemen on Jun 10, 2022, 11:14 AM
Quote from: squark on Jun 10, 2022, 04:10 AM
Quote from: 22ndgentlemen on Jun 10, 2022, 01:56 AMCurrently, the hacking skill is really only used in Underwood's questline
It's also used in the Shimakaze questline.
I forgot about Shima since I usually ignore that character, but my point still stands, the skill is specifically used in only a few instances and then is tossed aside.  While something like Hypnosis is can be used constantly both in and out of quest lines.
Title: Re: Feature requests and wishlists
Post by: dedios3 on Jun 10, 2022, 12:25 PM
You can add the option in hypnosis to force someone to transvest once the corruption is high enough? (And perhaps the option of forcing them to take medications even if you give them to the increase e chest or shrink the penis ...)
Title: Re: Feature requests and wishlists
Post by: nuetron on Jun 10, 2022, 03:31 PM
Better off as a mod
Add a generic event that is triggered by location and stats that allows the contributor to basically dump 1000s of images into that event and cycle between those random images.

Quote from: squark on Jun 23, 2022, 07:51 PM
Quote from: DougTheC on Jun 23, 2022, 06:32 PMImportant to include a way to enforce blacklist/whitelist restrictions on those images.
Perhaps include relevant tags as required parts of filename, & parse when attempting to choose an image to display.
This blacklist/whitelist consideration has always been a limiting factor in considering this "all pics in a folder" idea.
There is a way and it involves generating .meta files for them. Just about every image in the game has such an accompanying file - usually [filename].jpg.meta. It's these files the game checks to see if such-and-such an image should be shown or not.
However, sometimes the .meta files are not filled in completely or just plain incorrectly, which results in a blacklist failure.
[close]
Title: Re: Feature requests and wishlists
Post by: a_principal on Jun 10, 2022, 04:46 PM
Planned for distant future
I guess making characters move randomly by teleportation is easier and much faster for any CPU. But, if you don't think it goes against the game logic, can you try to make them move more logically, like the MC does?

The biggest benefit is that it will allow the MC to find them out of school, for their birthday or any other motive.

Another way would be to ask them by phone where they are and stop them during the needed time... if their relationship allows it, of course.

* When they are ordered to the MC's office, I'm completely ok if they still run at light speed!  ;D


Quote from: a_principal on Jun 17, 2022, 09:05 AM
Quote from: barteke22 on Jun 16, 2022, 09:48 PMA replacement for the schedule handler system was on a todo list... somewhere... Probably for the future.

I totally understand it's not one of your priorities but thanks anyway for your answer.

I would have another request which is probably on your todo list... for a later future.
Maybe the principal has to be a very old person, and because of that he/she needs a visual help for his/her arousal to raise, but when I, as a principal, have to visit several classes in a row, and I lose 10 (12-2) minutes when entering any classroom, it really takes a very long time!

I won't say anything about the pictures where the characters look very different from their paperdolls: this would take some months or even years to change that...

I promise I'll have no other request before, let's say the next big update!  ;D
Great job and great game anyway!  :)
[close]
Title: Re: Feature requests and wishlists
Post by: Strec on Jun 11, 2022, 10:00 AM
OccupantInfo is already a thing, collar is a mod
I did not really know where to post this so ...

I've seen there are new flags appareing now in the NPC list on the screen (favorite, quest, pregnancy, lactating? ) and I would know if it would be possible to add a flag to see if people is "collared" (have a slave collar in inventory).

Note that I'm able to modifiy the item xml myself but I don't really know if there are API in the core callable to do the job to show something in the list :)

Else I will continue as I did before, creating menu entries on dialog to show collared ppl but it's less efficient than seeing that in the list.

Note for the core devs : it would be interesting for the modders if some possibility to activate some signs in the list of NPC like "*" for favorite or the others even if only simple signs are used (for example $£%...)

Quote from: Umgah on Jun 12, 2022, 06:13 AMI was thinking about this a bit differently. Probably it may be worth to show collars/chockers directly on paperdolls. barteke22 even already implemented this as a "prove of concept" but that was not actually integrated in the base game because existing paperdoll images have non-ideal cuts and collars may produce undesired white pixels. So this part is postponed for now.


Clearly it would be ideal but it has been promised for so long on the old site ...

In any case if you need this to be beta-tested don't hesitate to PM or send the stuff :)

Note : perhaps it would be easier to transform the collar in special shoes with chains, replacing the classic ones.


Quote from: barteke22 on Jun 12, 2022, 03:21 PMThe Occupant List symbols are already moddable (have been since beta).  It's the .xml files in OccupantInfoConfigs, though they require some sort of trigger, like a stat/trait/status flag - which could be easily added when collars are traded/used if it's not already.

The visual collar could be added in, but it didn't look great because someone would have to redo all the assets (split them into more layers preferably too).  As a lot of the existing assets predate the Kisekae Cutter (were manually cut).  This, and using the new PD Ops to create a new system for putting it all together has been left to the modding community.

You can see the collar test here (https://mega.nz/folder/ROYVECDS#Tetu6farOHi-bamGATf1Ag), however it'll clip with all the manually cut images.  Applies either on trade, or over night.
[close]
Title: Re: Feature requests and wishlists
Post by: tentacles4all on Jun 13, 2022, 09:46 PM
-Generic group sex event that triggers when horny observers witnessa sex act
-Player initiated group sex actions



Title: Re: Feature requests and wishlists
Post by: Albatross on Jun 16, 2022, 10:31 PM
I think I asked this on the old forum(I don't remember the answer) But any chance we could remove the automatic "Ok let's go to your bedroom" when initiating any sex act at home?
Title: Re: Feature requests and wishlists
Post by: mixati on Jul 15, 2022, 08:13 AM
Maybe I'm just an idiot who can't find this option but I'd like a "Small Talk" option when interacting with people. Something you can do once a day that just raises friendship by a point or two.

Kinda like the phone call option, but in person.
Title: Re: Feature requests and wishlists
Post by: YourOldAccount on Jul 15, 2022, 09:26 PM
Done
Something  i think would be a nice touch is that if a male character becomes a futa their name changes. It could be from a randomized list of female names or for special characters a designated feminine name based on their default name. I usually go through and rename characters manually because seeing a bunch of Geoff LargeCocks running around with long blond hair and double D cup boobs is a little too silly for me.

*Must happen via futa drugs.
[close]
Title: Re: Feature requests and wishlists
Post by: Furrin Gok on Jul 23, 2022, 02:11 AM
Quote from: mixati on Jul 15, 2022, 08:13 AMMaybe I'm just an idiot who can't find this option but I'd like a "Small Talk" option when interacting with people. Something you can do once a day that just raises friendship by a point or two.

Kinda like the phone call option, but in person.
Small talk could be based on charisma and appearance, negated by grunge, and then train charisma like chatting with the Librarian.
Inviting a person to coffee could cost money and carry the risk of being denied but give more friendship, or if they're already at the restaraunt you can just join them for a drink with only a steeper grunge cutoff.
Title: Re: Feature requests and wishlists
Post by: Regardie on Jul 27, 2022, 12:27 AM
There should be a way to graduate a senior class of older students at some point during the 2 year game period to open up slots for more younger students and let the older ones work on the adult population group mind. I suppose the right approach would be for the game to do a sort of the potential student pool right after generation and after assigning the must enroll students, start grabbing the older students first so they could age out and graduate. Then maintain that list and use it to enroll the new weekly students, leaving the younger students for year 2.

After about a year in game you could have a pretty corrupted senior class to unleash on the town population so a graduation in May-July period?
Title: Re: Feature requests and wishlists
Post by: Furrin Gok on Aug 04, 2022, 05:49 PM
Done
A bit more in the engine side of things: add a Fetishes list either to the GameConfig or to its own config, which lists all the default fetishes and allows users to add more, which will then show up on the Character Creation tab and pop up in random generated NPC fetishes. This could allow the random NPCs to trigger modded events that call on them.
[close]
Title: Re: Feature requests and wishlists
Post by: Red on Aug 11, 2022, 05:27 PM
Would be a good addition to add footjobs, thighjobs and other fetish based events in GeneralSex
Title: Re: Feature requests and wishlists
Post by: QuiteRight on Aug 12, 2022, 04:04 PM
Tl;dr: Wants bodysizes to matter in sex.  At best could add 'trauma' status effects, since it would otherwise require writing in custom logic for every event.  I think bodysizes already get adjusted through intercourse for up-to-date events.

Spoiler
I believe there was a stud mod way back when that allowed to initiate break&enter night copulation with a sleeping target to raise their lust and/or "expand" the apertures.

Up to now PC endowment, as well as any in class or behind the scenes activity, has no actual effect on mob apertures (or the parameter changes have no tangible evidence in game, even if they can be seen via debug)...

The only representation of having a chemically induced dork berk is a slight variation in coition description, like "Be careful, you're so big", blah... Pick a tiny weenie at char generation and stick with it for life, ye seducer. It makes no difference whatsoever.

What I'd really like to see is an aperture mechanics that leads to some breach effects on copulation outcomes, stats- and relationship-wise. One can have a dream, right? I mean, the parameters are there for the taking, dead-weight.


Quote from: grey_shadow on Aug 14, 2022, 03:04 AM
Quote from: Furrin Gok on Aug 13, 2022, 04:51 PMYou're using some unusual choice words there. Mobs, apertures, breach effects? Do you perhaps mean "NPCs", "Body parts", and... I have no idea what that last one would be?

I assume he's saying that if your big cock fucks someone inexperienced, their vagina size should increase (or whatever other hole you're violating) because you're stretching them out.

Thank you. I'll have to ramp my eloquence down to HHS terms for community purposes.

IRL sticking huge dicks in virgins will end them up in hospital.

Although the parameters of <BodyPartSizes> and virginity flags exist, the game neither does a sanity check to compare them, nor sex has any effect on them, which is meh.

Not to mention that playing a virgin female Principal is hilarious, since you can as well be plowed by Sierra literally next week from the start, like there is no problem.


Ah, yes, I know one of Barteke's mods does at least expand the orifice if the penis is bigger (I think it's part of the pregnancy mod?), but defloration and injuries are reasonable. Give the hospital even more use, and if you hurt somebody with your huge cock, visiting them every day could cancel out any negatives and maybe even give some positive.
[close]
Title: Re: Feature requests and wishlists
Post by: a1fox3 on Aug 16, 2022, 01:42 PM
Planned for distant future
We need full blown pregnancy for this great game.
The game only last 2 years or a little over that so no beds are needed.


The pregnant bodies are already in the game and there is a mod for pregnancy that can be used as a blueprint of something.
(Never used the mod.)

*Game doesn't have any pregnant bodies, though the pregnancy mod covers 95% of the bodies.
[close]
Title: Re: Feature requests and wishlists
Post by: dragon13 on Aug 18, 2022, 10:00 PM
submissive principal
Title: Re: Feature requests and wishlists
Post by: dcsobral on Aug 26, 2022, 10:25 PM
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]
Title: Re: Feature requests and wishlists
Post by: tester0648 on Sep 01, 2022, 09:23 PM
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.
Title: Re: Feature requests and wishlists
Post by: dcsobral on Sep 02, 2022, 08:17 PM
Wishlist:


(*) 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:


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.
Title: Re: Feature requests and wishlists
Post by: Razelda on Sep 04, 2022, 05:21 PM
Already possible
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.

You can already use StatusEffects for this.
[close]
Title: Re: Feature requests and wishlists
Post by: Albatross on Sep 06, 2022, 11:27 PM
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.
Title: Re: Feature requests and wishlists
Post by: ⚧ Squark on Sep 19, 2022, 12:26 AM
Dynamic class size changes.
Title: Re: Feature requests and wishlists
Post by: MFire on Sep 19, 2022, 02:36 PM
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
Title: Re: Feature requests and wishlists
Post by: TBBle on Sep 23, 2022, 03:33 AM
Not needed
Quote from: TBBle on Sep 23, 2022, 03:33 AMHaving just stumbled upon the same idea (https://henthighschool.net/index.php?msg=1614), 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).

---------------------------------
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?

------------------------
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.
[close]
Title: Re: Feature requests and wishlists
Post by: kenshuck on Sep 29, 2022, 04:19 PM
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
Title: Re: Feature requests and wishlists
Post by: TBBle on Oct 03, 2022, 03:13 PM
Quote from: kenshuck on Sep 29, 2022, 04:19 PM
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


There's also an incomplete/disconnected path in the detective for blackmailing random people (I noticed this while trying to work out what the 'retainer' is for when poking through budget accounts) which could combine well with photoshop skills, i.e. spend some game time to scale the blackmail payout by photoshop skill and/or perhaps hacking still, which is also unutilised outside two or three times in quests.

----

One thing that annoyed me in my last playthough (relationship focused) is I had to give up the "Return the stolen bag" random 30-point relationship bootstrap in the park in order to start lockpicking. It'd be nice if that event was able to be done after unlocking lockpicking, perhaps with the MC paying Jeremy Hood $30 (or some number close to the amount you'd get if you took the cash) to hand over the bag rather than simply demanding the handbag.
Title: Re: Feature requests and wishlists
Post by: dcsobral on Oct 03, 2022, 06:28 PM
Quote from: TBBle on Oct 03, 2022, 03:13 PMOne thing that annoyed me in my last playthough (relationship focused) is I had to give up the "Return the stolen bag" random 30-point relationship bootstrap in the park in order to start lockpicking. It'd be nice if that event was able to be done after unlocking lockpicking, perhaps with the MC paying Jeremy Hood $30 (or some number close to the amount you'd get if you took the cash) to hand over the bag rather than simply demanding the handbag.

I find that rather annoying as well. Either relationship bootstrap or money, and, either way, you have to give up on it to learn lockpicking, and you have to learn lockpicking to start Susan Hooter's quest.
Title: Re: Feature requests and wishlists
Post by: dcsobral on Oct 04, 2022, 01:10 AM
Playing first time with a non-(totally)-male character, there is one thing that is annoying me a lot. There's no option of offering a striptease.
Title: Re: Feature requests and wishlists
Post by: dcsobral on Oct 04, 2022, 01:37 AM
And something else because it just occurred to me: reputation penalties if you enter a school location where you dropped magazines or sex toys and there are occupants not comfortable with them. Maybe not 100%, assuming you sort of hide this stuff instead of just dropping it on the ground.
Title: Re: Feature requests and wishlists
Post by: kenshuck on Oct 04, 2022, 04:36 AM
How possible would It be, in terms of work/playing/Entertainment to make every-one you dont know appear as ?? ? IM not so sure about this one, cause It could impact badly on Gameplay/Entertainment
Title: Re: Feature requests and wishlists
Post by: barteke22 on Oct 04, 2022, 09:20 PM
Quote from: kenshuck on Oct 04, 2022, 04:36 AMHow possible would It be, in terms of work/playing/Entertainment to make every-one you dont know appear as ?? ? IM not so sure about this one, cause It could impact badly on Gameplay/Entertainment

This was semi-discussed (as an idea) long ago.  Just showing them as ?? wouldn't be too hard, though the whole concept of knowing someone is fully VEE driven - so we'd need to hardcode some flag for it in the engine.  My old version of the idea was to use my GPCC replacements for unknown people (example 'An older woman with flaxen hair'), but that too is fully VEE driven + expensive to calculate in the current system.

So it would be a bit of work for something that people might not like as a gameplay element.  A mod could achieve something similar by either using OccupantInfoConfigs + a trait (to show ? before a name), or setting people's display names (to fully replace them).  Then would need to update the state based on the conditions (is own student/staff / has rel/friend).  A lot of events also don't care if you know someone and just show their name regardless too.
Title: Re: Feature requests and wishlists
Post by: kenshuck on Oct 07, 2022, 04:40 PM
An idea regarding building stamina/appareance:

This could also reduce the need to spam water bottles, or energy drinks. Could also make some checks on stamina to raise max energy (I think right now it only reduces the energy consumption)
Edit: also make spamming energy drinks/water to have consecuences (I NEED A F.... BATHROOM  ;D  ;D )
Edit 2: spamming energy drinks = drinking more than 2-3 a day
Title: Re: Feature requests and wishlists
Post by: JouFox on Oct 09, 2022, 03:32 PM
In general, it would be interesting if they expanded the scope of paper dolls.
For example, the replacement of the same images during sex, extended interaction with a paper doll with body parts and everything else, I remember earlier there was a mod on this topic for version 1.9.3 or something (Sorry, MT is used) 8)
Title: Re: Feature requests and wishlists
Post by: ⚧ Squark on Oct 10, 2022, 02:28 AM
I'd like a "Sleep in Underwear" option.
Title: Re: Feature requests and wishlists
Post by: reperspliter on Oct 28, 2022, 11:37 PM
id like to see the ability to build and open a dorm building that some students could move into in particular the quest characters that don't have a PTA/teacher parent and therefore don't have a house in town and maybe a few extra slots for some favorites and the other sibling if you only choose one

then using the dorm as a base to expand on an idea that now living in the dorm Lucas could start crossdressing more permanently giving a way to continue his and Andy story and progress into expanding the content by allowing and then maybe forcing male students to wear the girls uniform
Title: Re: Feature requests and wishlists
Post by: Itch on Nov 02, 2022, 11:44 AM
I Similar to the existing dress code rules - Gym dress code rule. Having the option between "Normal gym clothes" and "Nude" when natures law is passed would be great!

II And in the same vain - add "Nude" option for "Staff dress code" after NL is passed, with inhibition and willpower checks that affect their happiness/loyalty if they are forced to be nude.

Not needed
III Restore the Uniform flexibility rule.

Yeah, i just really want to humiliate everyone by forcing exhibitionism XD

----- The rule was moved into the Map's options button.
[close]
Title: Re: Feature requests and wishlists
Post by: ⚧ Squark on Nov 02, 2022, 01:17 PM
Quote from: kenshuck on Oct 04, 2022, 04:36 AMHow possible would It be, in terms of work/playing/Entertainment to make every-one you dont know appear as ?? ? IM not so sure about this one, cause It could impact badly on Gameplay/Entertainment

This would only work for non-PTA and non-Staff townies.
As the Principal knows who's joining the school and who's available to be hired as well as who's currently on the PTA, rando townies are the only ones it would it would affect.
Title: Re: Feature requests and wishlists
Post by: dcsobral on Nov 19, 2022, 07:20 PM
Here's a simple request: at the point you can set the slave free, also allow trading items with the slave.
Title: Re: Feature requests and wishlists
Post by: jsb on Jan 25, 2023, 07:37 AM
Done
Since contacts now have home addresses that correspond to streets, it'd be nice to have an option to go to their home from that street, and not have to pop out to the map.

Quote from: ⚧ Squark on Jan 25, 2023, 03:27 PMCan you imagine how cluttered the screens would be?

Quote from: oratorio on Jan 25, 2023, 03:27 PMIt could be as simple as a "Visit" button which behaves just like the one on the map screen except that the list is filtered by location.

Quote from: ⚧ Squark on Jan 25, 2023, 09:17 PMI thought of this too but then I thought of people whose systems are already chugging on account of how the Look Around mod is now part of the core. Adding a filtered dropdown might be just too much.
Don't get me wrong, I want to see this game continue to evolve but a balance between form and function must be struck.

Quote from: oratorio on Jan 26, 2023, 01:29 PMCould the filter be run only if the button is clicked? This would prevent general slow-down.

I don't think we ought to worry about performance for this. Filtering the list of contacts down to those whose address was given and corresponds to the current location ought to be less intensive than rendering every paper doll in the location in some position relative to every other doll (O(N2)). It's probably about as costly as listing everyone in a location (O(N)). And it also doesn't change very quickly by comparison, so it could easily be cached per location.

Quote from: barteke22 on Jan 27, 2023, 06:16 PMA button wouldn't be an issue or hard to implement.

Especially if something like 'You have a look at the nearby houses, and realise you don't really know anyone from this area...' was fine.

Otherwise would have to move the generic house addresses into the DB to use them in the Try, as they're from a flavour text function that recalculates them every time.


When it comes to the layouts, what takes time is executing all the PD events & then loading the images (3-7 per person) into the bitmaps (which in turn get cached for quicker access). It's otherwise around 10 times faster than it was in the initial versions (those were also slowed down by an accidental lack of multithreading for location events). Especially once the cache picks up more of the images, perhaps pre-caching all PD assets could be an option for the future if things stabilise enough.
[close]
Title: Re: Feature requests and wishlists
Post by: oratorio on Feb 03, 2023, 09:12 PM
Quote from: oratorio on Feb 03, 2023, 08:19 PMWe can ask students about their parents. It would make sense to be able to ask parents about their children.

My attempt at writing this. Requires new tag "STATE_ChildrenAsk"

https://mega.nz/file/TwolWZgB#qxU7CFsB4pNuY1LQlBMQ7lr4S-FdIkjuG2ups7EXAoo


Similar (2 likes):
Quote from: Balinn on Mar 23, 2023, 06:48 AMJust as we can ask a student who their parents are, can we also ask parents who their children are? Perhaps also for siblings?

Also, for the staff we recruit, can we not look silly by asking them for their job and already recording it in the known npc information?
Title: Re: Feature requests and wishlists
Post by: dcsobral on Feb 22, 2023, 01:35 AM
I'd like to be able to unlock an event similar to Forest\MissingGirlAbductAnother for your own purposes through the slave path. That is, once you made and released your first slave, you then get the idea/option to kidnap another student yourself instead of waiting for one to be kidnapped from school.

It's a bit silly that you can be forced to kidnap them if you don't enslave them, but you don't have to kidnap them yourself if you do.
Title: Re: Feature requests and wishlists
Post by: ⚧ Squark on Mar 12, 2023, 07:42 PM
This is something I asked Spinner before the old board vamoosed. Apparently it's possible but may be a lot of work. Basically I asked for various pubic hair styles to be enabled for the students even though it's not my thing. It was something I thought about given that the default student age is 18 so naturally a fair number of them would be hairy.
Title: Re: Feature requests and wishlists
Post by: Anonnymoose1836 on Mar 13, 2023, 05:38 PM
Bike / car.

wat
Options to purchase a bike, ebike (slightly faster and less exhausting), moped, or a car to speed up travel times would be great.

Quote from: TBBle on Mar 14, 2023, 11:38 AMWhat about a pair of Heelys? Cut travel time by 25%, but every time you move all NPCs present lose 25% arousal.

Quote from: ⚧ Squark on Mar 14, 2023, 12:05 PMI've never seen any adults wearing Heelies.

Quote from: TBBle on Mar 14, 2023, 12:09 PM(https://i.redd.it/do1zpwov60m51.jpg)

Quick edit: Since I posted it in this thread, consider this a feature request follow-on from the above, to provide a way for events/mods etc to affect travel times/stamina usage. Implementing a car would be an interesting mod, but I suspect the hooks don't currently exist to:

  • Travel faster
  • Only between outdoor locations (without hardcoding the list...)
  • For less stamina
  • If the car is implemented as an NPC, e.g., so it's visible with a paperdoll etc, to exclude it from "all present" events like mass-hypnosis or public displays of horny etc
  • Not accidentally abandon it or fail to use it when you map-travel from an indoor location

Quote from: grey_shadow on Mar 14, 2023, 09:37 PMIf you're going to implement a car, does that also imply implementing parking? Presumably driving through the park would not improve your reputation...

I get the impression that the town (or at least the portions of it that are accessible) is small enough that, while a bike might be useful, a car would require too much upkeep and be too much hassle to make up for the limited times it actually saves time on the trip...

Quote from: TBBle on Mar 15, 2023, 12:17 AMYeah, in this town, a bike probably makes more sense. The same thought-experiment applies, i.e. "what would I need to be able to do in a mod to implement this?", and I get the same results as above.

A bike also has the advantages that you can maybe justify carrying it with you if you, e.g., enter and leave the park area by different rooms, and could perhaps be counted towards exercise (but also generate more grime), making it more gameplay-interactive.

Quote from: grey_shadow on Mar 15, 2023, 04:36 AMYeah, the mall is the only place that comes to mind with multiple exits where you wouldn't be able to ride your bike and would probably raise eyebrows wheeling it through if it's even allowed.

That still leaves distinguishing between indoor and outdoor locations, and changing the costs of moving around - the simplest implementation just makes the bike a permanent upgrade to your outdoor movement (assume that you always have the bike either with you or parked by the only exit, and ride it as you move around), but you can add more player interaction to it (giving it a location, and choose whether to use it when moving around - also opening the possibility of reputation effects from being seen riding indoors)

Quote from: TBBle on Mar 15, 2023, 11:08 AMI was also thinking that maybe a better implementation is to actually have multiple routes between outdoor areas, and have the bike ones locked behind owning a bike item, and place the "ride to" button directly below the existing button.

That'd all be manual (and a hassle as a mod) but allow the greatest control; I'm not off-hand sure if routes can be gated like that, the only place I can think of that supports conditional movement is entering people's homes, and that's "locked" rather than hidden. You could fake it up with buttons and the "move to X" VEE event (overriding the default movement time/stamina with your own), of course.

Which highlights one additional hassle with trying to do this from VEE: The VEE "Move to location" event itself should support using your vehicle, which means the engine has to know how the vehicle works.

Mod note: Since this turned into a longer discussion, does it make sense to split the relevant messages out into a thread? This topic is (I understand) more for brief wishlist items than this sort of discussion.
[close]
Title: Re: Feature requests and wishlists
Post by: Balinn on Mar 20, 2023, 05:45 PM
Can we have a new PTA proposal in relation to the nature ways law? Like unisex restroom (which can lead to glory hole) and unisex changing room? (it may reduce a bit school maintenance)
Title: Re: Feature requests and wishlists
Post by: dalzomo on Apr 03, 2023, 01:59 PM
I don't know if the condoms in my game are from barteke's Pregnancy mod or part of the normal game but I'd like the ability to interact with a student I can see is wearing one when my school policy is set to "punish use"

Maybe a dialog where I confiscate it and give them detention or something? Right now I'm just trading items and confiscating them that way but I'd like there to be a more active punish part
Title: Re: Feature requests and wishlists
Post by: ⚧ Squark on Apr 08, 2023, 09:21 PM
Nipple rings, item accessories etc.

Not viable for old system, possible in new
The Nipple Rings that some most NPC adults wear is a little bit too widespread. This is something I'd actually like to be able to turn off.
Even pre-corruption Diana King can be seen wearing them.


Quote from: TBBle on Apr 09, 2023, 06:34 AMAssuming I'm looking at the right nipple ring (the single photo-left nipple ring), it's one of the three default casual outfits, so it'll actually show up one day in three on almost all NPCs when not at work, bathing, etc. So almost a third of the population, changing each day. (June Perrier and Sandra Titsbig have overridden casual outfits; some special characters have partial or complete PD handler overrides. Diana King does not though, so uses the default PD handler.)

You can trivially take it out of rotation by editing PaperDollHandlers\Adult\Casual\02.ve.xml and setting its priority to -1, then it won't be chosen, instead the other two (pasties and nothing) will rotate. You could probably also delete that file completely for the same effect, nothing should be referencing it directly. A mod could disable it by lowering the priority or simply overwriting it with an empty event (i.e. so Try never accepts). (I don't recall mods being able to delete files by name.)

It's not visible in any of the other outfits except Bondage outfit AFAICT; the Nude outfit is using an old system (based on the TODO saying "ugprade this") which doesn't support outfit cycling.

So yeah, I agree, having everyone wear a nipple ring one day in three is a little weird. It'd be better if it was an item-based overlay (like the Visible Slave Collars mod) and hence NPCs were consistent in either wearing or not wearing it.

That's odd, because I've seen it in use in the Onsen. A lot.

Quote from: TBBle on Apr 09, 2023, 04:44 PMHmm. Poking around, I can't actually work out how nude breasts are hooked up (in either Nude outfit, or a topless Bathing outfit). I believe it's in the native code, behind the Set Paper Doll event which takes a "Nude Breasts" flag, and my best guess at how that works would just replace "Bathing" or whatever in the path with "Nude" before looking for a Breasts folder, based on the directory layout, so the Bathing outfit's Nude Breasts would be shared with the Nude outfit, and shouldn't be seeing the Casual 2 breasts.

Poking around, I can't see any breast-only Paperdoll parts with nipple piercings for adults except the Casual 2 set, one of the school staff B&D sets, and Lydia Swan's work outfit (and maybe other special characters have enforced piercings I didn't check... but Diana King doesn't). And AFAIK all the nipple piercings related to B&D also have a collar of some kind, so that should be easy to visually distinguish.

So either there's some weird bug going on here, or I'm misunderstanding something in the paperdoll system and hence giving you bad advice. I don't have a savegame handy with people going topless or nude in the Onsen to test this, at the moment.

Note: If this is the Onsen Changing Room, rather than the Women's Bath, then picking up Casual outfit is expected: The Changing outfit works by picking an outfit from any adjacent location, and then setting them somewhere between that outfit's current level and nude. And the Onsen foyer is a Casual (default) room, so the changing room will contain people in both Casual and Bathing outfits.

It is the Onsen's Women's Changing Room, and I'm linking a picture of it happening.
This is also at low corruption (<10) and high Inhibition (>85).
https://drive.google.com/file/d/1oSnP8L_oU2xeXXpFR-v7Kuoonk8m-DAS/view?usp=share_link
Might be mod-related. I'll fiddle with some things and check.


Quote from: TBBle on Apr 10, 2023, 09:21 PMYeah, that's a believable result for the Changing room. That character is in Casual 02 on this day, and so the changing room can pick that output but put it at a higher level (towards nude) in order to simulate the idea that you've caught someone changing.

The same day will show the same NPC in the same state of changing and same casual outfit each time you encounter them in a changing room.

So my original post applies: Taking Casual 02 out of the casual rotation by deleting it or dropping the VEE priority will remove this outfit. It'll remove the _whole_ outfit from rotation though. Out of the brown, blue, and pink-black casual outfits, this one's the blue one. (Pasties are brown) So this isn't actually great for overall playability, loss of the blue outfit seems too high a price to pay, personally. I guess it depends how anti-nipple-ring you are.

It's a bit of an odd occurrence: Normally the breast differences in the casual outfits aren't visible at high inhibition, because you don't see the breasts, but the changing room can reveal them. I don't see a good way of fixing that except making the nipple rings and band-aids item-based so they're both more consistent and can be rarer or just used at high inhibition would be better.

That seems likely to be a lot of work, unless the various outfits align completely on where the underboob shirts cut off, as there's no currently layer between the shirt and the breasts, and won't be until (and if) the core PD code migrates away from Set Paper Doll to Set Paper Doll Layers, and a complete re-export is done to separate those layers correctly. (i.e. given how many PD rewrites seem to have disappeared into the ether, assume we're talking heat-death of the universe magnitude, even if someone does decide it's worthwhile.) Potentially a manual solution for someone would be to have cut-up nipple-ring overlays for each possible set of visible breasts. That seems like a brute-force approach, though.


I'm not technically against nipple rings; it just seemed weird that the room could have about 9+ other people, all with nipple rings. I really, REALLY don't think it ought to be part of the outfit. Item based as you suggested would be better - and yes, I do imagine that it would take some work to have it happen.
Now, Sandra Tistbig's eternal pasties on the other hand...


Quote from: dalzomo on Apr 11, 2023, 10:37 AMI'm all for accessories being item-based, especially if that could lead to more consistently present and customizable piercings on other body parts like genitals and belly
[close]
Title: Re: Feature requests and wishlists
Post by: randomlurker on Apr 10, 2023, 09:44 AM
Some may be rambling/requests as per balancing, things I've mentioned in relevant post (https://henthighschool.net/index.php?msg=3068) - having events that'd help in that direction would be great (and I may need to look into doing some myself), especially for the late game. Together with a few other ideas:

- events with students lewd enough to not only be fine with but trying to make principal and teachers to participate in their lewd activities, at the price of wasting time (each such participation taking 5 - 15 minutes of principal's time depending on the scale of the event, from quick fling to rolling orgies) or losing a bit of happiness if rejected by the player.
- in highly corrupted schools, students visiting teacher room and indulging teachers for grades/favors, students staying with some teachers for a few minutes after class/during recess
- extra classes for struggling students (could be even a policy, increasing hoours of the teachers and thus demanded pay but also school's education level and obedience, decreasing happiness, to be toggled whether voluntary or forced on the folks with lowest grades) which with enough lewdness
- some "overarching" events (lewder school's students survey?) where player answers a bunch of questions regardng preferences (from looks and style to fetishes) that affect in tiny ways other events (pic of cheerleader squad in another event showing more of a leg or having girls with bigger breasts). If pics are a problem, I can look for some myself (though in this day and age, it should be a problem).
- The above would be also great for certain events. For example, if the player would declare they're mostly heretosexual but don't mind feminine guys or futa, the game would adjust participants of future events.
- some lasting effects after reaching certain stats thresholds. For example, students being always up for some quick fun with each other or the teacher once majority would be sufficiently corrupted even if corruption would later fall.
- being able to request lewd students to come over and have fun in outfits befitting their club (be it cosplay, sportswear, leotard, swimming suit etc) or maybe even allow them to use their club outfits in place of uniforms.

Other than that, a bit more ambitious thing I already wanted to do, but apparently my hardware cannot really handle the necessary software - now that AI image generation brings really good result, has anyone looked into changing paperdolls for such? The quality of the current ones is "serviceable", but someone with good enough computer allowing generation could probably churn out plenty of high-quality, good-style "person of such and such apparent age, dressed so and so standing around" pics, with different body proportions and hairstyles. If succesful enough, maybe could be even tried in regards to some scenes as right now, many characters, including special ones have huge difference in styles between various pics, sometimes to the point of character looking completely different - which is understandable, as it is just various pics taken from all over the internet, but, well, maybe we now have a way of doing better.
Title: Re: Feature requests and wishlists
Post by: Zaiaku on Apr 11, 2023, 12:19 AM
Moving chain tracking to globals.

Todo
This may have been asked before, but do you think they'll put the other chain quests in the global variable tab?

Quote from: TBBle on Apr 11, 2023, 11:58 AMI've wondered this myself. I'm not sure if they want to move more quest chain status vars to the global variables, or actually would prefer to move the existing quest-chain global variables out into the phone VEE file as many quest chains currently do. The latter would make more sense if there's some heavy or undesirable cost to the global variables, since the phone event for showing quest status should be relatively stable, even if the rest of the chain is rewritten.

I prefer the former as it acts as a clearer walkthrough than the more vague phone journal.

Quote from: TBBle on Apr 12, 2023, 10:55 AMI'm only talking about where the _variable_ is held, which should not matter (or even be visible) to general players; the phone journal is still going to be the walkthrough, providing clues or directions as appropriate to what the next step of a quest line is.

And I reckon that the comment that _describes_ the meaning of those values is still going to end up in the phone journal too, as it's the place that already needs to handle every possible stage of a questline, and there's more room for comments etc. in the phone journal VEE, particularly because there can be conditions _other_ than the progress-tracking integer that affect a quest chain's flow.

Anyway, if we're talking about debug/developer experience like the Global Variables tab, this is probably the wrong thread for it.


Quote from: barteke22Chain tracking will be moved to globals with time, the description preview is something I added because I was tired of jumping between events any time I needed to confirm what each bit does. It's not really aimed at players.
[close]
Title: Re: Feature requests and wishlists
Post by: dalzomo on Apr 11, 2023, 01:56 PM
I'm still looking forward to the day we can say, "let's you and them fuck," via hypnosis or ask for sex to get npcs to do it

I'd also like to see, With my family home?! > Why not ask them to join?

It cracks me up when I've got Peter and Susan at 0 Inhibition and max Corruption, yet I still get, With my family home?! > Yes > No way! I'm like, kid, I have to use my office window to get in and out because your mom jumps me every time I pass her desk. She's super not going to care if you blow me in the living room
Title: Re: Feature requests and wishlists
Post by: tp5559 on Apr 12, 2023, 09:24 AM
Hi,

It would be nice to be able to send to detention the student that you find out of the class during class hour. It could affect hapiness and education and/or reputation.

Also it would be nice that when you have high education and loyalty you find less student out of class.

And last, it would be nice to be able to give some punishment to student in detention.
Title: Re: Feature requests and wishlists
Post by: ⚧ Squark on Apr 12, 2023, 10:50 AM
Quote from: tp5559 on Apr 12, 2023, 09:24 AMHi,

It would be nice to be able to send to detention the student that you find out of the class during class hour. It could affect hapiness and education and/or reputation.
I'm sure that if you were to write the event you'd get some feedback and possibly approval.
Title: Re: Feature requests and wishlists
Post by: dalzomo on Apr 12, 2023, 10:58 AM
So on the topic if Hypnosis, I like how it is now after the changes we discussed a while ago. I do have a question though. What's the rationale behind preventing sexual options if we don't successfully hypnotize the whole room? It's kinda frustrating that one wet towel can spoil my fun. I'd kinda like the option to go ahead with sex if I successfully hypnotize the majority. Maybe the dialog could be changed to something akin to ordering the ones I got to keep the ones I didn't from interfering?
Title: Re: Feature requests and wishlists
Post by: TBBle on Apr 12, 2023, 11:47 AM
Perhaps it's less about others interfering as being witnessed doing something that is unquestionably illegal? Hypnotism (as presented in this game) for sex would be non-consensual, and I guess there's no level of corruption that would make people not report that, even if they would otherwise ignore sex acts in a public place?

Edit: I've just realised, rereading this, that this is probably why I avoid the hypno and chemistry gameplay; I'm here to corrupt and train, not destroy.
Title: Re: Feature requests and wishlists
Post by: dalzomo on Apr 15, 2023, 11:11 AM
Button rearrangement.

Low priority/No
If we're requesting UI rearrangement, I'd like to ask that the buttons for switching between Mrs. Hooters' bedroom and her living room be moved closer together. If I had a touchscreen it'd be fine, but moving the mouse back and forth to click while waiting for her to get home when she's out slutting around during our "date time" is frustrating

Quote from: TBBle on Apr 17, 2023, 02:33 AMYeah, looking at those photos, I agree, I'm not fond of the drop-down menus in the world UI; the gym is another one that I hit every game-day.

There might be a technical reason they're used (related to some of the choices being conditionally enabled and/or mod-integration support to easily add choices), and some might simply be because there _are_ multiple things you can do at a single spot (like the principal's various armchairs/sofas).

Some of them could definitely be split up, like the gym (different exercises use different equipment) and player's bathroom (the bath and the shower are visibly two separate things in this Japanese-style bathroom; although if you're going that way, using the bath implies a shower first anyway... Hmm. That might be an interesting change: You can only use the bath when at grime 0, then only one or the other would be enabled anyway, which I believe disables the drop-down.)

Quote from: barteke22 on Apr 17, 2023, 04:43 PM
Quote from: Dimka2010 on Apr 15, 2023, 11:10 AMnot friendly UI 2.
why not move this function somewhere here and make a separate button for this action?
(https://i121.fastpic.org/thumb/2023/0415/20/afdd0101661c01c5de0b66b4d0949520.jpeg) (http://"http://"https://fastpic.org/view/121/2023/0415/afdd0101661c01c5de0b66b4d0949520.png.html"")

I'd say that filling the screen with a million buttons (the place you're pointing to will overlap with above button if a few mods are used), instead of having a few categorised ones so mods can just expand them, is the exact opposite of friendly UI.

Office is already too messy, some of the others maybe.
[close]
Title: Re: Feature requests and wishlists
Post by: dalzomo on Apr 17, 2023, 12:44 PM
Done
Some feedback about that "have some fun" with Karin Hardman's cum addiction scene after confronting her. I was not aware it would involve the principal drinking some too. Could we have some warning or an alternate path to avoid that? I'm all for feeding it to her, but that's not my thing for my character >_<

Ditto for the pissing student scene that ends with taking him back home to bathe and then letting him assfuck the principal when the principal's cock is too big. Again, I'm always ready to pitch, but catching isn't my thing


Quote from: TBBle on Apr 17, 2023, 01:03 PMFor the former, it seems like a fetish or content-filter could exist to trigger an alternative route for that. Although I don't know the scene itself, your description makes it sound pretty fetishy.

For the latter, was this a missed "attracted to gender" check, i.e. is your character not attracted to males and the scene shouldn't have gone that way at all, or is that distinction simply not enough to make the appropriate difference, i.e. do all principal-male-attracted assume principal is open to receiving anal if male-attracted, and that's a faulty assumption. (Again, I don't know this scene off-hand, and haven't pulled it up to check.)

All else failing, of course, an explicit player-choice could be added to those events; I'm just wondering if there exists a mechanical way to get this right already, as I personally like it when events fit to my declared character, rather than forcing me to reaffirm the choices each time.

I imagine other events may land on similar traps (*cough*). Well, maybe the latter one, I honestly don't remember any cum-drinking scene at all, let alone multiple ones that need to be consistently handled.

There isn't a "cum drinking" or similar option in the content filter tab. "Cumshots" exists, but I don't think that's it. And I wouldn't want to turn off all cum drinking content because I love feeding it to folks, nor put the burden on whoever would do the work to add separate filters for all situations. Splitting the "have some fun" choice into "have some fun (only she drinks)" and "have some fun (drink with her)" would do it, with the lines about the principal tasting and drinking cum along with Karin simply omitted from the one branch, with the author's permission. Everything else was great. Definitely fits what I wanted to see

For the pissing boy>bath scene, there aren't separate "all gay is okay" and "pitching gay only" filters, and I wouldn't want to ask anyone to go through and make new filters and then have to tag everything that was gay to match them. My principal is male with equal attraction to the three genders so it wasn't an attraction check failure, but I avoid any "catching" content because that's not my thing so that scene was a bit of a surprise. I've avoided it in my new game through the expedience of simply not growing my principal's dick too large to fit even after the bath (there appears to be one last check to see if the principal will fit after the student has loosened up in the bath, and if not it ends with the student assfucking the principal), but an option to end it at the post bath blowjob if my principal still wouldn't fit would be super nice


Quote from: barteke22 on Apr 17, 2023, 04:33 PMI've tweaked Karin to require 'Swallowing' fetish, it previously assumed that if you were non-straight male you wouldn't mind sperm.

Added choice to the... other... one.

Ah, the fetishes. I was looking at the blacklist/whitelist content filters. So, my principal does have the Swallowing fetish at 50, because I like seeing that content when someone else is doing it. I didn't know it related to my principal doing the swallowing. What will happen to that event if I remove that fetish? Because everything except his participation was great

and thanks for the... other... one. lol


Quote from: TBBle on Apr 18, 2023, 02:06 AMYeah, a few of the fetishes aren't specific in their participation direction, e.g., Pet Play, Age Difference. The fetish list is mostly a list of things you'd watch, i.e. there's no distinctions in any of them for how the MC would be involved, as seen with Swallowing.

(I'm guessing the fetish list was based on some porn site's list of tags originally?)

A bunch of them could assume that the MC is always the dominant side when involved, e.g. Pet Play, Swallowing, Mind Control, since the game's main underlying theme is domination, i.e. corruption, blackmail, mind control, etc... (That's probably why scenes where the MC is doing something traditionally submissive tend to be surprising and/or need alternative routes?)

The least-complex generalisation that occurs, short of doubling the number of fetishes to have active and passive versions, would be to have each fetish include an "active" checkbox and the various fetish-getting VEE nodes would need to be told if the check was for doing the act or merely seeing it. A fetish check that is active, but the fetish is not active, would return 0 (or -10 or something?); we'd have to assume that if the character is into doing, they're also into watching, which is probably still inaccurate but good enough for the game.

That's not a small change, and I'm not sure it's the right approach anyway.
[close]
Title: Re: Feature requests and wishlists
Post by: dalzomo on Apr 21, 2023, 01:19 PM
The event that begins with the text "Since the church got corrupt" only has a very slight arousal boost on my principal, and no apparent affect on anyone else present - neither the implied actors nor the audience in the church. Since another event at the church about singing a hymn has a very large penalty (from my, the player's perspective) to willpower and corruption I'd appreciate if the corrupt service would have some recognition of my efforts ^_^
Title: Re: Feature requests and wishlists
Post by: ⚧ Squark on Apr 21, 2023, 07:37 PM
I've been thinking this for a while now and I'm not sure how possible it would be.
I've always felt that a character's eyes should be their own layer so that the heads would be more varied in facial expressions and eye colour.
Title: Re: Feature requests and wishlists
Post by: barteke22 on Apr 21, 2023, 10:04 PM
I've got an unfinished experimental PD system mod that does that (along with a bunch of other stuff), but likely won't make any progress on it since I don't really have time for modding anymore xd
Title: Re: Feature requests and wishlists
Post by: barteke22 on Apr 21, 2023, 10:06 PM
Also, there's little point in pointing out single events, since 50% of the game's content is marked for rework, but nobody is actually making any progress on that.
Title: Re: Feature requests and wishlists
Post by: alphanineteen on May 01, 2023, 11:22 AM
More spoilery event tracking.

Not considered, incompatible with design philosophy
First of all a big thank you to the various contributers and developers who are keeping this game alive. There ain't much like it out there. Develop whatever you desire to develop, that the "team" approves as being in line with the vision of the game. But if you want some inspiration (and I believe this threads ask for exactly that) I do have something to say.

Related to the Journal/VEE data summed up in #76:

I just sorted through the image files for NormalSchool, removed all meta files, images for PD and items. Leaving what I presume to be a fair assessment of the images related to events in the game. The final tally was above 6000 images. And It's a mess. Some characters have their images in specific locations, some in events, and some (Hardman) have them all over the place. :P But that is a product of the ad-hoc development and time. And it is the domain of "the writers and content team".

There is a lot of content in this game. Most of it "marked for rework" #98. As a player you miss most of it. There have been various guides over the years, lists, talks of a wiki etc. The Phone should be the one stop button for players to read the state of the game. The problem is that it sorta only handles one event chain per "character". And doesn't show you what you have done, and very importantly, if there might be a time limit or a branch following a choice. (I personally start a game after a major update and keep using it for months. Keeping track of what happened last month is hard. :D)

Spoiler
Yes, it's a writing and content thing. But I tallied the games event images because I am glad that this game is still alive and I think It's time I stepped up and contributed. I found soo much stuff that I dont think I've ever seen in the game.

The VEE is getting there. More functionality regarding states that can be enforced is welcome. But I can make do with it and make/overhaul events within the capabilities it delivers.

The main motivator for me would be knowing that players will actually see the majority of my contributions.
Spoiler
Don't develop stuff for me. I'm just sharing my curent state of mind as context for the request. I've plenty experience of biting of more than I can chew. Writing the chain, logic, branches and finding images is the easy part. I tend to loose my enthusiasm when I need to script and debug stuff  :-\
[close]
[close]

TLDR: VEE is passable. Ingame 'progression tracker / hint system' is.. inflexible? Lacking progress tracking and logs of previous stuff.
See "iNSight of you" by AdventAnyx (https://www.patreon.com/AdventAnyx) for inspiration. His tracker is amazing, a tad too much to ask for here. But a list of targets, their curent state of mind, an image, a hint for the next step in a chain, and possibly the ability to have more than one chain per character. Maybe?


Quote from: TBBle on May 01, 2023, 12:47 PM
Quote from: alphanineteen on May 01, 2023, 11:22 AMThe problem is...

There is sorta only one event chain per character, at a time. It's not totally true (although I'm struggling to think of such a case off-hand), but there's no reason the smartphone can't show you both when it happens.

I don't think the smartphone should be telling you stuff you wouldn't know, like a time limit or upcoming branch. That's more the place of a walkthough or wiki. Time limits known to the MC (like the rooftop meeting, or cheerleader clothing pickups, etc) should be in the smartphone journal but more importantly they should be in the calendar. However, older events may lack one or both of those.

That said, I'm not aware off-hand of any events that actually terminate the chain if you miss something. Maybe the train-based chain does? The ones I can think of either continue anyway, or let you re-request the event, like missed PTA meetings or Peter Hooter's photo requests.

Generally event chains should only be terminated by deliberate player choice, e.g., repeatedly rejecting the start event, or choosing a terminating branch like "Report it to the police". Maybe the latter choices could be clearer that they're ending the quest, but I don't know of any of those anyway.

Quote from: alphanineteen on May 01, 2023, 11:22 AMTLDR...

The quest progress function in the smartphone is simply an event like any other, so the same "it's just work that needs to be done" notes apply to that. Hence it's actually very (completely) flexible; the current smartphone VEE quest-state events are basically big long chains of "If quest state is X, output text Y"; so they can easily provide historical context as long as the quest is setting flags differently for different paths through it (as they generally are).

It might be possible to give it some structure to make writing those easier, but since each chain is free to track its status in its own way, there's only so much that can be done in common right now anyway.


I might not be very concise. English is a second language and concise is not a word I'd use to describe myself even in my native tongue :D.

Your reply was very good at sheading some light on how the game "engine" actually works.
I hope this reply sharpens the image of the idea I have in mind. An unclear and underdeveloped idea is a poor source of inspiration for a developer.
Personally I would find the request "Better Journal with images and progress bars, plz" sub-par. So I'm being very descriptive because I care about the idea. I'm not requesting a better 'Quest Log', I'm saying I've experienced a Quest Log that was not merely functional, but interesting and made me look forward to the next milestone threshold to see what the developer had implemented for that stage. And I think any Hentai "connoisseur" who dabbles in game design ought to have a look at it, especially if corruption is a theme they enjoy. And hope it will inspire somebody to spend more of their precious time working on this game.  8)

Journal
Spoiler
I completely agree with the design that the smartphone journal should only show stuff that its reasonable to assume that the player-character knows. And I hope I weren't to unclear when I wrote that I believe most of this is simply on the Content Creation part of the pipeline. Stuff like appending "(This will end the event chain)" to the text of what is put on a button. And adding "I believe this should be done urgently if I want to rescue The Missing Girl before something bad happens to her" to a description on a stage in the appropriate event. I assume this is a part of why much of the old content is "slated" for a rework.

Considering that the game is either considered in perpetual development or currently in an unfinished state (Lets face it, it's not gonna be finished by Christmas XD), does it break immersion that much to include a "You have experienced about X% of the content for this character" to the journal? Every hub for discussing this game is filled with questions regarding content. I made myself of stuff I should go look for when I mapped out the 6.000+ images in the NormalSchool folder, and I've already spent way too much time on this game.  :-[ But that's a digression.
[close]

VEE
Reading my previous post again I realize that I come of as a bit harsh on the VEE. "Passable" meant "Probably good enough for the kind of content I've filled page after page in a notebook with ideas fit for the HHS setting. So I want to communicate to the developers that I'd rather see development elsewhere." I did not intend to criticize it. Few "made by a community of the players" games have as many and well developed tools to aid in the development of the game as HHS. It's
a big part of why I've decided that instead of making small mods or extensive image packs for various games I enjoy, this game specifically should have my focus.
Spoiler
I dabbled with both the VEE and manually tweaking events to add a branch and an additional event to a teacher back in.. November 'ish. However I approached it I always ended up with duplications of the Character in the phone menu when I added a second parallel event modeled on the first, with new variable names, text, and images. I could find no statement in the xml or scripts that were a part of my "mod" which added stuff to the phone. I'm fairly confident that I left no code in the mod that I didn't comprehend. So I assumed that it's the way the game populates the phone list which saw the extra event and made the duplicate. That said, I found that I dislike writing code when I studied Computer Science, and the best instructions I found was still something to the effect of "base stuff of an existing event at first". I might simply not be cut out for actually implementing my 'lofty ideas' when simply mirroring stuff already present is a serious obstacle, especially with regards to draining my energy devoted to the project.
[close]

Rephrasing my wish
My real point and wish for a feature is a progress tracker that is as much content as the actual content. It Kind of blew my mind how AdventAnyx handled it in iNSight of you. When I first saw that my mind immediately thought of HHS+ and other games that have a lengthy playtime. I guess people play games very differently but I assume that most people who play HHS don't sit down for a weekend session like they might do for The Witcher 3 or something. So a reminder of what you have achieved along with an accessible list of progress towards goals becomes a necessity, IMO.

I'm merely a dabbler of game design, but most people in the industry, I assume, will say that clear goals are a must for player retention. Some games like Skyrim take that to meaning "Point the player to the quest objective, even in something which pretends to be a mystery." whilst other games take a more subtle approach. iNSight of you takes an interesting approach kind of making your current progress like a trophy shelf, with various images of your target showing the effects of stats and milestone progress to the player in an attractive and interesting manner.
HHS has a lot of fetishes and goals but corruption is the main theme and gameplay. Of the 6000 images in the game about 2.200 of them are generic "Students are now this corrupted, aroused, inhibited, or PTA ruled" indicators somewhere on school grounds. A centralized location to show the player how far they have taken things, and possibly a promise that there is still more content (if there actually is), is at the heart of this wish of mine.

Last rant
Hopefully  :-X
I couln't fit this into the above without becoming excessively incoherent.
Spoiler
The game is dedicating 1/3rd of its Images as a status indicator on school corruption. As events. I like that the game has stayed fairly immersive in writing style and the way it tells players various things. Using Skyrim in my previous example was a slight stab at Bethesda and the state of modern gamedesign. And the smut is kinda why we are here in the first place.
However a fair portion of the discussion between developers that I've found refenced here regards to the amount of randomness to progression and stuff like the "Wait 1 minute" being needed to fish for events. (Also keeping an eye on mods, that one was a popular request following Lexville.) There ain't however much accessible material on the overall design of the game. Which is encouraging me to be a little excessive with my wording as to attract more answers from developers and people more familiar with the vision, progress, priorities and hurdles of the project.

Just a quick example to emphasize that I see a lot of answers to requests and suggestions not necessarily counter with immersion as a reason for the current state of things or rejection of an idea, but definitely also include the potential concerns for immersion.
A new "journal" would not need to sacrifice immersion by pulling its data from the stats of characters and students directly, but from flags set by events triggered by those stats. That is already how it currently works, right? "I successfully manipulated the PTA to changing the dress code. I should see how the students react by patrolling the hallways in the breaks between classes." As a journal entry for lowering the inhibition of students. Followed by a new entry once the player has observed X number of students commenting on the new uniform.
[close]

Quote from: TBBle on May 02, 2023, 11:07 AM
Quote from: alphanineteen on May 01, 2023, 04:00 PMX%

Given that characters can be involved in multiple quest lines (sequentially or parallel), and there's no "seen scene" gallery or similar "Collect all the Power Orbs" mechanic, I'm not sure what this percentage would be measuring. Does a quest chain with two exclusive paths means you never pass 80%? What percentage of Claire Fuzushi's content is the one-scene cameo in Sayako's chain? Since that cameo currently is the only way to get her PTA vote, maybe it's actually 100%, since that's the only "goal" for her quest chain?

Do pictures that are sometimes Claire Fuzushi count? Only when they're used for Claire specifically, or also when the same image is used for any teacher? Or any purple-haired teacher.

There's a lot of content you'll never see, due to the combination of personal fetish choices, PC gender choices, the variety of ways to achieve certain goals, and in fact the openness of the game goals.

So mechanically tracking this percentage would be impossible, and even trying to track in a per-VEE-event count would be problematic given that many VEE events in event chains are re-entrant at different stages, sometimes not even contiguously. (SPE Club from memory is structured this way, and maybe PSE enablement too.)

Basically, the game is neither designed nor implemented in a way that "80% of Claire's content seen" is going to be tracked, or even consistently defined.

Late edit: I also think that percentage trackers suggest that there's a "optimally-correct" way to play the game. You can easily choose to not have Claire join the Cosplay club (or not even open the Cosplay club) and still play a satisfying, successful game, and yet lock out maybe 40% of Claire-specific image content. Heck, you can enjoy the game fully without ever doing a PTA vote, depending on what you actually want to do to the world; the "Futa revolution" personal goal and "good education" school goal would both be achievable with the starting policies plus the chem lab
Spoiler
(or blackmailing it out of Karin)
[close]
, if the goals were actually checked at any point.

Quote from: alphanineteen on May 01, 2023, 04:00 PMAnd I hope...

I was thinking about something like this, and I think it would break immersion quite a lot, for the current sandbox-discovery gameplay we have.

It sounds like you want a more guided experience, and I recall Insight of You (and most Ren'Py games) being that way, particularly at the early stages, although I haven't played Insight of You since it was abandoned and unabandoned a year or two ago.

I was thinking about this yesterday, and perhaps there's an opportunity to provide some level of in-game guidance, controlled with a single global variable. When enabled, "Ends the quest"-type paths could be made visible, stronger advice towards choices like "which outfit will not destroy my reputation", notes like "wait a couple of weeks", "I'll miss my chance to rescue her in a month, but they will strike again" etc. could be introduced. However, that would still require per-event changes, and either very intrusive changes, or some kind of VEE-underlying system (ala a {hint} variable which could be always populated, but only output in text and choices based on this setting).

For illustration, I'm picturing something that looks like the 'Walkthrough mods' people write for Ren'Py games, which annotate particular choices with "Bonus scene" or "Harem path".

All this is of course more work which I'm not able to volunteer for, and honestly, feature-creep is historically of the biggest risks to existing "needs rework" not happening. (I recognise that the team has been much better about this in the last few years, and has even disappeared so-incomplete-as-to-be-useless quest-lines).

Right now, the game is much more about the sandbox, and discovering the systems, so the smartphone is intended to hint you in the right directions, rather than providing a continuous collection of prompts to explore every system.

For example, right now, the only hints you have about "How uninhibitedly can I dress" is to actually do it, and see how people react. A prompt like "This outfit will destroy your reputation" would run counter to my observation of the current game design.

As the author advice goes, "Show, don't tell". In this case it's "Do the thing to learn the effect of the thing".

The game doesn't tell you "Rescue the girl by date X", it tells you when you're too late and what the consequences are, i.e. the change in the world that happened. It's a learning for either your next run, or for if you keep playing, the next kidnapping. (MissingGirl is an example of a quest chain that doesn't end with failure, you can just try again next time. Unless you Game Over in it, of course.)

I'm not sure I'd want to see HHS+ pushed from "a sandbox with some quest chains" into "a collection of character quest-chains played in a sandbox", ala Glassix. I think the latter style is the one where it makes sense to have a multi-playthrough gallery, a percentage-complete tracker, and "a walkthrough".

There's definitely some room for better-signalling why an action or event failed: I'm not sure for example if it's ever explained in-game how strongly grime affects interactions, nor do I recall you getting a "You need a shower" event like you get the "You're super aroused and people are noticing" event.

Quote from: alphanineteen on May 01, 2023, 04:00 PMA new "journal"...

There's an event that does exactly this, for various school uniforms, including hinting whether you've gone further than the student's current inhibition levels will accept.

I generally think it's better to reserve journal quest guides for the actual questlines, rather than the sandbox gameplay, but that's just my opinion.



Quote from: alphanineteen on May 01, 2023, 04:00 PMI dabbled with...

Better to be further discussed in the development forum, but briefly, I'm pretty sure (without looking) that there's a VEE event for the Smartphone (in the Function Library) which scans a directory in the Extension Library for events to show in the "Main quests" list. The name is probably populated from the VEE metadata (F4 in VEE), so I expect if you just copied an existing quest's file, you didn't update the metadata to have a different name.

This is a pretty common idiom in the code-base, and is the basis for the Extension Library and the simplest path for mods to add new content. There's specific VEE nodes for "Iterate even event in this directory".


Quote from: barteke22As mentioned, these are completely different games being compared.  HSS+ is meant to be a sandbox where people discover things for themselves without direct spoilers.  Most of the content is entirely optional, and as such it doesn't make sense to have a tracker for 'overall progress'.
[close]
Title: Re: Feature requests and wishlists
Post by: tentacles4all on May 20, 2023, 05:49 PM
I would like a setting for "freeing" PTA proposals from event chains , especially for replayability. I'm tired of going through the chains each time for PSE and student-teacher relationships , for example.




(I tried making a quick mod fix but each proposal has different checks and it gets messy with a lot of them)
Title: Re: Feature requests and wishlists
Post by: Dimka2010 on May 26, 2023, 10:23 PM
I would like to propose to develop further the event chain with Carmen. When an orgy with her and the schoolchildren begins in room number 7, after some time the Headmaster could visit the idea - to organize another spy camera there and put it on the dark Internet broadcast so that the perverts could buy live broadcasts from there. It would hurt reputation, but it would bring money. The camera from broadcasts could be turned off in the menu - opening / closing clubs. Those. - if the Director needs money - he turns on the camera, sells broadcasts, loses his reputation. At a later stage of the game, when the mego-orgies begin at school, the income will be less and the reputation will fall less.
Title: Re: Feature requests and wishlists
Post by: Jtain360 on Jun 07, 2023, 08:45 PM
Quote from: Calob on Jun 06, 2023, 09:54 PMAppearance right now is primarily a PC-only stat, as it gets used for Flirt and Ask-for-Sex interactions and not really anywhere else. That said, several clubs do increase it, including Cheerleading, Swimming club, Exhibition club, and Kendo.

Thank you for pointing that out. The guide I linked did mention that students appearance (for now) only affects the income you receive from the Spy Cams. But this leads to another suggestion: It would be neat if appearance affected in a small way the income generated by some of the progressed clubs like when you get your restaurant up and running. It could also be useful for future implementations, such as I've seen some people may be working on a prostitution mod maybe?
Title: Re: Feature requests and wishlists
Post by: JasonJove on Jun 08, 2023, 03:37 PM
Would it be possible to create a "manage business" feature that works similar to the "manage school" feature? Had an idea for mechanics involving hiring on people (corrupted students or other) to do illegal activities at night, running your own secret cartel in your off hours.
Title: Re: Feature requests and wishlists
Post by: ⚧ Squark on Jun 17, 2023, 01:45 PM
PTA Voting change.

Not considered, could be a mod
Just something I've been mulling over regarding the PTA Veto system.

I've always felt that the PTA Veto system is a frankly silly.
Everybody could be in favour of a proposal but one OUT OF THE ENTIRE ROOM can shoot it down.
It is how Veto works but in a pr0n fantasy game it's beyond beggaring belief.

Then again, is the Principal a lawmaking body? I don't think so. He/She is guiding the school and students down a particular route. They're rules and proposals, not LAWS.
Veto only applies to laws. Not school rules.
The PTA should vote on these matters, yes. That's what happens. But for a sex shop and cabaret owner to veto against Anatomically Correct anatomy models? That doesn't make sense to me.

TL;DR: The PTA should vote in accordance to their own sensibilities as outlined below.
Also, PTAs do use a Rule of Majority system. The principal can cast a vote ONLY if it's a tie.
I don't think there is any provision for Veto in a PTA vote. Just "Aye" "Nay" and "Abstain".

If the veto system is to be kept then I have a suggestion for that too:

We have a Detective, Three Medical Members (Sandra, June and Karin), a secretary and the Sex Shop owner.
The Detective being allowed to veto on things that border on illegal I could understand.
The medics being allowed to veto on things that could endanger student health I can understand.
The secretary being allowed to veto on matters that could endanger the school itself would be acceptable.
But what about Stacy? All she really cares about is lewdity, her daughter and businesses. Maybe a veto against things that seem... "regressive"? It's the only idea I've got there.


Quote from: TBBle on Jun 18, 2023, 04:42 PMI think the point of the PTA veto system is to ensure that you don't flip the PTA by just super-corrupting one or two members, but work across all of them.


In my opinion, the possible ramifications of supercorrupting things too early is enough reason to not do it. But I still stand by my assertion that the PTA members should only veto according to their sensibilities.

Surely there could be a more elegant solution than giving everybody power akin to that of a dictator.


Quote from: dalzomo on Jun 18, 2023, 09:49 PMI would like to suggest giving the principal the power to override one veto each month, potentially even at a cost to Rep. I think that could address the issue of one prudish holdout, which I've usually experienced when I've had a new hire after doing the work to corrupt the rest of the PTA


Quote from: barteke22PTA members vote based on their stats relevant to the specific proposal, as well as their support for the specific proposal.  If you feel like some should be more in favour of Proposal X or Y, make a list in the balance thread with relevant data.

Too big a redesign of the system could risk mod/backwards compatibility / other balance issues - so I'd rather not atm. Overthrow could be a mod idea.
[close]
Title: Re: Feature requests and wishlists
Post by: Dimka2010 on Jul 08, 2023, 06:12 PM
Excessive nudity.

Already a thing
The problem with excessive nudity with quest characters. I noticed this on the example of my sister - with whom you interact most often and most often catch events on her nudity. As a result, after about a month or two of playing time, she runs around completely naked, both in the city and at school. This gives a strong contrast when I didn't have a goal yet to rush the school completely to body nudity or corruption.
(https://i.ibb.co/RCktBCm/Screenshot-30.png) (https://ibb.co/55gCn5y)
(https://i.ibb.co/jrw00VB/Screenshot-31.png) (https://ibb.co/VqCnnHr)
(https://i.ibb.co/C1Q15QC/Screenshot-32.png) (https://ibb.co/j6D6vD0)
(https://i.ibb.co/sQzNJ6C/Screenshot-33.png) (https://ibb.co/VD5zpQx)
The same thing happens with teachers whose quests you do or have already done - they very often get naked too quickly and lose their charm of unique clothes, because most often they are naked right away, like Carmen Smith, until the end of the game - see the picture of the PTA meeting, where Carmen stands completely naked around most of the dressed women from the committee. The same thing happens with Carmen while studying at school with students - she is 100% naked alone.

What I propose to do. You need to enter a parameter that would count the total nudity of all 1) school students at the beginning of the day - and give them all an average figure and based on it would dress them for this current day. There will be no excesses that 2-3 students in the class are almost naked, while most are still dressed, and those who have just enrolled in schools are generally as dressed as possible. The students' uniforms will be shown longer and longer, and the player will see how their skirts are shortened gradually, without the kinks of individual students who are already running in their underpants or without them.

Second. Do the same with teachers. a separate variable. Once a day, he counts the total average figure and dresses teachers according to it. From the pros - we will not miss the changes of clothes and these clothes will not fly by very quickly and the player will not really enjoy how different teachers dress differently, because as you can see from my screenshot from PTA meetings, a third of my teachers have not even started unbuttoning the top button yet - and they will not let Carmen Smith be a nudist among them. But Carmen Smith will be frivolously dressed, because if she is almost ready to walk naked alone, then the arithmetic mean for all teachers will only let her undo a couple of buttons.

and the third point. This parameter does not undress teachers or students ahead of time. If their personal parameter of nudism, for example, is 10 units, then even if the floor of the classroom \ teacher's room has already lifted up her skirts and shows bras - these are the ones who will shamefacedly begin to unbutton the first buttons. But due to mass events to increase nudism, they will quickly raise the bar for their personal nudism and, accordingly, the arithmetic mean for students and teachers. And even if a couple of new students with 0 nudism appear at school, then due to mass events and accelerated increase in nudism, they will also undress quite quickly, while 2-3-10-15 new players with zero nudism will not be able to get all the old students who are already running around in their underpants to get dressed, because the arithmetic mean will not rise much and in a large mass of students from 50-100 people.

Also, this parameter can be entered on all residents of the city to avoid the trap that sister \ brother gg or conditional Carmen Smith has been a 100% nudist for a long time, and the whole city is still only adding puritanical residents because of new students who join new classes.


Quote from: barteke22There's already an 'Undress State' setting that allows you to control the min/max dress states of the students / town in Map > Settings > Advanced.
[close]
Title: Re: Feature requests and wishlists
Post by: Dimka2010 on Jul 08, 2023, 06:31 PM
Not considered for old, possible in new system
as you know, in all kinds of Japan, each school has its own uniform, its own color, length, and so on. And this prompted me to a new PTA law - what if different classes are allowed to wear different colors of uniforms. To motivate this by the fact that students will feel in a team, more cohesive, strives to support each other, achieve common goals. And voting is done for this with very minimal requirements. One of the advantages is a small increase in happiness (students are glad that they differ from another class with their unique color of school uniforms). And a small increase in discipline to some minimum parameter. Nevertheless, we are united - there is no time for anarchists here.

The second law of the PTA will be the availability of different types of uniforms for each class. For example - for clases 1 and 3 - only classical, for classes 2 and 4 - only erotic. This law appears when the Erotic Uniform Law has been successfully implemented.  Why does a player need it at all? Just some kind of variety. And then in fact - we have different color options and uniform styles, but we use one or two, and then we forget or forget about it + with the level of nudism, all students come to the naked body, running around in bras and underpants at most. And so - at least the player will have time to look at other uniforms until the level of nudism has become critical.

you can place these buttons somewhere here, when you click on any class list and shows the entire list of students. Immediately you can choose the color of the form at the beginning, and then the style of the form.
(https://i.ibb.co/gWhJ1hM/Screenshot-34.png) (https://ibb.co/09vrNvj)

well, you can include these laws in the standard menu with other already adopted laws from the PTA


Quote from: ⚧ Squark on Jul 08, 2023, 07:22 PMJapaneses schools have two basic uniforms (regardless of whether it uses the traditional or modern styles) - one for Summer, which is worn from June 1st to September 31st inclusive. It's simple, lighter and more casual looking.
And the Winter Uniform which gets used from October 1st up until May 31st inclusive. It's thicker, heavier and more formal in appearance.

However, you're right that many schools have varying rules for length and colour or pattern for the girls but it varies from school to school.


Quote from: barteke22We do not need any more rule / button spaghetti, especially for the old PD system.
[close]
Title: Re: Feature requests and wishlists
Post by: Jiggless on Jul 09, 2023, 06:21 PM
'Doesn't have to be too complex, just overhaul a bunch of systems and invent some new ones.'

NO. Up to mods.
A little idea of mine. I did it long time ago but I lost everything I had... And don't really know how to do everything again now.

But I had the idea to add a new location : A dorm.
Some students could be sleeping at the dorm every night. This is a great place to add content.

I had a lot of pictures happening in beds in general which doesn't really add nice in this game.
It just opens up for a lot of new content.
Doesn,'t has to be that complex, just a dorm with a few bed rooms with a male and a female floor.

Anyone motivated to do something like this ?


Quote from: barteke22Already been dismissed a few times.  Multiple mods have also tried and failed.  Adding a big new location that has no content doesn't help the content issue.
[close]
Title: Re: Feature requests and wishlists
Post by: elcarnicer on Jul 14, 2023, 07:16 AM
Low priority, greatly reduces candidate pool
I would love for interviewing new studient for the school that we can have more choice like gender if i want only girls for a moment for the school or boys and not only random but with more options like big boobs , blonde etc so you can interrview only a determined type of studient that you want for the school like more corrupted and loyal etc..


Quote from: TBBle on Jul 14, 2023, 10:50 AMI think the point of the student interview mode is you do that filtering manually yourself.


The problem is if you don t take a minimum of studient after some week you can t choice because the organization block you that s why i would love have much choice before doing interview and only take the studient i want


Quote from: TBBle on Jul 15, 2023, 01:52 PMHmm, interesting. Perhaps instead if you don't take a minimum number of students each week, it should give the same stat-changes as if you'd chosen the "No new enrolment" policy, rather than messing with your ability to accept students selectively. (From memory, that's a rep-hit, unless your school is at capacity.)

Separately, it's worth pointing out that the game events are not well-balanced for student populations with only a few males, or a few females. There's also at least one quest chain that cannot advance if there are no small-breasted female students around. So it's very possible that trying to build your school with a narrowly-defined student profile (or running a fast-food diet) will interfere with event chains. There's no real notification of this, generally such events just don't fire if they can't find the right mix of students for their images/text.


Quote from: barteke22An issue is that there's an average of 625 students per save, too much filtering would reduce the candidate list a lot (since you can house 400 of those).
[close]
Title: Re: Feature requests and wishlists
Post by: TBBle on Aug 07, 2023, 08:35 AM
Feature request: The save dialog and auto-saves could default to the directory of the last manual save. I to create sub-dirs in Saves to separate different runs, but the autosaves all overwrite each other in the main Saves dir.
Title: Re: Feature requests and wishlists
Post by: dedios3 on Aug 07, 2023, 11:50 AM
It would be possible to add a "conversations" or "talk" button? ... the idea would be to be able to raise the level of friendship without having to break your head ... and leave the praise for seduction .....
Title: Re: Feature requests and wishlists
Post by: TBBle on Aug 16, 2023, 02:07 PM
Maybe on the technical side for this thread, but I'd like it if the map travelled using the fastest possible route. In my play throughs I go to the gym each morning, but it's faster to go manually that using map travel to the Shopping Mall.

I'd suggest that the game calculate the fastest route to all map-clickable locations from all map-reachable (outdoor) locations, with special handling for generic homes (which are probably all attached to outdoor locations, but I could be wrong there). Either at startup, new game, or map-data save time. I recognise this is O(N²) complexity, but the number of locations is limited, and routes should be bidirectional, so it should be closer to O(N²/2).

This would also ensure that VEE events that move the player around do so optimally. I once spent 30 minutes moving from my bathroom to my bedroom for sex due to my sister's presence making things weird. Which was fine, but when that happens in-game, it's just a waste of time.

(Erk. Pre-post reviewing and I realised these are not outdoor locations, so maybe we end up with every-every which blows out complexity, or can calculate distance-to-nearest outdoor for each indoor location  on-first-use, since indoor locations apart from the school are like, two rooms deep with no loops, and apart from the school each only has one outdoor/map connection. Thinking of the school, the direct links to/from the principals office also seem time-inefficient to me, but I haven't measured them.)

It'd also make room for things like the "Croc Heelys" suggestion raised earlier (https://henthighschool.net/index.php?msg=2891) and other, more sensible vehicles (https://henthighschool.net/hhs/mod-idea-increased-travel-speed-items/msg3455), if they introduced a fixed fractional decrease in travel time between outdoor areas.
Title: Re: Feature requests and wishlists
Post by: ⚧ Squark on Aug 20, 2023, 03:20 PM
I only play using the 12h clock so I was wondering if it would be possible to remove the extra zeroes from hours 1 through 9.

Also, if there's a request for some fresh milk and your player character is lactating (and if the recipient is sufficiently lewded/corrupted/intersted in you) I'd love it if you could offer them a boob instead of buying something.
Title: Re: Feature requests and wishlists
Post by: TBBle on Aug 21, 2023, 10:55 AM
Quote from: 1q1q1q1q1q1q1q1q on Aug 18, 2023, 05:49 PMSomething I'd like to see is more autonomy in NPCs for fucking each other. Outside of some events the principal has to initiate sex themselves. Maybe if an NPC has a high enough arousal they will attempt to ask for a quickie with another.

The NPC Relationships (https://henthighschool.net/hhs-mods/mod-mods-barteke22-s-mod-index#msg190) mod does some of this, but AFAIK you don't see it, it's just stat changes. I suspect anything more involved (new events if they happen to do it in the next room so you can peek in) is likely to be down to modders for the moment, per the first post in the thread.
Title: Re: Feature requests and wishlists
Post by: ⚧ Squark on Aug 23, 2023, 11:57 AM
I wish I had a shelf to keep Ginny's bears on.
Also, request sufficiently lewd NPC for their undies.
But balance it with other stats like Relationship unless they have the Slutty archetype.
I'm in a bit of a collect-athon mood right now.
Title: Re: Feature requests and wishlists
Post by: ElPresidenete on Aug 29, 2023, 03:57 PM
When under hypnosis, you can tell someone to have wet dreams about another person (select from list) to increase their attraction, or encourage them to spend more time with that person (friendship or relationship increase)
Title: Re: Feature requests and wishlists
Post by: ElPresidenete on Aug 31, 2023, 01:45 PM
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.

Title: Re: Feature requests and wishlists
Post by: ElPresidenete on Sep 01, 2023, 12:52 PM
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]
Title: Re: Feature requests and wishlists
Post by: TBBle on Sep 01, 2023, 02:33 PM
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?
Title: Re: Feature requests and wishlists
Post by: barteke22 on Sep 01, 2023, 04:41 PM
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.
Title: Re: Feature requests and wishlists
Post by: ElPresidenete on Sep 02, 2023, 03:35 PM
Hight expanded (HeightX and HeightY) to not just strech/sqish sprite along one axis. We need both.
Title: Re: Feature requests and wishlists
Post by: ElPresidenete on Sep 05, 2023, 12:40 PM
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.


Title: Re: Feature requests and wishlists
Post by: ElPresidenete on Sep 06, 2023, 06:14 AM
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]
Title: Re: Feature requests and wishlists
Post by: barteke22 on Sep 06, 2023, 03:42 PM
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.
Title: Re: Feature requests and wishlists
Post by: ⚧ Squark on Sep 06, 2023, 04:24 PM
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.
Title: Re: Feature requests and wishlists
Post by: shpungout on Sep 06, 2023, 05:17 PM
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.:

(https://i.ibb.co/w67zJSP/image.png) (https://ibb.co/w67zJSP) (https://i.ibb.co/5xr41YK/image.png) (https://ibb.co/5xr41YK)

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.
Title: Re: Feature requests and wishlists
Post by: ElPresidenete on Sep 15, 2023, 12:43 PM
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.
Title: Re: Feature requests and wishlists
Post by: barteke22 on Sep 17, 2023, 10:24 PM
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.
Title: Re: Feature requests and wishlists
Post by: dedios3 on Oct 18, 2023, 12:44 PM
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 ...?
Title: Re: Feature requests and wishlists
Post by: TBBle on Oct 18, 2023, 11:12 PM
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 (https://github.com/0xDC00/agent) or Textractor (https://github.com/Artikash/Textractor/tree/master) 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.)
Title: Re: Feature requests and wishlists
Post by: barteke22 on Oct 30, 2023, 12:11 AM
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
Title: Re: Feature requests and wishlists
Post by: ElPresidenete on Oct 30, 2023, 09:57 AM
In other words, the Futamod author never needed to change Peters name, he only had to change display name and flip gender on mod activation?
Title: Re: Feature requests and wishlists
Post by: dalzomo on Oct 30, 2023, 12:23 PM
I thought Peter already had an alternate name. At least he begins displaying as "Petra" after getting futanized in my game, and I don't use the Futamod
Title: Re: Feature requests and wishlists
Post by: TBBle on Oct 30, 2023, 05:03 PM
Quote from: dalzomo on Oct 30, 2023, 12:23 PMI thought Peter already had an alternate name. At least he begins displaying as "Petra" after getting futanized in my game, and I don't use the Futamod

Yup, the vanilla game character XML (checked 1.10.6.0) has a GenderedForename override.
Title: Re: Feature requests and wishlists
Post by: barteke22 on Oct 30, 2023, 07:38 PM
Yes, I added GenderedForename for gender change.  It's not applied automatically though.

KeywordOverrides allow overriding keywords like {he} on per NPC basis. I was initially going to just override {First} and {Name}, but decided against it as it turned out that 'Add to Dictionary' was lower priority than the overrides.  This might have to change at some point, as 'Add to Dictionary' is more flexible (it's for temporary overrides during event execution) than KeywordOverrides.

And the reason I didn't apply it automatically is that there needed to be an event for dealing with some other scenario-defined things related to gender change anyway.

So gender change via drugs calls on FunctionLibrary\Chemistry\ApplyGenderedForename, which is slowly growing in what it does. GenderedForename is applied to CustomForename if the NPC's current CustomForename is one of the values defined in GenderedForename, otherwise skipped (NPC has a nickname or something). This behaviour could be delegated to the engine, but I think I'd rather have some native event that was called onGenderChange instead, for stuff like this.

So Futa Overhaul could just change Peter's gender and call on ApplyGenderedForename.


Edit: I added the translation test to Experimental:
Spoiler
If you too want to get banned by Google (jk, probably) you can try my crappy deep-translator test.
Available now in the Experimental stores near you. It's the same as the public version, unless you manage to jump through the 20 hoops outlined in data\Translator\deep-translator-readme.txt to witness the magick of google translate in the event box (and only there because this is just a lazy test).
[close]
Title: Re: Feature requests and wishlists
Post by: ElPresidenete on Oct 31, 2023, 11:00 AM
Quote from: barteke22 on Oct 30, 2023, 07:38 PMSo gender change via drugs calls on FunctionLibrary\Chemistry\ApplyGenderedForename, which is slowly growing in what it does. GenderedForename is applied to CustomForename if the NPC's current CustomForename is one of the values defined in GenderedForename, otherwise skipped (NPC has a nickname or something). This behaviour could be delegated to the engine, but I think I'd rather have some native event that was called onGenderChange instead, for stuff like this.

So Futa Overhaul could just change Peter's gender and call on ApplyGenderedForename.

This?

(https://i.postimg.cc/SJz14nfM/P1.jpg) (https://postimg.cc/SJz14nfM)

EDIT:
No wait? PErsonGenderOverride? Or SetPersonGender? No tooltip when hovering, I guess it's the last one.
and it's SetNextSchedule..
Title: Re: Feature requests and wishlists
Post by: ElPresidenete on Nov 03, 2023, 08:48 AM
Hm....swimming on the beach. I think I'll add that option.
Title: Re: Feature requests and wishlists
Post by: TBBle on Nov 20, 2023, 03:40 PM
It'd be nice if the game could load mods directly from a .zip, without needing unpacking. For implementation simplicity, it could require modinfo.xml be present.

Asking because I had assumed this would already work, and then tried it, and it didn't.

If this isn't knocked out in the meantime, and I have some free time in December, I might go see if I can rerequest source access and try implementing it myself. (No promises though.)

The .NET Framework docs (https://learn.microsoft.com/en-au/dotnet/api/system.io.compression.ziparchive?view=netframework-4.8.1) suggest the low-level support for reading zip files is built-in, so it probably wouldn't even need an external library.
Title: Re: Feature requests and wishlists
Post by: TBBle on Nov 20, 2023, 03:55 PM
Thinking about CustomForename and keyword overrides, another use-case that occurred to me is for marriage/divorce handling to allow changing family name, without breaking character-name links.

Combined with a "Lives out-of-town" area for divorced people to move to (or new spouses to move from, potentially), we could maybe also finally give Ginny Nightshade parents who live out-of-town, replacing her current status of "Born from an egg on a mountain top". (And also filling in a 10 friendship point question that is currently missing for students who don't have parents)

Note that this is not technically a feature request, just a thought towards any codification of name change handling that might happen. Given that, the rest is something that could be done in a mod if anyone thought it was gameplay-interesting, like pregnancy mod relies on the low-level fertility system.
Title: Re: Feature requests and wishlists
Post by: ⚧ Squark on Nov 26, 2023, 12:12 PM
Can someone please write an Alt questline for King and Coppers?
Probably involving the PI finding some dirt on them. Normally you wouldn't have the opportunity to "investigate" her but after they start harassing the player with nothing more than suspicion and hunches you could make a special request which would naturally be very expensive (danger pay and such).
Yes, this would be a blackmail route and some might find it distasteful but it'd still be an alternative to the slut ending we have now.

Also, I feel that Shirley Holmes is kind of a missed opportunity. Was someone thinking of a thing involving her or was she just destined to be another flavour special like Elsie Green?
Title: Re: Feature requests and wishlists
Post by: ElPresidenete on Nov 28, 2023, 12:03 PM
Perhaps bringing it up the as PTA meeting, with other parents basically pressuring Coppers to back down (assuming decent REP or standing with PTA)?

you have an entire town, so of cousrse, tons of opportunities to write stuff and expand. I was thinking of further expanding my Hardman Expansion by adding ANOTHER route where you can sneakily out Sierra (when you find out about her) and basically take advantage of other students harassing her, to help corrupt the school.

Title: Re: Feature requests and wishlists
Post by: ConteZero on Dec 19, 2023, 09:18 AM
My idea:

NPCs keep moving from one place to another so it's rather difficoult to trace / talk to them.
Something could be made to improve the situation, like:

- stay there (phone call -> the NPC is frozen in that place for an hour or so, allowing you to go there)
- I'll be there (phone call -> same as above but with transportation)
- Stalk (a flag, you'll follow the person, so you go where the NPC goes)
- Nag (keep the NPC there, so you can interact with it in the current location until you leave that location or a check on something fails)

Obviously all (except stalk) should be deniable.

---added---

Money is always a limiting factor because there's almost no way to keep your balance going once you start putting in people (something you have to do to progress the game).

How about adding a "pimp" storyline so you can legalize prostitution (the old broken "mayor" questline) and then start bringing in people ?
You could extend something by taking a house and then getting people in.
You could employ only people with certain stats (or even by kind, maybe related to the slave questline) and way of thinking (see the "does it matter? when are going to..." answer to the "what do you think of ..." question) to strike a balance.

The thing would've an effect to the whole city (cheap sex = relaxed people, less corruption, less money for you). The scope on the city could be determined from the actual number of hostess, with a limiting factor on their pay (you can set a percentage: too low and they'll leave, too much and you gain nothing, or even lose money from running the thing).

Before legalization the club could be opened as "private": you have to give "access cards" to people to allow them in. Each card would cost something and you should be wary, because giving a card to someone not trustworthy would move the police in (club closed for three weeks, all hostess are dismissied, fairly high fine, reputational damage).

Since you're playing as a male and the audience would be mostly male you'll probably have to befriend male NPCs to give them cards, making it a complex work.

You'll also have to provide condoms to refurbish the storage, otherwise the girls would start getting pregnant (=leave the thing and being un-employable until they birth their child) or refuse to "work".
Title: Re: Feature requests and wishlists
Post by: ElPresidenete on Dec 27, 2023, 07:15 AM
Honestly, NPCs should move a bit less. No more than once every 15 minutes or even 30 minutes.
Or the time they stay at a location could be somehwat randomized.
Title: Re: Feature requests and wishlists
Post by: ElPresidenete on Dec 27, 2023, 07:17 AM
Quote from: ConteZero on Dec 19, 2023, 09:18 AMSince you're playing as a male

That's a BIIIIG assumption
Title: Re: Feature requests and wishlists
Post by: ConteZero on Dec 27, 2023, 10:06 AM
Quote from: ElPresidenete on Dec 27, 2023, 07:17 AM
Quote from: ConteZero on Dec 19, 2023, 09:18 AMSince you're playing as a male

That's a BIIIIG assumption


It will work even if you play as a female.
Anyway I think it's a good idea to avoid stagnation in the middle phase of a game.
Title: Re: Feature requests and wishlists
Post by: ElPresidenete on Dec 27, 2023, 11:29 AM
My point is that it shouldn't be sex locked, given that some people play with towns filled with 99% women or futas

Any SEX (male, female, futa) can be hired to work as a prostitute and any sex can be a customer.
Tough women are far less likely to use male prostitutes IRL, in a game you can ignore that. Or model it. Wahtever.
Title: Re: Feature requests and wishlists
Post by: ConteZero on Dec 27, 2023, 01:53 PM
Quote from: ElPresidenete on Dec 27, 2023, 11:29 AMMy point is that it shouldn't be sex locked, given that some people play with towns filled with 99% women or futas

Any SEX (male, female, futa) can be hired to work as a prostitute and any sex can be a customer.
Tough women are far less likely to use male prostitutes IRL, in a game you can ignore that. Or model it. Wahtever.

You can model this stuff on a "per scenario" setting.
Surely you can have both male and female performers and audience (and the whole sex / preference can provide for that) but a programmer can strike the rules in later.
Right now it's just an idea.
Title: Re: Feature requests and wishlists
Post by: TBBle on Dec 27, 2023, 02:57 PM
Quote from: ConteZero on Dec 19, 2023, 09:18 AMMoney is always a limiting factor because there's almost no way to keep your balance going once you start putting in people (something you have to do to progress the game).

Quote from: ConteZero on Dec 27, 2023, 10:06 AMAnyway I think it's a good idea to avoid stagnation in the middle phase of a game.

By mid-game you should not have money issues, unless you spent it all on the PI and other PTA quest costs, or tried to rush Chemistry or over-hired. There's quite a lot of money making opportunities, most of them involve advancing the clubs and distributing spy-cams. The latter are a good investment because they get better as the school gets more uninhibited (I think... might be corruption) which particularly helps the cheerleading and swim clubs become cash-flow positive by mid-game.

I've found myself cash-tight (and having to work at the cafe) only in the early game, and that's mostly to fund gifts to all the NPCs I'm trying to befriend. As long as you hire carefully, and choose good subjects, the school board should be giving you reputation+education improvement bonuses for the first few months without much trouble, and that'll fund a new teacher each month or so, increasing regular income as well.

Anyway, I was under the impression that the club chains were leading towards hostess and/or brothel work, but maybe I am mistaken. I haven't played them through to the end in a while, maybe they're actually complete as-intended, and don't go that far.
Title: Re: Feature requests and wishlists
Post by: dalzomo on Dec 29, 2023, 06:55 AM
Quote from: TBBle on Dec 27, 2023, 02:57 PM
Quote from: ConteZero on Dec 19, 2023, 09:18 AMMoney is always a limiting factor because there's almost no way to keep your balance going once you start putting in people (something you have to do to progress the game).

Quote from: ConteZero on Dec 27, 2023, 10:06 AMAnyway I think it's a good idea to avoid stagnation in the middle phase of a game.

By mid-game you should not have money issues, unless you spent it all on the PI and other PTA quest costs, or tried to rush Chemistry or over-hired. There's quite a lot of money making opportunities, most of them involve advancing the clubs and distributing spy-cams. The latter are a good investment because they get better as the school gets more uninhibited (I think... might be corruption) which particularly helps the cheerleading and swim clubs become cash-flow positive by mid-game.

I've found myself cash-tight (and having to work at the cafe) only in the early game, and that's mostly to fund gifts to all the NPCs I'm trying to befriend. As long as you hire carefully, and choose good subjects, the school board should be giving you reputation+education improvement bonuses for the first few months without much trouble, and that'll fund a new teacher each month or so, increasing regular income as well.

Anyway, I was under the impression that the club chains were leading towards hostess and/or brothel work, but maybe I am mistaken. I haven't played them through to the end in a while, maybe they're actually complete as-intended, and don't go that far.
the club chains certainly imply their end goal is varying levels of prostitution but they appear unfinished, especially the maid club
Title: Re: Feature requests and wishlists
Post by: Zaiaku on Dec 30, 2023, 11:16 PM
So here's PTA suggestion. Similar to the staff Bondage Uniform rule, maybe after a week if approving, implementing and having the student nude Uniform, a staff meeting is held in order to for a staff nude uniform to be in place.

The argument being that it is to help students acclimate to the new uniform seeing a significant reduction of any negative stat changes. Whenever the town meeting questline is picked up, if ever, it could also be used as a gateway for total city nudism.
Title: Re: Feature requests and wishlists
Post by: TBBle on Jan 04, 2024, 04:55 PM
Feature Request: Colour Code the Teacher Assignments grid by General Qualification, rather than Subject Experience, since the former already incorporates the appropriate proportion of the latter.

I only just noticed this was the case, when trying to work out why a high-qualification teach was dark-orange; turns out they have low experience (16) in that subject, but high stats and high experience in the subject family, so the general qualification comes out in the 40's. That seems like someone I absolutely want teaching that.

Similarly, but less-pressing: the hiring screen doesn't show subject qualification, just experience. I guess that's reasonable from a design point, but if you don't know for example that Swimming takes barely anything from experience into account, you get a shock when hiring a "Swimming teacher" who ends up with a negative qualification.

On that note, it might be nice if the General Qualification bar was split, showing the amount from experience and the amount from stats, making it immediately obvious _why_ the hiring screen doesn't match actual performance. I'm thinking the UI could be a vertical split based on the subject experience ratio, and then the two sides growing outwards, one from Subject Experience, and the other from Evaluation Influence. That shouldn't give too much information away, just enough to know whether simply letting the teacher teach that subject more will improve the qualification, or if other activities are needed.

(Actually, this gives me an idea for a Teacher 1:1 Event to actually give the player hints about the Evaluation Influence, although I'm not sure how easy that information is to access from VEE. Edit: Not that easy... (https://henthighschool.net/hhs-development/poking-at-school-subject-details-in-vee/) but thanks to barteke22, feasible as a mod (https://henthighschool.net/hhs-mods/mod-1-10-6-0-poc-5p-proper-principalling-prevents-poor-pteaching).)
Title: Re: Feature requests and wishlists
Post by: TBBle on Jan 07, 2024, 01:36 PM
Minor Feature Request: Other people's homes should have bathrooms, or at least a Shower button like the Gym. Right now, have sex in an NPC's shower, you can sleep in their bed, but not actually take a shower afterwards. (I was actually prompted by this when thinking about where in the world it makes sense to use the Razor item directly, and it occurred to me that other people's Bathrooms would make sense... Except there aren't any.)
Title: Re: Feature requests and wishlists
Post by: ElPresidenete on Jan 08, 2024, 11:26 AM
Quote from: TBBle on Dec 27, 2023, 02:57 PMBy mid-game you should not have money issues,

If you read wiki/how to and go for most profitable hires/routes, yes.
Otherwise you could very well have money problems.
Title: Re: Feature requests and wishlists
Post by: ElPresidenete on Jan 08, 2024, 11:27 AM
Quote from: TBBle on Jan 07, 2024, 01:36 PMMinor Feature Request: Other people's homes should have bathrooms, or at least a Shower button like the Gym. Right now, have sex in an NPC's shower, you can sleep in their bed, but not actually take a shower afterwards. (I was actually prompted by this when thinking about where in the world it makes sense to use the Razor item directly, and it occurred to me that other people's Bathrooms would make sense... Except there aren't any.)

I occured ot me you cannot trib in the shower/bathtub either.
Title: Re: Feature requests and wishlists
Post by: TBBle on Jan 08, 2024, 02:06 PM
Quote from: ElPresidenete on Jan 08, 2024, 11:26 AM
Quote from: TBBle on Dec 27, 2023, 02:57 PMBy mid-game you should not have money issues,

If you read wiki/how to and go for most profitable hires/routes, yes.
Otherwise you could very well have money problems.

If you know what you're doing, you don't need to wait until mid-game. In my current playthrough, my end-of-March payout was approximately $10k, including RSD bonus. I'm not aware of any specifically profitable hires or routes, I guess you mean the Cabaret club chains?

Apart from some of the clubs, the only quest chain I can immediately think of that generates money with little investment is Rie Perrier tutoring. They're more likely to cost money, e.g., Beth has a $1000 gate in the middle of her chain, and Jenny Coppers requires investment in Chemistry and loses you a PTA Favour while you're doing it. Even the Cabaret club chains require up-front investment and are still costing money (or maybe making a little) before moving into the Cabaret.

I think mid-game is the stage where you have achieved lewd-but-explicable things, e.g., sexy school uniform, TSE, student-teacher relationships, Cabaret club opened, maybe SPE Club?; and are ready to start pushing some of the stronger stuff, e.g., topless bar, nude/bondage uniform, uninhibited and fully-corrupted teachers, fully-indebted PTA etc.

By the time you're in mid-game, the game has directly offered plenty of linear-advance money-making opportunities, i.e. you can't lock yourself out of the chains. At that point, your concern should be less about "I need more money" and more balancing things like school reputation, as well as choosing how to spend your time/energy as there's lots of threads open at that point.

So my point is that the expected game flow (IMO) should have fairly naturally set you up by mid-game to be comfortably funded.

To me, the main money risks are in early-game, if you hire too many teachers too early, or start dumping all your cash into Chemistry or too much PI work. Those sort of early problems are more likely to prevent you getting to mid-game at all, just like wearing insufficiently-inhibited clothing will tank your reputation. Of course, you can make such mistakes later too, but if you know to avoid them early-game, you'll also know when you can afford the money and time to pursue them.
Title: Re: Feature requests and wishlists
Post by: TBBle on Jan 11, 2024, 09:02 AM
Feature Request from yet another derailment speculative discussion (https://henthighschool.net/index.php?msg=4875).

Real club advisors.

Right now, we have Carmen added to the Carmen Fan Club, but unless there's special handling for this already, I assume she's affected by the stat-and-body changes for club members, but doesn't bring anything else to the table except her presence in the room and hopefully being excused from running detention.

Being able to have a specific club advisor would support a few ideas off-hand:

My current thinking is that the advisor role would be optional, and potentially specified like Preferred Club President, but not selected randomly by the engine. Club chains may want to do that though. The advisor's presence should not be mandatory for club operation, to avoid making higher-priority events such as the PTA meeting or the Weekly Staff Meeting (an idea for 5P that I just had while writing this) problematic.

Potentially a teacher could advise multiple clubs, and scheduling conflicts can just choose one of the two. Or we just don't support that.

A few of the existing clubs would have natural teacher-advisors from the existing teachers, and it might be a chance to expand the repertoire of some other teachers too.

Club upgrades would be an interesting situation, either the advisor needs to be at-least as <whatever stat is checked> as the members and/or president for the upgrade to occur, or they stop advising the club while they're out of allowable range. (Probably the latter makes more sense so it's consistent with hiring the designated advisor when the club is already upgraded.)

Probably a lot of this can be handled with VEE Native Events or similar hooks, as I suspect the Preferred Club President was intended to be but doesn't appear to actually have the necessary VEE nodes exposed.

Most of this might be simulatabile with a mod.
Title: Re: Feature requests and wishlists
Post by: Balinn on Feb 11, 2024, 01:40 PM
Action that I would like to be able to do with hypnosis:
- get people to give us their house key / phone number / birthday.
- push people towards or against a certain fetish.

More important fetishes in npc, for example a person with a kissing fetish would be more inclined to accept a kissing request. A student with a swimming fetish can come in class or outdoors dressed in his or her swimming costume.

Some actions available on all npc are not available on some named npc. You can't ask Daisy Maddox, Deborah Simmons, Elsie Green and some others who their parents are and what they do. You can't flirt with quest characters, those with the !, but you can flirt with them only after you've completed their quests. It would be good not to be limited in our interaction with these characters.

In fact, it would be nice to have a simple chat action to increase friendship. Especially as quest characters don't have the "ask if she/he needs help with anything" interaction.

Remove the action of asking if they're virgins when we're the ones who took their virginity.
Title: Re: Feature requests and wishlists
Post by: dcsobral on Feb 12, 2024, 09:12 PM
My top three non-content related wishlist:

Title: Re: Feature requests and wishlists
Post by: dcsobral on Feb 12, 2024, 10:08 PM
UI-related suggestion: add a small image box on the info panel. Here's a couple of possible uses:

* Display the Archetype Overview image if archetype and personality are unlocked.
* Display a belly size in case of pregnancy (pregnancy mod).
Title: Re: Feature requests and wishlists
Post by: dcsobral on Feb 15, 2024, 06:17 PM
Ok, I'm going to add another non-content wish. It's something that always bothered me a little, but it got really bad with my new ultra wide monitor:

Title: Re: Feature requests and wishlists
Post by: ElPresidenete on Feb 19, 2024, 11:30 AM
just a few ideas:

- calling people over to your current location to hang out (not date). They would stay/follow you for an hour or two
- if at home, you can watch movies

- assigning a class toy (can even be a teacher) forgangbangs

- organizing sleepover/party at home (need phone numbers), can invite several people.

- have your sister organize a sleepover in her room (then you can sneak in at night)?
Title: Re: Feature requests and wishlists
Post by: dalzomo on Feb 19, 2024, 04:12 PM
I'd just be happy with the person Annie invites for a "sleepover" actually staying the night
Title: Re: Feature requests and wishlists
Post by: ElPresidenete on Feb 22, 2024, 09:52 AM
Quote from: dalzomo on Feb 19, 2024, 04:12 PMI'd just be happy with the person Annie invites for a "sleepover" actually staying the night

I can actually try to make that happen. The schedulers are an issue. And a NPC won't sleep in a bed that isn't theirs, so you'd have to temporarily make it theirs... tricky.
 I think it's somewhere in the DB, but I have to look at how to access it.

Speakign of which, when mother+daughter end up in a relationship, shoudln't they start sharing a bed?