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Gameplay questions

Started by barteke22, May 27, 2022, 11:38 PM

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Яштедун

Quote from: ⚧ Squark on Dec 06, 2024, 08:16 PM
Quote from: Яштедун on Dec 06, 2024, 03:48 PM
Quote from: ⚧ Squark on Dec 06, 2024, 03:41 PM@Яштедун
There should be a place for it in your home.
I don't have such a place in my house, how can I get one?
If you don't have this with the Home Computer in your inventory:
https://ibb.co/pn1xrHK
Then something has gone wrong with your game.

Maybe because my version is different? It's just that even the interface in your photo is different (I have 1.9.5 with the Lexville mod)

⚧ Squark

Quote from: Яштедун on Dec 06, 2024, 10:06 PMMaybe because my version is different? It's just that even the interface in your photo is different (I have 1.9.5 with the Lexville mod)
I'm sure that option is in 1.9.5 as well and Lexville doesn't change that location.
You might consider updating to 1.10.6 as there is a version of Lexville now that works for it.

prn93

Quote from: ⚧ Squark on Dec 01, 2024, 04:21 PMI'm not sure it can be changed when the game has started but if you're not too far in you ought to restart. Though there is a way to edit the files to make the minigames auto-succeed.
I'll give you an example using the much-maligned Lockpicking minigame.
I usually get an ordinary Lockpick and then what I do is:
Before the event fires, Debug -> Location -> Location\Park\Pickpocket
Open Event in Debugger
Scroll down until you see the "Learn to Lockpick" text.
Just to the right of that, there'll be a Show Decisions box.
Delete the connection from "Yeah, I'm sure I can handle it." and make a line from that to the 5 point at the "Set Integer Window" so that it looks like this: https://ibb.co/vzLGXCw
And close the window. Now, that only sets the tutorial event to auto resolve in your favour. Now we need to do something to how it operates beyond this event.

Debug -> Debug Events -> FuctionLibrary -> Location -> FunctionLibrary\Location\BreakInMain
Open Event in Debugger.
Scroll down to where you see "User selects pick" and change the connection points to look like this:
https://ibb.co/dPFHcsc
And close the event debugger window.
What this is make it so that the Lockpick (JHS) is more or less a cheat item, with the normal lockpick firing the standard event.

At this point, I can't remember if there's any more minigames that are so infuriating as to make me want to do this. Surely there ideas other than a balancing minigame for this.
Thanks, I'd better start over

⚧ Squark

Quote from: prn93 on Dec 26, 2024, 04:08 PMThanks, I'd better start over
You can also savescum the Chemistry minigame until you get the best possible outcome. With that, you're exploiting RNG mechanics more so than editing how to game behaves.

Loosezipper

1st, to wish everybody a happy 2025.

Now the cuestion: Is it possible to customize the MC lookings, besides body parts size, in the character creation menu?

Thanks in advance.

Zaiaku

Quote from: Loosezipper on Jan 01, 2025, 10:39 PM1st, to wish everybody a happy 2025.

Now the cuestion: Is it possible to customize the MC lookings, besides body parts size, in the character creation menu?

Thanks in advance.
nope. But there is a mod for that.
Corrupting Students since 2006

⚧ Squark

If a random student generates with a large belly (even though the game insists on calling it "Slim"), will cafeteria diet food and Sports actuall trim it down?

barteke22Topic starter

That shouldn't happen in base game (unless you had an exception at some point). Can you gimmie save + whom?

⚧ Squark

Quote from: barteke22 on Feb 13, 2025, 10:32 PMThat shouldn't happen in base game (unless you had an exception at some point). Can you gimmie save + whom?
I'm also running your port of Lexville.
I could re-run the Population Generation with the game in progress, I suppose.

barteke22Topic starter

Quote from: ⚧ Squark on Feb 15, 2025, 03:21 PMI'm also running your port of Lexville.
I could re-run the Population Generation with the game in progress, I suppose.

I suppose if an already pregnant NPC became too young the panel wouldn't show pregnancy info, but I'd really need the save to examine it further, since there's many possibilities.

⚧ Squark

Quote from: barteke22 on Feb 15, 2025, 03:44 PMI suppose if an already pregnant NPC became too young the panel wouldn't show pregnancy info, but I'd really need the save to examine it further, since there's many possibilities.
Okay, here you go.
https://filebin.net/kt664sy19yq9x5wj
As an example, Daisy Maddox has a stomach rating of 6.314 but is still considered "Slim".

barteke22Topic starter

Ok, got it, I switched to getting body parts dynamically in PopConfig and the Stomach part was supposed filtered away.

You can 'fix' it by randomizing everyone's Stomach body part (can randomize just that one) to 0.
Pregnancy stomachs will fix themselves once pregnancy progresses to next stage.

⚧ Squark

#432
If I want to edit ParkerTrain to not check for males (using Futa Overhaul) how would I go about doing this?
EDIT: It'd be better if you could provide a guide on which values to change in the xml instead.

barteke22Topic starter

ParkerTrain looks for a single male, if that's the one you want then double-click ID 276 in VEE.

⚧ Squark

#434
Thanks again ^^

Would appreciate it more if you could tell me how to edit the xml to reflect this so I wouldn't need to do it again on a new game start.