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[HHS+ 1.10.6] Official Bug Report Thread (Check OP)

Started by barteke22, May 27, 2022, 11:39 PM

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dcsobral

Convert Drugs the Chem Lab does something rather unexpected when asked to convert "all drugs". It removes one item of each type of drug per stack.

So, for example, if I have:

  • 1 2ab
  • 2 4xxba
  • 1 Breast Enlarger
  • 5 Breast Reducer

Then converting "all" drugs to 2ab will result in:

  • 2 2ab
  • 1 4xxba
  • 4 Breast Reducer

I'll also add that not being able to select which drug type to convert from is very unhelpful, though not bug.


dcsobral

FunctionLibrary\Person\GetPersonFavoriteMovie does not loop back to the String List Iterator if Has Traits has none, so only the first movie would ever be found.

Dzeris

[Full] HHS+1.10.6.0-release\Schools\NormalSchool\Events\Location\School\Ward\KarinMentorArousalCheck.ve

      <Str>Dr Hardman pulls out a small egg vibrator, fits it to {P2_First}, and guides her onto a seat.

Turning the device on, she instructs[color={Color}] "Now then...  Sit there quietly, until you're ready to focus on your work!"[/color]

{First} does her very best, and manages to keep her pleasured moaning on the quieter side for quite a while.

But soon, with sweat on her brow, and her legs shuddering, she can't contain herself[color={P2_Color}] "ohhh...  Yes...  COMMMING!"</Str>
In "{First} does her very best" dialog game use Karin instead of student's name.

Dzeris

[Full] HHS+1.10.6.0-release\Schools\NormalSchool\Events\PersonAttachedEvents\CarlWalker\Carl_FuckStudent.ve.xml

You are torn between {First} simply wanting to be the bottom today, or {P2_First} having approached {him} about it and {him} agreeing.


I am seeing events or images with Carla getting triggered in playthroughs with Carl. Can't confirm if it happens in original game as I've seen them only in games with Stargazing Club and Annette+Andy mods. Might do full unmolested playthrough only in next version and technically all my plays are modded with custom minigame settings and 1 minute time advance button.

stevedcl12

Carl Walker's quest line breaks if you have his key.

I get his key early, and after suggesting a work out plan he said knock on his door.  And now I can only visit him normally.  The quest does not seem to progress

TBBle

Quote from: stevedcl12 on Mar 17, 2024, 02:34 AMCarl Walker's quest line breaks if you have his key.

I get his key early, and after suggesting a work out plan he said knock on his door.  And now I can only visit him normally.  The quest does not seem to progress

How did you get his key early? This is one of the things HasQuest is supposed to make hard to break, although clearly the possibility does need to be accounted-for somehow. The Hooter questline would have a similar risk although it probably doesn't break mechanically in that case, not sure if it also has extra house-key protection here.

stevedcl12

#21
Quote from: TBBle on Mar 17, 2024, 01:38 PM
Quote from: stevedcl12 on Mar 17, 2024, 02:34 AMCarl Walker's quest line breaks if you have his key.

I get his key early, and after suggesting a work out plan he said knock on his door.  And now I can only visit him normally.  The quest does not seem to progress

How did you get his key early? This is one of the things HasQuest is supposed to make hard to break, although clearly the possibility does need to be accounted-for somehow. The Hooter questline would have a similar risk although it probably doesn't break mechanically in that case, not sure if it also has extra house-key protection here.
I broke in and he gave it to me.  This also worked for Nina

Is there anyway to remove the key in the debug utility?

TBBle

Quote from: stevedcl12 on Mar 17, 2024, 06:20 PM
Quote from: TBBle on Mar 17, 2024, 01:38 PM
Quote from: stevedcl12 on Mar 17, 2024, 02:34 AMCarl Walker's quest line breaks if you have his key.

I get his key early, and after suggesting a work out plan he said knock on his door.  And now I can only visit him normally.  The quest does not seem to progress

How did you get his key early? This is one of the things HasQuest is supposed to make hard to break, although clearly the possibility does need to be accounted-for somehow. The Hooter questline would have a similar risk although it probably doesn't break mechanically in that case, not sure if it also has extra house-key protection here.
I broke in and he gave it to me.  This also worked for Nina

Is there anyway to remove the key in the debug utility?

Okay, so he's in love with you already. The key-giving-on-breaking logic perhaps needs to skip the key-giving part if the target is HasQuest-marked; perhaps even if anyone in the home is HasQuest-marked. And/or any event that depends on knocking needs to work like Beth Manili's chain, and handle it as a specific event, rather than via the normal door-knock system.

To remove the key, this console command should work, (Replace Principal_Name with your principal character name, FirstName_LastName style. For the default male principal, that's Richard_Johnson) but there seems to be a bug in the console handler, as it's interpreting STATE_HasKey as STATE HasKey, i.e. the underscore is becoming a space, and there seems to be no way to escape or quote that that I can find, every other character is accepted literally.

SET RELATIONSHIPDATA FOR Principal_Name TO Carl_Walker TO STATE_HasKey 0

For bug-demonstration purposes, results of variations of trying to clear Beth Manili's key (UID 9) since I already had it in this savegame:
select r.id, d.dataKey, d.dataValue, r.ownerId, r.targetId, r.value from relationshipdata d inner join relationships r on r.id = d.relationshipid where dataKey LIKE '%HasKey%';
----
id | dataKey | dataValue | ownerId | targetId | value
9858 | STATE_HasKey | 1 | 0 | 9 | 7.4625
9858 | `STATE HasKey` | 0 | 0 | 9 | 7.4625
9858 | STATE HasKey | 0 | 0 | 9 | 7.4625
9858 | STATE\ HasKey | 0 | 0 | 9 | 7.4625
9858 | 'STATE HasKey' | 0 | 0 | 9 | 7.4625
9858 | "STATE HasKey" | 0 | 0 | 9 | 7.4625
9858 | STATE  HasKey | 0 | 0 | 9 | 7.4625
9858 | STATEHasKey | 0 | 0 | 9 | 7.4625



Now, all that said, I'm not very familiar with the Carl Walker chain's events, but I couldn't easily find an event in the chain that depends on knocking on his door. As far as I can tell from where I think you are in the chain ("Devised a training regimen for him, will oversee it at his home." in the journal), you just need to be in his home between 4pm and 8pm while he's not on the school grounds (and still on-staff), and he'll show up. So if you don't have the key, you knock and he gives you a key, but otherwise you can just go in and trigger the event.

The journal entry probably should mention "afternoon" or something, and/or perhaps the WalkerWorkout event could allow a wider period of time on weekends?