devolution

Poll

What should I prioritize next? (a * after a choice means I am currently working on that)

Player Stuff
5 (5.1%)
Girl's interactions (with each other)
10 (10.2%)
Scripts (interactions with the player)
21 (21.4%)
New Stats, Skills and Traits
6 (6.1%)
Existing Stats
0 (0%)
Existing Skills
2 (2%)
Existing Traits
1 (1%)
Customers
1 (1%)
Gangs
4 (4.1%)
Rivals
2 (2%)
Buildings
3 (3.1%)
General Jobs
0 (0%)
Farm Jobs
7 (7.1%)
Matrons
4 (4.1%)
Items
1 (1%)
Remaking the interface
5 (5.1%)
New stuff
2 (2%)
Whore Master Editor
0 (0%)
No priority
3 (3.1%)
WM7
This poll will be reset when I start a new section or add more choices so check back often.
21 (21.4%)

Total Members Voted: 58

Author Topic: Updates and Notes for Crazy's Mod --- Current Version .06.04.01  (Read 593742 times)

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Offline Alexsis

  • Newbie
  • *
  • Posts: 1
Re: Updates and Notes for Crazy's Mod --- Current Version .06.04.01
« Reply #990 on: May 14, 2019, 08:20:48 AM »
So just found a bug. Apparently since "Average breasts" don't actually have a trait of their own (ie lack of a breast trait is Average) if your girl is in the clinic for a boob job with Small Breasts it will cause the game to crash because it attempts to add the trait "Average Breasts" to the girl.

Offline Sorren

  • Jr. Member
  • **
  • Posts: 94
Re: Updates and Notes for Crazy's Mod --- Current Version .06.04.01
« Reply #991 on: May 15, 2019, 11:04:20 AM »
Not sure about the coreTraits re-write.... Primarily because the AskPrice modifier is woefully underused, going to port my traits across to the new version and overhaul the trait effects. Things like blind, goddess, wings and etc should all have more impact then they do at present. No doubt I'll find more things to tweak as I go, then I'll test if the issue I found a few pages ago still exists.

EDIT: Also fun aside but beastiality is a typo, there's actually no a in bestiality.
EDIT 2: There's also a lot of traits missing <effects/>which is bad practice.
EDIT 3: Tweaked version of CoreTraits with missing <effects/> added, a couple of traits I added for my girls packs and with asking price more applied to traits. A few traits had minor tweaks to balance them/give them flavour compared to similar traits.
« Last Edit: May 15, 2019, 04:07:23 PM by Sorren »

Offline h1262216

  • Newbie
  • *
  • Posts: 13
Re: Updates and Notes for Crazy's Mod --- Current Version .06.04.01
« Reply #992 on: May 15, 2019, 12:19:13 PM »
@Sorren:There wasn't actually a "coreTraits re-write". Just hard coded values that are now modifiable because they have been moved to the xml. But in terms of actual trait effects, nothing should have changed.

Offline Sorren

  • Jr. Member
  • **
  • Posts: 94
Re: Updates and Notes for Crazy's Mod --- Current Version .06.04.01
« Reply #993 on: May 15, 2019, 01:23:37 PM »
Externalisation then, still qualifies as a re-write as the internal code would have had to be rewritten to use the externalised effects.

Offline toradrow777

  • Newbie
  • *
  • Posts: 49
Re: Updates and Notes for Crazy's Mod --- Current Version .06.04.01
« Reply #994 on: June 23, 2019, 07:32:41 PM »
Gotta say, as a returning player, I'm glad to see this game's still getting updated.

Offline MontyPython85

  • Newbie
  • *
  • Posts: 10
Re: Updates and Notes for Crazy's Mod --- Current Version .06.04.01
« Reply #995 on: July 01, 2019, 05:35:51 AM »
It's been a while... Glad it's being started up again :)


Anyway, can anyone point me to the right place here... I'd like to know where to place the XML Trigger file so that the script is triggered in game (Not referring to the Global Triggers here). Thanks!

Offline Suddenlyfox

  • Newbie
  • *
  • Posts: 1
Re: Updates and Notes for Crazy's Mod --- Current Version .06.04.01
« Reply #996 on: July 07, 2019, 10:47:11 PM »
I was having the same crashing issue as Nyanyan with the same rgirlsx file, and I found that opening all the rgirlsx files from that pack in the character editor and re-saving them fixed it.  It's possible that doing this with just the canine.rgirlsx file would have fixed it, but I felt it was better to be thorough.


EDIT: What determines the weighting for which rgirl templates are used for the slave market? The vast majority of the rgirls the game generates for me (~95%) are all from one template. Among the 5% from other templates, most of those are from one second template, with all the remaining templates being extremely rare.
« Last Edit: July 10, 2019, 09:28:38 PM by Suddenlyfox »