About This File
Ever felt that Paradise Mall is a bit too cramped with mods adding more and more locations to the Mall?
Well do I have the mod for you!
Paradise Mall Expanded adds several new passages inside the mall to make the mall feel like a much bigger place.
-
Entrance Hall
- Jitters
- Bubba Zipple Vending Machine
- Loiter
- Mods that don't have support for PMX end up here as well as this is where the mall options around still fires
-
West Wing
-
Lower Level - Clothing
- Bonwit Teller
- Salvation Armani
- Laundromat
-
Upper Level - Luxury
- Headlines
- Wrist Craft
- Pelican Trust
-
Lower Level - Clothing
-
East Wing
-
Lower Level - Technology & Entertainment
- Radio Shack
- Blockbuster
- Serendipity Comics
-
Upper Level - Medical
- X-Change Pharmacy
- Nano Nano
-
Mutatio
-
Lower Level - Technology & Entertainment
Walking between areas is a real loiter step (events/catcalls/encounters can fire), each area has its own flavor-line bank, and leaving a store puts you back in the wing the store lives in, not at the entrance.
No interior shop passages are touched so no interferance with any base game or modded shops.
New modder hooks: registry parents mall_west_lower / mall_west_upper / mall_east_lower / mall_east_upper plus matching *_options passage tags, and $pmx_area for scoping.
For example, this is how Neon Desires gets added:
:: Neon Desires Link [mall_options]
{
(unless:$pmx_installed is defined)[
(display:"Neon Desires Mall Link")
]
}
:: Neon Desires Mall Link
(show_tooltip:[{
(link:"Neon Desires")[
(set:$places_visited to $places_visited + (a:"neon desires"))
(cs:"Neon Desires")
]
}],[Adult fun for everyone! Toys, outfits, and more.])
:: Neon Desires west wing place [register_places]
{
(set:$registered_places to it + (a:(dm:
"id","neon_desires:west_wing",
"parent","mall_west_lower",
"label","Neon Desires",
"tooltip","Adult fun for everyone! Toys, outfits, and more.",
"kind","passage",
"passage","Neon Desires",
"visit flag","neon desires",
"sort",40
)))
}
What's New in Version 1.4.1
Released
Paradise Mall Expanded 1.4.2 Changelog
- Fixed: Alexia's scenes on the way out of the mall stopped happening. Buying her a coffee and then leaving is supposed to play a scene, and so is her seeing your x-change for the first time. All of those hang off the game's own exit, and this mod had been quietly stepping in front of it since 1.0.0. They fire again.
Paradise Mall Expanded 1.4.1 Changelog
-
He runs this mall, and he has opinions about what you do in it
- Take a man into one of the mall's back rooms and get caught, and it used to be an anonymous shopper in the doorway with his mouth open. In a building with a security office and a guard who already knows your face, that was the wrong person opening the door. It is him now.
- If you have not stolen anything, he throws you out. He waits while you get dressed, walks you the length of the concourse without a word, and puts you through the doors. The trip is over, but nothing goes on your record.
- If you have been lifting things this trip, it is worse. He empties your pockets onto a shelf, keeps the lot, and this time it does go on your record. He does not offer you the usual arrangement either, and he tells you exactly why: he has just watched you give away the only thing he was going to ask for.
- Getting seen still carries the game's normal consequences, whichever way it goes. Only who is standing in the doorway has changed, and only inside the mall. Get caught at the bar, the gym or the beach and it is the same startled stranger as always.
-
Fixed
- Alexia or your stepdad could burst into the security office. The base game's getting-caught system was still running inside a bolted room in the middle of a shopping centre, and if the stepsis storyline had flagged the day at home it would roll to have family walk in on you, or in one case drag you back to your bedroom mid-scene. Nobody interrupts this scene now.
- Some mods showed two buttons in the mall. A mod that registers a place on a floor and also keeps its old mall link is meant to hide the old one, but the flag it checks for was only set when a save was created or loaded from the save screen. Anyone who added this mod to a game already in progress got both entries. It is now set every time you walk into the mall.
Paradise Mall Expanded 1.4.0 Changelog
-
He forgets, eventually
- Being caught used to be permanent. Every bust made the doors harder for the rest of the save, and nothing ever brought that back down, so a determined thief eventually reached the point where they were stopped on the way out of every single trip no matter what they were carrying.
-
Your record can now come back down three ways.
- Time. A week without trouble takes a bust off it, and being away longer takes more.
- Behaving. Walk out of the mall having taken nothing, and having not been spotted reaching for anything, and that is worth one off your record. Once a day.
- The desk. Walk into the Security Office and see whether he will lose some paperwork.
- That last one is a conversation you can have once a week, and only if there is something on your record worth losing. He decides what it is worth: a thin file gets you on your knees and out the door, a thick one and he wants the full hour. How much paperwork goes in the shredder depends entirely on how it goes, on the same scale as settling a bust, and the bottom of that scale gets you nothing at all except his opinion of you.
-
Fixed
- The quick settlement could throw an error mid-scene. If the first sexual encounter of a save was a cheap settlement with the guard, the scene had nothing to build its meters from and spilled a "$his_pleasure_threshold is not defined" error across itself. Characters who had been with someone else first never saw it.
Paradise Mall Expanded 1.3.0 Changelog
-
Settling up now depends on how well you settle up
- Buying your way out of the security office used to be pass or fail. Get him off and you got everything back, don't and you got nothing. It made no difference whether you had pocketed a $20 charity shop dress or a $15,000 watch, and no difference at all how the encounter actually went.
- What he asks for now depends on what you took. A haul of $100 or less is a quick favour on your knees and out the door. Anything above that and he wants the desk, and he wants his time's worth. He prices it out loud, so you know which conversation you are walking into.
-
Fixed
- You could be handed an item you were caught reaching for. A fumbled grab was filed as though you had successfully pocketed it, so settling well could hand you merchandise you never actually took.
- A skipped theft minigame could hijack a later scene. If you chose "Skip the minigame (roll instead)" or backed out of a reach, the minigame kept running invisibly, and when its nerve ran out it dragged you out of whatever you were doing and dropped you on the theft result screen. It could interrupt the security settlement mid-scene. Abandoned attempts are now abandoned.
- The mall cop was a different man every time. He was regenerated from scratch on every bust, so the guard who greets you with "back again" had a new body, age and temperament each time. He is now rolled once and kept for the save.
- He was far harder to please here than anywhere else in the game. The scene did not seed his satisfaction the way the base game's other encounters do, so he began from nothing and the upper half of the scale was effectively out of reach.
- The ending announced "Charges Dropped" even when it had just barred you.
Paradise Mall Expanded 1.2.0 Changelog
-
Shoplifting
- Six shops, and you get the thing you were looking at: an outfit off the rack you're browsing, a $4,500–$15,000 watch, a charity-shop donation, somebody's warm washing, a trading card, or a pill up to the $10,000 Plus. All real loot, outfits go to your wardrobe, pills to your pill inventory.
-
The Long Reach
- Every theft is played, not rolled. Hold to reach and a concealment bar fills while the assistant looks away → gives a brief tell → looks straight at you. The tell is your window to let go. Caught reaching and you fail.
- Value drives how much to hide, how often they look, how short your warning is, and how fast you bleed progress when you let go. A charity-shop dress is one relaxed reach; a $15,000 watch punishes greed. Sleight of Hand is a new skill (to 10), longer warnings, steadier hands, and losing still earns XP. No real-time minigame? There's a plain roll instead.
-
Security
- Build enough heat and the guard stops you at the doors — your haul is genuinely confiscated.
- Pay the fine and walk; mouth off first and it doubles
- A woman can ask what else he'd take; please him and he hands it all back
- A man who can't pay is offered a pill, worse each time: Basic → Compliant → Bimbo → Resistance → Breeder
- Refuse and you keep nothing, owe the fine, and get barred
- First fumble each trip is a near miss; the next isn't. He remembers your face. Barred, he stops you at the entrance rather than locking you out pay up or sneak past. Plus a visitable Security Office and 10 achievements.
- Tested and validated against 0.25.6