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[Mod][XCL] Spike Fun


emes

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Posted
On 4/17/2024 at 8:20 PM, emes said:

 

It might be possible, but I don't know what would happen... I'd imagine there'd be a good chance it would just break things.

 

I do need to change how the one scene is triggered, as I wasn't really thinking when I added it to that event pool; not the best decision I've made.

 

It would really help to have configurable event probability, to be able force story events, maybe also mod walkthrough. 

Or at least some clue where to change probability in code. Like I said spending 10 hr watching same "non-story" scenes to reach new "story" scene is not fun experience

Posted

A bit of feedback on the event with the guy who wants to turn the entire city into breeders: Both times I encountered the event he only used a Basic pill instead of a Breeder one. He also was completely fine with dumping his load in my character's mouth (which is a little odd considering his stated goal).

Posted
On 5/23/2024 at 5:14 PM, The Lord said:

A bit of feedback on the event with the guy who wants to turn the entire city into breeders: Both times I encountered the event he only used a Basic pill instead of a Breeder one. He also was completely fine with dumping his load in my character's mouth (which is a little odd considering his stated goal).

 

I think that's actually intentional. He's making you desperate to breed, but isn't necessarily looking to make you pregnant right then and there. Looks like the mix he gives you contains:
 

Spoiler
Pre-drugs:
Futility
MooMe-Rx
Bunny-Rx
 
TF pill side effects:
Easily Aroused
Libido Overdrive
Tight
Submissive Pleasure
Continue (optional)
 
Posted
12 hours ago, emes said:

I think that's actually intentional. He's making you desperate to breed, but isn't necessarily looking to make you pregnant right then and there.

Alright. Thank you for the clarification.

Posted

Sorry for the dump question but what do I do with the spike pills the basement desk dude at work sells?

 

Am I supposed to take them myself? I noted I can do that.

 

I was hoping I'd be able to spike coworkers' drinks instead of being on the receiving end the whole time.

Posted (edited)

It seems to me to be a Herculean effort to try and get any foxhunt events / story progression to happen. Have to get very lucky and play a very long time. Maybe I'm going about things wrong.

 

Also I could get spikes in the bar easily, but could never encounter any at the club. Possible something wacky with my save data but it's very odd. Done a lot of drinking there on weekends and nothing has happened.

Edited by mijhy
Posted
45 minutes ago, Hakuna_Matata said:

Sorry for the dump question but what do I do with the spike pills the basement desk dude at work sells?

 

Am I supposed to take them myself? I noted I can do that.

 

I was hoping I'd be able to spike coworkers' drinks instead of being on the receiving end the whole time.

 

Those are part of the BR Pills mod, and, to be honest, I've never tried them. I don't know what they do.

 

I primarily use BR Pills for the additional pills to use in drink spikes, along with making some the basis of new side effects.

 

 

 

2 minutes ago, mijhy said:

It seems to me to be a Herculean effort to try and get any foxhunt events / story progression to happen. Have to get very lucky and play a very long time. Maybe I'm going about things wrong.

 

Also I could get spikes in the bar easily, but could never encounter any at the club. Possible something wacky with my save data but it's very odd. Done a lot of drinking there on weekends and nothing has happened.

 

The Foxhunt Club encounter was intended to be a somewhat rare encounter, since it can derail your entire game. Some day, I'll have to see if there's some easy way to allow people to customize encounter chances to their tastes.

 

As far as the Club, it's certainly less developed than the bar. In general, there's a "heat" variable that controls how frequently spikes will happen. If you visit the police booth at the mall, you can get an idea of which location has activity, and how much activity, by checking for any warnings. If either location has "Dangerous Activity," spikes will not only happen more often, but you'll also have a higher chance of getting harsher ones.

 

Posted
7 hours ago, emes said:

The Foxhunt Club encounter was intended to be a somewhat rare encounter, since it can derail your entire game. Some day, I'll have to see if there's some easy way to allow people to customize encounter chances to their tastes.

 

As far as the Club, it's certainly less developed than the bar. In general, there's a "heat" variable that controls how frequently spikes will happen. If you visit the police booth at the mall, you can get an idea of which location has activity, and how much activity, by checking for any warnings. If either location has "Dangerous Activity," spikes will not only happen more often, but you'll also have a higher chance of getting harsher ones.

 

I did a lot of save scumming to see all various scenarios that I could. Ngl this mod is VERY impressive.

 

So far I modified it for myself slightly: fixed some typos in text, made Foxhunt club events occur more often, changed pill packages, renamed the pills (for example "X-Change: Bimbo" instead of basic one) and added birth control to all of them.

Also random spikes in the bar get overridden now if my character has been "invited" to the club.

 

So, yeah... That's a very specific type of fun: to watch someone's code and figure out how it works. Then change it and see the difference.

Thank you!

Posted
18 hours ago, Farseer Nobundo said:

I did a lot of save scumming to see all various scenarios that I could. Ngl this mod is VERY impressive.

 

So far I modified it for myself slightly: fixed some typos in text, made Foxhunt club events occur more often, changed pill packages, renamed the pills (for example "X-Change: Bimbo" instead of basic one) and added birth control to all of them.

Also random spikes in the bar get overridden now if my character has been "invited" to the club.

 

So, yeah... That's a very specific type of fun: to watch someone's code and figure out how it works. Then change it and see the difference.

Thank you!

 

I originally made the mod for myself--including lots of things I wanted to see--but I figured other people probably like the same stuff, so I shared it.

 

Unfortunately, I'm neither good enough, nor invested enough, to make it really easy for people to customize to their preferences. Glad to hear you've been able to make modifications to get it closer to the way you want it. In the past, I know someone else made a mod that helped people dial in their experience. Maybe we'll see more people helping out with that sort of thing in future.

Posted
10 hours ago, Sylen said:

Why does the mod generate conflict errors with mods that it requires?

Conflicts are not always bad. In the case of Spike Fun, it needs to overwrite the mods it requires to make it all work. The same goes for all mods that require other mods to function.

 

The most important thing is the loadorder. Always make sure mods with requirements are loaded below their requirements.

  • 2 weeks later...
Posted

Maybe it collides with anmother mod and thats the reason but with the new version the storys dont happen, i get spiked... but i can talk to all the girls any time withou any interference, and the random encaunters just dont happen, tried it with .6 and .7

Posted (edited)

To report two oddities with the 0.8.6 and 0.8.7 versions:

The clone effect doesn't reset properly once the pill expires, instead you will simply become the male version of the cloned DNA. (Used to turn you back to the male of your previous/original DNA in earlier versions of the mod.) Just noticed the 0.8.8 version adressing this.

You can tell guys to leave you alone and not call again on the phone in many cases where you previously were locked into servicing them at least a couple of times before being able to tell them to piss off (e. g. the self-proclaimed smart guy looking for a dumb chick).

 

Another unrelated point: The game now offers a dedicated Bimbo pill. Do you think you will integrate it into your mod in the coming updates (e. g. for the Bimbo Brigade)?

Edited by The Lord
Posted
5 hours ago, The Lord said:

You can tell guys to leave you alone and not call again on the phone in many cases where you previously were locked into servicing them at least a couple of times before being able to tell them to piss off (e. g. the self-proclaimed smart guy looking for a dumb chick).

 

Do you mean choosing to contact them directly, rather than waiting for them to contact you? I don't think I ever looked into that.

 

5 hours ago, The Lord said:

Another unrelated point: The game now offers a dedicated Bimbo pill. Do you think you will integrate it into your mod in the coming updates (e. g. for the Bimbo Brigade)?

 

Probably? I haven't experienced most of the new pills in-game yet (Resistance, Cum-cure, etc.), so I'm not 100% on how they work. Funnily enough, I removed the People Pleaser stuff and put that entirely into the "Yes!" pill, but, now, it looks like Compliant put it back into TF pill form...so I guess I may need to check out how that works as well, and see if I can handle any potential conflicts.

 

Posted
23 minutes ago, emes said:

Do you mean choosing to contact them directly, rather than waiting for them to contact you? I don't think I ever looked into that.

I mean them contacting you randomly in the evening to tell you they want to have sex.

Posted
43 minutes ago, The Lord said:

I mean them contacting you randomly in the evening to tell you they want to have sex.

 

Ah. Well, if you can turn them down again, that should mean that they've burned through their 3 uses.

Posted
32 minutes ago, emes said:

Ah. Well, if you can turn them down again, that should mean that they've burned through their 3 uses.

That's my point. They haven't. They should still have their three commands. Yet, I can turn them down and send them away.

Posted
1 hour ago, The Lord said:

That's my point. They haven't. They should still have their three commands. Yet, I can turn them down and send them away.

 

Hmm, maybe it's a mod conflict? Are there other mods that might be overwriting the passages where guys make house visits?

Posted
15 minutes ago, emes said:

Hmm, maybe it's a mod conflict? Are there other mods that might be overwriting the passages where guys make house visits?

According to the Mod Loader, it would be the BR Pill Mod (latest version of that mod for 0.20):

 

Spoiler
  • Conflicts with a_XCL Spike Fun v0.8.8 - CODE.xcl on [NPC invites himself, sex orgasm, masturbate orgasm, sex transactional oral interrupt, sex transactional persuade oral, sex transactional check his action, start sexual encounter, npc cock effects, bonus pleasure SE, bonus SE, sex transactional orgasm text, sex transactional orgasm aftershock text, workplace spike occurs, check spike].

 

  • 3 weeks later...
Posted

Seems like this and "more bar patrons" was working until this update "0.9.1", now this seems to overwrite more patrons.

i am assuming its from the added minor bar girls and even when i disable the minor girls option, there are still only 3 characters.

Posted
3 hours ago, ElementalHazard said:

Seems like this and "more bar patrons" was working until this update "0.9.1", now this seems to overwrite more patrons.

i am assuming its from the added minor bar girls and even when i disable the minor girls option, there are still only 3 characters.

Actually, "More Bar Patrons" was NEVER compatible with Spike Fun. More Bar Patrons overwrites the changes that Spike Fun makes and needs. It just never threw out an error.

Posted
4 hours ago, ElementalHazard said:

Seems like this and "more bar patrons" was working until this update "0.9.1", now this seems to overwrite more patrons.

i am assuming its from the added minor bar girls and even when i disable the minor girls option, there are still only 3 characters.

 

As pointed out above, that mod was never compatible, and I've listed it as such in the description. Unfortunately, it has incorrect metadata, so I can't get it flagged in Mod Loader, so people don't get any indication that the two aren't working properly together.

Basically, what's happening is that Spike Fun will put together the list of people who are at the bar, at which point More Bar Patrons will reset the list and fill it with different people--meaning none of the Spike Fun characters or mechanics will ever show up.

Best I could think to do was make sure Spike Fun wins out in the conflict, so that SF won't break. 

In order for them to work together, someone will probably need to figure out the best way to make a patch for it. Probably more complicated now because of how the minor bar girls work (as they only expect 3 people, and my code is pretty shoddy in that area ATM).

Posted

In file [v07X Stories - Pill Packages] I think you have the continue effect added in the wrong passage between sf package breederbunny sideffects / sf package clone breederbunny sideffects

Posted
6 hours ago, silly-go-round said:

So, how do I actually open the XCL files to mod them? I've gotten the ones listed in the mod guide and that just opens them as a bunch of gibberish characters.

They're all just zip files or text files with different file extensions

 

twee is a text file, xcl is a zip file

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