darkwhite1602
Evard's Tentacles of Forced Intrusion
- Joined
- Oct 13, 2012
- Messages
- 583
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I don't disagree.Fellas. I gotta say, this is the most cryptic thread ever.
Well, you said thanksaye an in depth guide would be appreciated. I tried to figure out what to do with the .atc files but I can't find a solution on how to decrypt them. Tells me password missing.
And thanks to all the guys/girls who are translating this game keep up the good work!
Referring to: Step-by-step how to deal with .atc guidethere exists a discussion thread where people like DranKof were helpful in the adequate place.
hibara.org said:Important Notice(2022/03/30)
A vulnerability in loading DLL was discovered in "AttacheCase4" for Windows. Placing a maliciously modified "dwmapi.dll" in the directory containing the executable file (AttacheCase.exe) may allow arbitrary code to be executed.
This vulnerability have been confirmed in ver. 4.0.2.7 or earlier. If you are using these versions of "AttacheCase4", please update to theYou must be registered to see the linksas soon as possible.
yeah I found it and got to decrypt the .atc files. After patching with the mods from the wiki everything works fine. But I get an error after I copy your modscripts into the folder. :/Well, you said thanksGood chance to show my good side (?) instead.
Referring to: https://ulmf.org/threads/dreamania-succubus-rhapsodia-rj181931.5763/post-1010852
With so many contributions, I fear mine will go unnoticed.
Never mind. I updated my interface/database patch for plains&hillsYou must be registered to see the links.
1- download and extract the files indicatedYou must be registered to see the links
2- Cut and paste all files from mod/Mod_Data to /Data
3- Back up your files
4- extract my stuff to mod/Mod_Scripts. Don't rename anything.
I know I missed quite a few descriptions, and accuracy & consistence are lacking, but that's as much time as I can spare.
Cheers to the exemplary Japanese modding community
edit 10/02: fixed and added some stuff. Like Laurent's name not being used in battle, Port abilities, etc. New zip.
I've tried the same but there is a difference of the mod version you have and Strange has. To really try if his mod works for you too you need to get the exact mod he has.yeah I found it and got to decrypt the .atc files. After patching with the mods from the wiki everything works fine. But I get an error after I copy your modscripts into the folder. :/
I did all the steps from here:
Edit: Ok the game will only star if I don't copy the 220710b_統合パッチ files into it
Edit2: nvm syntax error in first battle. I'll just give up![]()
it works now thank you!!I've tried the same but there is a difference of the mod version you have and Strange has. To really try if his mod works for you too you need to get the exact mod he has.
Sound simple like this but if you want to play with the latest mod you need an updated english mod.
I've uploaded my MOD folder. I used something in the MOD folder Strange posted and for me works. Feel free to try it... is better than nothing
Well, you said thanksGood chance to show my good side (?) instead.
Referring to: https://ulmf.org/threads/dreamania-succubus-rhapsodia-rj181931.5763/post-1010852
If you've downloaded the last MOD patch this one is with the scrpm.2957 instead of the 2975. This one I've put here is the MOD with the scrpm.2975 and sadly with all these updates I have to check the maps again. I've finished the Lesser Succubus and now I started the Cast translationit works now thank you!!
If you've downloaded the last MOD patch this one is with the scrpm.2957 instead of the 2975. This one I've put here is the MOD with the scrpm.2975 and sadly with all these updates I have to check the maps again. I've finished the Lesser Succubus and now I started the Cast translation
text_1 = ""
count = 0
for weak in battler_weak_list
text_1a = ""
case weak
when "口攻めに弱い"
text_1a += "Oral"
when "手攻めに弱い"
text_1a += "Hand"
when "胸攻めに弱い"
text_1a += "Chest"
when "女陰攻めに弱い"
text_1a += "Pussy"
when "嗜虐攻めに弱い"
text_1a += "Sadist"
when "異形攻めに弱い"
text_1a += "Grotesque" #(?) Not sure if this is Grotesque
end
# 弱点が入っていればテキストに追加
# Add any weaknesses to text_1
if text_1a != ""
text_1 += "・" if count > 0 # Separator for multiple
text_1 += text_1a
count += 1
end
end
text_1 += " Attacks" if text_1 != "" # Appends "attacks" to the end, e.g. "Oral Attacks"
My draft went with 'Fetish' iirc. I think no other weak points were introduced with the mod's enemies (despite tentacles, anal, etc.).when "異形攻めに弱い"
text_1a += "Grotesque" #(?) Not sure if this is Grotesque
Yes.As far as I can tell, this is effective in all parts of the script, and you can also see it in use with the Battle Menu's description as well ("Use a skill" instead of "スキルを使います").
The benefits of this are two-fold: It makes editing the script extremely easy because it provides IDE access instead of editing through the RPGMaker engine. The second is it removes the need to recompile through Translator++ which can take a significant chunk of time as Translator++ recompiles everything to its original .rxdata format, making quick tests unfeasible.
How did you fixed the (myname) bug in every fights and the (target) bug in bedin fights?My draft went with 'Fetish' iirc. I think no other weak points were introduced with the mod's enemies (despite tentacles, anal, etc.).
Yes.
The downside is, with every new bugfix, you'll have to manually check every single of your items that appears in said bugfix.
To that end I'd recommend keeping a list of every class you've modified (that which I was too lazy to do for myself, as you could see. I'll be fixing that when I check the latest bugfix).
What bug? Like I've said I don't run into any (gamebreaking) bug on my side.How did you fixed the (myname) bug in every fights and the (target) bug in bedin fights?
What bug? Like I've said I don't run into any (gamebreaking) bug on my side.
We've previously determined you were using a more recent bugfix than scrpm_2880.atc.
In which case you need to:
- double-check every single class that was modified between scrpm_2880.atc and the one you're using
- append or rewrite from scratch the parts of my scripts affecting each of these occurences, one by one
Not unlike what I had to do every single time a new Plains and Hills update came out.
...and that was even more tedious before I fully externalized my patch
edit: I edited my previous post with a full log. I did that for myself, but it might help you out a bit.
Yes I know about that post with your mod folder but since I have to do it on my own for the difference of ur versions I asked how you have done it.What bug? Like I've said I don't run into any (gamebreaking) bug on my side.
We've previously determined you were using a more recent bugfix than scrpm_2880.atc.
In which case you need to:
- double-check every single class that was modified between scrpm_2880.atc and the one you're using
- append or rewrite from scratch the parts of my scripts affecting each of these occurences, one by one
Not unlike what I had to do every single time a new Plains and Hills update came out.
...and that was even more tedious before I fully externalized my patch
edit: I edited my previous post with a full log. I did that for myself, but it might help you out a bit.
The worst is doing the fix the first time because when they update a Mod folder (it happends more or less for every game with mods) you need to check only the date differences.Are there bug fixes not loaded into .rb files or something? It should be trivial with a folder/file comparison program by just merging orphan code from the bug-fix to the original, then verifying any modified lines in the bug-fix are also modified in the original.
The only tedious thing I can think of is occasionally checking whether a bug fix has actually released. Which, to be honest, that's the part I would probably be lazy with regardless.
I'm referring to the last file mentioned on theAre there bug fixes not loaded into .rb files or something? It should be trivial with a folder/file comparison program by just merging orphan code from the bug-fix to the original, then verifying any modified lines in the bug-fix are also modified in the original.
Yep and I'm sure I won't do it today since i found out that Mod withI'm referring to the last file mentioned on theYou must be registered to see the links. The modders are pretty awesome with keeping it up-to-date.
So, as of today,You must be registered to see the links(with a new attachécase version, it seems). As opposed to my current scrpm_2880.
Since I overwrote parts of this patch, there's a need to double-check every item which needs be updated accordingly (@xRoguex).
While I do agree this is trivial, but this is time-consuming. Ntm fixing only 'what's broken' means soe updated content will not be there, and/or cause conflicts not visible at first glance/playtest.
All it takes is Notepad++ and a bunch of compares (77 to be precise), but I can't provide an ETA on this. Updates are still too frequest to do that every - single - time. And obviously I can't troubleshoot anyone if they're not using the exact same bugfix file as I do.
I'm referring to the last file mentioned on theYou must be registered to see the links. The modders are pretty awesome with keeping it up-to-date.
So, as of today,You must be registered to see the links(with a new attachécase version, it seems). As opposed to my current scrpm_2880.
Since I overwrote parts of this patch, there's a need to double-check every item which needs be updated accordingly (@xRoguex).
While I do agree this is trivial, but this is time-consuming. Ntm fixing only 'what's broken' means soe updated content will not be there, and/or cause conflicts not visible at first glance/playtest.
All it takes is Notepad++ and a bunch of compares (77 to be precise), but I can't provide an ETA on this. Updates are still too frequest to do that every - single - time. And obviously I can't troubleshoot anyone if they're not using the exact same bugfix file as I do.
The worst is doing the fix the first time because when they update a Mod folder (it happends more or less for every game with mods) you need to check only the date differences.
If you see there are the same files in both folder but in the newest folder you have a more recent date, it means that file has been modded/fixed.
Could be worse if they add more files with the need to be patched aswell but for this game it seems to not be the case for now.
Right. The main issue is we're not dealing with a 100% finished product - with mods taken into account.That's fair, I wasn't aware the mod was still being actively updated so much. I've pondered externalizing parts of it myself
alias data_alter_base data_alter
def data_alter
data_alter_base
data_alter_skills
end
Well for the point N°2 I usually see the differences by myself, that's why it takes me longer to figure out things, like where was the problem with the save for a new game start.Honestly you shouldn't do it this way at all. If a patch happens on July 17 and you've updated your modded script of the same file on July 20, then you'll exclude any changes and probably end up with a lot of bugs. The proper process should be:
- Download the new modded files
- Use a file comparison tool to merge orphan lines from the new modded files to the old modded files
- Resolve any line conflicts manually