Oh gods please, please, please make this a thing.Here's some teasers of the initial rough port. Disregard some of the sizing issues and whack coloring. It's picking those up from the VN defaults and still need to be tuned up. I'll work on the GUI for a bit while I debate on whether I deal with the VN's string variables as the are or completely rewrite the dev's scripts so they are proper. I'd seriously rather not do the latter as that would inherit that responsibility for every update going forward and a boatload of work. Anyway here's a few teasers (I'll add more later):
A quick look at SanchoGallery, not sorted yet but showing quick ability for sharing/non-sharing variants:
A quick look at dynamic ChoiceGuide in action (I'll clean it up, it has my notes in it for tracking paths currently). These change depending on previous choices made and a more recent addition to SanchoMod. In this example this is what happens in Ep1 after just the MC's shower "jerk off or don't" choice before the end of the episode: (I realize the pics aren't all that clear due to smaller text, but if I upload the 4K images they bog down the post)
any update on the wt modHere's some teasers of the initial rough port. Disregard some of the sizing issues and whack coloring. It's picking those up from the VN defaults and still need to be tuned up. I'll work on the GUI for a bit while I debate on whether I deal with the VN's string variables as the are or completely rewrite the dev's scripts so they are proper. I'd seriously rather not do the latter as that would inherit that responsibility for every update going forward and a boatload of work. Anyway here's a few teasers (I'll add more later):
A quick look at SanchoGallery, not sorted yet but showing quick ability for sharing/non-sharing variants:
A quick look at dynamic ChoiceGuide in action (I'll clean it up, it has my notes in it for tracking paths currently). These change depending on previous choices made and a more recent addition to SanchoMod. In this example this is what happens in Ep1 after just the MC's shower "jerk off or don't" choice before the end of the episode: (I realize the pics aren't all that clear due to smaller text, but if I upload the 4K images they bog down the post)
Hey, new on this thread, i see the game has an ntr tag, in what form is it in the game? is it avoidable?
All my cards on the table: Good morning. I'm currently finalizing another major project and this one is still on the list (that's the plan anyway). Please note that, up to this point, this one has been simply a side project but I will continue as it was specifically requested by a friend. I admit that I've never even played this VN and it really isn't something that I would normally produce. That friend received a tech demo (beta) of the mod in late December that's complete through the first episode but still needs more foundational work before proceeding with route plotting of the remaining episodes. I truly still need to sit down and map it all out before continuing with the code tbh. I also need to get more enthusiastic about it since I know, like all but two other mods I publish publicly, this one is going to be another heck of a challenge.any update on the wt mod
All my cards on the table: Good morning. I'm currently finalizing another major project and this one is still on the list (that's the plan anyway). Please note that, up to this point, this one has been simply a side project but I will continue as it was specifically requested by a friend. I admit that I've never even played this VN and it really isn't something that I would normally produce. That friend received a tech demo (beta) of the mod in late December that's complete through the first episode but still needs more foundational work before proceeding with route plotting of the remaining episodes. I truly still need to sit down and map it all out before continuing with the code tbh. I also need to get more enthusiastic about it since I know, like all but two other mods I publish publicly, this one is going to be another heck of a challenge.
Right when I pushed out the demo to that friend during the holidays other devs started dropping updates to other VNs I mod so I was obligated to update those (I worked each day through Christmas and New Year holiday coding, yep, vacationed on the beach for the holidays and spent the whole damn time coding) and finish the next two large projects I had previously started (LeapOfFaith which is now done and currently UniversityOfProblems which is near completion). I've honestly worked my ass off the last few months and I'm supposed to be retired
It's because of that friend's request and the challenge of this VN that I will get to it again and hopefully sooner rather than later. That's really all I can tell you at the moment. I'll keep you folks posted. Regards.
label start
. This is basic and will potentially save you so much grief that I can't even stress enough it's importance. A prime example is the first variable the player encounters (besides inputting their custom name) is $ boner
during the "jackoff" choice. This (and all other variables) are never defined defaults before their introduction and is considered very bad form... don't do that.DeafPervs good afternoon. If you don't mind I'd like to help point out massive coding inefficiencies you're using that will result in poor habits and possible severe aggravation during debugging phases.
I'll draft here but a few examples that start right at the beginning. I'll help you build an exhaustive list but this is just a few:
- Declare ALL of your variables' defaults during load and before
label start
. This is basic and will potentially save you so much grief that I can't even stress enough it's importance. A prime example is the first variable the player encounters (besides inputting their custom name) is$ boner
during the "jackoff" choice. This (and all other variables) are never defined defaults before their introduction and is considered very bad form... don't do that.- Logical conditionals can be very efficient and don't need to be isolated for each case. An example while you're checking for the patch existence:
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- Consider boolean or integer variables in lieu of string variables.
You don't have permission to view the spoiler content. Log in or register now.You don't have permission to view the spoiler content. Log in or register now.Please take no offense as that is not the point nor intent of this post. I've been requested many times to write a SanchoMod multi-mod for your title and (if I do indeed proceed) that automatically (in my view) gives me a vested interest in both you and your product being produced to it's best. I'll respect your wishes and if you truly feel I'm out of line with this type of dialogue then I'll speak no more of it. Kind regards.
- There's so much more but I really need to get started on this project.
Unless you personally intend to completely rewrite then I suggest not changing old variables but at least declare them initially (I've actually done this for you in the mod but I have them declared in the mod's scripting, not the OEM). Then you can write proper boolean variables going forward as/if you wish. I have the ability to quickly change old variables from string to boolean/integer via a custom macro I wrote in Python which won't be hard for me to do for you since you truly are only dealing with two dozen variables currently (some of the complicated VNs I mod that no one else will touch have literally hundreds of variables and can be quite complicated to rewrite which is why most don't).I'll have to rewrite many of the variables and clean up the codes. I've started following a pattern in writing the recent variables by adding the scene number.
Nice work!A prime example of SanchoMod's dynamic ChoiceGuide in use:
Previous choices generally always determine outcomes (obviously). In all other WT mods you generally only get static information which might be fine in some instances, but in more complicated conditionals they simply fail. This is where dynamic ChoiceGuide steps in and takes the bull by the horns. The guide changes depending on the player's previous choices so they not only know what will occur if they make the choice, but what might be missed and what is required for other outcomes. In the example below let's evaluate what scenes will be populated depending on previous and current choice:
For baseline, here's the frame with ChoiceGuide disabled (SanchoMod is fully customizable so if you don't want spoilers or otherwise see the guide then simply turn it off):
View attachment 1617765
Here is the frame letting the player know what will occur given their previous choices. Note the second choice information:
View attachment 1617769
Here is the same frame where the player made other previous choices and the guide dynamically changed to give the player proper information as required. Again, note the second choice information:
View attachment 1617771
Pretty cool, right?
Full disclosure: The ChoiceGuide can only be so accurate when a VN is not yet complete. Some outcomes cannot yet be determined for (hopefully) obvious reasons. In those cases the mod will throw an alert to notify the player that it's likely a good point to create a save in case they later find that they would have preferred to have made another choice. I've shown examples of that in previous posts here so I won't rehash that... just placing that info here for full information.
Regards.