Mod Ren'Py Universal Ren'Py Mod / URM [2.6] (mod any Ren'Py game yourself)

5.00 star(s) 45 Votes

Boehser Onkel

Forum Fanatic
Modder
Feb 20, 2021
4,384
7,346
In the install with URM, those lines are not in that file. In the install straight from Steam that I just ran a whole playthrough on, that file doesn't exist. There's only a character.py.

Not trying to contradict what you said and am thankful that that probably is gonna partially* fix the problem, but I don't see how its not an URM issue if it only occurs on the URM install. :confused:

* It kept happening with different "Sayer"s but I didn't make note each time and eventually just stopped using the URM version so I could finish the new content.

So there are other missing lines, but who is responsible for that file? It doesn't exist when URM isn't installed but installing URM is a single file so what generates characters.rpy? If URM is causing that to be generated from data from within the game but that data is incomplete and the resulting file is causing a Ren'Py error, who gets to fix it? :unsure:o_O:LOL: Too far above my pay grade. I'll just leave this bug report here and show myself out now. :whistle::)
URM does not create new or interfere with any gamefiles

you see the character.rpy only ( at the xx/game/setup folder) if you extract the .rpa files
(here ,fe , the archive.rpa)

Screenshot_15.png

the character.py is at the xx/renpy folder - dont mess with those files !!


maybe try and test with this ↓↓ extract into the mainfolder (where the .exe is) my game version is 0.4 like to download here at F95
 
Last edited:
  • Like
Reactions: 0x52

Author99

New Member
Dec 5, 2024
13
14
I hope that the option to remap the "M" key is implemented soon.

I like the toggle watch panel feature and use it, but...
When typing a character's name or editing a variable in the console (and need the letter "m"), it pops up unwanted.

That being said, great mod and super grateful for it.
 
  • Like
Reactions: 0x52

0x52

Ren'Py Magician
Modder
Donor
Game Developer
May 23, 2019
1,734
6,898
URM 2.6: Creating variables (and changing variable types)
Version 2.6 of URM is here. This contains the following changes:
  • Added option to create variables (and change variable types)
  • Made searching internal variables optional
  • Disable risk warning (at first start) for every game, instead of only the current
  • Fix: Crash when gamesave doesn't contain a screenshot
1740417683079.png
 

Enlight432

Active Member
Jan 4, 2024
809
1,332
Version 2.6 :
Added option to create variables (and change variable types)
...

That's awesome, it literally means giving the player complete power. Imagine you don't like a scene or a dialogue; by creating a variable, you can fade it out just by putting it behind that variable (I hope that's possible!)
 

Boehser Onkel

Forum Fanatic
Modder
Feb 20, 2021
4,384
7,346
URM 2.6: Creating variables (and changing variable types)
Version 2.6 of URM is here. This contains the following changes:
  • Added option to create variables (and change variable types)
  • Made searching internal variables optional
  • Disable risk warning (at first start) for every game, instead of only the current
  • Fix: Crash when gamesave doesn't contain a screenshot
View attachment 4583837
awesome :love:

thanks :cool:
 

Enlight432

Active Member
Jan 4, 2024
809
1,332
1740435879171.png

I have a question
It says here that changing values can break the game. What exactly does "break" mean? Because according to the official website, URM doesn't change the game's files, it just creates a mod, and when playing that mod/file, it has a higher priority than the game's original file/variable/value/etc
If the game files are not being manipulated/changed, why would the game break? Does dev mean that the save file might get corrupted?
Thanks
 

Boehser Onkel

Forum Fanatic
Modder
Feb 20, 2021
4,384
7,346
View attachment 4584702

I have a question
It says here that changing values can break the game. What exactly does "break" mean? Because according to the official website, URM doesn't change the game's files, it just creates a mod, and when playing that mod/file, it has a higher priority than the game's original file/variable/value/etc
If the game files are not being manipulated/changed, why would the game break? Does dev mean that the save file might get corrupted?
Thanks
variables / values

most stored in the saves and persistent files
that what it means
fe : one path exclude an other - but you set both paths active / true
breaking the "game" on further play because only one can be active
 

MiltonPowers

Twins Basil! Twins!
Donor
Jul 26, 2023
11,479
24,721
View attachment 4584702

I have a question
It says here that changing values can break the game. What exactly does "break" mean? Because according to the official website, URM doesn't change the game's files, it just creates a mod, and when playing that mod/file, it has a higher priority than the game's original file/variable/value/etc
If the game files are not being manipulated/changed, why would the game break? Does dev mean that the save file might get corrupted?
Thanks
URM won't break the game. But how you use URM can break the game if you change variables to ones that will clash or remove or add critical ones.
 

Enlight432

Active Member
Jan 4, 2024
809
1,332
variables / values

most stored in the saves and persistent files
that what it means
fe : one path exclude an other - but you set both paths active / true
breaking the "game" on further play because only one can be active
URM won't break the game. But how you use URM can break the game if you change variables to ones that will clash or remove or add critical ones.
Thanks
I completely understand
But it got a bit complicated
A simple example: Imagine you increase the "lust" and "love" variables, causing both paths to open, while the game's logic is written so that when one is open, the other is closed
Now, in the future, the FMC will have two dialogues with the MC in one location, whereas only one should have occurred, and this means the game's logic is broken
The player doesn't know that the developer's programming was based on the premise that when one is open, the other is closed, later, he might realize it from the dialogues and correct those variables

So, as MiltonPowers said, we need to know how to work with URM. Instead of changing some variables, it's better to understand which paths or scenes were possible through the URM descriptions of the branches and choices, and go back and create a separate save for it. I guess that's the correct way to use it
 

MiltonPowers

Twins Basil! Twins!
Donor
Jul 26, 2023
11,479
24,721
Thanks
I completely understand
But it got a bit complicated
A simple example: Imagine you increase the "lust" and "love" variables, causing both paths to open, while the game's logic is written so that when one is open, the other is closed
Now, in the future, the FMC will have two dialogues with the MC in one location, whereas only one should have occurred, and this means the game's logic is broken
The player doesn't know that the developer's programming was based on the premise that when one is open, the other is closed, later, he might realize it from the dialogues and correct those variables

So, as MiltonPowers said, we need to know how to work with URM. Instead of changing some variables, it's better to understand which paths or scenes were possible through the URM descriptions of the branches and choices, and go back and create a separate save for it. I think that's the correct way to use it
Exactly. Some devs put in max things. So if you change your money to 100 and max is 80, you're going to have problems.
Using Being a DIK as an example, it is set for one romance path only, if you want to see all scenes and open 2 paths, it will put you in an endless loop from which there is no escape.

Be sensible, don't be greedy and make your changes slowly. The more you use it, the better you will get understanding where changes will possibly take you. :)
 

shmurfer

Engaged Member
Dec 29, 2019
2,037
2,460
Thanks
I completely understand
But it got a bit complicated
A simple example: Imagine you increase the "lust" and "love" variables, causing both paths to open, while the game's logic is written so that when one is open, the other is closed
Now, in the future, the FMC will have two dialogues with the MC in one location, whereas only one should have occurred, and this means the game's logic is broken
The player doesn't know that the developer's programming was based on the premise that when one is open, the other is closed, later, he might realize it from the dialogues and correct those variables

So, as MiltonPowers said, we need to know how to work with URM. Instead of changing some variables, it's better to understand which paths or scenes were possible through the URM descriptions of the branches and choices, and go back and create a separate save for it. I guess that's the correct way to use it
Ideally you don't use URM to go down paths the game doesn't expect you to go down. The VN I spend most of my time in will allow you to miss events if you don't make certain choices, and it puts the checks for those choices in random parts of the code.

There have been so many people who've noticed random choices appear in the corner that are checking for random flags they don't qualify for, who have forced their way into them using URM, and then complaining later on that they've missed events.

You want to comprehensively understand the game before you edit it, or at least follow someone else's instructions so you can complain to them when things go wrong.
 
  • Like
Reactions: Enlight432

Bingoogus

Engaged Member
Sep 5, 2021
3,797
10,455
Did you forget to add the ability to ignore the replay check R? I don't see it in the changelog...
 

Enlight432

Active Member
Jan 4, 2024
809
1,332
Searching within Values when the search box is empty doesn't cause all Values to appear; for example, the Values False and True don't show up (even a wildcard search can't solve this problem)
It's not a big deal
But it made me wonder if an empty search box also prevents all labels from appearing when searching for labels? If so, how can we see all the labels in one place?
 

0x52

Ren'Py Magician
Modder
Donor
Game Developer
May 23, 2019
1,734
6,898
Did you forget to add the ability to ignore the replay check R? I don't see it in the changelog...
No I did not forget. It's still on my list.
I cannot immediately add everything everybody suggests, I'm only human. I have to prioritize.

Searching within Values when the search box is empty doesn't cause all Values to appear; for example, the Values False and True don't show up (even a wildcard search can't solve this problem)
It's not a big deal
But it made me wonder if an empty search box also prevents all labels from appearing when searching for labels? If so, how can we see all the labels in one place?
Interesting. When search mode is on "variable names" it does show everything, but in "values" mode it doesn't seem to.
I will look into this.
 

Enlight432

Active Member
Jan 4, 2024
809
1,332
Interesting. When search mode is on "variable names" it does show everything, but in "values" mode it doesn't seem to.
I will look into this.
I was surprised too, what about the labels? Is that okay? If I leave the search box empty, will it list all the labels? Thanks :coffee:
 

Enlight432

Active Member
Jan 4, 2024
809
1,332
Guys, has anyone found a use for the new "create variable" capability? We can't put it behind code via URM, so I don't know what its use is
 

0x52

Ren'Py Magician
Modder
Donor
Game Developer
May 23, 2019
1,734
6,898
I was surprised too, what about the labels? Is that okay? If I leave the search box empty, will it list all the labels? Thanks :coffee:
Searching for labels is similar to searching for variable names, so there should be no issue there

Guys, has anyone found a use for the new "create variable" capability? We can't put it behind code via URM, so I don't know what its use is
It's for very niche use cases. You will probably not need it
 
  • Like
  • Heart
Reactions: Feyd and Enlight432

Enlight432

Active Member
Jan 4, 2024
809
1,332
It's for very niche use cases. You will probably not need it
I have an idea for this new capability, and I think it's a great one

Wait, I think it might be possible right now
If I create a variable now and use that variable with an if statement to replace with a specific dialogue in the game by text/replacement capability, then when I get to that point in the game, I should be faced with a choice, right? :unsure:
If it doesn't work that way, my idea is exactly this: with this simple idea (a little more development of the text/replacement capability), we can easily create paths or prevent content that we don't want from happening!

I think this ability is extremely valuable
 

0x52

Ren'Py Magician
Modder
Donor
Game Developer
May 23, 2019
1,734
6,898
I have an idea for this new capability, and I think it's a great one

Wait, I think it might be possible right now
If I create a variable now and use that variable with an if statement to replace with a specific dialogue in the game by text/replacement capability, then when I get to that point in the game, I should be faced with a choice, right? :unsure:
If it doesn't work that way, my idea is exactly this: with this simple idea (a little more development of the text/replacement capability), we can easily create paths or prevent content that we don't want from happening!

I think this ability is extremely valuable
To create additional paths you'll need to edit the game's code. While you're doing that you can also just create the variables there.
No need for URM.
 
  • Like
  • Heart
Reactions: Feyd and Enlight432
5.00 star(s) 45 Votes