[Complete Story] Gone Bad Party [0.11.3] {CSC 0.11.3}

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svalkx
Posts: 8
Joined: Fri Jun 01, 2018 2:21 am

Re: [Complete Story] Gone Bad Party [0.9.6] {CSC N/A}

Post by svalkx » Fri Jun 08, 2018 10:01 am

MattBlackGee wrote:
Fri Jun 08, 2018 6:56 am
i seem to have encountered a bug where i cannot get patrick sober to get his phone. It works in the normal game, but not the mod. I give him the coffee and he never sobers up.
Works fine in my game. I had Vicky invited, gave painkillers to Patrick, asked for phone, had a chat with Brittney, made his hot coffey, told it is Irish, then after a few seconds he complains that he is completely sober. Oh, and I got Frank beat him once to take away his wine bottle.

peter980
Posts: 490
Joined: Thu Feb 15, 2018 1:50 am

Re: [Complete Story] Gone Bad Party [0.9.6] {CSC N/A}

Post by peter980 » Fri Jun 08, 2018 11:55 am

I have not changed anything regarding Patrick sobering logic. So it should still work.

peter980
Posts: 490
Joined: Thu Feb 15, 2018 1:50 am

Re: [Complete Story] Gone Bad Party [0.9.6] {CSC N/A}

Post by peter980 » Fri Jun 08, 2018 12:05 pm

Important info for users of Patron alpha/beta releases.

If you want to use this story with 0.10.0, use only as custom story install. This will make story based on 0.9.6 version of original story and will probably work.

Installng as a mod will get you having story and Vickie character scripts based on 0.9.6 and the rest on 0.10.0 character files, which could lead to unexpected bugs.

If you have it installed as a mod, see uninstall instructions from the first post here, on how to restore original story.

peter980
Posts: 490
Joined: Thu Feb 15, 2018 1:50 am

Re: [Complete Story] Gone Bad Party [0.9.6] {CSC N/A}

Post by peter980 » Sun Jun 10, 2018 6:06 am

Updated to 1.1.1.

Disabled some negative reactions (from original story), when playing new content.
Added question mark (?) to some actions. See gameplay section for details.
Added small cooldown when performing some new actions, in order to prevent bugs with spamming them.

Also added gameplay section in the readme and original post, to make things easier for the new players.

JerseyMic
Posts: 10
Joined: Sat May 12, 2018 4:58 pm

Re: [Complete Story] Gone Bad Party [0.9.6] {CSC N/A}

Post by JerseyMic » Sun Jun 10, 2018 9:26 pm

Hey, peter980. Thanks for the CS. If "Seduce?" fails, can you try again later? Or do you only get one shot (do not miss your chance to blow)?

HouseParty.0.9.6.x64.955, Gone Bad Party v1.1.1

peter980
Posts: 490
Joined: Thu Feb 15, 2018 1:50 am

Re: [Complete Story] Gone Bad Party [0.9.6] {CSC N/A}

Post by peter980 » Sun Jun 10, 2018 10:05 pm

It has 30s cooldown. Of course, the original prerequisite needs to be met too.

Originally, I had system with 25% base chance of success (scaling up to 100%) and 60s cooldown. But then found it too annoying for this type of game.

JerseyMic
Posts: 10
Joined: Sat May 12, 2018 4:58 pm

Re: [Complete Story] Gone Bad Party [0.9.6] {CSC N/A}

Post by JerseyMic » Mon Jun 11, 2018 1:00 am

Does "Tempt?" also has a cooldown?

peter980
Posts: 490
Joined: Thu Feb 15, 2018 1:50 am

Re: [Complete Story] Gone Bad Party [0.9.6] {CSC N/A}

Post by peter980 » Mon Jun 11, 2018 2:52 am

JerseyMic wrote:
Mon Jun 11, 2018 1:00 am
Does "Tempt?" also has a cooldown?
Yes.

From original post I've updated to clarify some game logic:
Your first goal should be finding the trigger to unlock all other content (hint: name of the story).

After that, you will get new actions for characters and various in-game objects available. Most of the actions have some prerequisites to become visible, so keep experimenting. There are several actions that have question mark (?) in their name. Those actions have 50% change of success, if you do not have decent relationships with specified character. Failing them leads to cooldown, until they can be attempted again. On the other hand, succeeding in them moves affinity with selected characters to new level, unlocking or altering the prerequisites for other actions. It is not bad idea to do Original Story opportunities, in order to boost relations and speed up the process.

RoadWulf
Posts: 31
Joined: Tue Jun 12, 2018 11:11 pm

Re: [Complete Story] Gone Bad Party [0.9.6] {CSC N/A}

Post by RoadWulf » Wed Jun 13, 2018 1:54 am

instead of having the "Bang/Screw/Hump" button be available during the actual sex for the person you're already with, would it be possible to change the menu to positions for the people who normally can't change through conversation?

peter980
Posts: 490
Joined: Thu Feb 15, 2018 1:50 am

Re: [Complete Story] Gone Bad Party [0.9.6] {CSC N/A}

Post by peter980 » Wed Jun 13, 2018 3:00 am

RoadWulf wrote:
Wed Jun 13, 2018 1:54 am
instead of having the "Bang/Screw/Hump" button be available during the actual sex for the person you're already with, would it be possible to change the menu to positions for the people who normally can't change through conversation?
The goal of the story was to be able to function as mod of Original Story, and not just like custom story.
Due to that constraint, there are no new dialogue lines in the story, otherwise original story line voice-overs could get messed up. And I wanted to restrict modding to just main story file (all action data) and Vickie character file (all events data), in order to be able to more quickly produce updates when new version of game is released.

Also, personally, I think it is more interesting to get random change to one of each 3 main positions, including repeat of current one.

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