SanchoMod (WIP)
Coming soon...probably maybe. I'll update this post dynamically over time so hit the little bookmark icon on the top-right of this post if you want to check back periodically for updates until I start an individual mod thread. (aka The making of the sausage)
A few teasers of rough initial port for the helluvit. Features and GUI subject to change...drastically as usual.
(this set of pics removed due to posting limits)
Regards and be well.
Note 10: It's been a while since the last notes so here we go. Wow, where to start... I'm back at it after a mass run of finishing other projects and updating previous mods. Quite a bit has changed within the core mod based on the continuous work I'm doing with this. Everything above has been polished even further. For those that like to play with the MiniStat window open I now have it auto-hide during select scenes so you don't have to toggle it manually (when it's not needed at all), and it auto-reappears both being done at opportune moments in scenes to be as least noticeable as possible. I've refined and added to the dynamic ChoiceGuide, to the GUI, to the SanchoCheats, to the FreeRoam events, added SplitScenes, etc. I'll give you the latest teasers as I debate publishing an EarlyAccess/TechDemo of complete Season 1 while I progress. I'll keep you posted. Regards.
Note 11: New cheats, new guides. Reviewing my code in Ep 6 had me revise a few things for the better, including the dynamic freeroam guides within the MiniStat screen. They are now more cohesive and include other FR varients such as the Mansion minigame and the DnG minigame. I also added new cheats for painting (based on drinking maze minigame), making pancakes and also the library assistant job. Finally I've slowly added variable cheats but these are not your normal true/false toggles like most mods throw in. I've made these all to be deep-dive variable changes that also change the other variables that were previously needed to make them so, to simulate choices made by the player to achieve their state. For example something as simple as the first "Fucked Jade" you can obtain in Ep4 has many variables before it that are required to be in a certain state and also effect others that would become no longer achievable. SanchoMod sorts 7 of those particular variables in this example to insure stability. Is this overboard? Not really when you consider that if you implement a cheat you are doing so in the hope it doesn't fuckup your playthrough, right? Obviously I can't promise it won't at some point (hell, I don't even condone stat cheats tbh but folks won't leave me alone about implementing at least a base set of them) but doing it this way improves the odds of keeping things as proper as possible. Even the split scenes SanchoMod provides are done very selectively as to minimize impact on the player (although I still place a disclaimer on the button itself just to insure we stay on the same page). Anyway, enough rambling... here's some teasers regarding the above Note (this post is limited to amount of pics, so here's just a few). Take care.