Riggnarock

Member
Jun 17, 2020
390
291
It's a conspiracy. A certain radical movement bribed DPC to plant hidden messages in the game so that Australians re-fight the emu war. It's clearly working on Milton. It's diabolical. And the scary part is that if it gets us more cute Lily, I don't give a damn even though I too am a giant flightless bird.


They can both be overrated.

But I want those scenes anyway.
if lily is really an undercover cop then she is doing a bad job, undercover cops uncovering a drugsring dont use the drugs themselfs.
 
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ZenoMod

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Nov 12, 2022
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If I remember correctly, editing saves will trigger DPC's failsafes in the long run. Not just modding. If I'm correct, I'm not interested in dealing with that over time. And besides, I'll only be replaying from episode 7 about 3 times. Not exactly a second job, just a bit tedious. But I really appreciate your advice and will consider something like that for other prospects if your suggestion ends up proving consequence-free.
No... Right now, only the mod that puts files in your game folder (Sancho I guess)... There's no way to detect if a save was modified (or if you used console commands) if the changes made could be possible in a normal run. It's possible to detect abnormal changes (like, for instance, being on Sage's path and, at the same time, on Jill's path), but, at this moment, there are no triggers against this. Even if he adds something like this later (and probably not against all possibilities since there are too many of them), it can be reverted by editing saves/using console commands. You can even use the Sancho mod and turn off the variable that triggers the crash at the right moment.

(Just telling that so you know... I don't use mods myself and I just use console commands during emergencies so I don't have to redo a path over again just because I missed/did something wrong in the beginning.)

I can confirm that cheating via Console or Save Editor is not detectable unless it leads to something that would be impossible in a normal run, like setting your money to more than the maximum or being on two paths at the same time, or being on Quinn's path with a Chick affinity, and so on.

Anyway, that's not automatic. DPC would have to put in his next releases some "if" clause that check for anomalies.

As per Episode 10 the only mod that causes a forced quit is the old release of Scrappy mod (Scrappy updated his mod after the forced quits were reported as Episode 10 was released - or at least so I've been told here).

But you can avoid that anti-ScrappyMod test by setting a couple of variables to None via Console or Save Editor, or even patch your own code by removing the few code lines that perform that tests.

---

Saves made with Sancho mod installed work fine on unmodded games provided you use Sancho's save fixer. This is true as per Episode 10. But, of course, there's no guarantee that in upcoming Episodes DPC won't add specific checks to specifically target Sancho mod! And since Sancho is no more active (at least not on this forum... :sneaky:) in that case you'll have to patch your code by yourself or to wait some othe user to publish a patch.
 
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MrTrue

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Dec 2, 2021
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if lily is really an undercover cop then she is doing a bad job, undercover cops uncovering a drugsring dont use the drugs themselfs.
No, most if not all undercover operations allow the usage of drugs if the situation requires it to keep the identity hidden.
So if she is undercover she pretty much fooled you with just that fact alone.
 

SteveyP

Active Member
Jul 1, 2017
898
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No... Right now, only the mod that puts files in your game folder (Sancho I guess)... There's no way to detect if a save was modified (or if you used console commands) if the changes made could be possible in a normal run. It's possible to detect abnormal changes (like, for instance, being on Sage's path and, at the same time, on Jill's path), but, at this moment, there are no triggers against this. Even if he adds something like this later (and probably not against all possibilities since there are too many of them), it can be reverted by editing saves/using console commands. You can even use the Sancho mod and turn off the variable that triggers the crash at the right moment.

(Just telling that so you know... I don't use mods myself and I just use console commands during emergencies so I don't have to redo a path over again just because I missed/did something wrong in the beginning.)
Hmm if that's true, that could save me some time in the future if I need to make big changes again. Or at least changes that require longer play-throughs. But I don't know if I'm fully convinced, I think I need to see it to believe it. Since the update is likely a few weeks away I'll probably make a separate save to test this. If it proves to work, then I might add it as a strategy. Thanks again for the suggestion. It was informative.
 

ZenoMod

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Nov 12, 2022
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if lily is really an undercover cop then she is doing a bad job, undercover cops uncovering a drugsring dont use the drugs themselfs.


If she were an undercover cop, she would be doing an excellent job by using drugs herself in order to not blow her cover!

It would be far too easy to identify her as an undercover cop (or as a snitch) if she asked all those questions about drug trafficking without using drugs herself!

Sure, she would be breaking the law... but if you think that secret police operations never "bend the rules" you clearly have an idealized image of them :D
 

SteveyP

Active Member
Jul 1, 2017
898
3,167
I can confirm that cheating via Console or Save Editor is not detectable unless it leads to something that would be impossible in a normal run, like setting your money to more than the maximum or being on two paths at the same time, or being on Quinn's path with a Chick affinity, and so on.

Anyway, that's not automatic. DPC would have to put in his next releases some "if" clause that check for anomalies.

As per Episode 10 the only mod that causes a forced quit is the old release of Scrappy mod (Scrappy updated his mod after the forced quits were reported as Episode 10 was released - or at least so I've been told here).

But you can avoid that anti-ScrappyMod test by setting a couple of variables to None via Console or Save Editor, or even patch your own code by removing the few code lines that perform that tests.

---

Saves made with Sancho mod installed work fine on unmodded games provided you use Sancho's save fixer. This is true as per Episode 10. But, of course, there's no guarantee that in upcoming Episodes DPC won't add specific checks to specifically target Sancho mod! And since Sancho is no more active (at least not on this forum... :sneaky:) in that case you'll have to patch your code by yourself or to wait some othe user to publish a patch.
That last part is what I want to avoid entirely. Whether it be from a mod or some carelessness on my part when tinkering with the console command. That's why I'm hesitant to use it as a solution. I'm not trying to be dismissive or anything, I really appreciate the input. I just suffer because I want to.
 

ZenoMod

Well-Known Member
Nov 12, 2022
1,246
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wasn't he saying something about alpha testing in the progress report before the last one released?

He was talking about beta testing to be started only after all the animations/renders are done.

I think that alpha testing is made in-house by definition of alpha testing. And since DPC's "software house" is composed by DPC himself only... alpha testing is what he is currently doing.

Beta testing, instead, is the first testing done by selected users and not by the developers themselves. As per his latest Status Update, DPC is going to release Ep 11 candidate release to his beta testers only after all the animations/renders are done.

This will be the next-to-last status update for episode 11. After beta testing has started, I'll post the final status update on episode 11.

I won't have much more to report on Episode 11 until then, and I'll let you know the status as soon as I have something to share. I am playtesting the episode but also working on episode 12 development. I won't report on that until after v0.11.0 is released.

The estimate for the animation queue remains unchanged as it's steadily shrinking. Lately, the daily average render count has been somewhat higher than normal. I'd still say February 7-9 holds as the completion date for the render queue, and beta testing will start shortly thereafter.
 

Better Cock Spock

Half Vulcan, Half Simp
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NonyaBusinezz

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Jan 23, 2025
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Personally i am hoping that starting next season he'll adept to releasing episodes on steam as well, it means a yearly income instaid of a 4-5 year income
I ain't defending him but he already has 14k subs on patreon, yearly doesn't matter.
Dude makes more than most ppl do monthly
 

Kpyna

Active Member
Dec 16, 2022
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If I remember correctly, editing saves will trigger DPC's failsafes in the long run. Not just modding. If I'm correct, I'm not interested in dealing with that over time. And besides, I'll only be replaying from episode 7 about 3 times. Not exactly a second job, just a bit tedious. But I really appreciate your advice and will consider something like that for other prospects if your suggestion ends up proving consequence-free.
DPC constantly checks with each new update for some variables that some mods/cheats writes into the saves/and/or persistent file. Editing the save and then resaving it inside the game doesn't do anything like that, nor adds any (new) variables to check on later. I have such one save just for tests and experiments. I modified it several times, resaved, then edited again, and so on. It doesn't crash on "Jacob scene" in EP9, nor in Helen scene in EP10. And I'm 99.99% sure it will pass any checks in future episodes. Since you not adding any variables that are not exist in the original game or to be more correct, the ones, DPC usually checks for, you're safe.

- give it a try

Just edit the save file in the EP7 or EP8 (after the Patrick scene) by editing the particular variable and then load/resave it and play the game till the EP10 end - you'll not get any troubles. I did it already, so you can check it by yourself. Don't exxagerate DPC's talents and programming skills. He spoils easy life for cheat/mods users, but this happens for a long-known and obvious reason - they store their variables and "tags" where they can be checked. That's about it.

Another option - you can use the , which never writes any variables or stuff into the game saves or persistent file. And, btw, you can also use this mod to alter any variable w/o need to use the save editor. Edit variable and resave the game... The only cons of this method - you probably will not be able to edit bios and other stuff. So, while I edit my saves, I also modify bios records to correct state. To get a perfect result and to avoid confusing myself.
 

Riggnarock

Member
Jun 17, 2020
390
291
I ain't defending him but he already has 14k subs on patreon, yearly doesn't matter.
Dude makes more than most ppl do monthly
You should tell that to other companies. im sure several companies made enough money 20 years ago and didnt have to change anything. yet they still desided, hey we need more money, lets get people buy our games and make them pay a monthly contribution so they can play bought games/expansions.

As a wise woman once said. What do all men in power want? More power!
 
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