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RimWorld => Releases => Mods => Outdated => Topic started by: mipen on March 26, 2015, 05:58:39 AM

Title: [A12] BackstoriesCore Update 10
Post by: mipen on March 26, 2015, 05:58:39 AM
Description:
This mod adds a new def type - BackstoryDefs! These let you write your own backstories which are then added into the game! The mod itself is just a framework to add the new backstories, but I will post download links to backstories written by others and myself for you to add to your game. Also added by this mod are NameDefs, which let you add custom names to the game, and PawnBioDefs, which let you add custom unique bios for pawns, which means that you can group two backstories together and they will only appear on one pawn in a game, letting you create unique stories for pawns.

How to:
To create your own backstory, install the mod, then open the .zip file inside the defs folder, called Templates. Extract the BackstoryDefTemplate.xml into the BackstoryDefs folder, then open it. I have detailed how to go about making your own backstory inside this template file, so just follow through that :) If you need some points of reference, then open the CoreBackstoryDefs.xml and look at the backstories I have written. To add your own in-game name, extract the NameDefTemplate to the NameDefs folder. I have written how to make your own name inside this file, so just follow the hints.

A basic understanding of xml coding will be greatly beneficial for doing this, so if you don't know anything at all about xml, I would suggest doing some basic tutorials on the internet to get yourself familiar with it. It would also help you with other mods :D

If you write a really good backstory and want to submit it to me to be in a backstory package, feel free to do so! :)

Download:
You can download the mod from GitHub here (https://github.com/mipen/Backstories/releases).

Backstory Downloads:
Linked here are some backstory packages written by others and myself:
CoreBackstories (https://www.dropbox.com/s/882md4u2n9g7btk/CoreBackstories.rar?dl=1)
Yogscast Names (https://www.dropbox.com/s/6thrnfr13bc57m6/YogscastNames.rar?dl=1)
Backstories by Andouce (https://www.dropbox.com/s/kp87c1uj2o5fplu/BackstoryDefs%20-%20A%20Backstories.rar?dl=1)
Backstories by Igabod (https://www.dropbox.com/s/qpd1tzpkky8uzcv/IggyBackstories.rar?dl=1)
Backstories by Mokona (https://www.dropbox.com/s/49lfy2bt8j0ltw9/MokonaBackstoryDefs.rar?dl=1)


No screenshots here, as there isn't really anything to show.

Thank you to Tynan for giving permission for backstories to be modded in :D

Changelog:

>>Update 10
--Updated to A12
--Changed versioning to something better (Alpha.Update.Fixes)
>>Update 9
--Fixed bug caused by PawnBioDefs
>>Update 7
--Changed how defs are added, the game should now no longer require a restart after mods are changed.
>>Update 6
--Updated to alpha 11
>>u5
--Misc changes and fixes
>>u4
--Changing mods now does not require you to restart the game.
--Added Yogscast names package
>>u3
--Restructuring of the mod, now is just a framework
--Added pawn bios
--Released some backstory packages
--This release is not backward compatible
>>u2
--Updated to A10f
>>u1.2
--Added name defs - you can now make your own names.
--Added templates and hints on how to make your own backstory and name
Title: Re: [MOD] (Alpha 9) Backstories!
Post by: Andouce on March 26, 2015, 07:00:04 AM
This is brilliant. Going to give this a go for sure. This along with "Prepare Carefully" will allow even more customization to our characters/pawns.

I'll be writing quite a few background stories so may take me some time before I actually get to test it lol

Just tried now and works a treat. Thanks Tyan and Mipen for bringing this to the community. Really great addition. You can download some of my Backstories here (https://www.dropbox.com/s/72f8nyryss49iz1/BackstoryDefs%20-%20A%20Backstories.rar?dl=0). Just place them in the "BackstoryDefs" folder of this mod. Fully compatible
Title: Re: [MOD] (Alpha 9) Backstories!
Post by: mipen on March 26, 2015, 07:11:35 AM
Quote from: Andouce on March 26, 2015, 07:00:04 AM
This is brilliant. Going to give this a go for sure. This along with "Prepare Carefully" will allow even more customization to our characters/pawns.
Thanks :D Let me know if you have any troubles
Title: Re: [MOD] (Alpha 9) Backstories!
Post by: skullywag on March 26, 2015, 07:14:46 AM
Nice work Mipen, this kind of thing will help with imersion immensly.

Also thanks Tynan for allowing this.
Title: Re: [MOD] (Alpha 9) Backstories!
Post by: rooki1 on March 26, 2015, 08:22:09 AM
This mod... is beutiful.
Title: Re: [MOD] (Alpha 9) Backstories!
Post by: PineyCreek on March 26, 2015, 02:53:59 PM
Could you post an example? I'm not really getting how to format it.
Title: Re: [MOD] (Alpha 9) Backstories!
Post by: MyNameIsSpyder on March 26, 2015, 03:01:05 PM
Great mod!
Title: Re: [MOD] (Alpha 9) Backstories!
Post by: cythedag on March 26, 2015, 04:33:33 PM
Wonderful mod. I love the flexibility of this game.
Title: Re: [MOD] (Alpha 9) Backstories!
Post by: Igabod on March 26, 2015, 06:08:28 PM
Awesome, I am glad someone finally did this. I'm probably going to write up a bunch of new backstories now. I'll be sure to post what I come up with on here for everybody else to use.
Title: Re: [MOD] (Alpha 9) Backstories!
Post by: mipen on March 26, 2015, 07:35:13 PM
Quote from: Igabod on March 26, 2015, 06:08:28 PM
Awesome, I am glad someone finally did this. I'm probably going to write up a bunch of new backstories now. I'll be sure to post what I come up with on here for everybody else to use.
Would you mind if I add some of them to the base mod?
Title: Re: [MOD] (Alpha 9) Backstories!
Post by: Igabod on March 26, 2015, 08:33:34 PM
Quote from: mipen on March 26, 2015, 07:35:13 PM
Quote from: Igabod on March 26, 2015, 06:08:28 PM
Awesome, I am glad someone finally did this. I'm probably going to write up a bunch of new backstories now. I'll be sure to post what I come up with on here for everybody else to use.
Would you mind if I add some of them to the base mod?

Yeah, sure you can add them. I've currently just done 2 new ones, one adult and one child. Both are farming focused. I'll do more as my time and creativity permit and will post them when I have at least one for each main job focus for both adult and child. Then I might start working on more creative ones after I do those.
Title: Re: [MOD] (Alpha 9) Backstories!
Post by: Dragoon on March 26, 2015, 09:19:51 PM
YAY I've always wanted to make my own backstory (always coming with names in my head so ) ;D
edit: Hey can you add what work disables actually do ? I know that hauling and research are pretty obvious but things like caring and scary or manual skilled or manual dumb aren't the most obvious.
Title: Re: [MOD] (Alpha 9) Backstories!
Post by: blaze7736 on March 27, 2015, 02:37:52 AM
This is an amazing mod here is a back story i made quickly one question is it possible to make more groups other then raider, slave ect to use with a new race since if so is it okay if i do. It is amazing never the less keep it up.

    <BackstoryDef>
    <defName>TheLostOne</defName>
    <title>Lost One</title>
    <titleShort>Lost One</titleShort>
    <baseDescription>NAME grew up in the void the world between worlds, it changed him and when he emerged he was human but something else lingered within.</baseDescription>
    <bodytypeMale>Thin</bodytypeMale>
    <bodyTypeFemale>Thin</bodyTypeFemale>
    <slot>Childhood</slot>
    <workDisables>
      <li>Caring</li>
  <li>Social</li>
    </workDisables>
    <skillGains>
      <li>
        <defName>Melee</defName>
        <amount>5</amount>
      </li>
      <li>
        <defName>Crafting</defName>
        <amount>2</amount>
      </li>
      <li>
        <defName>Growing</defName>
        <amount>-2</amount>
      </li>
    </skillGains>
    <spawnCategories>
      <li>Civil</li>
      <li>Raider</li>
      <li>Slave</li>
    </spawnCategories>
  </BackstoryDef>
Title: Re: [MOD] (Alpha 9) Backstories!
Post by: RemingtonRyder on March 27, 2015, 06:43:12 AM
Hooray! I've long despaired that the boys get all the good backstories.
Title: Re: [MOD] (Alpha 9) Backstories!
Post by: mipen on March 27, 2015, 06:58:11 AM
Quote from: PineyCreek on March 26, 2015, 02:53:59 PM
Could you post an example? I'm not really getting how to format it.
I've updated the mod, and now included is a template. Open the Templates.zip file in the Defs folder and extract the BackstoryDefTemplate.xml file to the BackstoryDefs folder, then open it and follow the hints.

Quote from: Dragoon on March 26, 2015, 09:19:51 PM
YAY I've always wanted to make my own backstory (always coming with names in my head so ) ;D
edit: Hey can you add what work disables actually do ? I know that hauling and research are pretty obvious but things like caring and scary or manual skilled or manual dumb aren't the most obvious.
I've just updated the mod, and it now comes with some templates. Inside the template, I have detailed exactly how the workDisables work and explained what they do
Title: Re: [MOD] (Alpha 9) Backstories! u1.2
Post by: PineyCreek on March 27, 2015, 11:38:11 AM
Ah, thanks so much
Quote from: mipen on March 27, 2015, 06:58:11 AM
Quote from: PineyCreek on March 26, 2015, 02:53:59 PM
Could you post an example? I'm not really getting how to format it.
I've updated the mod, and now included is a template. Open the Templates.zip file in the Defs folder and extract the BackstoryDefTemplate.xml file to the BackstoryDefs folder, then open it and follow the hints.

Ah, thanks so much. That will be a be help. Now on to play around with this!
Title: Re: [MOD] (Alpha 9) Backstories! u1.2
Post by: ImpulsiveZombie on March 27, 2015, 03:11:34 PM
Hmm. I've messed around with this mod (which is awesome, by the way.) and it appears that there seems to be a 'limit' as to how many backstories you can add. I created 8 backstories since I'm RPing 4 characters, and they don't show up when added in bulk, but individually they appear fine when I remove the other backstories from the text file. Is there a way this could be circumnavigated?
EDIT: I've determined that you can have a maximum of 4 backstories naturally. (IE: The 3 base ones from the mod + the one that you create) Since I am inept at coding, you'll have to forgive me if there's an obvious reason as to why there can't be an amplitude of backstories.
Title: Re: [MOD] (Alpha 9) Backstories! u1.2
Post by: MuffaloBoy on March 27, 2015, 03:50:25 PM
Same problem. I modified the backstories given in your xml file, and wrote four more, but none of them appear when in the prepare carefully menu..  :'(

Anyway, you've made a great work with the mod. It's a great idea! Congrats!  ::)

Title: Re: [MOD] (Alpha 9) Backstories! u1.2
Post by: Chaplain on March 27, 2015, 03:51:08 PM
Quote from: ImpulsiveZombie on March 27, 2015, 03:11:34 PMI've determined that you can have a maximum of 4 backstories naturally.

Well glad I read that before I got too far into making a bunch of backstories...
Title: Re: [MOD] (Alpha 9) Backstories! u1.2
Post by: Igabod on March 27, 2015, 03:59:55 PM
I've just successfully tested it with 6 new ones along with the ones included in the mod. I found all of them with no problems. Are you guys maybe not checking in the right category for them? As in you created adulthood stories but checked in the childhood slot? I may be doing things a bit different though. I added another file instead of adding onto the one that was there already. Check the attachments to see what I did. It includes adulthood and childhood stories focused on farming, construction, and mining. Just throw the attached xml file in the defs/BackstoryDefs folder along with the CoreBackstoryDefs.xml file.

[edit to add] I did notice that there is no About folder with an About.xml file in it. This is obviously not a huge problem since the mod still works without it, but that might be something you should add in the next update.

[edit again to add] By the way, I do plan on adding more than just these 6. I just released it early to help solve the issues that were reported regarding new backstories not showing up.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) Backstories! u1.2
Post by: MuffaloBoy on March 27, 2015, 04:17:50 PM
Just looked over the xml again.. in my case, I made a copy/paste in each of the new backstories, and missed the last line '</BackstoryDefs>' including it in some of them..  :P Do you think it can be the problem?? Gonna check it now. Coming back in a while..

Thx!! :D

EDIT: that was the problem, indeed. Mod working! Thx again..
Title: Re: [MOD] (Alpha 9) Backstories! u1.2
Post by: ImpulsiveZombie on March 27, 2015, 04:47:33 PM
I really can't figure out what's wrong with the rest of my backstories. At least 4 of them seem to work fine, but the rest don't show up when inserted into a separate xml file. Would anyone be willing to proof-read my work if I were to edit it in?
[EDIT]: Here is a pastebin link to the text file, if you're interested in lending me a hand: http://pastebin.com/0xkCwfVk
I've also named the file "RWBYBackstories", but I'm unsure if this would affect its compatibility with the game.
Help would be greatly appreciated!
[EDIT II] I did some light repairs on the original file, still to no avail: http://pastebin.com/n0J3S7Q6
Title: Re: [MOD] (Alpha 9) Backstories! u1.2
Post by: MuffaloBoy on March 27, 2015, 05:18:46 PM
Why don't you try to add

    <workDisables>
      <li>None</li>
   </workDisables>

instead of ignoring it?
Title: Re: [MOD] (Alpha 9) Backstories! u1.2
Post by: ImpulsiveZombie on March 27, 2015, 05:30:06 PM
Quote from: MuffaloBoy on March 27, 2015, 05:18:46 PM
Why don't you try to add

    <workDisables>
      <li>None</li>
   </workDisables>

instead of ignoring it?
Didn't work unfortunately. Also, I ignored <workDisables> when I made the other backstories to no ill effect, so it's apparently something else.
Title: Re: [MOD] (Alpha 9) Backstories! u1.2
Post by: Igabod on March 27, 2015, 06:19:49 PM
Quote from: ImpulsiveZombie on March 27, 2015, 04:47:33 PM
I really can't figure out what's wrong with the rest of my backstories. At least 4 of them seem to work fine, but the rest don't show up when inserted into a separate xml file. Would anyone be willing to proof-read my work if I were to edit it in?
[EDIT]: Here is a pastebin link to the text file, if you're interested in lending me a hand: http://pastebin.com/0xkCwfVk
I've also named the file "RWBYBackstories", but I'm unsure if this would affect its compatibility with the game.
Help would be greatly appreciated!

You said that 4 are working and the others aren't, but in that pastebin I ONLY see 4. Also, these backstories will not be on a specific colonist, so you need to use the NAME and HIS and HE and HECAP and HISCAP variables in place of names and his/her he/she to make this a generic backstory. That fact could be what is stopping this from showing up in EDB's Prepare Carefully mod. Other than that and the ignored <workDisables> parts, I don't see anything wrong with this code. Also, regardless of whether or not the code complains about those missing, it's never good to just ignore parts of the code. I suggest you add the suggested bit from MuffaloBoy.
Title: Re: [MOD] (Alpha 9) Backstories! u1.2
Post by: badgerpendous on March 27, 2015, 06:25:14 PM
Love this mod! Here are my first two backstories:

<BackstoryDef>
      <defName>BadgerOrphanOfTheSea</defName>
      <title>Sea orphan</title>
      <titleShort>Sea orphan</titleShort>
      <baseDescription>NAME grew up being trained to crew a vessel on the ocean planet Posiedon Seven before being captured by slavers. HECAP has never been on dry land, never seen a tree, never been under ground.</baseDescription>
      <bodytypeMale>Thin</bodytypeMale>
      <bodyTypeFemale>Thin</bodyTypeFemale>
      <slot>Childhood</slot>
      <workDisables>
        <li>PlantWork</li>
        <li>Mining</li>     
      </workDisables>
      <skillGains>
        <li>
          <defName>Cooking</defName>
          <amount>3</amount>
        </li>
        <li>
          <defName>Crafting</defName>
          <amount>3</amount>
        </li>
      </skillGains>
      <spawnCategories>
        <li>Slave</li>
      </spawnCategories>
  </BackstoryDef>
 

 
 
    <BackstoryDef>
      <defName>BadgerSeafarer</defName>
      <title>Seafarer</title>
      <titleShort>Seafarer</titleShort>
      <baseDescription>NAME spent HIS life as part of a large sailing crew aboard a massive ship-city on the ocean planet Poseidon Seven. HECAP rose to the rank of Master of Arms after training at the various forms of combat practiced on the open water.</baseDescription>
      <bodytypeMale>Thin</bodytypeMale>
      <bodyTypeFemale>Thin</bodyTypeFemale>
      <slot>Adulthood</slot>
      <workDisables>
        <li>PlantWork</li>
      </workDisables>
      <skillGains>
        <li>
          <defName>Mining</defName>
          <amount>-2</amount>
        </li>
        <li>
          <defName>Cooking</defName>
          <amount>3</amount>
        </li>
        <li>
          <defName>Shooting</defName>
          <amount>4</amount>
        </li>
        <li>
          <defName>Melee</defName>
          <amount>3</amount>
        </li>       
      </skillGains>
      <spawnCategories>
        <li>Civil</li>
        <li>Raider</li>
        <li>Slave</li>
      </spawnCategories>
  </BackstoryDef>
Title: Re: [MOD] (Alpha 9) Backstories! u1.2
Post by: ImpulsiveZombie on March 27, 2015, 06:49:52 PM
Quote from: Igabod on March 27, 2015, 06:19:49 PM
You said that 4 are working and the others aren't, but in that pastebin I ONLY see 4. Also, these backstories will not be on a specific colonist, so you need to use the NAME and HIS and HE and HECAP and HISCAP variables in place of names and his/her he/she to make this a generic backstory. That fact could be what is stopping this from showing up in EDB's Prepare Carefully mod. Other than that and the ignored <workDisables> parts, I don't see anything wrong with this code. Also, regardless of whether or not the code complains about those missing, it's never good to just ignore parts of the code. I suggest you add the suggested bit from MuffaloBoy.
I forgot to mention that I left out the functional backstories to narrow down what exactly is wrong, and to make it a bit easier on the eyes as opposed to having a massive wall of text.
Yeah, I felt lazy and thought that skipping the HE/HIS (etc.) commands wouldn't interfere with the code since I purposely built the stories for RP characters. :p My bad.
I repaired the backstories with your suggestions, (Including the functional ones) but there's still no dice. There should be enough content to make it seem like a generic backstory, but I feel like I'm missing something obvious. Huh. (Link if you're interested: http://pastebin.com/n0J3S7Q6)
Title: Re: [MOD] (Alpha 9) Backstories! u1.2
Post by: Igabod on March 27, 2015, 08:31:48 PM
Quote from: ImpulsiveZombie on March 27, 2015, 06:49:52 PM
I forgot to mention that I left out the functional backstories to narrow down what exactly is wrong, and to make it a bit easier on the eyes as opposed to having a massive wall of text.
Yeah, I felt lazy and thought that skipping the HE/HIS (etc.) commands wouldn't interfere with the code since I purposely built the stories for RP characters. :p My bad.
I repaired the backstories with your suggestions, (Including the functional ones) but there's still no dice. There should be enough content to make it seem like a generic backstory, but I feel like I'm missing something obvious. Huh. (Link if you're interested: http://pastebin.com/n0J3S7Q6)

I've looked this over and even copied it and tested in the game myself. I can't see any reasons why it wouldn't show up, but I can confirm that this is definitely not working. I'll keep trying to fix it though and I'll be sure to let you know if I figure it out. I'd like it if you could attach the actual .xml file (including the working ones) to a post though.
Title: Re: [MOD] (Alpha 9) Backstories! u1.2
Post by: test_account on March 27, 2015, 08:43:33 PM
I could make any backstory I want! But this is the only one I could come up with.

  <BackstoryDef>
<defName>BackstoryThirdwallBreaker</defName>
<title>Time travelling gamer</title>
<titleShort>Gamer</titleShort>
<baseDescription>NAME is a 21st century gamer who fell asleep at HIS keyboard and woke up as a character in the Rimworld universe. The technology is foreign and HE is very, very out of place. Please send help.</baseDecription>
<bodytypeMale>Male</bodytypeMale>
<bodyTypeFemale>Female</bodyTypeFemale>
<slot>Childhood</slot>
<workDisables>
<li>Intellectual</li>
</workDisables>
<skillGains>
<li>
<defName>Shooting</defName>
<amount>-3</amount>
</li>
<li>
<defName>Melee</defName>
<amount>-5</amount>
</li>
</skillGains>
<spawnCategories>
<li>Civil</li>
<li>Slave</li>
</spawnCategories>
  </BackstoryDef>


I don't suppose there's a way to predispose certain backstories to certain traits? Assassins, for instance, seem to have a tendency to get Careful Shooter, but that may just be confirmation bias on my end.

EDIT:
Also, here's a philosopher. (It's ok this is what I went to school for a degree in)
  <BackstoryDef>
    <defName>TKBackstoryGlitterworldPhilosopher</defName>
    <title>Glitterworld philosopher</title>
    <titleShort>Philosopher</titleShort>
    <baseDescription>The life of leisure found on Glitterworlds allows one to pursue all manner of liberal arts. NAME chose to pursue a life of endless navel gazing. NAME finds it difficult to converse with others. HECAP thinks it's because of HIS intelligence, but the truth is that nobody wants to listen to HIS long-winded diatribes, often as pointless as they are circular.</baseDescription>
    <bodytypeMale>Fat</bodytypeMale>
    <bodyTypeFemale>Fat</bodyTypeFemale>
    <slot>Adulthood</slot>
    <workDisables>
      <li>ManualDumb</li>
      <li>ManualSkilled</li>
      <li>Violent</li>
      <li>Scary</li>
    </workDisables>
    <skillGains>
      <li>
        <defName>Social</defName>
        <amount>-6</amount>
      </li>
      <li>
        <defName>Research</defName>
        <amount>6</amount>
      </li>
    </skillGains>
    <spawnCategories>
      <li>Civil</li>
    </spawnCategories>
  </BackstoryDef>
Title: Re: [MOD] (Alpha 9) Backstories! u1.2
Post by: Igabod on March 27, 2015, 11:24:30 PM
Quote from: test_account on March 27, 2015, 08:43:33 PM
I don't suppose there's a way to predispose certain backstories to certain traits? Assassins, for instance, seem to have a tendency to get Careful Shooter, but that may just be confirmation bias on my end.

I'd love to have the ability to tie certain traits to a backstory. I don't know whether that would be possible or not, but if it is that would be a great addition. I'd make a backstory for cannibals that explains why they started being cannibals.

Also... YAY! This is my 1000th post on these forums! Click HERE (https://ludeon.com/forums/index.php?topic=6261.msg61295#msg61295) to see my first post.
Title: Re: [MOD] (Alpha 9) Backstories! u1.2
Post by: test_account on March 28, 2015, 12:34:35 AM
Quote from: Igabod on March 27, 2015, 11:24:30 PM
Quote from: test_account on March 27, 2015, 08:43:33 PM
I don't suppose there's a way to predispose certain backstories to certain traits? Assassins, for instance, seem to have a tendency to get Careful Shooter, but that may just be confirmation bias on my end.

I'd love to have the ability to tie certain traits to a backstory. I don't know whether that would be possible or not, but if it is that would be a great addition. I'd make a backstory for cannibals that explains why they started being cannibals.

Also... YAY! This is my 1000th post on these forums! Click HERE (https://ludeon.com/forums/index.php?topic=6261.msg61295#msg61295) to see my first post.
Yeah. I'd purposefully like to make, like, a "serial killer" backstory that is guaranteed to have psychopath, for instance.
Title: Re: [MOD] (Alpha 9) Backstories! u1.2
Post by: Chaplain on March 28, 2015, 04:39:40 AM
So I'm kind of noticing this thing is a real stickler when it comes to capitalization of the jobs names.  Really doesn't help when notepad makes the V in Violent look relatively the same whether capitalized or not.

Also in other news I'm screwing around with making various vatgrown slave child and adult backgrounds for an attempt at running an RP game of escaped hiveworld slaves.  I'll probably post them up here when done if anyone is interested. I'm also likely going to make a "useless" set of backgrounds that simply have no bonuses just so you can start a game with a bunch of completely inept nitwits.

Edit:
Plantwork=Nope
PlantWork=Yes
Capitalization:  It is %@#& Rimworld law!
Title: Re: [MOD] (Alpha 9) Backstories! u1.2
Post by: ImpulsiveZombie on March 28, 2015, 06:02:37 AM
Quote from: Igabod on March 27, 2015, 08:31:48 PM
I've looked this over and even copied it and tested in the game myself. I can't see any reasons why it wouldn't show up, but I can confirm that this is definitely not working. I'll keep trying to fix it though and I'll be sure to let you know if I figure it out. I'd like it if you could attach the actual .xml file (including the working ones) to a post though.
Here you are. CoreBackstories contains the 4 that work, and RWBYBackstories is the file mentioned in the pastebin. I had another look at it before I fell asleep and my best guess is that something in the CoreBackstories file is negating the addition of more backstories. The odd thing is that it doesn't work when you merge all of them into an individual file, so there might be a rogue </BackstoryDefs> somewhere, but I'm pretty much out of ideas.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) Backstories! u1.2
Post by: mipen on March 28, 2015, 08:18:41 AM
Quote from: ImpulsiveZombie on March 28, 2015, 06:02:37 AM
Quote from: Igabod on March 27, 2015, 08:31:48 PM
I've looked this over and even copied it and tested in the game myself. I can't see any reasons why it wouldn't show up, but I can confirm that this is definitely not working. I'll keep trying to fix it though and I'll be sure to let you know if I figure it out. I'd like it if you could attach the actual .xml file (including the working ones) to a post though.
Found the problem, it was in the first backstory. You forgot to close one of the <li> tags :)

<BackstoryDef>
    <defName>Weiss</defName>
    <title>Elite huntress</title>
    <titleShort>Elite huntress</titleShort>
    <baseDescription>A pampered and heavily trained fighter, NAME entered Beacon with excepcional grades and training, quickly outclassing all of the students in HIS year. HISCAP parents and HIS ownership of the Schnee Dust Company give NAME powerful connections, providing all the funds and classes that HE needs. If only HIS classes could change HIS prickly attitude and HIS short temper, however...</baseDescription>
    <bodytypeMale>Thin</bodytypeMale>
    <bodyTypeFemale>Thin</bodyTypeFemale>
    <slot>Adulthood</slot>
   <workDisables>
      <li>None</li>
   </workDisables>
    <skillGains>
      <li>
        <defName>Shooting</defName>
        <amount>6</amount>
      </li>
      <li>
        <defName>Melee</defName>
        <amount>7</amount>
      </li>
      <li>
        <defName>Crafting</defName>
        <amount>2</amount>
      </li>
      <li>
        <defName>Research</defName>
        <amount>7</amount>
      </li>
      <li>
        <defName>Social</defName>
        <amount>-2</amount>
      </li> [color=yellow]<---------------This was missing![/color]
    </skillGains>
    <spawnCategories>
      <li>Civil</li>
    </spawnCategories>
  </BackstoryDef>

Here you are. CoreBackstories contains the 4 that work, and RWBYBackstories is the file mentioned in the pastebin. I had another look at it before I fell asleep and my best guess is that something in the CoreBackstories file is negating the addition of more backstories. The odd thing is that it doesn't work when you merge all of them into an individual file, so there might be a rogue </BackstoryDefs> somewhere, but I'm pretty much out of ideas.
When the game loads defs, if there is an error in a file, it won't load anything after that error, which is why you weren't getting any of the other backstories loaded in either. What are you using to edit these? I opened it in Visual Studio and it immediately showed me where the error was. I would highly recommend downloading it, it makes everything so much easier, you can get the 2013 community edition for free. Anyways, product placement over, I've tested it and it all works now :) All you need to do is fix that one line and they'll all work :)
Title: Re: [MOD] (Alpha 9) Backstories! u1.2
Post by: Igabod on March 28, 2015, 12:08:54 PM
Quote from: mipen on March 28, 2015, 08:18:41 AM
Found the problem, it was in the first backstory. You forgot to close one of the <li> tags :)

When the game loads defs, if there is an error in a file, it won't load anything after that error, which is why you weren't getting any of the other backstories loaded in either. What are you using to edit these? I opened it in Visual Studio and it immediately showed me where the error was. I would highly recommend downloading it, it makes everything so much easier, you can get the 2013 community edition for free. Anyways, product placement over, I've tested it and it all works now :) All you need to do is fix that one line and they'll all work :)

I'm using notepad++ and it didn't highlight that mistake for some reason. I can't believe I didn't notice that though. I looked specifically for that error and must have just overlooked it. (http://i.imgur.com/APEDAhW.png)
Title: Re: [MOD] (Alpha 9) Backstories! u1.2
Post by: ImpulsiveZombie on March 28, 2015, 12:26:21 PM
Quote from: Igabod on March 27, 2015, 08:31:48 PM
Found the problem, it was in the first backstory. You forgot to close one of the <li> tags :)

When the game loads defs, if there is an error in a file, it won't load anything after that error, which is why you weren't getting any of the other backstories loaded in either. What are you using to edit these? I opened it in Visual Studio and it immediately showed me where the error was. I would highly recommend downloading it, it makes everything so much easier, you can get the 2013 community edition for free. Anyways, product placement over, I've tested it and it all works now :) All you need to do is fix that one line and they'll all work :)
Ah! Darn it, I knew I missed something. Many thanks, friend! Works perfectly now.
Also, since I have 0 familiarity with code I used the vanilla Windows Notepad to edit the file. Yeah. I love to unintentionally set random difficulty curves for myself.
Probably for the best if I download VS, then :p
Title: Re: [MOD] (Alpha 9) Backstories! u1.2
Post by: Igabod on March 28, 2015, 12:38:22 PM
Quote from: ImpulsiveZombie on March 28, 2015, 12:26:21 PM
Quote from: Igabod on March 27, 2015, 08:31:48 PM
Found the problem, it was in the first backstory. You forgot to close one of the <li> tags :)

When the game loads defs, if there is an error in a file, it won't load anything after that error, which is why you weren't getting any of the other backstories loaded in either. What are you using to edit these? I opened it in Visual Studio and it immediately showed me where the error was. I would highly recommend downloading it, it makes everything so much easier, you can get the 2013 community edition for free. Anyways, product placement over, I've tested it and it all works now :) All you need to do is fix that one line and they'll all work :)
Ah! Darn it, I knew I missed something. Many thanks, friend! Works perfectly now.
Also, since I have 0 familiarity with code I used the vanilla Windows Notepad to edit the file. Yeah. I love to unintentionally set random difficulty curves for myself.
Probably for the best if I download VS, then :p

VS is only free for 30 days, after which you have to buy the full version.
Title: Re: [MOD] (Alpha 9) Backstories! u1.2
Post by: Goldenpotatoes on March 28, 2015, 12:48:01 PM
This mod seems to have problems when it comes to adding mods mid-use, especially for savefiles.

I made a few backstories for a save and around a year in I added another mod, which essentially broke the backstories for the colonists. The save still works, but after that, every colonist with a custom backstory now has a different one, which seems to be leading to issues with jobs. (one that used to be able to haul can't, now will indefinitely pick up an item that isn't forbidden, drop it, and repeat until item is forbidden.)

The concept is great but even changing load priority in the mod list seems to be enough to cause issues with saves (EdB's Prepare Carefully also comes to mind here).
Title: Re: [MOD] (Alpha 9) Backstories! u1.2
Post by: test_account on March 28, 2015, 03:00:06 PM
Quote from: ImpulsiveZombie on March 28, 2015, 12:26:21 PM
Quote from: Igabod on March 27, 2015, 08:31:48 PM
Found the problem, it was in the first backstory. You forgot to close one of the <li> tags :)

When the game loads defs, if there is an error in a file, it won't load anything after that error, which is why you weren't getting any of the other backstories loaded in either. What are you using to edit these? I opened it in Visual Studio and it immediately showed me where the error was. I would highly recommend downloading it, it makes everything so much easier, you can get the 2013 community edition for free. Anyways, product placement over, I've tested it and it all works now :) All you need to do is fix that one line and they'll all work :)
Ah! Darn it, I knew I missed something. Many thanks, friend! Works perfectly now.
Also, since I have 0 familiarity with code I used the vanilla Windows Notepad to edit the file. Yeah. I love to unintentionally set random difficulty curves for myself.
Probably for the best if I download VS, then :p
Just get Notepad++

It's free, and superior to Notepad in every single way.
Title: Re: [MOD] (Alpha 9) Backstories! u1.2
Post by: mipen on March 28, 2015, 06:32:31 PM
Quote from: Igabod on March 28, 2015, 12:38:22 PM
Quote from: ImpulsiveZombie on March 28, 2015, 12:26:21 PM
Quote from: Igabod on March 27, 2015, 08:31:48 PM
Found the problem, it was in the first backstory. You forgot to close one of the <li> tags :)

When the game loads defs, if there is an error in a file, it won't load anything after that error, which is why you weren't getting any of the other backstories loaded in either. What are you using to edit these? I opened it in Visual Studio and it immediately showed me where the error was. I would highly recommend downloading it, it makes everything so much easier, you can get the 2013 community edition for free. Anyways, product placement over, I've tested it and it all works now :) All you need to do is fix that one line and they'll all work :)
Ah! Darn it, I knew I missed something. Many thanks, friend! Works perfectly now.
Also, since I have 0 familiarity with code I used the vanilla Windows Notepad to edit the file. Yeah. I love to unintentionally set random difficulty curves for myself.
Probably for the best if I download VS, then :p

VS is only free for 30 days, after which you have to buy the full version.
The community version is free forever
Title: Re: [MOD] (Alpha 9) Backstories! u1.2
Post by: InfinityKage on March 28, 2015, 10:39:05 PM
Anyway to make this a mod that does not need the modification of files? So I can just install it with the rest? Sounds really cool but I'm lazy as hell... Lol.
Title: Re: [MOD] (Alpha 9) Backstories! u1.2
Post by: Kicker on March 30, 2015, 08:36:59 PM
I haven't seen it mentioned but when I add in mods or have to change a load order, the backstories mod doesn't initialize again until a full game reset.
Title: Re: [MOD] (Alpha 9) Backstories! u1.2
Post by: Ray_Anor on April 01, 2015, 08:24:33 AM
We need in-game editor!!! It's will be REALLY COOOOOOOOL.
However, it's good mod.
Title: Re: [MOD] (Alpha 9) Backstories! u1.2
Post by: Iwillbenicetou on April 01, 2015, 04:37:38 PM
Quote from: Ray_Anor on April 01, 2015, 08:24:33 AM
We need in-game editor!!! It's will be REALLY COOOOOOOOL.
However, it's good mod.
In-game editor... That's really really hard. you put this to the left of impossible.

On other notes, I have an Idea. Gamer. Born on the home world of the terrans, he/she got addicted to Video Games (and Steam(?)). Minus points to (social? and) labor tasks, like construction, mining. Great boost to Research.
Title: Re: [MOD] (Alpha 9) Backstories! u1.2
Post by: AKillerCoconut on April 01, 2015, 05:03:41 PM
Hey I wrote a childhood and an adulthood backstory I can confirm they work in game and are completely gender-correct, if anyone wants them or if you think they should be in the backstory mod I won't mind, just give me some credit somewhere. They are based around an apocolypse world that used to be a glitter world but was destroyed by atomic war. May be dangerously close to a Fallout game backstory but has some Rimworld references. <BackstoryDef>
<defName>VDVaultDweller</defName>
<title>Vault dweller</title>
<titleShort>Vault dweller</titleShort>
<baseDescription>NAME grew upon an apocalypse world scarred by atomic war in the safety of a massive secure underground complex known as a vault. In the vault HE was well educated and given every chance to excel at HIS assigned role in the flourishing society growing beneath the desolate wasteland. When HE came of age HE was given a choice to stay in the security of the vault with HIS family, or to leave and never return. On that day NAME chose to leave behind everything HE knew and take on a life of dangerous adventure.</baseDescription>
<bodytypeMale>Thin</bodytypeMale>
<bodyTypeFemale>Thin</bodyTypeFemale>
<slot>Childhood</slot>
<workDisables>
<li>None</li>
</workDisables>
<skillGains>
<li>
<defName>Medicine</defName>
<amount>2</amount>
</li>
<li>
<defName>Social</defName>
<amount>1</amount>
</li>
<li>
  <defName>Research</defName>
  <amount>2</amount>
  </li>
<li>
<defName>Shooting</defName>
<amount>-3</amount>
</li>
<li>
<defName>Construction</defName>
<amount>-2</amount>
</li>
<li>
  <defName>Growing</defName>
   <amount>-3</amount>
   </li>
</skillGains>
<spawnCategories>
<li>Civil</li>
<li>Raider</li>
</spawnCategories>
</BackstoryDef>
<BackstoryDef>
<defName>LWLoneWanderer</defName>
<title>Lone wanderer</title>
<titleShort>Lone wanderer</titleShort>
<baseDescription>NAME wandered the barren wasteland on HIS own in search of adventure. HISCAP biggest opportunity arose when HE happened across a spacer research crew scavenging the ruins of HIS planet for lost glitter tech. HISCAP innocent charm and knowledge of the capabilities of HIS homeworld's technology earned a spot on the crew helping to retrieve important discoveries left abandoned when The Great War ravaged the world into an irradiated shadow of its former self.</baseDescription>
<bodytypeMale>Thin</bodytypeMale>
<bodyTypeFemale>Thin</bodyTypeFemale>
<slot>Adulthood</slot>
<workDisables>
<li>PlantWork</li>
</workDisables>
<skillGains>
<li>
<defName>Medicine</defName>
<amount>1</amount>
</li>
<li>
<defName>Social</defName>
<amount>2</amount>
</li>
<li>
  <defName>Research</defName>
   <amount>2</amount>
   </li>
<li>
<defName>Shooting</defName>
<amount>3</amount>
</li>
<li>
<defName>Construction</defName>
<amount>-3</amount>
</li>
</skillGains>
<spawnCategories>
<li>Civil</li>
<li>Raider</li>
</spawnCategories>
</BackstoryDef>

P.S. just thought about it and the adulthood story wouldnt really make much sense with any other childhood story since it begins with "After NAME left the vault" if someone wants me to I'll change the description so it could fit a little better with other childhood stories

P.P.S. Too late, I already changed the description. Posted the updated desc. in the box. Enjoy  :)
Title: Re: [MOD] (Alpha 9) Backstories! u1.2
Post by: Ray_Anor on April 02, 2015, 03:22:21 AM
It's my backstories for main alter-ego pawn


  <BackstoryDef>
    <defName>GamebloggerAdultHood</defName>
    <title>Video game blogger</title>
    <titleShort>Gameblogger</titleShort>
    <baseDescription>NAME was worked as programmer in big corp. HECAP have a hobby: videogaming and videoblogging.</baseDescription>
    <bodytypeMale>Male</bodytypeMale>
    <bodyTypeFemale>Female</bodyTypeFemale>
    <slot>Adulthood</slot>
   <workDisables>
    </workDisables>
    <skillGains>
      <li>
        <defName>Research</defName>
        <amount>3</amount>
      </li>
      <li>
        <defName>Shooting</defName>
        <amount>1</amount>
      </li>
      <li>
        <defName>Social</defName>
        <amount>2</amount>
      </li>
      <li>
        <defName>Artistic</defName>
        <amount>2</amount>
      </li>
    </skillGains>
    <spawnCategories>
      <li>Civil</li>
    </spawnCategories>
  </BackstoryDef>

   <BackstoryDef>
    <defName>YoungReaderChildHood</defName>
    <title>Young reader</title>
    <titleShort>Reader</titleShort>
    <baseDescription>NAME was like to read many books. As many as HE may to find. Very many books. But HE have not so much friends, because have not time for them.</baseDescription>
    <bodytypeMale>Thin</bodytypeMale>
    <bodyTypeFemale>Thin</bodyTypeFemale>
    <slot>Childhood</slot>
    <workDisables>
    </workDisables>
    <skillGains>
      <li>
        <defName>Construction</defName>
        <amount>1</amount>
      </li>
      <li>
        <defName>Growing</defName>
        <amount>1</amount>
      </li>
      <li>
        <defName>Research</defName>
        <amount>3</amount>
      </li>
      <li>
        <defName>Mining</defName>
        <amount>1</amount>
      </li>
      <li>
        <defName>Shooting</defName>
        <amount>1</amount>
      </li>
      <li>
        <defName>Melee</defName>
        <amount>1</amount>
      </li>
      <li>
        <defName>Social</defName>
        <amount>-3</amount>
      </li>
      <li>
        <defName>Medicine</defName>
        <amount>1</amount>
      </li>
      <li>
        <defName>Artistic</defName>
        <amount>2</amount>
      </li>
      <li>
        <defName>Crafting</defName>
        <amount>1</amount>
      </li>
    </skillGains>
    <spawnCategories>
      <li>Civil</li>
      <li>Raider</li>
    </spawnCategories>
  </BackstoryDef>


maybe some inbalanced, but... it's my story and I'm a writer of that )))
Title: Re: [MOD] (Alpha 9) Backstories! u1.2
Post by: Dragoon on April 19, 2015, 05:57:45 AM
Hey..does this need to be updated for alpha 10?
Title: Re: [MOD] (Alpha 9) Backstories! u1.2
Post by: De1ta on April 19, 2015, 03:43:41 PM
Quote from: Dragoon on April 19, 2015, 05:57:45 AM
Hey..does this need to be updated for alpha 10?

I think it does; I get an error in the debug window saying "Found no usable data when trying to get Backstories.BackstoryDefs from file NameDefTemplate.xml"

As this did not happen in A9, and the only other mod I've got active is Prepare Carefully (which was previously compatible), I'm guessing its a bug from trying to run an A9 mod in A10.
Title: Re: [MOD] (Alpha 9) Backstories! u1.2
Post by: mipen on April 23, 2015, 06:37:15 AM
Now updated to alpha 10!
Title: Re: [MOD] (Alpha 10) Backstories! u2 - (Updated to A10f)
Post by: Kingmal on May 14, 2015, 09:49:23 PM
This is an amazing mod! ;D My one wish is for there to be a way to remove certain backstories, since a few of them (particularly the backer-created ones) are more annoying than anything. It's easy enough to skip over them, but it wastes time and you can't stop them from showing up in colonists you recruit after you've started the game.

Probably impossible though, especially since it'd be a bit rude to people who backed the game early, so Tynan's probably put a little effort in to making sure it's not easy to remove them. Great mod nonetheless, I don't know how I lived before discovering it.
Title: Re: [MOD] (Alpha 9) Backstories! u1.2
Post by: Nimrod on May 15, 2015, 03:37:42 AM
Quote from: mipen on April 23, 2015, 06:37:15 AM
Now updated to alpha 10!

I have been looking for something like this! Perfect. Thank you!
Title: Re: [MOD] (Alpha 10) Backstories! u2 - (Updated to A10f)
Post by: mipen on May 15, 2015, 06:55:54 AM
Quote from: Kingmal on May 14, 2015, 09:49:23 PM
This is an amazing mod! ;D My one wish is for there to be a way to remove certain backstories, since a few of them (particularly the backer-created ones) are more annoying than anything. It's easy enough to skip over them, but it wastes time and you can't stop them from showing up in colonists you recruit after you've started the game.

Probably impossible though, especially since it'd be a bit rude to people who backed the game early, so Tynan's probably put a little effort in to making sure it's not easy to remove them. Great mod nonetheless, I don't know how I lived before discovering it.
Actually it is easy to remove existing backstories, I could add that functionality in if you wish.

Quote from: Nimrod on May 15, 2015, 03:37:42 AM
Quote from: mipen on April 23, 2015, 06:37:15 AM
Now updated to alpha 10!

I have been looking for something like this! Perfect. Thank you!
You're welcome! :)
Title: Re: [MOD] (Alpha 10) Backstories! u2 - (Updated to A10f)
Post by: Nimrod on May 15, 2015, 08:20:36 AM
Quote from: mipen on May 15, 2015, 06:55:54 AM

Actually it is easy to remove existing backstories, I could add that functionality in if you wish.


I would also greatly appreciate this function.

A question of my own: Would it be possible to give backstories FIXED connected TraitDefs?
So you could make a "Serial Killer" Backstory that also always gave "Psycopath" and "Bloodlust" ... just as an example :D

Since its easy th write TraitDefs that could really open up some creative new ways in my opinion.
Title: Re: [MOD] (Alpha 10) Backstories! u2 - (Updated to A10f)
Post by: mipen on May 15, 2015, 11:21:06 PM
Quote from: Nimrod on May 15, 2015, 08:20:36 AM
Quote from: mipen on May 15, 2015, 06:55:54 AM

Actually it is easy to remove existing backstories, I could add that functionality in if you wish.


I would also greatly appreciate this function.

A question of my own: Would it be possible to give backstories FIXED connected TraitDefs?
So you could make a "Serial Killer" Backstory that also always gave "Psycopath" and "Bloodlust" ... just as an example :D

Since its easy th write TraitDefs that could really open up some creative new ways in my opinion.
This is a lot more difficult to do, I did try to do it earlier but it didn't work so I gave up haha. I'll give it another when I have some time and see if I can get it going, I agree it would be a nice thing to have :)
Title: Re: [MOD] (Alpha 10) Backstories! u2 - (Updated to A10f)
Post by: Nimrod on May 16, 2015, 06:16:39 AM
Quote from: mipen on May 15, 2015, 11:21:06 PM
This is a lot more difficult to do, I did try to do it earlier but it didn't work so I gave up haha. I'll give it another when I have some time and see if I can get it going, I agree it would be a nice thing to have :)

Awesome! :D
I hope you find a way to make it work.
Title: Re: [MOD] (Alpha 10) Backstories! u2 - (Updated to A10f)
Post by: mipen on May 17, 2015, 07:26:21 AM
Quote from: Nimrod on May 16, 2015, 06:16:39 AM
Quote from: mipen on May 15, 2015, 11:21:06 PM
This is a lot more difficult to do, I did try to do it earlier but it didn't work so I gave up haha. I'll give it another when I have some time and see if I can get it going, I agree it would be a nice thing to have :)

Awesome! :D
I hope you find a way to make it work.
I have added PawnBios, which combine two backstories together to make a unique pawn. I wasn't able to find any way to tie in specific traits with those however :(
Title: Re: [MOD] (Alpha 10) Backstories! u2 - (Updated to A10f)
Post by: Nimrod on May 17, 2015, 08:01:09 AM
Quote from: mipen on May 17, 2015, 07:26:21 AM
Quote from: Nimrod on May 16, 2015, 06:16:39 AM
Quote from: mipen on May 15, 2015, 11:21:06 PM
This is a lot more difficult to do, I did try to do it earlier but it didn't work so I gave up haha. I'll give it another when I have some time and see if I can get it going, I agree it would be a nice thing to have :)

Awesome! :D
I hope you find a way to make it work.
I have added PawnBios, which combine two backstories together to make a unique pawn. I wasn't able to find any way to tie in specific traits with those however :(

This is great work! :D
No worries some things can't be done ... now. Who knows what the future brings, eh? ;)
Title: Re: [MOD] (Alpha 10) Backstories! u3 - Big changes and PawnBios
Post by: Andouce on May 17, 2015, 08:26:45 AM
Thanks for continuing to improve this Mipen. Also thanks for adding my backstories. Keep it up ! :)
Title: Re: [MOD] (Alpha 10) Backstories! u3 - Big changes and PawnBios
Post by: mipen on May 19, 2015, 06:51:24 AM
Quote from: Andouce on May 17, 2015, 08:26:45 AM
Thanks for continuing to improve this Mipen. Also thanks for adding my backstories. Keep it up ! :)
No problem! They are really good :)
Title: Re: [MOD] (Alpha 10) BackstoriesCore u5 - Misc changes and fixes
Post by: Imca on May 27, 2015, 11:16:17 PM
Can this mod only load one Def of each type at a time?

While all my backstories show up in prepare carefully, they keep getting droped upon the loading of a save.

Edit: Correction, I tried merging them and I am still losing my backstory every time I load the save, it just says that there not found and it is replacing them with a random.

Even though there working perfectly fine in prepare carefully, and on dropping into a new world.
Title: Re: [MOD] (Alpha 10) BackstoriesCore u5 - Misc changes and fixes
Post by: Imca on May 27, 2015, 11:57:02 PM
Quote from: Imca on May 27, 2015, 11:16:17 PM
Can this mod only load one Def of each type at a time?

While all my backstories show up in prepare carefully, they keep getting droped upon the loading of a save.

Edit: Correction, I tried merging them and I am still losing my backstory every time I load the save, it just says that there not found and it is replacing them with a random.

Even though there working perfectly fine in prepare carefully, and on dropping into a new world.

Okay, I finaly got this to work, so I felt it is kinda worth mentioning in a post.

The backgrounds were used in a bio and could not be loaded into a save, they get replaced with a random one....

Removing the Bio fixed it, Even hough I was using that to prevent a random pawn from spawning with those...
Title: Re: [MOD] (Alpha 10) BackstoriesCore u5 - Misc changes and fixes
Post by: Dragoon on June 12, 2015, 12:17:51 PM
Which mod in your opinion is easier for you to update backstories or defense?

edit: I just tested this it seem to be working with alpha 11
Title: Re: [MOD] (Alpha 10) BackstoriesCore u5 - Misc changes and fixes
Post by: mipen on June 14, 2015, 08:08:35 AM
Quote from: Imca on May 27, 2015, 11:57:02 PM
Quote from: Imca on May 27, 2015, 11:16:17 PM
Can this mod only load one Def of each type at a time?

While all my backstories show up in prepare carefully, they keep getting droped upon the loading of a save.

Edit: Correction, I tried merging them and I am still losing my backstory every time I load the save, it just says that there not found and it is replacing them with a random.

Even though there working perfectly fine in prepare carefully, and on dropping into a new world.

Okay, I finaly got this to work, so I felt it is kinda worth mentioning in a post.

The backgrounds were used in a bio and could not be loaded into a save, they get replaced with a random one....

Removing the Bio fixed it, Even hough I was using that to prevent a random pawn from spawning with those...
My apologies for a very late reply. Using a back story in a pawn bio makes it inaccessible to any pawns other than the one with that bio. So if you load a save with that has a pawn using the back story that is now in a bio, it won't be able to find it and will get a new one.

Quote from: Dragoon on June 12, 2015, 12:17:51 PM
Which mod in your opinion is easier for you to update backstories or defense?

edit: I just tested this it seem to be working with alpha 11
Backstories is definitely much easier, as md2 is so huge now (code wise at least). I've just finished up dating them all now :)
Title: Re: [MOD] (Alpha 11) BackstoriesCore Update 6 - Alpha 11 update
Post by: mipen on June 14, 2015, 08:09:03 AM
Alpha 11 update!
Title: Re: [MOD] (Alpha 11) BackstoriesCore Update 6 - Alpha 11 update
Post by: skyarkhangel on June 14, 2015, 10:28:30 AM
Quote from: mipen on June 14, 2015, 08:09:03 AM
Alpha 11 update!

Thanks! it would be great if it could be translated into another language. When Backstories activated all backstories moving into English.
Title: Re: [MOD] (Alpha 11) BackstoriesCore Update 6 - Alpha 11 update
Post by: mipen on June 14, 2015, 09:29:52 PM
Quote from: skyarkhangel on June 14, 2015, 10:28:30 AM
Quote from: mipen on June 14, 2015, 08:09:03 AM
Alpha 11 update!

Thanks! it would be great if it could be translated into another language. When Backstories activated all backstories moving into English.
I'd need volunteers for that, but it is doable
Title: Re: [MOD] (Alpha 10) BackstoriesCore u5 - Misc changes and fixes
Post by: Devon_v on June 17, 2015, 09:59:17 PM
Quote from: mipen on June 14, 2015, 08:08:35 AM
My apologies for a very late reply. Using a back story in a pawn bio makes it inaccessible to any pawns other than the one with that bio. So if you load a save with that has a pawn using the back story that is now in a bio, it won't be able to find it and will get a new one.
Does that mean that if you create a bio in order to have a unique character, you cannot actually play as that character because the game will strip the backstories from them? Or will a character Carefully Prepared with the two backstories and the correct name "count" as that unique bio?
Title: Re: [MOD] (Alpha 11) BackstoriesCore Update 6 - Alpha 11 update
Post by: isistoy on June 17, 2015, 11:10:25 PM
Quote from: mipen on June 14, 2015, 09:29:52 PM
Quote from: skyarkhangel on June 14, 2015, 10:28:30 AM

Thanks! it would be great if it could be translated into another language. When Backstories activated all backstories moving into English.
I'd need volunteers for that, but it is doable
I'd be glad to help, for French only though.
Title: Re: [MOD] (Alpha 10) BackstoriesCore u5 - Misc changes and fixes
Post by: mipen on June 18, 2015, 01:13:37 AM
Quote from: Devon_v on June 17, 2015, 09:59:17 PM
Quote from: mipen on June 14, 2015, 08:08:35 AM
My apologies for a very late reply. Using a back story in a pawn bio makes it inaccessible to any pawns other than the one with that bio. So if you load a save with that has a pawn using the back story that is now in a bio, it won't be able to find it and will get a new one.
Does that mean that if you create a bio in order to have a unique character, you cannot actually play as that character because the game will strip the backstories from them? Or will a character Carefully Prepared with the two backstories and the correct name "count" as that unique bio?
Imagine all backstories as being in a big pot. When a pawn spawns, it gets a random backstory from the pot, says "this is what I am" then puts the backstory back in the pot. But with a bio, it takes the backstory out of the pot, says "this is mine and no others shall have it" and keeps it for itself. This let's the game have unique 'one time' characters that cancan appear once and only once per colony. For example, if you ever get Tynan as a colonist in your colony, he will always have the two exact same backstories. And if he dies, you will never see another pawn named Tynan with those backstories in that savegame; he is a unique character. I am not too sure how Prepare Carefully interacts with this system though. All backstories have a field called "shuffleable", which when true allows them to be randomly assigned to a colonist. I don't know if the prepare carefully menu takes this in to consideration when building the list of backstories to choose from. The unique characters can appear randomly in game, but they will always be the same and only appear once per colony
Title: Re: [MOD] (Alpha 11) BackstoriesCore Update 7
Post by: falcongrey on June 18, 2015, 03:12:07 AM
Hi mipen and thank you for making this mod. I've been trying to figure out how to mod in my own back stories and pawns. So far however I haven't exactly  figured out how to do this successfully with your mod on any of the 3 parts. I'm trying to follow your instructions + the in file instructions but feel I must be missing something. Every time I try to do any of the 3 files it only ends with the game locking on launch or exiting the 'mods' screen to load the mod. Let me see if I understand the instructions properly:

"To create your own backstory"
"I have detailed how to go about making your own backstory inside this template file, so just follow through that :) If you need some points of reference, then open the CoreBackstoryDefs.xml and look at the backstories I have written."
(I have looked for this file but I have not been able to find it in any of the folders...)
"To add your own in-game name, extract the NameDefTemplate to the NameDefs folder. I have written how to make your own name inside this file, so just follow the hints." (Again, here are you meaning to extract the NameDefs folder into the Defs folder like before?)

It simply may be me misunderstanding and likely is... how to install and edit this mod's files to create the desired effect. I'm looking forward to making my own back stories; I have several in mind.

Additionally, if I can figure out how to do it, would it be OK if I made an application to do all of this easily from a User Interface using your mod? (Once I understand how to edit it and do it all that is...)

This is what I see after I extracted how I'm interpreting the instructions.
(http://i.imgur.com/NbFjZs0.jpg)
Title: Re: [MOD] (Alpha 11) BackstoriesCore Update 7
Post by: mipen on June 18, 2015, 08:48:35 AM
@falcongrey
Hey there! Okay, so. Firstly, the folder structure is very important. Inside the Defs folder, you should have a folder called BackstoryDefs, and inside this folder is where you put your xml files defining your backstories. I can't remember if I put the templates into their respective folders inside the Templates.rar file, or if they are loose.

The CoreBackstoryDefs.xml file I am referring to doesn't come with the core mod anymore, it is in the core backstories package (I think the first one listed on the OP) my apologies for not changing that. I originally supplied it with the base mod but separated it out.

Anyways, to make your own backstory:
Open the Defs folder. If it doesn't already contain a folder called 'BackstoryDefs', then create it (make sure to get the name exactly right or the game will bug out). Now, extract the BackstoryDefTemplate.xml file into 'BackstoryDegs'.
Open this file with a good editor, at the very least something like Notepad++.
To get a term of reference, download one of the backstory packages linked in the original post, extract its contents to your desktop, and open one of the files inside its BackstoryDefs folder. This will show you the structure you should follow to write your own backstory. You could even copy and paste one of these backstories into your own file and just change the data.
Anyways, inside the template file, you will find descriptions of all the expected entries required to define your backstory. I'm writing this on my phone so I can't open it and go through it here unfortunately. But by cross referencing between the template and the other backstory, I am sure you will be able to work it out :)
If you need some more help, let me know and I'll try write up a full in depth tutorial when I get onto my computer next. Good luck! 

As an aside, I really do need to update the original post with a proper tutorial. You're welcome to try mucking up a program to help write the backstories, I was just thinking of doing something like that myself, truth be told
Title: Re: [MOD] (Alpha 11) BackstoriesCore Update 7
Post by: isistoy on June 18, 2015, 01:41:04 PM
After giving a quick look to your work it would be of good use for Project K9 mod.

May we integrate your mod for our own specific backstories in there? We will give credits, of course.

That would help a lot actually: I could then put someone to work on it :)

Thanks in advance.
Title: Re: [MOD] (Alpha 10) BackstoriesCore u5 - Misc changes and fixes
Post by: Devon_v on June 18, 2015, 03:08:34 PM

Quote from: mipen on June 14, 2015, 08:08:35 AM
Imagine all backstories as being in a big pot. When a pawn spawns, it gets a random backstory from the pot, says "this is what I am" then puts the backstory back in the pot. But with a bio, it takes the backstory out of the pot, says "this is mine and no others shall have it" and keeps it for itself. This let's the game have unique 'one time' characters that cancan appear once and only once per colony. For example, if you ever get Tynan as a colonist in your colony, he will always have the two exact same backstories. And if he dies, you will never see another pawn named Tynan with those backstories in that savegame; he is a unique character. I am not too sure how Prepare Carefully interacts with this system though. All backstories have a field called "shuffleable", which when true allows them to be randomly assigned to a colonist. I don't know if the prepare carefully menu takes this in to consideration when building the list of backstories to choose from. The unique characters can appear randomly in game, but they will always be the same and only appear once per colony

Prepare Carefully allows all backstories to be selected. You can tell the ones that belong to backers because they use NAME and HE/HIS erratically or not at all and are generally much more character specific in their wording.

I'll have to experiment.
Title: Re: [MOD] (Alpha 11) BackstoriesCore Update 7
Post by: nmid on June 18, 2015, 03:13:42 PM
I wish someone uses this and Edb-prepare carefully to create a firefly crew!  :D :D
Share the .pcc and the backstory file and taadaa, a firefly landing party :P
Title: Re: [MOD] (Alpha 11) BackstoriesCore Update 7
Post by: Devon_v on June 18, 2015, 11:03:31 PM
Wouldn't be hard at all. I might do that over the weekend if SCa11 doesn't get released.
Title: Re: [MOD] (Alpha 11) BackstoriesCore Update 7
Post by: mipen on June 18, 2015, 11:17:14 PM
Quote from: isistoy on June 18, 2015, 01:41:04 PM
After giving a quick look to your work it would be of good use for Project K9 mod.

May we integrate your mod for our own specific backstories in there? We will give credits, of course.

That would help a lot actually: I could then put someone to work on it :)

Thanks in advance.
Yeah that's fine! I'd intended it to be a framework for mods to use to add their own backstories anyways. All you need to do is add the assembly as a reference in your project if you want to use its internal functions (there's not really much there, might look at adding a basic api in the future), and have the mod loaded before yours as a requirement. You can add the Defs directly inside your own mod defs folder
Title: Re: [MOD] (Alpha 11) BackstoriesCore Update 7
Post by: isistoy on June 18, 2015, 11:47:59 PM
Quote from: mipen on June 18, 2015, 11:17:14 PM
Yeah that's fine! I'd intended it to be a framework for mods to use to add their own backstories anyways. All you need to do is add the assembly as a reference in your project if you want to use its internal functions (there's not really much there, might look at adding a basic api in the future), and have the mod loaded before yours as a requirement. You can add the Defs directly inside your own mod defs folder
I mean, it's up to you: I can have your classes in there, it's not much of a problem. Or load the mod itself, with precedence, but it is a bit more work for structure. I don't intend to steal anything and would gladly give credits, in any case.
Title: Re: [MOD] (Alpha 11) BackstoriesCore Update 7
Post by: nmid on June 19, 2015, 03:26:37 AM
Quote from: Devon_v on June 18, 2015, 11:03:31 PM
Wouldn't be hard at all. I might do that over the weekend if SCa11 doesn't get released.

that would be uber cool :p
Title: Re: [MOD] (Alpha 11) BackstoriesCore Update 7
Post by: falcongrey on June 19, 2015, 09:04:42 PM
Quote from: mipen on June 18, 2015, 08:48:35 AM
@falcongrey
Hey there! Okay, so. Firstly, the folder structure is very important. Inside the Defs folder, you should have a folder called BackstoryDefs, and inside this folder is where you put your xml files defining your backstories. I can't remember if I put the templates into their respective folders inside the Templates.rar file, or if they are loose.

The CoreBackstoryDefs.xml file I am referring to doesn't come with the core mod anymore, it is in the core backstories package (I think the first one listed on the OP) my apologies for not changing that. I originally supplied it with the base mod but separated it out.

Anyways, to make your own backstory:
Open the Defs folder. If it doesn't already contain a folder called 'BackstoryDefs', then create it (make sure to get the name exactly right or the game will bug out). Now, extract the BackstoryDefTemplate.xml file into 'BackstoryDegs'.
Open this file with a good editor, at the very least something like Notepad++.
To get a term of reference, download one of the backstory packages linked in the original post, extract its contents to your desktop, and open one of the files inside its BackstoryDefs folder. This will show you the structure you should follow to write your own backstory. You could even copy and paste one of these backstories into your own file and just change the data.
Anyways, inside the template file, you will find descriptions of all the expected entries required to define your backstory. I'm writing this on my phone so I can't open it and go through it here unfortunately. But by cross referencing between the template and the other backstory, I am sure you will be able to work it out :)
If you need some more help, let me know and I'll try write up a full in depth tutorial when I get onto my computer next. Good luck! 

As an aside, I really do need to update the original post with a proper tutorial. You're welcome to try mucking up a program to help write the backstories, I was just thinking of doing something like that myself, truth be told

Ok, so trying to make sure I do this correctly here. If I am understanding the file structure correctly starting at the 'mods' folder it should be like this:
Mods ---> BackstoriesCore --|-->About --> About.xml
                                        |--> Assemblies --> Backstories!.dll
                                        |--> Defs --|--> BackstoryDefs --> BackstoryDefTemplate.xml
                                        |                |--> ConfigDefs --> Config.xml
                                        |                |--> NameDefs --> NameDefTemplate.xml
                                        |                |--> PawnBioDefs --> PawnBiosTemplate.xml
                                        |--> Textures --> Default.png
                                        |--> .gitattributes
                                        |--> .gitignore


Or should the .xml files for namedefs and pawnbiodefs all be in the backstorydefs folder too?
Title: Re: [MOD] (Alpha 11) BackstoriesCore Update 7
Post by: mipen on June 19, 2015, 10:36:11 PM
Quote from: falcongrey on June 19, 2015, 09:04:42 PM
Quote from: mipen on June 18, 2015, 08:48:35 AM
@falcongrey
Hey there! Okay, so. Firstly, the folder structure is very important. Inside the Defs folder, you should have a folder called BackstoryDefs, and inside this folder is where you put your xml files defining your backstories. I can't remember if I put the templates into their respective folders inside the Templates.rar file, or if they are loose.

The CoreBackstoryDefs.xml file I am referring to doesn't come with the core mod anymore, it is in the core backstories package (I think the first one listed on the OP) my apologies for not changing that. I originally supplied it with the base mod but separated it out.

Anyways, to make your own backstory:
Open the Defs folder. If it doesn't already contain a folder called 'BackstoryDefs', then create it (make sure to get the name exactly right or the game will bug out). Now, extract the BackstoryDefTemplate.xml file into 'BackstoryDegs'.
Open this file with a good editor, at the very least something like Notepad++.
To get a term of reference, download one of the backstory packages linked in the original post, extract its contents to your desktop, and open one of the files inside its BackstoryDefs folder. This will show you the structure you should follow to write your own backstory. You could even copy and paste one of these backstories into your own file and just change the data.
Anyways, inside the template file, you will find descriptions of all the expected entries required to define your backstory. I'm writing this on my phone so I can't open it and go through it here unfortunately. But by cross referencing between the template and the other backstory, I am sure you will be able to work it out :)
If you need some more help, let me know and I'll try write up a full in depth tutorial when I get onto my computer next. Good luck! 

As an aside, I really do need to update the original post with a proper tutorial. You're welcome to try mucking up a program to help write the backstories, I was just thinking of doing something like that myself, truth be told

Ok, so trying to make sure I do this correctly here. If I am understanding the file structure correctly starting at the 'mods' folder it should be like this:
Mods ---> BackstoriesCore --|-->About --> About.xml
                                        |--> Assemblies --> Backstories!.dll
                                        |--> Defs --|--> BackstoryDefs --> BackstoryDefTemplate.xml
                                        |                |--> ConfigDefs --> Config.xml
                                        |                |--> NameDefs --> NameDefTemplate.xml
                                        |                |--> PawnBioDefs --> PawnBiosTemplate.xml
                                        |--> Textures --> Default.png
                                        |--> .gitattributes
                                        |--> .gitignore


Or should the .xml files for namedefs and pawnbiodefs all be in the backstorydefs folder too?
Yup, that is exactly correct! :) By the way, nice formatting!
Title: Re: [MOD] (Alpha 11) BackstoriesCore Update 7
Post by: mipen on June 19, 2015, 10:37:53 PM
Quote from: isistoy on June 18, 2015, 11:47:59 PM
Quote from: mipen on June 18, 2015, 11:17:14 PM
Yeah that's fine! I'd intended it to be a framework for mods to use to add their own backstories anyways. All you need to do is add the assembly as a reference in your project if you want to use its internal functions (there's not really much there, might look at adding a basic api in the future), and have the mod loaded before yours as a requirement. You can add the Defs directly inside your own mod defs folder
I mean, it's up to you: I can have your classes in there, it's not much of a problem. Or load the mod itself, with precedence, but it is a bit more work for structure. I don't intend to steal anything and would gladly give credits, in any case.
I really think it would be easier to just load the mod first. It means you don't have to mess around with any of the internal stuff and also you will get any updates/fixes/changes I do in the future without having to do anything. It will also be more compatible with any other mods that use it, like MD2Droids
Title: Re: [MOD] (Alpha 11) BackstoriesCore Update 7
Post by: isistoy on June 19, 2015, 11:12:15 PM
Sounds fine!

Just on time, as a matter of fact, as I just finished a new iteration on jobs and can do a bit of other things, like Backstories and Thoughts, now that I got some basics.
I plan to do this during the week-end and with the help of this topic, it should go nicely.

Thanks again
Title: Re: [MOD] (Alpha 11) BackstoriesCore Update 7
Post by: AllenWL on June 20, 2015, 03:19:22 AM
Can we edit existing backstories with this?
Title: Re: [MOD] (Alpha 11) BackstoriesCore Update 7
Post by: nmid on June 20, 2015, 04:16:04 AM
Quote from: Devon_v on June 18, 2015, 11:03:31 PM
Wouldn't be hard at all. I might do that over the weekend if SCa11 doesn't get released.

That would be very awesome !!
Title: Re: [MOD] (Alpha 11) BackstoriesCore Update 7
Post by: mipen on June 20, 2015, 04:48:44 AM
Quote from: AllenWL on June 20, 2015, 03:19:22 AM
Can we edit existing backstories with this?
Unfortunately no, there's no way to edit existing backstories outside of when the game is running,and even then it is very difficult
Title: Re: [MOD] (Alpha 11) BackstoriesCore Update 7
Post by: isistoy on June 20, 2015, 04:52:37 AM
ok,

this is now basically in for K9:

(http://i.imgur.com/eNSRYsV.jpg?1) (http://imgur.com/eNSRYsV)

A few questions, if it's not abusing of your time:

I appreciate your help, by the way :)
Title: Re: [MOD] (Alpha 11) BackstoriesCore Update 7
Post by: AllenWL on June 20, 2015, 06:12:41 AM
Um, Ok.. I installed this mod, and wrote a few backstories.
The moment I 'activated' the mod, the screen turned completely black, and now I can't play without removing it from my mods folder. The moment I put it back, the game gets a black screen again. Help?

Edit:
Ok, I fiddled with a few stuff, and after deleting the unused config, name, and pawnbio defs, the game does not get a black screen anymore.

Edit2:
Re-added the configdef, but for some reason, I cannot seem to find my custom made backstories in the game, not when using the EdB prepare carefully mod, and not when spawning tons of colonists, raiders, and slave traders and checking each one. Spawn catagories have been written

Edit3:
After deleting and re-installing the entire thing, the mod works... sorta. A few of the backstories are there, but a few aren't...
(Oh, and plant growing and cooking is considered skill labor, but art isn't?)

Edit4:
Ok, after fixing a bunch of spelling mistakes and such, it works now. Whew, that was hard.
Title: Re: [MOD] (Alpha 11) BackstoriesCore Update 7
Post by: Devon_v on June 20, 2015, 02:10:19 PM
Quote from: isistoy on June 20, 2015, 04:52:37 AM
ok,

this is now basically in for K9:

(http://i.imgur.com/eNSRYsV.jpg?1) (http://imgur.com/eNSRYsV)

Looks nice. Don't forget to use HIS (all caps) to have the game substitute "her" as appropriate. NAME could be used in place of "This dog" to make it automatically read as "Buster is quite well-tempered..."

HE also prints "he" or "she" by pawn gender, and HECAP capitalizes it if you're starting a sentence. Or writing a backstory for a deity.

Edit: "breed" is the word you're looking for.
Title: Re: [MOD] (Alpha 11) BackstoriesCore Update 7
Post by: isistoy on June 20, 2015, 02:14:34 PM
Ah, many thanks!
This is interesting meta: do we have an exhaustive list with all these Meta Words, somewhere?
Title: Re: [MOD] (Alpha 11) BackstoriesCore Update 7
Post by: Devon_v on June 20, 2015, 02:18:07 PM
They're listed in the template files and the corebackstories.def.

HE, HECAP, HIS, HISCAP, AND NAME.
Title: Re: [MOD] (Alpha 11) BackstoriesCore Update 7
Post by: isistoy on June 20, 2015, 02:26:31 PM
Quote from: Devon_v on June 20, 2015, 02:18:07 PM
They're listed in the template files and the corebackstories.def.

HE, HECAP, HIS, HISCAP, AND NAME.
Woops! I went a bit too quick there. Merci, Devon_v!
Title: Re: [MOD] (Alpha 11) BackstoriesCore Update 7
Post by: mipen on June 20, 2015, 09:19:15 PM
Quote from: isistoy on June 20, 2015, 04:52:37 AM
ok,

this is now basically in for K9:

(http://i.imgur.com/eNSRYsV.jpg?1) (http://imgur.com/eNSRYsV)

A few questions, if it's not abusing of your time:

  • can backstory skills also come from some that I define myself in the mod?
  • in a more general sense about skills, will new ones defined in a mod not also automatically apply to vanilla pawns? Can we constrain custom skills to custom pawns?

I appreciate your help, by the way :)
I believe mod skills can be used in the backstory defs, there shouldn't be any problems there. However, I have no idea how to make some skills exclusive to some pawns, sorry :(
Title: Re: [MOD] (Alpha 11) BackstoriesCore Update 7
Post by: isistoy on June 21, 2015, 12:53:03 AM
These are useful piece of information. If I have other precise questions on backstory matters, I'll come by and bump them here.
Thanks again
Title: Re: [MOD] (Alpha 11) BackstoriesCore Update 7
Post by: mokonasakura on June 23, 2015, 12:08:27 PM
Well really wanted to use this but it seems its not just an install and its ready mod and I'm not able to understand your instructions. Hope your or someone else can just make this an install and its ready.
Title: Re: [MOD] (Alpha 11) BackstoriesCore Update 7
Post by: nmid on June 23, 2015, 02:18:27 PM
Quote from: mokonasakura on June 23, 2015, 12:08:27 PM
Well really wanted to use this but it seems its not just an install and its ready mod and I'm not able to understand your instructions. Hope your or someone else can just make this an install and its ready.

It is.
Just download the CoreBackstories file. The rest are added backstories.
It's a simple mod installation.

If you want, the rest can be added to the storiesbackdef subfolder.
Title: Re: [A11] BackstoriesCore Update 7
Post by: isistoy on June 23, 2015, 03:42:10 PM
What has been said and done (i.e. for us):
Title: Re: [MOD] (Alpha 11) BackstoriesCore Update 7
Post by: Devon_v on June 23, 2015, 04:52:40 PM
Quote from: mokonasakura on June 23, 2015, 12:08:27 PM
Well really wanted to use this but it seems its not just an install and its ready mod and I'm not able to understand your instructions. Hope your or someone else can just make this an install and its ready.

It's not a mod so much as a framework. On its own it does nothing, but it allows modded backstories to be added to the game. The issue is that thus far no one has done much with it. There are a few included packs which add a handful of new backstories, and the Project K9 mod is working with it. I'm also (slowly) working on a Firefly pack which was requested.
Title: Re: [MOD] (Alpha 11) BackstoriesCore Update 7
Post by: nmid on June 23, 2015, 05:15:29 PM
Quote from: Devon_v on June 23, 2015, 04:52:40 PMI'm also (slowly) working on a Firefly pack which was requested.

/drooool

;D
Title: Re: [A11] BackstoriesCore Update 7
Post by: LanMc on June 24, 2015, 07:47:35 PM
I absolutely love this mod!!!  I am having a blast making up both childhood and adulthood stories and then seeing them in the game! 

Thanks bunches!!!
Title: Re: [MOD] (Alpha 11) BackstoriesCore Update 7
Post by: Devon_v on June 24, 2015, 08:27:58 PM
Quote from: nmid on June 23, 2015, 05:15:29 PM

/drooool

;D

Psychic Drone + River = colony over, just so you know. ;P
Title: Re: [MOD] (Alpha 11) BackstoriesCore Update 7
Post by: nmid on June 25, 2015, 03:41:26 AM
Quote from: Devon_v on June 24, 2015, 08:27:58 PM
Quote from: nmid on June 23, 2015, 05:15:29 PM

/drooool

;D

Psychic Drone + River = colony over, just so you know. ;P

haha, hopefully in A13, we'll have interpersonal relations enabled  ::)
Simon will then be able to calm her down :)
Title: Re: [A11] BackstoriesCore Update 7
Post by: Xale on June 25, 2015, 03:59:51 AM
Hey All

Sorry Stupid Question really, how do i install this mod exactly?

Thanks
Title: Re: [A11] BackstoriesCore Update 7
Post by: mokonasakura on June 25, 2015, 05:13:05 AM
Quote from: Xale on June 25, 2015, 03:59:51 AM
Hey All

Sorry Stupid Question really, how do i install this mod exactly?

Thanks
I finally figured it out. So ill try and give you a step by step expectation. After downloading the mod from github open your rimworld folder and put the folder called backstoriescore-8 into the mod folder. Now in the backstoriescore-8 folder there is a folder called def open it and create a folder called BackstoryDef. It is in this folder that you will do everything from now on. If you want to use other peoples character creations then download Backstories by Andouce or Backstories by Igabod that you can see on page one and put the XML document into the BackstoryDef folder you created. If you want to create you own characters then extract Templates.rar file that you can find in backstoriescore-8 folder and then move the XML file into the BackstoryDef file you created. Open the XML file with notepad or any other program like it, most instructions should be given there however its a good idea to install other peoples creations just to get a visual of what you need to do. They can also be opened with notepad. Take note your computer will probably not try to open it with notepad so you will need to right click the file and click open with. Once you are finally happy go in game and click on the mods area to install it, then restart the game.
Title: Re: [A11] BackstoriesCore Update 7
Post by: StorymasterQ on June 25, 2015, 08:35:37 PM
Quote from: mokonasakura on June 25, 2015, 05:13:05 AM
...Once you are finally happy...

Well, that's a never ending quest. Wait, do you mean with the backstories or with life in general? Because if it's the latter then I don't think I'll be going back in the game for a long time :D
Title: Re: [A11] BackstoriesCore Update 7
Post by: mokonasakura on June 30, 2015, 10:15:37 PM
This seems to be the best place to put this, here is some of the backstories I made using this mod. Most of them are just for fun and will break game immersion so if you care about that don't install or look them over and remove what you don't want. This is my first time using drop box so I'm just going to post the link it gave me. Let me know if there is balance issues and such.
https://www.dropbox.com/s/pxxa1xpk0wkm2ra/Mokonabackstory.zip?dl=0
Title: Re: [A11] BackstoriesCore Update 7
Post by: nmid on July 01, 2015, 09:15:20 AM
Thanks for your efforts, mokonasakura.

A brief summary would be nice.
Going to check it out on the weekend.
Title: Re: [A11] BackstoriesCore Update 7
Post by: Vas on July 02, 2015, 05:34:35 AM
I noticed an issue, HIM only works on his/her.  How do you do "him/her"?
Title: Re: [A11] BackstoriesCore Update 7
Post by: Devon_v on July 02, 2015, 12:03:35 PM
That's not supported by the game. You just have to word your text to avoid the need for it. ie, Tynan never needed it so he didn't code it.
Title: Re: [A11] BackstoriesCore Update 7
Post by: Vas on July 02, 2015, 02:50:50 PM
I started using "HIM" just in case, and I'll poke Tynan with it, maybe it'll be an easy fix.  Who knows.
Title: Re: [A11] BackstoriesCore Update 7
Post by: Tynan on July 02, 2015, 02:53:49 PM
This is the current list of replacements. I think it covers your needs:

.Replace( "HISCAP", GenText.PossessiveCap(p) )
.Replace( "HIMCAP", GenText.ProObjCap(p) )
.Replace( "HECAP", GenText.ProSubjCap(p) )
.Replace( "HIS", GenText.Possessive(p) )
.Replace( "HIM", GenText.ProObj(p) )
.Replace( "HE", GenText.ProSubj(p) );


If you need "himself/herself", just write HIMself.
Title: Re: [A11] BackstoriesCore Update 7
Post by: Vas on July 02, 2015, 02:54:37 PM
Oh, you replied just slightly after I sent the message.  xP  Faster than me.
Title: Re: [A11] BackstoriesCore Update 7
Post by: mipen on July 02, 2015, 08:46:22 PM
Quote from: Tynan on July 02, 2015, 02:53:49 PM
This is the current list of replacements. I think it covers your needs:

.Replace( "HISCAP", GenText.PossessiveCap(p) )
.Replace( "HIMCAP", GenText.ProObjCap(p) )
.Replace( "HECAP", GenText.ProSubjCap(p) )
.Replace( "HIS", GenText.Possessive(p) )
.Replace( "HIM", GenText.ProObj(p) )
.Replace( "HE", GenText.ProSubj(p) );


If you need "himself/herself", just write HIMself.
Thanks for this :)
Title: Re: [A11] BackstoriesCore Update 7
Post by: StorymasterQ on July 02, 2015, 09:07:38 PM
What would this guy (http://pre00.deviantart.net/055d/th/pre/i/2012/342/6/8/him_by_gangstacakes-d5ndvd3.png)'s name be translated as?
Title: Re: [A11] BackstoriesCore Update 7
Post by: mipen on July 03, 2015, 12:14:42 AM
It :p
Title: Re: [A11] BackstoriesCore Update 7
Post by: StorymasterQ on July 03, 2015, 01:14:49 AM
No, no, that's reserved for another cousin (http://www.addamsfamilycostume.com/addams-family-costumes-itt-3.jpg).
Title: Re: [A11] BackstoriesCore Update 7
Post by: mipen on July 03, 2015, 09:56:15 AM
Quote from: mokonasakura on June 30, 2015, 10:15:37 PM
This seems to be the best place to put this, here is some of the backstories I made using this mod. Most of them are just for fun and will break game immersion so if you care about that don't install or look them over and remove what you don't want. This is my first time using drop box so I'm just going to post the link it gave me. Let me know if there is balance issues and such.
https://www.dropbox.com/s/pxxa1xpk0wkm2ra/Mokonabackstory.zip?dl=0
Some good ones there :) Made me chuckle. I'll add this to the collections, if you don't mind? :)
Title: Re: [A11] BackstoriesCore Update 7
Post by: mokonasakura on July 03, 2015, 03:18:52 PM
fine with me.
Title: Re: [A11] BackstoriesCore Update 7
Post by: Vas on July 13, 2015, 06:21:51 PM
I can't figure out why this isn't working.  I was trying to create a blank backstory that lets you create a character with no advantages no disadvantages for testing purposes.
<?xml version="1.0" encoding="utf-8" ?>
<BackstoryDefs>
<BackstoryDef>
<defName>BlankBlankC</defName>
<title>Blank Childhood</title>
<titleShort>Blank</titleShort>
<baseDescription>This is a blank backstory with no bonuses at all.</baseDescription>
<bodytypeMale>Thin</bodytypeMale>
<bodyTypeFemale>Thin</bodyTypeFemale>
<slot>Childhood</slot>
</BackstoryDef>

<BackstoryDef>
<defName>BlankBlankA</defName>
<title>Blank Adulthood</title>
<titleShort>Blank</titleShort>
<baseDescription>This is a blank backstory with no bonuses at all.</baseDescription>
<bodytypeMale>Thin</bodytypeMale>
<bodyTypeFemale>Thin</bodyTypeFemale>
<slot>Adulthood</slot>
</BackstoryDef>
</BackstoryDefs>


I'm basically trying to figure out how much things cost in the game, Prepare Carefully's point system.  :P
Title: Re: [A11] BackstoriesCore Update 7
Post by: mokonasakura on July 19, 2015, 08:48:12 PM
I lost count but here are about 30 names for those of you getting annoyed of seeing the same ones. https://www.dropbox.com/s/zdsqw383hjoko2w/MokonaNameDef.zip?dl=0



Vas copy and paste this, this will give you a blank colonist.

<BackstoryDef>
    <defName>BackstoryBlank</defName>
    <title>Blank</title>
    <titleShort>TBD</titleShort>
    <baseDescription>Blank</baseDescription>
    <bodytypeMale>Thin</bodytypeMale>
    <bodyTypeFemale>Thin</bodyTypeFemale>
    <slot>Childhood</slot>
    <workDisables>
    </workDisables>
    <skillGains>
    </skillGains>
    <spawnCategories>
      <li>Slave</li>
    </spawnCategories>
  </BackstoryDef>
Title: Re: [A11] BackstoriesCore Update 7
Post by: Vas on July 25, 2015, 11:34:20 AM
Game can't save, every auto save resets your character backstories.
https://dl.dropbox.com/u/30270697/rimworld/Bugs/2015-07-25_00001.jpg

It randomized my backstories and screwed up my character.  :/
Title: Re: [A11] BackstoriesCore Update 7
Post by: mipen on July 25, 2015, 08:08:22 PM
Are these backstories that you have made? Or are they from one of the packs? It looks like the save key isn't being generated properly, which could mean there is a problem in the def. If you know where these come from, I can have a look at them for you
Title: Re: [A11] BackstoriesCore Update 7
Post by: Vas on July 25, 2015, 10:17:08 PM
I made them.  It looks like it tried to generate numbers at the end of my def names.  I didn't see anything that said numbers were required to be added though.
Title: Re: [A11] BackstoriesCore Update 7
Post by: mipen on July 26, 2015, 06:16:31 AM
If you send me a copy of them I can have a look and see if there is anything missing. It might be that I have missed an error message and so you're not being warned of something
Title: Re: [A11] BackstoriesCore Update 9
Post by: mipen on July 28, 2015, 12:43:58 AM
Fixed a small bug caused by PawnBioDefs
Title: Re: [A11] BackstoriesCore Update 9
Post by: skyarkhangel on July 30, 2015, 11:14:16 AM
Don't know.. but when i'am updating backstories from v8 to v.9, Rimworld can't to start. Only black screen.
Title: Re: [A11] BackstoriesCore Update 9
Post by: mipen on July 30, 2015, 07:06:36 PM
Quote from: skyarkhangel on July 30, 2015, 11:14:16 AM
Don't know.. but when i'am updating backstories from v8 to v.9, Rimworld can't to start. Only black screen.
Did you retain the correct load order?
Title: Re: [A11] BackstoriesCore Update 9
Post by: skyarkhangel on July 30, 2015, 09:32:18 PM
Quote from: mipen on July 30, 2015, 07:06:36 PM
Quote from: skyarkhangel on July 30, 2015, 11:14:16 AM
Don't know.. but when i'am updating backstories from v8 to v.9, Rimworld can't to start. Only black screen.
Did you retain the correct load order?

Yea, near with core and full replacement old v8.. don't work with Hardcore modpack.. It may be something conflict with v9.
Title: Re: [A11] BackstoriesCore Update 9
Post by: mipen on July 31, 2015, 04:23:14 AM
Quote from: skyarkhangel on July 30, 2015, 09:32:18 PM
Quote from: mipen on July 30, 2015, 07:06:36 PM
Quote from: skyarkhangel on July 30, 2015, 11:14:16 AM
Don't know.. but when i'am updating backstories from v8 to v.9, Rimworld can't to start. Only black screen.
Did you retain the correct load order?

Yea, near with core and full replacement old v8.. don't work with Hardcore modpack.. It may be something conflict with v9.
Hmm, there really shouldn't be any compatibility issues between the two, as I only removed one line from the code to fix a problem with the bios. If you send me the output log I can take a look and hopefully see what the problem is :)
Title: Re: [A11] BackstoriesCore Update 9
Post by: skyarkhangel on July 31, 2015, 11:10:26 AM
Quote from: mipen on July 31, 2015, 04:23:14 AM
Quote from: skyarkhangel on July 30, 2015, 09:32:18 PM
Quote from: mipen on July 30, 2015, 07:06:36 PM
Quote from: skyarkhangel on July 30, 2015, 11:14:16 AM
Don't know.. but when i'am updating backstories from v8 to v.9, Rimworld can't to start. Only black screen.
Did you retain the correct load order?

Yea, near with core and full replacement old v8.. don't work with Hardcore modpack.. It may be something conflict with v9.
Hmm, there really shouldn't be any compatibility issues between the two, as I only removed one line from the code to fix a problem with the bios. If you send me the output log I can take a look and hopefully see what the problem is :)

How can i do this, Rimworld just freezes with black screen with any errors ???
I'am trying to experiment.. to unload other mods
Title: Re: [A11] BackstoriesCore Update 9
Post by: mipen on July 31, 2015, 06:36:51 PM
The log is in the rimworld directory. Rimworldxxxwin/rimworldxxxwin_data/output_log.txt
Title: Re: [A11] BackstoriesCore Update 9
Post by: Matt Rethyu on August 03, 2015, 09:26:18 AM
Quote from: mipen on May 15, 2015, 06:55:54 AMActually it is easy to remove existing backstories, I could add that functionality in if you wish.

So in theory, modification of vanilla backstories IS possible - you will need to remove them from vanilla game, and readd identical ones via your mod?
Just to be clear, I don't want to change them too much, since they are rewards for backers, but I wish I was able to put NAME instead of their names etc. so I could use them freely with Prepare Carefully.
Title: Re: [A11] BackstoriesCore Update 9
Post by: falcongrey on August 03, 2015, 11:49:00 PM
Quote from: mipen on July 31, 2015, 06:36:51 PM
The log is in the rimworld directory. Rimworldxxxwin/rimworldxxxwin_data/output_log.txt

I'm having the same 'load then black screen' problem. Alt-F4 to exit the black screen. I have it loading in the same location that the old back story folder was. Nothing changed. Loads perfectly fine if I disable backstories but goes to black screen if I have it active.

Link to Output_Log here (https://www.dropbox.com/s/e1lqxnbtvn8g217/output_log.txt?dl=0)

And hope this helps you track down what went wrong.
Title: Re: [A11] BackstoriesCore Update 9
Post by: skyarkhangel on August 04, 2015, 01:04:35 PM
Quote from: falcongrey on August 03, 2015, 11:49:00 PM
Quote from: mipen on July 31, 2015, 06:36:51 PM
The log is in the rimworld directory. Rimworldxxxwin/rimworldxxxwin_data/output_log.txt

I'm having the same 'load then black screen' problem. Alt-F4 to exit the black screen. I have it loading in the same location that the old back story folder was. Nothing changed. Loads perfectly fine if I disable backstories but goes to black screen if I have it active.

Link to Output_Log here (https://www.dropbox.com/s/e1lqxnbtvn8g217/output_log.txt?dl=0)

And hope this helps you track down what went wrong.

Could not resolve cross-reference: No Backstories.BackstoryDef named DavidGreyChild found to give to Backstories.PawnBioDef DavidGrey
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Could not resolve cross-reference: No Backstories.BackstoryDef named DavidGreyAdult found to give to Backstories.PawnBioDef DavidGrey
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

who is this mr. David Grey?  :o Mb.. Mipen want to make new sadist backstory with 50 shades of grey?  :D ;)
Title: Re: [A11] BackstoriesCore Update 9
Post by: falcongrey on August 05, 2015, 03:21:17 AM
Quote from: skyarkhangel on August 04, 2015, 01:04:35 PM
Quote from: falcongrey on August 03, 2015, 11:49:00 PM
Quote from: mipen on July 31, 2015, 06:36:51 PM
The log is in the rimworld directory. Rimworldxxxwin/rimworldxxxwin_data/output_log.txt

I'm having the same 'load then black screen' problem. Alt-F4 to exit the black screen. I have it loading in the same location that the old back story folder was. Nothing changed. Loads perfectly fine if I disable backstories but goes to black screen if I have it active.

Link to Output_Log here (https://www.dropbox.com/s/e1lqxnbtvn8g217/output_log.txt?dl=0)

And hope this helps you track down what went wrong.

Could not resolve cross-reference: No Backstories.BackstoryDef named DavidGreyChild found to give to Backstories.PawnBioDef DavidGrey
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Could not resolve cross-reference: No Backstories.BackstoryDef named DavidGreyAdult found to give to Backstories.PawnBioDef DavidGrey
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

who is this mr. David Grey?  :o Mb.. Mipen want to make new sadist backstory with 50 shades of grey?  :D ;)

That was the back story that worked in update 8 perfectly; when 9 came out it borked. Also,  you're the first to give that 'knee slapper' about my last name. ;)
Title: Re: [A11] BackstoriesCore Update 9
Post by: skyarkhangel on August 05, 2015, 01:22:19 PM
Mipen, please make ability to translate backstories ^_^
Title: Re: [A12] BackstoriesCore Update 10
Post by: mipen on August 22, 2015, 11:54:00 PM
Updated to A12!
Title: Re: [A12] BackstoriesCore Update 10
Post by: Pheanox on August 23, 2015, 12:08:42 AM
I didn't notice it in the templates, what is the skill name for animal taming?  Is it Animal or something more complex like AnimalHandling?

Figured it out for any others interested, the skill is 'Animals'.
Title: Re: [A12] BackstoriesCore Update 10
Post by: Dragoon on August 23, 2015, 08:06:21 PM
For some reason it's not working for me.

[attachment deleted due to age]
Title: Re: [A12] BackstoriesCore Update 10
Post by: notfood on August 24, 2015, 12:16:38 AM
Can it be context aware?

I'd like to have a list of colony pawns spawn only and only during crash landing event from that one mod.

Or certain characters being able to appear during certain events, like under Toxic Fallout or Volcanic Winter or a simple Thunderstorm. I see there is spawn categories, but no control about the context.
Title: Re: [A12] BackstoriesCore Update 10
Post by: Dragoon on August 24, 2015, 08:08:08 PM
I fixed my problem! one of my backstories was messed up and it messed up all the others because of it.
Title: Re: [A12] BackstoriesCore Update 10
Post by: mipen on August 24, 2015, 08:13:45 PM
Quote from: notfood on August 24, 2015, 12:16:38 AM
Can it be context aware?

I'd like to have a list of colony pawns spawn only and only during crash landing event from that one mod.

Or certain characters being able to appear during certain events, like under Toxic Fallout or Volcanic Winter or a simple Thunderstorm. I see there is spawn categories, but no control about the context.
These act exactly like vanilla backstories, so there's not really any context awareness. However, you could make an event that spawns pawns with with the backstories that you want and just do it that way. You can find specific backstories in the database (only ones that have been added by the mod) by using the extention method UniqueSaveKeyFor() on the backstory def
Title: Re: [A12] BackstoriesCore Update 10
Post by: Ouan on August 25, 2015, 03:32:41 AM
First! Damn it, I blinked and the mod went from updating to updated. Damn it! I was going to be the first to congratulate you Mipen. Next time... well next Alpha around the New Year's or thereabouts. I have been looking forward to getting my hands on some glorious robots! They have the class not to form unions like my bloody colonists do. Which is why as soon as they come online in my next colony, all the undesirables go into the pot. More meat for the meat eaters!
Title: Re: [A12] BackstoriesCore Update 10
Post by: isistoy on August 28, 2015, 01:33:24 PM
Hello mipen,

k9 did not cut it, but still interested in your backstories mod.
Actually, you said translations would be doable in a previous post.
Any ideas why the game is not wanting to use some DefInjected backstory translations in the game?
Title: Re: [A12] BackstoriesCore Update 10
Post by: Tekuromoto on August 30, 2015, 07:18:23 PM
I love this mod and popped it into my game when I first started playing RimWorld... is it three weeks ago already?  ::)

Anyhow, I noticed that there were no new hard-coded backstories that dovetail with the new animal content, so I made a few of my own.

<BackstoryDef>
    <defName>DSFrontierChild</defName>
    <title>Frontier child</title>
    <titleShort>Frontier child</titleShort>
    <baseDescription>NAME grew up in a small community on the frontier of a harsh mid-tech agricultural world. Like all of HIS siblings HE had to pull his weight around the farm, tending crops and livestock, erecting fences, repairing machinery, and hunting and trapping.
   
    HISCAP spare time for reading and socializing was limited, though HE did learn how to hold HIS own in a fistfight.</baseDescription>
    <bodytypeMale>Male</bodytypeMale>
    <bodyTypeFemale>Female</bodyTypeFemale>
    <slot>Childhood</slot>
    <workDisables>
        <li>None</li>
    </workDisables>
    <skillGains>
        <li>
            <defName>Animals</defName>
            <amount>2</amount>
        </li>
        <li>
            <defName>Growing</defName>
            <amount>2</amount>
        </li>
        <li>
            <defName>Construction</defName>
            <amount>1</amount>
        </li>
        <li>
            <defName>Crafting</defName>
            <amount>2</amount>
        </li>
        <li>
            <defName>Shooting</defName>
            <amount>2</amount>
        </li>
        <li>
            <defName>Melee</defName>
            <amount>1</amount>
        </li>
        <li>
            <defName>Social</defName>
            <amount>-2</amount>
        </li>
        <li>
            <defName>Artistic</defName>
            <amount>-1</amount>
        </li>
        <li>
            <defName>Research</defName>
            <amount>-2</amount>
        </li>
    </skillGains>
    <spawnCategories>
        <li>Civil</li>
        <li>Raider</li>
        <li>Slave</li>
    </spawnCategories>
</BackstoryDef>


<BackstoryDef>
    <defName>DSFrontiersman</defName>
    <title>Frontiersman</title>
    <titleShort>Frontiersman</titleShort>
    <baseDescription>NAME lived a rough life on the border between Civilization and the Wilderness on HIS mid-tech homeworld. HECAP had to be strong, independent, and a jack-of-all-trades to eke out a living while facing the numerous challenges of the frontier: the elements, wild beasts, and wilder men.
   
    </baseDescription>
    <bodytypeMale>Male</bodytypeMale>
    <bodyTypeFemale>Female</bodyTypeFemale>
    <slot>Adulthood</slot>
    <workDisables>
        <li>None</li>
    </workDisables>
    <skillGains>
        <li>
            <defName>Animals</defName>
            <amount>3</amount>
        </li>
        <li>
            <defName>Growing</defName>
            <amount>2</amount>
        </li>
        <li>
            <defName>Construction</defName>
            <amount>2</amount>
        </li>
        <li>
            <defName>Crafting</defName>
            <amount>1</amount>
        </li>
        <li>
            <defName>Shooting</defName>
            <amount>4</amount>
        </li>
        <li>
            <defName>Melee</defName>
            <amount>2</amount>
        </li>
        <li>
            <defName>Cooking</defName>
            <amount>1</amount>
        </li>
        <li>
            <defName>Artistic</defName>
            <amount>-2</amount>
        </li>
        <li>
            <defName>Research</defName>
            <amount>-3</amount>
        </li>
    </skillGains>
    <spawnCategories>
        <li>Civil</li>
        <li>Raider</li>
        <li>Slave</li>
    </spawnCategories>
</BackstoryDef>


<BackstoryDef>
    <defName>DSCircusBrat</defName>
    <title>Circus urchin</title>
    <titleShort>Circus urchin</titleShort>
    <baseDescription>Growing up in the circus NAME learned how to set up perfomance areas, care for animals, and fast talk suckers (ahem) "potential customers".
   
    It was a demanding life that left HIM little free time for developing martial or artistic skills.</baseDescription>
    <bodytypeMale>Male</bodytypeMale>
    <bodyTypeFemale>Female</bodyTypeFemale>
    <slot>Childhood</slot>
    <workDisables>
        <li>None</li>
    </workDisables>
    <skillGains>
        <li>
            <defName>Animals</defName>
            <amount>2</amount>
        </li>
        <li>
            <defName>Construction</defName>
            <amount>1</amount>
        </li>
        <li>
            <defName>Social</defName>
            <amount>2</amount>
        </li>
        <li>
            <defName>Artistic</defName>
            <amount>-2</amount>
        </li>
        <li>
            <defName>Crafting</defName>
            <amount>-2</amount>
        </li>
        <li>
            <defName>Shooting</defName>
            <amount>-2</amount>
        </li>
        <li>
            <defName>Melee</defName>
            <amount>-1</amount>
        </li>
    </skillGains>
    <spawnCategories>
        <li>Civil</li>
        <li>Slave</li>
    </spawnCategories>
</BackstoryDef>


    <BackstoryDef>
    <defName>DSCircusPerfomer</defName>
    <title>Circus performer</title>
    <titleShort>Circus performer</titleShort>
    <baseDescription>A skilled circus perfomer on a mid-tech world, NAME excelled at feats of agility and animal handling. An outgoing people person, HE knew how to work the crowd and put on a great show. NAME never had much use for "book lernin" but HE did - due to suffering numerous falls, bites and scratches - learn how to stitch up minor wounds.</baseDescription>
    <bodytypeMale>Male</bodytypeMale>
    <bodyTypeFemale>Female</bodyTypeFemale>
    <slot>Adulthood</slot>
    <workDisables>
        <li>Intellectual</li>
        <li>Crafting</li>
    </workDisables>
    <skillGains>
        <li>
            <defName>Animals</defName>
            <amount>4</amount>
        </li>
        <li>
            <defName>Melee</defName>
            <amount>2</amount>
        </li>
        <li>
            <defName>Social</defName>
            <amount>4</amount>
        </li>
        <li>
            <defName>Medicine</defName>
            <amount>1</amount>
        </li>
        <li>
            <defName>Shooting</defName>
            <amount>-2</amount>
        </li>
    </skillGains>
    <spawnCategories>
        <li>Civil</li>
        <li>Raider</li>
        <li>Slave</li>
    </spawnCategories>
    </BackstoryDef>


    <BackstoryDef>
    <defName>DSMedievalFarmer</defName>
    <title>Medieval serf</title>
    <titleShort>Medieval serf</titleShort>
    <baseDescription>NAME was born a serf in a low-tech feudal society. HISCAP family worked a plot of land for the local lord. NAME lived a hardscrabble life, always on the verge of starvation, with little time for artistic or cerebral pursuits.</baseDescription>
    <bodytypeMale>Thin</bodytypeMale>
    <bodyTypeFemale>Thin</bodyTypeFemale>
    <slot>Childhood</slot>
    <workDisables>
        <li>Artistic</li>
        <li>Crafting</li>
        <li>Intellectual</li>
    </workDisables>
    <skillGains>
        <li>
            <defName>Growing</defName>
            <amount>3</amount>
        </li>
        <li>
            <defName>Animals</defName>
            <amount>2</amount>
        </li>
        <li>
            <defName>Construction</defName>
            <amount>1</amount>
        </li>
        <li>
            <defName>Cooking</defName>
            <amount>-1</amount>
        </li>
        <li>
            <defName>Shooting</defName>
            <amount>-2</amount>
        </li>
    </skillGains>
    <spawnCategories>
        <li>Civil</li>
        <li>Raider</li>
        <li>Slave</li>
    </spawnCategories>
    </BackstoryDef>


    <BackstoryDef>
    <defName>DSDruid</defName>
    <title>Druid</title>
    <titleShort>Druid</titleShort>
    <baseDescription>A member of an elite religious caste on HIS homeworld, NAME was trained in all aspects of wilderness lore. It was HIS duty to maintain the physical and spiritual health of the local populations - plants, animals and people - in exchange for having HIS material needs provided for by the community.</baseDescription>
    <bodytypeMale>Male</bodytypeMale>
    <bodyTypeFemale>Female</bodyTypeFemale>
    <slot>Adulthood</slot>
    <workDisables>
        <li>Cooking</li>
        <li>Mining</li>
        <li>Hauling</li>
        <li>Violent</li>
        <li>Cleaning</li>
    </workDisables>
    <skillGains>
        <li>
            <defName>Growing</defName>
            <amount>4</amount>
        </li>
        <li>
            <defName>Animals</defName>
            <amount>4</amount>
        </li>
        <li>
            <defName>Social</defName>
            <amount>3</amount>
        </li>
        <li>
            <defName>Medicine</defName>
            <amount>3</amount>
        </li>
    </skillGains>
    <spawnCategories>
        <li>Civil</li>
        <li>Slave</li>
    </spawnCategories>
    </BackstoryDef>


Yeah, the frontiersman is a little overbalanced but that's because I want to try a solo start with him.

By the way, I can't figure out a WorkDisable for animal handling. I've tried Animal, Animals, Handle, and Handling. Any thoughts?
Title: Re: [A12] BackstoriesCore Update 10
Post by: yuyamarino on September 11, 2015, 04:41:41 AM
Hi there, it took me a few hours to get the hang of this but here's my code for Eren, Mikasa and Armin from Attack on Titan :)
Their stats are a bit high! Also if you need someone to write a short guide, I can do it for ya (I think)! :)  The only part I don't get about this mod is how to make actual characters with these backgrounds. When I wrote my PawnBioDefs, it didn't really do anything in the game :\ So I just use PrepareCarefully to assign the stats and all that

<BackstoryDef>
    <defName>childmika</defName><!-- Assign the backstory a defName. Make sure this is unique! A good way of making sure it is unique is by adding a prefix, such as the first three letters of your username.-->
    <title>Rescued child combat prodigy (mikasa))</title><!-- This is the long version of the title. Make sure to only capitalise the first word and no others, otherwise you will get an error.-->
    <titleShort>Combat prodigy</titleShort><!-- This is the short version of the title. If you have a long title, then add a short version here, otherwise you can have it the same as the title. Capitalisation rules apply here as well.-->
    <baseDescription>NAME was rescued by Eren Yeager after her parents were killed by slavers. HECAP was nine years old at the time and was taught by Eren to always keep fighting. This event awakened the fighting instincts and perfect self-control. NAME lived with Eren's family in Wall Maria's Shiganshina District and is very protective over Eren and his best friend Armin. As a result, HE developed HIS close-combat skills and strength.</baseDescription><!-- This is the description of the backstory. Write something interesting and cool :) To make reference to the pawn who has this backstory, then use the character references listed at the top of this file.-->
    <bodytypeMale>Male</bodytypeMale><!-- This is the body type that male characters will have if they have this backstory. Keep in mind that this won't assign a body type if the backstory is a childhood backstory. It should still be assigned however, or you will get an error.-->
    <bodyTypeFemale>Female</bodyTypeFemale><!-- This is the body type that female characters will have.-->
    <slot>Childhood</slot><!-- This is the slot the backstory can be use in. Adulthood or Childhood.-->
    <workDisables><!-- This sets which work types are disabled. Check the top of the file for an explanation of how this works. If you do not want to disable any work types, then remove this entry.-->
    <li>Social</li>
</workDisables>
    <skillGains><!-- This sets the bonus or malus to the characters skills. Check the top of this file for an explanation of how this works. It you do not want to affect any skills, then remove this entry.-->
      <li>
        <defName>Growing</defName>
        <amount>5</amount>
      </li>
  <li>
        <defName>Construction</defName>
        <amount>5</amount>
      </li>
  <li>
        <defName>Mining</defName>
        <amount>5</amount>
      </li>
  <li>
<defName>Melee</defName>
<amount>10</amount>
  </li>
    </skillGains>
    <spawnCategories><!-- This sets which people can be assigned this backstory when they spawn. Check the top of this file for an explanation on how it works. You must add at least one, otherwise you won't ever see your backstory in the game.-->
      <li>Civil</li>
    </spawnCategories>
  </BackstoryDef>
 
  <BackstoryDef>
    <defName>adultmika</defName><!-- Assign the backstory a defName. Make sure this is unique! A good way of making sure it is unique is by adding a prefix, such as the first three letters of your username.-->
    <title>Survey corps prodigy (mikasa)</title><!-- This is the long version of the title. Make sure to only capitalise the first word and no others, otherwise you will get an error.-->
    <titleShort>Corps prodigy</titleShort><!-- This is the short version of the title. If you have a long title, then add a short version here, otherwise you can have it the same as the title. Capitalisation rules apply here as well.-->
    <baseDescription>NAME was a member of the 104th Trainees Squad. HECAP graduated and ranked first in the class. Later HE goes on to join the Survey Corps and become one of the best fighters humanity has ever had.</baseDescription>
    <bodytypeMale>Male</bodytypeMale><!-- This is the body type that male characters will have if they have this backstory. Keep in mind that this won't assign a body type if the backstory is a childhood backstory. It should still be assigned however, or you will get an error.-->
    <bodyTypeFemale>Thin</bodyTypeFemale><!-- This is the body type that female characters will have.-->
    <slot>Adulthood</slot><!-- This is the slot the backstory can be use in. Adulthood or Childhood.-->
    <workDisables><!-- This sets which work types are disabled. Check the top of the file for an explanation of how this works. If you do not want to disable any work types, then remove this entry.-->
    <li>Intellectual</li>
</workDisables>
    <skillGains><!-- This sets the bonus or malus to the characters skills. Check the top of this file for an explanation of how this works. It you do not want to affect any skills, then remove this entry.-->
   <li>
        <defName>Growing</defName>
        <amount>2</amount>
      </li>
  <li>
<defName>Melee</defName>
<amount> 5 </amount>
  </li>
  <li>
        <defName>Construction</defName>
        <amount>8</amount>
      </li>
  <li>
        <defName>Mining</defName>
        <amount>8</amount>
      </li>
   <li>
<defName>Shooting</defName>
<amount> 15 </amount>
  </li>
    </skillGains>
    <spawnCategories><!-- This sets which people can be assigned this backstory when they spawn. Check the top of this file for an explanation on how it works. You must add at least one, otherwise you won't ever see your backstory in the game.-->
      <li>Civil</li>
    </spawnCategories>
  </BackstoryDef>
 
  <BackstoryDef>
    <defName>childeren</defName><!-- Assign the backstory a defName. Make sure this is unique! A good way of making sure it is unique is by adding a prefix, such as the first three letters of your username.-->
    <title>Determined child (eren)</title><!-- This is the long version of the title. Make sure to only capitalise the first word and no others, otherwise you will get an error.-->
    <titleShort>Determined child</titleShort><!-- This is the short version of the title. If you have a long title, then add a short version here, otherwise you can have it the same as the title. Capitalisation rules apply here as well.-->
    <baseDescription>Even at a young age, NAME was highly determined and had a clear vision of the world around him. HE didn't accel at anything in particular but HE knew what needed doing and what needed to be done. HECAP saved Mikasa from slavers and had taught her how to survive in the world. NAME will defend Mikasa and HIS best friend, Armin, to the death if he has to. HECAP does not enjoy sitting in a room studying and rather physically practice.</baseDescription><!-- This is the description of the backstory. Write something interesting and cool :) To make reference to the pawn who has this backstory, then use the character references listed at the top of this file.-->
    <bodytypeMale>Male</bodytypeMale><!-- This is the body type that male characters will have if they have this backstory. Keep in mind that this won't assign a body type if the backstory is a childhood backstory. It should still be assigned however, or you will get an error.-->
    <bodyTypeFemale>Female</bodyTypeFemale><!-- This is the body type that female characters will have.-->
    <slot>Childhood</slot><!-- This is the slot the backstory can be use in. Adulthood or Childhood.-->
    <workDisables><!-- This sets which work types are disabled. Check the top of the file for an explanation of how this works. If you do not want to disable any work types, then remove this entry.-->
    <li>Intellectual</li>
</workDisables>
    <skillGains><!-- This sets the bonus or malus to the characters skills. Check the top of this file for an explanation of how this works. It you do not want to affect any skills, then remove this entry.-->
 
  <li>
        <defName>Construction</defName>
        <amount>10</amount>
      </li>
  <li>
        <defName>Mining</defName>
        <amount>5</amount>
      </li>
   <li>
        <defName>Growing</defName>
        <amount>5</amount>
      </li>
  <li>
<defName>Melee</defName>
<amount>5</amount>
  </li>
  <li>
        <defName>Social</defName>
        <amount>5</amount>
      </li>
    </skillGains>
    <spawnCategories><!-- This sets which people can be assigned this backstory when they spawn. Check the top of this file for an explanation on how it works. You must add at least one, otherwise you won't ever see your backstory in the game.-->
      <li>Civil</li>
    </spawnCategories>
  </BackstoryDef>
 
  <BackstoryDef>
 
    <defName>adulteren</defName><!-- Assign the backstory a defName. Make sure this is unique! A good way of making sure it is unique is by adding a prefix, such as the first three letters of your username.-->
    <title>Survey corps recruit (eren)</title><!-- This is the long version of the title. Make sure to only capitalise the first word and no others, otherwise you will get an error.-->
    <titleShort>Corps recruit</titleShort><!-- This is the short version of the title. If you have a long title, then add a short version here, otherwise you can have it the same as the title. Capitalisation rules apply here as well.-->
    <baseDescription>NAME was a member of the 104th Trainees Squad. HECAP graduated with higher than average scores. Later HE goes on to join the Survey Corps and become an important soldier to the war against the Titans. Much like HIS childhood, NAME prefers practical solutions over theoretical ones and as such, seem to lack any artistic capability.</baseDescription>
    <bodytypeMale>Male</bodytypeMale><!-- This is the body type that male characters will have if they have this backstory. Keep in mind that this won't assign a body type if the backstory is a childhood backstory. It should still be assigned however, or you will get an error.-->
    <bodyTypeFemale>Thin</bodyTypeFemale><!-- This is the body type that female characters will have.-->
    <slot>Adulthood</slot><!-- This is the slot the backstory can be use in. Adulthood or Childhood.-->
    <workDisables><!-- This sets which work types are disabled. Check the top of the file for an explanation of how this works. If you do not want to disable any work types, then remove this entry.-->
    <li>Artistic</li>
</workDisables>
    <skillGains><!-- This sets the bonus or malus to the characters skills. Check the top of this file for an explanation of how this works. It you do not want to affect any skills, then remove this entry.-->
  <li>
        <defName>Construction</defName>
        <amount>10</amount>
      </li>
  <li>
<defName>Cooking</defName>
<amount>10</amount>
  </li>
  <li>
        <defName>Mining</defName>
        <amount>15</amount>
      </li>
  <li>
<defName>Melee</defName>
<amount>5</amount>
  </li>
  <li>
        <defName>Social</defName>
        <amount>5</amount>
      </li>
    </skillGains>
    <spawnCategories><!-- This sets which people can be assigned this backstory when they spawn. Check the top of this file for an explanation on how it works. You must add at least one, otherwise you won't ever see your backstory in the game.-->
      <li>Civil</li>
    </spawnCategories>
  </BackstoryDef> 

  <BackstoryDef>
    <defName>childarmin</defName><!-- Assign the backstory a defName. Make sure this is unique! A good way of making sure it is unique is by adding a prefix, such as the first three letters of your username.-->
    <title>Clever child (armin)</title><!-- This is the long version of the title. Make sure to only capitalise the first word and no others, otherwise you will get an error.-->
    <titleShort>Clever child</titleShort><!-- This is the short version of the title. If you have a long title, then add a short version here, otherwise you can have it the same as the title. Capitalisation rules apply here as well.-->
    <baseDescription>NAME was a clever child who read a lot of books on life outside the wall, and past cultures of the Old World. HECAP often wonders what an ocean looks like and had always asked Eren to go to see an ocean one day. HECAP is curious but not so eager when it comes to physically exerting himself. HECAP was picked on regularly but is always protected by Eren and Mikasa.</baseDescription>
    <bodytypeMale>Thin</bodytypeMale><!-- This is the body type that male characters will have if they have this backstory. Keep in mind that this won't assign a body type if the backstory is a childhood backstory. It should still be assigned however, or you will get an error.-->
    <bodyTypeFemale>Thin</bodyTypeFemale><!-- This is the body type that female characters will have.-->
    <slot>Childhood</slot><!-- This is the slot the backstory can be use in. Adulthood or Childhood.-->
    <workDisables><!-- This sets which work types are disabled. Check the top of the file for an explanation of how this works. If you do not want to disable any work types, then remove this entry.-->
    <li>None</li>
</workDisables>
    <skillGains><!-- This sets the bonus or malus to the characters skills. Check the top of this file for an explanation of how this works. It you do not want to affect any skills, then remove this entry.-->
  <li>
        <defName>Research</defName>
        <amount>15</amount>
      </li>
  <li>
        <defName>Social</defName>
        <amount>2</amount>
      </li>
   <li>
        <defName>Medicine</defName>
        <amount>5</amount>
      </li>
  <li>
        <defName>Cooking</defName>
        <amount>5</amount>
      </li>
  <li>
        <defName>Construction</defName>
        <amount>5</amount>
      </li>
    </skillGains>
    <spawnCategories><!-- This sets which people can be assigned this backstory when they spawn. Check the top of this file for an explanation on how it works. You must add at least one, otherwise you won't ever see your backstory in the game.-->
      <li>Civil</li>
    </spawnCategories>
  </BackstoryDef>
 
   <BackstoryDef>
    <defName>adultarmin</defName><!-- Assign the backstory a defName. Make sure this is unique! A good way of making sure it is unique is by adding a prefix, such as the first three letters of your username.-->
    <title>Survey corps recruit (armin)</title><!-- This is the long version of the title. Make sure to only capitalise the first word and no others, otherwise you will get an error.-->
    <titleShort>Corps recruit</titleShort><!-- This is the short version of the title. If you have a long title, then add a short version here, otherwise you can have it the same as the title. Capitalisation rules apply here as well.-->
    <baseDescription>NAME was the smartest of the 104th Trainees Squad and outperformed everyone in the theoretical aspects of training. However, HE performed slightly below average for physical tests. HECAP joins the Survey Corps with Mikasa and Eren after graduating and further develops skills to support his team such as tactics, cooking, repairing and even doctoring.</baseDescription>
    <bodytypeMale>Thin</bodytypeMale><!-- This is the body type that male characters will have if they have this backstory. Keep in mind that this won't assign a body type if the backstory is a childhood backstory. It should still be assigned however, or you will get an error.-->
    <bodyTypeFemale>Thin</bodyTypeFemale><!-- This is the body type that female characters will have.-->
    <slot>Adulthood</slot><!-- This is the slot the backstory can be use in. Adulthood or Childhood.-->
    <workDisables><!-- This sets which work types are disabled. Check the top of the file for an explanation of how this works. If you do not want to disable any work types, then remove this entry.-->
    <li>None</li>
</workDisables>
    <skillGains><!-- This sets the bonus or malus to the characters skills. Check the top of this file for an explanation of how this works. It you do not want to affect any skills, then remove this entry.-->
  <li>
        <defName>Research</defName>
        <amount>5</amount>
      </li>
  <li>
        <defName>Social</defName>
        <amount>2</amount>
      </li>
   <li>
        <defName>Medicine</defName>
        <amount>15</amount>
      </li>
  <li>
        <defName>Cooking</defName>
        <amount>10</amount>
      </li>
  <li>
        <defName>Crafting</defName>
        <amount>15</amount>
      </li>
    </skillGains>
    <spawnCategories><!-- This sets which people can be assigned this backstory when they spawn. Check the top of this file for an explanation on how it works. You must add at least one, otherwise you won't ever see your backstory in the game.-->
      <li>Civil</li>
    </spawnCategories>
  </BackstoryDef>
 
Title: Re: [A12] BackstoriesCore Update 10
Post by: Rey on September 11, 2015, 11:05:47 AM
Hello, mipen! I'm main translator from Hardcore SK project and I want to know - is it real to make proper translation for all this awesome backstories? We have big Russian community... and they really want me translate your great mod  ;D
Title: Re: [A12] BackstoriesCore Update 10
Post by: mipen on September 12, 2015, 03:23:01 AM
Quote from: Rey on September 11, 2015, 11:05:47 AM
Hello, mipen! I'm main translator from Hardcore SK project and I want to know - is it real to make proper translation for all this awesome backstories? We have big Russian community... and they really want me translate your great mod  ;D
Hmm, do vanilla backstories get translated? I would have to look in to it to see if there is a way to do it
Title: Re: [A12] BackstoriesCore Update 10
Post by: Rey on September 12, 2015, 10:37:37 AM
Quote from: mipen on September 12, 2015, 03:23:01 AM
Quote from: Rey on September 11, 2015, 11:05:47 AM
Hello, mipen! I'm main translator from Hardcore SK project and I want to know - is it real to make proper translation for all this awesome backstories? We have big Russian community... and they really want me translate your great mod  ;D
Hmm, do vanilla backstories get translated? I would have to look in to it to see if there is a way to do it
guess no  :( I tried to find them, when i translated all Core with our team.. I even translate all arts from Core to russian (oh it was very hard, cause we have lots of dif.  сases, declinations and endings of words), but what to do with backstories...  Tried  with your defs and <.label> </.label>.. but nope. I really want to make it work, and try to help you as I can
Title: Re: [A12] BackstoriesCore Update 10
Post by: Cataphract on October 04, 2015, 02:48:50 AM
Hi mipen, lovely mod you have here. I just downloaded it and I'm figuratively frothing at the mouth at the possibilities!

A quick question. Is it possible to have a backstory modify other parts of a pawn's behavior, like say how their mood is affected? I want to make some criminal or military backgrounds reflect how these people are desensitized due to prior experience as a soldier or thug, without having to resort to giving all my starter colonists the 'Psychopath' trait. Is this possible without having to do anything more complex than fiddling with .xml files?
Title: Re: [A12] BackstoriesCore Update 10
Post by: mipen on October 04, 2015, 09:14:03 PM
Quote from: Cataphract on October 04, 2015, 02:48:50 AM
Hi mipen, lovely mod you have here. I just downloaded it and I'm figuratively frothing at the mouth at the possibilities!

A quick question. Is it possible to have a backstory modify other parts of a pawn's behavior, like say how their mood is affected? I want to make some criminal or military backgrounds reflect how these people are desensitized due to prior experience as a soldier or thug, without having to resort to giving all my starter colonists the 'Psychopath' trait. Is this possible without having to do anything more complex than fiddling with .xml files?
Hey there, unfortunately this is not possible :( back stories don't have any influence on a pawn's behaviour. They only affect the skills they start with and what they cannot do
Title: Re: [A12] BackstoriesCore Update 10
Post by: Cataphract on October 04, 2015, 09:18:24 PM
Quote from: mipen on October 04, 2015, 09:14:03 PM
Hey there, unfortunately this is not possible :( back stories don't have any influence on a pawn's behaviour. They only affect the skills they start with and what they cannot do

Oh, I see! Thank you for the answer anyways, mipen!
Title: Re: [A12] BackstoriesCore Update 10
Post by: Anonemous2 on November 09, 2015, 05:59:05 PM
Cool Mod :), Although it was a little confusing getting it to work :o. I also wanted to know if I can use this in a mod I'm working on, (so member's of a faction have there own backstories)?
Title: Re: [A12] BackstoriesCore Update 10
Post by: AllenWL on December 12, 2015, 03:17:41 AM
Uh, I mad some backstories, but they don't seem to work?
Can't find them at all while using the prepare carefully mod.
Not sure what's wrong.
I downloaded the mod, put it in the mods folder, made a Defs folder, put the BackstoriesDef folder in that folder, and put in the backstories.xml in that.

This is the backstory:<?xml version="1.0" encoding="utf-8" ?>
<BackstoryDefs>
 

  <BackstoryDef>
    <defName>KratosCH</defName><!-- Assign the backstory a defName. Make sure this is unique! A good way of making sure it is unique is by adding a prefix, such as the first three letters of your username.-->
    <title>Anceint hero</title><!-- This is the long version of the title. Make sure to only capitalise the first word and no others, otherwise you will get an error.-->
    <titleShort>Anceint hero</titleShort><!-- This is the short version of the title. If you have a long title, then add a short version here, otherwise you can have it the same as the title. Capitalisation rules apply here as well.-->
    <baseDescription>Kratos was a high ranking knight in the Tethe'allan army. He met Mithos and Martel and abandons his position to join them in their Journey of Heroes. </baseDescription><!-- This is the description of the backstory. Write something interesting and cool :) To make reference to the pawn who has this backstory, then use the character references listed at the top of this file.-->
    <bodytypeMale>Male</bodytypeMale><!-- This is the body type that male characters will have if they have this backstory. Keep in mind that this won't assign a body type if the backstory is a childhood backstory. It should still be assigned however, or you will get an error.-->
    <bodyTypeFemale>Male</bodyTypeFemale><!-- This is the body type that female characters will have.-->
    <slot>Childhood</slot><!-- This is the slot the backstory can be use in. Adulthood or Childhood.-->
    <workDisables><!-- This sets which work types are disabled. Check the top of the file for an explanation of how this works. If you do not want to disable any work types, then remove this entry.-->
      <li></li>
    </workDisables>
    <skillGains><!-- This sets the bonus or malus to the characters skills. Check the top of this file for an explanation of how this works. It you do not want to affect any skills, then remove this entry.-->
      <li>
        <defName>Melee</defName>
        <amount>20</amount>
      </li>
    </skillGains>
    <spawnCategories><!-- This sets which people can be assigned this backstory when they spawn. Check the top of this file for an explanation on how it works. You must add at least one, otherwise you won't ever see your backstory in the game.-->
      <li>Civil</li>
    </spawnCategories>
  </BackstoryDef>


<BackstoryDef>
    <defName>KratosAH</defName><!-- Assign the backstory a defName. Make sure this is unique! A good way of making sure it is unique is by adding a prefix, such as the first three letters of your username.-->
    <title>Dumb dad</title><!-- This is the long version of the title. Make sure to only capitalise the first word and no others, otherwise you will get an error.-->
    <titleShort>Dumb dad</titleShort><!-- This is the short version of the title. If you have a long title, then add a short version here, otherwise you can have it the same as the title. Capitalisation rules apply here as well.-->
    <baseDescription>After the death of his family he returns to Cruxis a bitter man. Thirteen years later, he realizes that his son was alive and aids him in the Jorney of Regeneration. After the journey ends, he leaves his only son, Lloyd in a mislead Journey of Redemption.</baseDescription><!-- This is the description of the backstory. Write something interesting and cool :) To make reference to the pawn who has this backstory, then use the character references listed at the top of this file.-->
    <bodytypeMale>Hulk</bodytypeMale><!-- This is the body type that male characters will have if they have this backstory. Keep in mind that this won't assign a body type if the backstory is a childhood backstory. It should still be assigned however, or you will get an error.-->
    <bodyTypeFemale>Hulk</bodyTypeFemale><!-- This is the body type that female characters will have.-->
    <slot>Adulthood</slot><!-- This is the slot the backstory can be use in. Adulthood or Childhood.-->
    <workDisables><!-- This sets which work types are disabled. Check the top of the file for an explanation of how this works. If you do not want to disable any work types, then remove this entry.-->
      <li></li>
    </workDisables>
    <skillGains><!-- This sets the bonus or malus to the characters skills. Check the top of this file for an explanation of how this works. It you do not want to affect any skills, then remove this entry.-->
      <li>
        <defName></defName>
        <amount></amount>
      </li>
    </skillGains>
    <spawnCategories><!-- This sets which people can be assigned this backstory when they spawn. Check the top of this file for an explanation on how it works. You must add at least one, otherwise you won't ever see your backstory in the game.-->
      <li>Civil</li>
    </spawnCategories>
  </BackstoryDef> 
</BackstoryDefs>

<BackstoryDef>
    <defName>YuanCH</defName><!-- Assign the backstory a defName. Make sure this is unique! A good way of making sure it is unique is by adding a prefix, such as the first three letters of your username.-->
    <title>Anceint hero</title><!-- This is the long version of the title. Make sure to only capitalise the first word and no others, otherwise you will get an error.-->
    <titleShort>Anceint hero</titleShort><!-- This is the short version of the title. If you have a long title, then add a short version here, otherwise you can have it the same as the title. Capitalisation rules apply here as well.-->
    <baseDescription>Dispite being a half-elf, Yuan was a high-ranking military offical in the Sylvaranti army. He met Mithos and Martel and abandons his position to join their Journey of Heroes.</baseDescription><!-- This is the description of the backstory. Write something interesting and cool :) To make reference to the pawn who has this backstory, then use the character references listed at the top of this file.-->
    <bodytypeMale>Male</bodytypeMale><!-- This is the body type that male characters will have if they have this backstory. Keep in mind that this won't assign a body type if the backstory is a childhood backstory. It should still be assigned however, or you will get an error.-->
    <bodyTypeFemale>Male</bodyTypeFemale><!-- This is the body type that female characters will have.-->
    <slot>Childhood</slot><!-- This is the slot the backstory can be use in. Adulthood or Childhood.-->
    <workDisables><!-- This sets which work types are disabled. Check the top of the file for an explanation of how this works. If you do not want to disable any work types, then remove this entry.-->
      <li></li>
    </workDisables>
    <skillGains><!-- This sets the bonus or malus to the characters skills. Check the top of this file for an explanation of how this works. It you do not want to affect any skills, then remove this entry.-->
      <li>
        <defName>Shooting</defName>
        <amount>20</amount>
      </li>
    </skillGains>
    <spawnCategories><!-- This sets which people can be assigned this backstory when they spawn. Check the top of this file for an explanation on how it works. You must add at least one, otherwise you won't ever see your backstory in the game.-->
      <li>Civil</li>
    </spawnCategories>
  </BackstoryDef>

<BackstoryDef>
    <defName>YuanAH</defName><!-- Assign the backstory a defName. Make sure this is unique! A good way of making sure it is unique is by adding a prefix, such as the first three letters of your username.-->
    <title>Backstabbing buddy</title><!-- This is the long version of the title. Make sure to only capitalise the first word and no others, otherwise you will get an error.-->
    <titleShort>Backstabbing buddy</titleShort><!-- This is the short version of the title. If you have a long title, then add a short version here, otherwise you can have it the same as the title. Capitalisation rules apply here as well.-->
    <baseDescription>Realizing that Mithos is ruining Aselia, Yuan creates Renagades, an organization that aposes Cruxis. He attempts to kill Kratos for he holds the seal for salvation, yet fails each time. After Aselia is saved, he steals away in Derris Kharlan to join his best friend in his usless journey of redemption. </baseDescription><!-- This is the description of the backstory. Write something interesting and cool :) To make reference to the pawn who has this backstory, then use the character references listed at the top of this file.-->
    <bodytypeMale>Male</bodytypeMale><!-- This is the body type that male characters will have if they have this backstory. Keep in mind that this won't assign a body type if the backstory is a childhood backstory. It should still be assigned however, or you will get an error.-->
    <bodyTypeFemale>Male</bodyTypeFemale><!-- This is the body type that female characters will have.-->
    <slot>Adulthood</slot><!-- This is the slot the backstory can be use in. Adulthood or Childhood.-->
    <workDisables><!-- This sets which work types are disabled. Check the top of the file for an explanation of how this works. If you do not want to disable any work types, then remove this entry.-->
      <li></li>
    </workDisables>
    <skillGains><!-- This sets the bonus or malus to the characters skills. Check the top of this file for an explanation of how this works. It you do not want to affect any skills, then remove this entry.-->
      <li>
        <defName></defName>
        <amount></amount>
      </li>
    </skillGains>
    <spawnCategories><!-- This sets which people can be assigned this backstory when they spawn. Check the top of this file for an explanation on how it works. You must add at least one, otherwise you won't ever see your backstory in the game.-->
      <li>Civil</li>
    </spawnCategories>
  </BackstoryDef>

<BackstoryDef>
    <defName>MithosCH</defName><!-- Assign the backstory a defName. Make sure this is unique! A good way of making sure it is unique is by adding a prefix, such as the first three letters of your username.-->
    <title>Anceint hero</title><!-- This is the long version of the title. Make sure to only capitalise the first word and no others, otherwise you will get an error.-->
    <titleShort>Anceint hero</titleShort><!-- This is the short version of the title. If you have a long title, then add a short version here, otherwise you can have it the same as the title. Capitalisation rules apply here as well.-->
    <baseDescription> An abandoned, half elf child, Mithos never knew his parents. He was raised by his sister, Martel. Discrimination followed him everywhere, and he decides to rid the world of it. He convinces his sister, a Teth'allan knight, and a Sylvaranti official to join his Journey of Heroes.</baseDescription><!-- This is the description of the backstory. Write something interesting and cool :) To make reference to the pawn who has this backstory, then use the character references listed at the top of this file.-->
    <bodytypeMale>Male</bodytypeMale><!-- This is the body type that male characters will have if they have this backstory. Keep in mind that this won't assign a body type if the backstory is a childhood backstory. It should still be assigned however, or you will get an error.-->
    <bodyTypeFemale>Male</bodyTypeFemale><!-- This is the body type that female characters will have.-->
    <slot>Childhood</slot><!-- This is the slot the backstory can be use in. Adulthood or Childhood.-->
    <workDisables><!-- This sets which work types are disabled. Check the top of the file for an explanation of how this works. If you do not want to disable any work types, then remove this entry.-->
      <li></li>
    </workDisables>
    <skillGains><!-- This sets the bonus or malus to the characters skills. Check the top of this file for an explanation of how this works. It you do not want to affect any skills, then remove this entry.-->
      <li>
        <defName>Shooting</defName>
        <amount>10</amount>
      </li>
<li>
        <defName>Melee</defName>
        <amount>10</amount>
      </li>
    </skillGains>
    <spawnCategories><!-- This sets which people can be assigned this backstory when they spawn. Check the top of this file for an explanation on how it works. You must add at least one, otherwise you won't ever see your backstory in the game.-->
      <li>Civil</li>
    </spawnCategories>
  </BackstoryDef>

<BackstoryDef>
    <defName>MithosAH</defName><!-- Assign the backstory a defName. Make sure this is unique! A good way of making sure it is unique is by adding a prefix, such as the first three letters of your username.-->
    <title>Mislead villan</title><!-- This is the long version of the title. Make sure to only capitalise the first word and no others, otherwise you will get an error.-->
    <titleShort>Mislead villan</titleShort><!-- This is the short version of the title. If you have a long title, then add a short version here, otherwise you can have it the same as the title. Capitalisation rules apply here as well.-->
    <baseDescription>Martel dies betrayed by a human and tells Mithos of her last wish- to end all discrimination. Mithos misunderstands this wish and enslaves Teth'alla and Sylvarant to create a world of no differences. He is defeated by Lloyd & co. and is dragged along by Yuan and is forced to join Kratos in his Jorney of Redemption. </baseDescription><!-- This is the description of the backstory. Write something interesting and cool :) To make reference to the pawn who has this backstory, then use the character references listed at the top of this file.-->
    <bodytypeMale>Thin</bodytypeMale><!-- This is the body type that male characters will have if they have this backstory. Keep in mind that this won't assign a body type if the backstory is a childhood backstory. It should still be assigned however, or you will get an error.-->
    <bodyTypeFemale>Male</bodyTypeFemale><!-- This is the body type that female characters will have.-->
    <slot>Adulthood</slot><!-- This is the slot the backstory can be use in. Adulthood or Childhood.-->
    <workDisables><!-- This sets which work types are disabled. Check the top of the file for an explanation of how this works. If you do not want to disable any work types, then remove this entry.-->
      <li></li>
    </workDisables>
    <skillGains><!-- This sets the bonus or malus to the characters skills. Check the top of this file for an explanation of how this works. It you do not want to affect any skills, then remove this entry.-->
      <li>
        <defName></defName>
        <amount></amount>
      </li>
<li>
        <defName>Shooting</defName>
        <amount>10</amount>
      </li>
    </skillGains>
    <spawnCategories><!-- This sets which people can be assigned this backstory when they spawn. Check the top of this file for an explanation on how it works. You must add at least one, otherwise you won't ever see your backstory in the game.-->
      <li>Civil</li>
    </spawnCategories>
  </BackstoryDef>

<BackstoryDef>
    <defName>PoorkidAH</defName><!-- Assign the backstory a defName. Make sure this is unique! A good way of making sure it is unique is by adding a prefix, such as the first three letters of your username.-->
    <title>Misplaced civilan</title><!-- This is the long version of the title. Make sure to only capitalise the first word and no others, otherwise you will get an error.-->
    <titleShort>Civilan</titleShort><!-- This is the short version of the title. If you have a long title, then add a short version here, otherwise you can have it the same as the title. Capitalisation rules apply here as well.-->
    <baseDescription>NAME was traveling to see HIS grandmother when the ship HE was on crashed into Derris Kharlan.</baseDescription><!-- This is the description of the backstory. Write something interesting and cool :) To make reference to the pawn who has this backstory, then use the character references listed at the top of this file.-->
    <bodytypeMale>Thin</bodytypeMale><!-- This is the body type that male characters will have if they have this backstory. Keep in mind that this won't assign a body type if the backstory is a childhood backstory. It should still be assigned however, or you will get an error.-->
    <bodyTypeFemale>Female</bodyTypeFemale><!-- This is the body type that female characters will have.-->
    <slot>Adulthood</slot><!-- This is the slot the backstory can be use in. Adulthood or Childhood.-->
    <workDisables><!-- This sets which work types are disabled. Check the top of the file for an explanation of how this works. If you do not want to disable any work types, then remove this entry.-->
      <li></li>
    </workDisables>
    <skillGains><!-- This sets the bonus or malus to the characters skills. Check the top of this file for an explanation of how this works. It you do not want to affect any skills, then remove this entry.-->
      <li>
        <defName></defName>
        <amount></amount>
      </li>
    </skillGains>
    <spawnCategories><!-- This sets which people can be assigned this backstory when they spawn. Check the top of this file for an explanation on how it works. You must add at least one, otherwise you won't ever see your backstory in the game.-->
      <li>Civil</li>
    </spawnCategories>
  </BackstoryDef>

</BackstoryDefs>


Title: Re: [A12] BackstoriesCore Update 10
Post by: Kaballah on January 13, 2016, 03:33:09 AM
I can't get this mod to work, backstories don't show up.  I don't get any errors or anything, I just don't see any new backstories in the Prepare Carefully character setup screens.  This is the contents of Mods\BackstoriesCore-12.0.0:

<DIR>          About
<DIR>          Assemblies
<DIR>          BackstoryDefs
<DIR>          NameDefs
<DIR>          PawnBioDefs
<DIR>          Textures

And this is the contents of BackstoryDefs (I didn't modify any of these files, these are just as they were downloaded):
4,918 CoreBackstoryDefs.xml
7,965 IggyBackstories.xml
9,162 MokonaBackstoriesDef.xml

e: they don't show up when just randomly rolling colonists in vanilla mode either
Title: Re: [A12] BackstoriesCore Update 10
Post by: skullywag on January 14, 2016, 12:05:13 PM
Pc loaded after backstories?
Title: Re: [A12] BackstoriesCore Update 10
Post by: Kaballah on January 15, 2016, 02:11:09 AM
Yeah I moved Backstories all the way up to the top just after Core/CCL/CCL vanilla tweaks, I don't know what's up.  I guess I could disable all my other mods and only enable this to see if it works at all for me but that wouldn't really help or prove anything useful.
Title: Re: [A12] BackstoriesCore Update 10
Post by: Tormound on January 20, 2016, 11:47:00 AM
Yeah I can't get the backstories to show up either in Prepare carefully.
Title: Re: [A12] BackstoriesCore Update 10
Post by: De1ta on February 14, 2016, 02:01:08 PM
Having the same problem as Tormound and Kaballah - anyone find a solution?
Title: Re: [A12] BackstoriesCore Update 10
Post by: Vagabond on February 15, 2016, 01:08:49 AM
Hello,

I use hardcore sk.

Is it possible to use this for work disabilities/skillgains not listed? such as animals, mending, smithing, tailoring... or disabilities such as the one for smithing?

Cheers,
Michael
Title: Re: [A12] BackstoriesCore Update 10
Post by: ZozZ on April 10, 2016, 10:59:52 AM
alpha 13 version please?
Title: Re: [A12] BackstoriesCore Update 10
Post by: NoImageAvailable on April 10, 2016, 11:39:01 AM
Since mipen has decided to leave Rimworld modding I have taken over maintenance of this mod in the meantime. For the A13 version, see here (https://ludeon.com/forums/index.php?topic=18615.0).
Title: Re: [A12] BackstoriesCore Update 10
Post by: Fordo on February 09, 2017, 03:24:26 PM
Any chance for an update in this mod?
Title: Re: [A12] BackstoriesCore Update 10
Post by: mipen on February 09, 2017, 06:25:35 PM
This mod has been incorporated into CCL now