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RimWorld => Mods => Unfinished => Topic started by: Nationality on November 26, 2019, 06:00:57 PM

Title: (WIP) Gradual Romance
Post by: Nationality on November 26, 2019, 06:00:57 PM
NEW UPDATE 17/12, see latest changelog in thread.

Hi, I've been silently working on this mod for a little while now - without writing an essay, it's a total overhaul of how romantic relationships work in Rimworld. I've tested it with a bunch of mods and it seems reasonably functional right now. However, I'm an amateur coder, and this is my first major mod ever, so it probably could use the eyes of people who are more experienced. It definitely needs more work, with a few missing planned features.

FEATURES --
* Adds four new relationship stages (Lovebuddy, Sweetheart, Paramour, Boyfriend/Girlfriend).
* Adds a flirt mechanic, sort of like RomanceAttempt, but less risky if you fail. Pawns are encouraged to try romance attempts after successful flirts, and discouraged by bad ones. Each flirt has entertaining, flavorful descriptions based on the Pawn's traits and personality.
* Adds an "ask to move in" interaction
* Changes everything about how romantic attraction works, and gives hints on what pawns like/dislike about each other every time they flirt/romance. Greedy colonists, as an example, prefer colonists with really nice bedrooms. In addition, it is much easier to add new attraction factors and exposes a lot of functionality in the Defs.
* Supports alien races and autopatches them to be compatible.
* Requires Psychology by The Word Mule. (Most likely incompatible with Rational Romance)

PLANNED FEATURES --
* More depth to ongoing relationships and breakups, such as quarreling.
* Secret affairs.
* Lovin' outside of bed.
* Crushes, romantic rivalries, obsessions, and other fun stuff.

I will be pretty busy for the next few days, which is why I wanted to post this now, so I can get some feedback, so I apologize if I don't respond immediately.

https://github.com/NationalityNZ/Gradual_Romance-Rimworld-mod (https://github.com/NationalityNZ/Gradual_Romance-Rimworld-mod)
Title: Re: (WIP) Gradual Romance
Post by: 5thHorseman on November 26, 2019, 06:46:53 PM
Sounds interesting, though the link gets a 404.
Title: Re: (WIP) Gradual Romance
Post by: Nationality on November 26, 2019, 07:49:09 PM
QuoteSounds interesting, though the link gets a 404.

Thanks. The link should be fixed. Not sure why it didn't work.
Title: Re: (WIP) Gradual Romance
Post by: 5thHorseman on November 27, 2019, 08:40:43 AM
Sweet thanks. I'll def. give it a try. Is it okay to bring into a running game? I already have Psychology running I believe.

I'll post any feedback. I esp. like the secret affair idea. When I found out affairs were just pawns changing who they wanted to sleep with I was a bit sad.
Title: Re: (WIP) Gradual Romance
Post by: Nationality on November 27, 2019, 11:45:53 AM
QuoteSweet thanks. I'll def. give it a try. Is it okay to bring into a running game? I already have Psychology running I believe.
I'm not a hundred percent sure, so backup the game, but it should be.
No guarantees yet about safely removing it.
Title: Re: (WIP) Gradual Romance
Post by: Chaos17 on November 28, 2019, 04:58:53 PM
Thanks for your work, I am going to try it  :)
Title: Re: (WIP) Gradual Romance
Post by: Kirby23590 on November 28, 2019, 07:07:03 PM
This sounds interesting.... I will use this mod and see for any bugs...  Sounds very promising... :D
Title: Re: (WIP) Gradual Romance
Post by: harpo99999 on November 29, 2019, 08:04:09 PM
I am  using in my current game, the most irritating is when a visitor OR caravan trader has pawns that flirt/other relationship change gets a letter anouncing the change, if the letters could be restircted to the player pawns only, it would help
Title: Re: (WIP) Gradual Romance
Post by: 5thHorseman on November 29, 2019, 09:38:57 PM
I've many mods installed so not sure if there's a conflict somewhere but I do have Psychology and this mod installed. Psychology is loaded pretty high up and Gradual Romance is almost last (after Psychology obv.)

When I load the game, I get this error:


Failed to find RimWorld.ThoughtDef named ColdFeetSharingBed. There are 314 defs of this type loaded.
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:GetNamed(String, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String, Object[])
Verse.GenDefDatabase:GetDef(Type, String, Boolean)
RimWorld.DefOfHelper:BindDefsFor(Type)
RimWorld.DefOfHelper:RebindAllDefOfs_Patch2(Boolean)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


The mod seems to work otherwise. I've gotten several messages about visitors flirting and just got my first "Lovebuddies" in my own colony.
Title: Re: (WIP) Gradual Romance
Post by: Nationality on November 29, 2019, 10:59:12 PM
QuoteI am  using in my current game, the most irritating is when a visitor OR caravan trader has pawns that flirt/other relationship change gets a letter anouncing the change, if the letters could be restircted to the player pawns only, it would help
Yes, that's a good idea. I'll implement it in the next patch.
QuoteWhen I load the game, I get this error:
Yes, that's a ThoughtDef I didn't fully implement that I forgot to remove in the public build. It shouldn't cause any issues, and I'll fix it when I next get around to working on the mod.
Title: Re: (WIP) Gradual Romance
Post by: 5thHorseman on December 03, 2019, 08:39:33 AM
Enjoying the mod so far! A couple things I noticed:

People seem to be very attracted to "Nothing in particular." It's by far the most common (and of course least interesting) thing to be attracted to.

I had a couple get together and break up 3-4 times. This is fine, but it'd be cool if you could track that and mention it somehow. "____ and _____, the on-again off-again couple, are on again."

There seem to be 2 levels that suggest the couple gets a bed. See the pic for the 2nd of those. I don't remember the first.

Also in the pic, a variable where a name should be.

I also noticed sometimes it would say something like "Longshank flirted with Longshank" or something like that. The next time I see it I'll post the exact text.

(image as a url as it's full screen)
http://pulpaudio.com/rimworld/movein.jpg (http://pulpaudio.com/rimworld/movein.jpg)
Title: Re: (WIP) Gradual Romance
Post by: Nationality on December 03, 2019, 05:33:38 PM
QuotePeople seem to be very attracted to "Nothing in particular." It's by far the most common (and of course least interesting) thing to be attracted to.
The reasons that are given are not random, GR categorizes each attraction factor as "very high", "high", "low", and "very low", which depends on how much impact that factor is. You see "nothing in particular" when a character has very mild or no positive attraction modifiers. I also would like to have something more interesting, but I'm not quite sure yet how.

QuoteI had a couple get together and break up 3-4 times. This is fine, but it'd be cool if you could track that and mention it somehow. "____ and _____, the on-again off-again couple, are on again."
This is a great idea, but I probably won't include this in the next update, because this would involve relationship history tracking. I've got this planned, but I'm not ready to implement it.

QuoteThere seem to be 2 levels that suggest the couple gets a bed. See the pic for the 2nd of those. I don't remember the first.
This has been fixed in my internal build.

I will look at the grammar stuff when I can.
Title: Re: (WIP) Gradual Romance
Post by: Nationality on December 05, 2019, 02:08:42 AM
WARNING - the new update might break save compatibility, so please back up any saves for updating.

NEW FEATURES:
--revised how new informal relationships form (see below)
--fully implemented the superficial trait, who despise ugly people and worship beautiful people.
--added voice attraction factor
--added breathing factor
--completed body attractiveness factor
--revised age attractiveness factor to be relative to an alien's maturity (roughly; a 1000 year old alien that lives 2000 years has the same maturity as a 40 year old human that lives 80 years. It's slightly more complicated, but that's basically the idea.)
--if you have the Bad Hygiene mod, being dirty detracts from your attractiveness.
--removed "average appearance" beauty trait
--paramours no longer trigger affairs, this is temporary

BALANCE
--the flirt style now heavily influences the chances of success, respective to the style of flirt. Ex. If a pawn tries to make a sexy flirt, but the other pawn doesn't find that pawn attractive, they are much more likely to fail. On the other hand, if two pawns have feelings for one another, but don't find each other physically attractive, their chance of success is still high if they use romantic flirts.

BUGFIXES
--beauty is now properly accounted
--pawns no longer move in together after becoming boyfriend/girlfriend (thanks to 5th horseman)
--grammar fixes (thanks to 5th horseman)

NEW FLIRT SYSTEM
Every time two pawns successfully flirt, they will gain a point of tension. There are three flavors (romantic, sexual, logical).
When two pawns reach a requisite amount of tension, they will automatically upgrade to the new relationship.
For example, if two pawns flirt and end with two points of romantic tension, they will instantly become sweethearts.
These are all configurable from the Defs, but to summarize:
SWEETHEART: Level 1 relationship - 2 romantic tension
LOVEBUDDY: Level 1 relationship - 2 sexual tension
PARAMOUR: Level 2 relationship - 2 romantic tension, 2 sexual tension
A known issue is that there's no corresponding relationship to logical tension yet, meaning it will never result in a relationship no matter how much tension you accrue. I'll need to add a few new stages to make this work.

NEXT UPDATE:
For right now, I'm satisfied with how relationships evolve. The next update will focus more on breakups and relationship decay, and dip my toe into cheating and affairs.
Title: Re: (WIP) Gradual Romance
Post by: 5thHorseman on December 05, 2019, 06:53:54 AM
Sweet and perfect timing, I just started a new playthrough and it's only in the 1st year so if this breaks it I've no issues starting over.
Title: Re: (WIP) Gradual Romance
Post by: Nationality on December 05, 2019, 01:32:19 PM
Just pushed a hotfix - relationships were incorrectly evolving.
Title: Re: (WIP) Gradual Romance
Post by: Kori on December 07, 2019, 07:06:45 AM
That sounds interesting!
Can you put it on the workshop, please?
Title: Re: (WIP) Gradual Romance
Post by: Nationality on December 07, 2019, 12:42:47 PM
Quote from: Kori on December 07, 2019, 07:06:45 AM
That sounds interesting!
Can you put it on the workshop, please?
Eventually!
I'd like it to reach a stable state before I do that. There is too great a chance for me to break save compatibility with each new update.
As soon as I'm confident that I won't break saves, I'll upload it.
Title: Re: (WIP) Gradual Romance
Post by: Kori on December 07, 2019, 01:25:29 PM
Thanks! :)
Title: Re: (WIP) Gradual Romance
Post by: Nationality on December 17, 2019, 03:57:58 PM
Updated with caveat that I probably broke something - unfortunately a lot of the new features are hard to arrange without a long gameplay session. So a lot of things haven't been tested properly... I'll have to do this over time. Please back up your saves -- and probably back up the mod -- before loading.

CHANGELOG
-- New relationship types: Steady, Suitor, Flame, and Darling.
  -- Steady is the first level of the logical tension type.
  -- Suitor is the second level of the logical tension type.
  -- Flame is like Paramour, except that there's only sexual tension.
  -- Darling is like Paramour, except that there's only romantic tension.
-- Informal relationships can now decay. If two pawns have not flirted in a while, there is a base 25% chance per day that it will decay, eroding into nothing. The decay chance can be defined in the settings.
-- If two pawns are in a formal relationship and haven't flirted in a while, they can start "feeling neglected". Pawns that feel neglected are much more likely to break up with their partners.
-- If a pawn sees their significant other flirting with someone else, they can get jealous. Jealous pawns are much more likely to break up with their partners.
-- There is no longer a 100% chance that pawns will give up their informal relationships after getting a new partner.
-- Revised age attraction calculations. There is no longer an "age difference" factor. Pawns are either too young or too old.
-- Attraction by age curves have been replaced with maturity curves. Pawns have a "maturity rating" between 0 and 3. Pawns prefer partners who are slightly younger or the same maturity as they are, and their tolerance of maturity difference grows with... maturity. This automatically scales with xeno humanoid races.
-- Revised how xenos are auto-patched. This should result in more accurate maturity curves, provided the mod author has defined logical life stages.
-- The kinsey formula can now be set by gender. You can make most men gay and most women straight, if you wanted, or women bisexual and men lean straight, or whatever.
-- Similarly, you can define a kinsey formula for xeno races.
-- You can define how common xeno romance is - making it impossible, restricting it only to xenophiles, restricting it only from xenophobes, or setting it to "Captain Kirk" (which gets rid of attraction penalties due to alien races)
-- Homophobic pawns now hate gay people... and hate themselves too if they are gay.
-- Superficial people hate themselves if they are ugly or disfigured.
-- Blind people are not affected by beauty or scars (which aren't implemented yet anyway). Deaf people don't care about someone's voice or creepy breathing.
-- Melodic voice is a new trait. It is the opposite of Annoying voice.
-- The base disfigured opinion penalty has been dramatically reduced.
-- The facial attractiveness feature has been permanently withdrawn.

NEXT MAJOR UPDATE
-- Seduction, lovin' outside of bed, cheating.
-- Full implementation of Aromantic, Hopeless, Shy, and Seductive traits.
Title: Re: (WIP) Gradual Romance
Post by: Nationality on December 21, 2019, 10:43:48 PM
New Update. Most of the changes are internal. You probably won't notice much - Attraction values are now precalculated and stored, recalculating after a certain amount of time has passed. This might result in some odd behavior once in a while, but I think the eventual performance boost is worth it. It will definitely come in handy if people start making GR submods with ridiculously complicated attraction factors.
The chances of a memory leak are definitely real, however, so let me know if you experience slowdown after a long gameplay session.

Another thing: I've been thinking about making Birds and Bees a dependency. I think a lot of people who would use this mod would also use Birds and Bees, and there's a lot of interesting things I could do with Birds and Bees. It would certainly save me from writing an overly complicated compatibility patch. What do you guys think?
Title: Re: (WIP) Gradual Romance
Post by: Hjkma on December 22, 2019, 06:53:36 PM
Since not all people use Birds and Bees mod, does this mean that if it is dependency, then this mod cannot be used? Is it possible to make just an add-on to the mod that uses this dependency, then at least we can play with the main mod without Birds and Bees mod?
Title: Re: (WIP) Gradual Romance
Post by: Nationality on December 23, 2019, 01:55:27 AM
QuoteSince not all people use Birds and Bees mod, does this mean that if it is dependency, then this mod cannot be used? Is it possible to make just an add-on to the mod that uses this dependency, then at least we can play with the main mod without Birds and Bees mod?

I mean, yes, I would like that, but it would require a pretty complicated patch, and I'm not sure I'm good enough a programmer to do that. It would be much easier just to start off with Birds and Bees, and I already have Psychology as a dependency, so why not?

I will give it the old college try to not require Birds and Bees, but we'll see.
Title: Re: (WIP) Gradual Romance
Post by: MengDe on January 19, 2020, 06:30:10 PM
I've been using this mod and so far conceptually is *chef kiss*, I'm eagerly waiting for the still-missing features.
Sometimes I see small things like "Sent debug label: blah blah blah"

I've been wondering, is there any specific behaviour you'd like people to report?
Title: Re: (WIP) Gradual Romance
Post by: Nationality on January 20, 2020, 09:59:50 PM
Quote from: MengDe on January 19, 2020, 06:30:10 PM
I've been using this mod and so far conceptually is *chef kiss*, I'm eagerly waiting for the still-missing features.
Sometimes I see small things like "Sent debug label: blah blah blah"

I've been wondering, is there any specific behaviour you'd like people to report?

Appreciate it. For right now, I just want to make sure things are working okay and nothing absurd happens. I don't really much time right now for long-term testing, and because GR really excels for long playthroughs, I appreciate hearing that it's stable long-term.

The next update is relatively complex, and I had to learn a lot of new programming concepts and internal Rimworld mechanics, which is why things are taking a while. I should be able to release something relatively soon.
Title: Re: (WIP) Gradual Romance
Post by: MengDe on January 21, 2020, 04:25:57 AM
Well then, yes, I can say so far it seems stable enough. What "isn't working" is stuff you obviously haven't implemented yet, as mentioned in your posts, but this hasn't broken anything in the game as far as I can tell.
Most of the stuff I've spotted have been odd bits of text or "missing label" in-text errors for whatever message the mod is trying to pull from its files, or text that is a bit scrambled, but I suppose from what you say that right now you have more things to worry about that a few sentences that are off or have the pronouns switched around. I'll keep collecting them just in case for later though. Thank you for this mod.
Title: Re: (WIP) Gradual Romance
Post by: ShadowRun on January 23, 2020, 02:09:26 AM
Just suggestion, how about make certain trait affect cheating chance. For example, kind and loyal trait has 100% chance will not cheating their partner (unrelated to mod: loyal also make the pawn won't leave the colony even under heavy mental break), easy-going trait that make the pawn won't mind their partner cheating but they also like to cheat or switch partner. Sorry for my bad english.
Title: Re: (WIP) Gradual Romance
Post by: Nationality on January 23, 2020, 04:49:03 AM
Quote from: ShadowRun on January 23, 2020, 02:09:26 AM
Just suggestion, how about make certain trait affect cheating chance. For example, kind and loyal trait has 100% chance will not cheating their partner (unrelated to mod: loyal also make the pawn won't leave the colony even under heavy mental break), easy-going trait that make the pawn won't mind their partner cheating but they also like to cheat or switch partner. Sorry for my bad english.

Yes, I agree. For example, the "Codependent" trait already reduces the chance of cheating to 0, and the new version will have a trait called "Traditional" which does the same thing but slightly differently. There is already a Polygamous trait which makes the pawn tolerate cheating, and "Adventurous", "Lecherous" and "Psychopathic" pawns are more likely to cheat to varying degrees.

Eventually, I'd also like Jealous pawns to react particularly poorly to cheating. They already do to some extent, I believe Polygamous and Jealous pawns still get jealousy thoughts if their lovers flirt with other people, though this has never actually happened in any of my test games so I'm not sure if it actually works.
Title: Re: (WIP) Gradual Romance
Post by: Forest1395101 on February 06, 2020, 01:32:56 PM
Will this mod include polyamory?
Title: Re: (WIP) Gradual Romance
Post by: Nationality on February 08, 2020, 11:27:25 AM
QuoteWill this mod include polyamory?

Polyamory is already included in Psychology, so yes.
Title: Re: (WIP) Gradual Romance
Post by: PM_ME_NAKED_SINGULARITIES on February 16, 2020, 02:48:49 PM
Just heads up, the mod seems to be incompatible with android tiers. It throws these kinds of errors every tick: Exception while recalculating Pretty thought state for pawn Sean: System.NullReferenceException: Object reference not set to an instance of an object
at Gradual_Romance.Harmony.GRThoughtWorker_PrettyPatch.GRPrettyPatch (RimWorld.ThoughtState&,Verse.Pawn,Verse.Pawn) <0x000ff>
at (wrapper dynamic-method) RimWorld.ThoughtWorker_Pretty.CurrentSocialStateInternal_Patch2 (object,Verse.Pawn,Verse.Pawn) <0x00263>
at RimWorld.ThoughtWorker.CurrentSocialState (Verse.Pawn,Verse.Pawn) <0x00037>
at RimWorld.SituationalThoughtHandler.TryCreateSocialThought (RimWorld.ThoughtDef,Verse.Pawn) <0x000bd>

I don't know if that would be hard to patch. I hope not, and if there is a quick patch I can make locally any advice would be greatly appreciated! Super excited to see where this mod goes!
Title: Re: (WIP) Gradual Romance
Post by: Nationality on February 17, 2020, 02:42:14 AM
Quote from: PM_ME_NAKED_SINGULARITIES on February 16, 2020, 02:48:49 PM
Just heads up, the mod seems to be incompatible with android tiers. It throws these kinds of errors every tick: Exception while recalculating Pretty thought state for pawn Sean: System.NullReferenceException: Object reference not set to an instance of an object
at Gradual_Romance.Harmony.GRThoughtWorker_PrettyPatch.GRPrettyPatch (RimWorld.ThoughtState&,Verse.Pawn,Verse.Pawn) <0x000ff>
at (wrapper dynamic-method) RimWorld.ThoughtWorker_Pretty.CurrentSocialStateInternal_Patch2 (object,Verse.Pawn,Verse.Pawn) <0x00263>
at RimWorld.ThoughtWorker.CurrentSocialState (Verse.Pawn,Verse.Pawn) <0x00037>
at RimWorld.SituationalThoughtHandler.TryCreateSocialThought (RimWorld.ThoughtDef,Verse.Pawn) <0x000bd>

I don't know if that would be hard to patch. I hope not, and if there is a quick patch I can make locally any advice would be greatly appreciated! Super excited to see where this mod goes!

Thanks.
I think I know what the issue is, and it should be fixed for next version (which is taking a while!). That said, though I'd like androids to eventually be compatible, for right now, I don't think GR is compatible with any mod that adds androids. That's partly because Psychology natively has compatibility issues with androids, and you need to go into Psychology's source code to fix it.
Title: Re: (WIP) Gradual Romance
Post by: PM_ME_NAKED_SINGULARITIES on February 19, 2020, 07:12:59 PM
Quote from: Nationality on February 17, 2020, 02:42:14 AM
Quote from: PM_ME_NAKED_SINGULARITIES on February 16, 2020, 02:48:49 PM
Just heads up, the mod seems to be incompatible with android tiers. It throws these kinds of errors every tick: Exception while recalculating Pretty thought state for pawn Sean: System.NullReferenceException: Object reference not set to an instance of an object
at Gradual_Romance.Harmony.GRThoughtWorker_PrettyPatch.GRPrettyPatch (RimWorld.ThoughtState&,Verse.Pawn,Verse.Pawn) <0x000ff>
at (wrapper dynamic-method) RimWorld.ThoughtWorker_Pretty.CurrentSocialStateInternal_Patch2 (object,Verse.Pawn,Verse.Pawn) <0x00263>
at RimWorld.ThoughtWorker.CurrentSocialState (Verse.Pawn,Verse.Pawn) <0x00037>
at RimWorld.SituationalThoughtHandler.TryCreateSocialThought (RimWorld.ThoughtDef,Verse.Pawn) <0x000bd>

I don't know if that would be hard to patch. I hope not, and if there is a quick patch I can make locally any advice would be greatly appreciated! Super excited to see where this mod goes!

Thanks.
I think I know what the issue is, and it should be fixed for next version (which is taking a while!). That said, though I'd like androids to eventually be compatible, for right now, I don't think GR is compatible with any mod that adds androids. That's partly because Psychology natively has compatibility issues with androids, and you need to go into Psychology's source code to fix it.

Also there is a similar message when highlighting bonded animals. Where GR spams an error log about trying to find the animals...uh.."attractiveness." Just a heads up. Also are you considering adding support for RJW? ;D
Title: Re: (WIP) Gradual Romance
Post by: Nationality on February 21, 2020, 10:14:09 AM
Quote from: PM_ME_NAKED_SINGULARITIES on February 19, 2020, 07:12:59 PM
Also there is a similar message when highlighting bonded animals. Where GR spams an error log about trying to find the animals...uh.."attractiveness." Just a heads up. Also are you considering adding support for RJW? ;D
I've never gotten such a message, so I think that might be a mod compatibility thing. Are you using RJW? I know they do some hacky stuff with animals to get them to work... the way they want them to. That might explain it. Anyway, there's a brute-force fix but I don't think RJW users will like it.

As for supporting RJW... probably not. GR is partly born from my dissatisfaction with RJW, which I find to be silly and weird. That said, I don't object to people patching GR to support RJW. It just isn't worth the time for me.
Title: Re: (WIP) Gradual Romance
Post by: Nationality on February 21, 2020, 10:16:38 AM
A note to everyone: Because of the impending update to 1.1, a release is delayed until Psychology is updated. I've taken it upon myself to make an unofficial Psychology update to 1.1, and then I have to update GR to 1.1 after that.  :'(
Title: Re: (WIP) Gradual Romance
Post by: PM_ME_NAKED_SINGULARITIES on February 21, 2020, 10:39:55 AM
Quote from: Nationality on February 21, 2020, 10:16:38 AM
A note to everyone: Because of the impending update to 1.1, a release is delayed until Psychology is updated. I've taken it upon myself to make an unofficial Psychology update to 1.1, and then I have to update GR to 1.1 after that.  :'(

Given how long it can take the author of Psychology to up date that could be a while :o

But I hope making your own patch isn't too difficult. Fortunately 1.1 seems to be the easiest version to update mods for in while. Well for most mods at least.

Also do you know what aspects conflict with RJW? I might take a stab at a patch. Although I'm still learning C and C#.
Title: Re: (WIP) Gradual Romance
Post by: Nationality on February 21, 2020, 04:35:02 PM
Quote from: PM_ME_NAKED_SINGULARITIES on February 21, 2020, 10:39:55 AM
Quote from: Nationality on February 21, 2020, 10:16:38 AM
A note to everyone: Because of the impending update to 1.1, a release is delayed until Psychology is updated. I've taken it upon myself to make an unofficial Psychology update to 1.1, and then I have to update GR to 1.1 after that.  :'(

Given how long it can take the author of Psychology to up date that could be a while :o

But I hope making your own patch isn't too difficult. Fortunately 1.1 seems to be the easiest version to update mods for in while. Well for most mods at least.

Also do you know what aspects conflict with RJW? I might take a stab at a patch. Although I'm still learning C and C#.
I've never tested RJW with GR, so I'm not sure.
There is some conceptual overlap between RJW and GR, especially in the internal builds, so making them work together will probably be quite a challenge.
Title: Re: (WIP) Gradual Romance
Post by: lugaruclone on February 28, 2020, 07:25:20 AM
As somebody growing further and further detatched from my individual pawns I really welcome this, it would really create an on ramp for more relationships happening and hopefully provide tools to keep friendships and relationships strong.

Hopefully we get some new friendship actions like 'encourage', 'hug' and 'console' to make camaraderie more valuable and to sometimes ease the transition from friends into lovers.

And besides pawns 'having more sex' for sure things  such as hugs and kisses might help transition from 'dating' to 'moving in together' and provide micro doses of 'loving' through the day to offset all those table related debuffs.
Title: Re: (WIP) Gradual Romance
Post by: PM_ME_NAKED_SINGULARITIES on March 05, 2020, 11:58:25 PM
Quote from: Nationality on February 21, 2020, 04:35:02 PM
Quote from: PM_ME_NAKED_SINGULARITIES on February 21, 2020, 10:39:55 AM
Quote from: Nationality on February 21, 2020, 10:16:38 AM
A note to everyone: Because of the impending update to 1.1, a release is delayed until Psychology is updated. I've taken it upon myself to make an unofficial Psychology update to 1.1, and then I have to update GR to 1.1 after that.  :'(

Just a heads up there is an unofficial 1.1 version of psychology on the steam workshop now.

Given how long it can take the author of Psychology to up date that could be a while :o

But I hope making your own patch isn't too difficult. Fortunately 1.1 seems to be the easiest version to update mods for in while. Well for most mods at least.

Also do you know what aspects conflict with RJW? I might take a stab at a patch. Although I'm still learning C and C#.
I've never tested RJW with GR, so I'm not sure.
There is some conceptual overlap between RJW and GR, especially in the internal builds, so making them work together will probably be quite a challenge.
Title: Re: (WIP) Gradual Romance
Post by: Nationality on March 07, 2020, 04:35:48 PM
QuoteJust a heads up there is an unofficial 1.1 version of psychology on the steam workshop now.
Yes I know I uploaded it originally. It looks like Kemper is taking over maintaining it.
I'm a little dissatisfied with Psychology, so I think I'm going to start a similar mod with my own changes.
I'll eventually merge GR's features with the new mod's.
Title: Re: (WIP) Gradual Romance
Post by: Ruisuki on May 02, 2020, 08:58:12 PM
what aspects of psychology do you wish were handled differently?
Title: Re: (WIP) Gradual Romance
Post by: lobz on May 26, 2020, 06:31:22 PM
Hey there. This mod seems awesome. But I only just upgraded to 1.1 and I'm gonna wait until you have an 1.1 update too. Do you have any plans in that direction?

Btw I didn't find the dependency tag on your About.xml, so if you haven't added it, could I suggest you do?
Title: Re: (WIP) Gradual Romance
Post by: HammerheadCow on December 07, 2020, 01:34:08 PM
Do you have any plans for a 1.2 update?