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Messages - System.Linq

#16
Releases / Re: [1.0] Psychology (2018-10-30)
October 31, 2018, 01:22:07 AM
Updated to 1.0. As a result of all the translation changes, I've just gone ahead and ditched all the old translations. I'd appreciate it if bilingual Psychology users would contribute up-to-date translations for the latest version.
#17
Updated to 1.0.
#18
Releases / Re: [1.0] Run and Hide
October 31, 2018, 12:28:02 AM
Updated to 1.0.
#19
Releases / Re: [1.0] Death Rattle (2018-10-30)
October 31, 2018, 12:25:22 AM
Updated to 1.0.
#20
Releases / Re: [1.0] Expanded Incidents (2018-10-30)
October 31, 2018, 12:19:28 AM
Updated to 1.0.
#21
Releases / Re: [B19] Psychology (2018-9-27)
October 16, 2018, 06:42:50 AM
Quote from: Ruisuki on October 16, 2018, 03:10:42 AM
obvious question but just want to make sure. For prepare carefully when adjusting psychologys values moving the bar to the left means less of the attribute (compassionate, emotional etc) and to the right means more yes?

Yep. Feel free to double check in the Psyche tab afterward.

Quote from: Madman666 on October 15, 2018, 01:08:07 AM
Got a weird bug tied to a person that has anxiety hediff. Such a person just bugs out completely endlessly picking up and dropping a meal he wants to eat, while standing in place. No errors in console. I have crapton of mods though so its very likely for it to be an incompatibility with something. Deleting anxiety hediff from a person with dev mode fully fixes the issue.

They are having an anxiety attack.
#22
Releases / Re: [B19] Less Arbitrary Surgery (2018-9-1)
October 16, 2018, 06:34:40 AM
It's still available on the Nexus.
#23
Releases / Re: [B19] Psychology (2018-9-27)
September 28, 2018, 11:33:44 AM
You don't need to pay for Nexus.
#24
Releases / Re: [B19] Psychology (2018-9-27)
September 28, 2018, 01:35:09 AM
It's the same logic used to find a place to hold a party. It usually selects dining rooms, rec rooms, etc. but anywhere with a gather spot is fine. Tables and campfires and such are traditionally used as gather spots.
#25
When you load a prisoner into a transport pod and send them to another colony, they are no longer a prisoner upon arriving. You have to recapture them, or in the case of the guy who I podded in front of my prison in my main colony, they get immediately gunned down by turrets upon arriving and die.
#26
Releases / Re: [B19] Psychology (2018-9-27)
September 27, 2018, 07:45:00 AM
Updated to 2018-9-27:
- Colonists interested in romancing are 400% more likely to romance.
- Fixed a bug with conversations that occurred off-map.
- Added a message to the player when an election is cancelled due to no suitable party spot.
- Increased the weight parent nodes have on personality traits.
- Added a new social thought that reduces opinion of a colonist's lover for every quadrum that they spend on different maps, until the opinion bonus for the relationship is nullified.

The new social thought should allow for colonists to hit on each other eventually even if they come in with a lover in another faction, since pawns won't normally romance someone who has +5 or more opinion of their lover (which these colonists will always have since they never interact with their lover).

Colonists in such relationships could technically still hit on other colonists, though it seemed absurdly rare to me. Now other colonists will also hit on them, all-around making it more likely that they'll get out of such relationships.
#27
Releases / Re: [B19] Gear Up And Go
September 19, 2018, 07:46:20 AM
This mod, BPC, and Extended Storage are just perfection.
#28
Releases / Re: [B19] Hyena! 1.1.0
September 19, 2018, 07:31:16 AM
Good mod.
#29
Outdated / Re: [B18] SkyRim
September 13, 2018, 09:25:59 PM
Quote from: Uchillz on September 10, 2018, 03:34:13 PM
Does this mod require SKSE & MCM to run?
Anyways a very good work, colliding two worlds into one.

RimUI would be most welcome.
#30
Releases / Re: [B19] Psychology (2018-9-12)
September 12, 2018, 10:58:36 PM
Updated to 2018-9-12:
- Adjustments to how a pawn's personality is calculated. The raw rating has a slightly larger and more balanced impact on the final rating, so that extreme ratings are less common.
-Adjustments to how a pawn's personality is displayed in the Psyche tab. It should now more accurately represent variations from the norm, with polynomial rather than hacked-together linear interpolation (i.e. closer to a bell curve).
- Social fight chances from conversations are now affected by the population; smaller colonies (fewer than 8 colonists) will be less likely to start social fights as colonists put aside their differences to survive.
- As part of significant reworks to the conversation system, the controversiality of personality traits has been adjusted. The range of controversiality is now tighter, and the maximum is lower, so hugely impactful conversations will be less common.
- Pawns' differences when discussing a conversation topic have been adjusted. Opinion difference is now on a cubic curve rather than cubic interpolation, so there is a plateau of moderate disagreement before severe disagreement rather than a steady curve downwards.
- Colonists in relationships were always more severely affected by disagreements. However, they are also now more severely affected by agreements, so they'll celebrate their similarities just as much as they rue their differences.
- How Friendly a pawn is now affects the strength of positive opinions from conversations. It already affected how often people started conversations with the pawn.
- In short, these changes should lead to more reasonable, individual, and balanced personalities and conversations among colonists.
- Colonists who have been a part of your colony for over a year will now gain a permanent positive opinion of each other based on how long they've survived together.
- Some tweaks to hanging out.
- Fixed an error with social fights started by conversations.
- Fixed an error when trying to arrest someone with a pawn that's incapable of Social.
- Adjusted the text for social fights started by conversations to accurately reflect who started the fight.
- Social fights are now affected by the Aggressiveness of both the initiator and the recipient, instead of just the initiator. This is important especially because the recipient was blamed for the fight.
- Mayor visit thoughts adjusted.
- Bunch of optimizations.