[A16] Psychology (2017-5-14)

Started by System.Linq, August 19, 2016, 07:16:38 AM

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System.Linq

Here's a sneak preview to tide you over:


onerous1

So are the traits under the psyche tab dynamic or static like the pawn's background story?

And too bad about Several Puffin's Rumors and Deception mod not being compatible anymore. I liked the fact that the colonists could gossip about each other. Made the relationship seem more dynamic, though technically I don't know if that was true or not (i.e. whether the opinion about a pawn would change based on the gossip heard.) Alas, no beta testing for me.

System.Linq

The listed traits are a pawn's personality, and are randomly generated per pawn. They are influenced by each other and by the pawn's traits and skills. This is going to be hooked into almost every part of how pawns interact with each other so maintaining compatibility with mods like Puffin's is now impossible. You'll have to pick one or the other.

Madman666

Ow, crap... I liked them both... Rumors and Deception added some real nice interactions like apoligizing and sharing secrets... Will there be something like that then?

System.Linq

There will be effectively dozens more interactions based on colonists' personalities. There won't be specific "share secrets" or "apologize" interactions but there will be a much more elegant system of pawns having conversations of varying lengths about different subjects and changing their opinion of each other based on how controversial the subject was, how long they talked, and how different their personalities are on that subject.

Madman666

Quote from: Psychology on January 23, 2017, 09:40:33 AM
There will be effectively dozens more interactions based on colonists' personalities. There won't be specific "share secrets" or "apologize" interactions but there will be a much more elegant system of pawns having conversations of varying lengths about different subjects and changing their opinion of each other based on how controversial the subject was, how long they talked, and how different their personalities are on that subject.

Damn you for raising the hype through the roof again))) How am I supposed to work now? :D

A_Soft_Machine_Man

#336
edit: Disregard I can't read

System.Linq

Quote from: Psychology on January 23, 2017, 09:02:59 AM
The listed traits are a pawn's personality, and are randomly generated per pawn. They are influenced by each other and by the pawn's traits and skills. This is going to be hooked into almost every part of how pawns interact with each other so maintaining compatibility with mods like Puffin's is now impossible. You'll have to pick one or the other.

Goldenpotatoes

Love the mod, really breathes some life into colonies. Watching a colonist go on a tantrum and kick out the support for the roof above him was pretty damn funny, even if it lost them an eye in the process.

Do you have any plans on expanding social interactions involving the art system in the game? I can imagine some scenarios that would result from crafted art, such as a prude freaking out on an artist because the grand sculpture they built is their personalized rendition of said prude getting freaky with their SO in the sheets or something similar.

System.Linq

Quote from: Goldenpotatoes on January 23, 2017, 08:59:36 PM
Do you have any plans on expanding social interactions involving the art system in the game? I can imagine some scenarios that would result from crafted art, such as a prude freaking out on an artist because the grand sculpture they built is their personalized rendition of said prude getting freaky with their SO in the sheets or something similar.

No plans at present, that would be kinda complicated. Maybe in the future.

Der Failer

About the upcoming update:
Am i right in thinking that this will require a new colony, because i would like to start a new, but i will hold off on that if i have to start over as some as you update.

Also how will this work with other mods which add traits? And how will this effect the compatibility of the mod in general. I have this bad feeling that this rather huge change will cause all sorts of problems with other mods.

Please don't get me wrong, i love this mod and everything it does. And i think the game will benefit from a deeper, more complex trait system. None the less i have this suspicion that this will put me in a position where i have to choose this and several other mods.

arthasmenethil

#341
First things first, let me thank You for amazing mod, that gives new life to our pawns.

I got one question though. How could I add Kinsey rating to another races, like Orassans or Asari? Right now they are outside this "system" and it seems that they cannot enter relationship with other pawns.

Goldenpotatoes

Not exactly an issue, but I noticed you left the .git file inside the workshop mod. Got a little confused when tortoisegit started listing it.

System.Linq

#343
Quote from: Der Failer on January 24, 2017, 11:30:13 AM
About the upcoming update:
Am i right in thinking that this will require a new colony, because i would like to start a new, but i will hold off on that if i have to start over as some as you update.
No. The update will be fully compatible with older Psychology-enabled saves. You will have full access to all new features immediately.

Quote from: Der Failer on January 24, 2017, 11:30:13 AM
Also how will this work with other mods which add traits? And how will this effect the compatibility of the mod in general. I have this bad feeling that this rather huge change will cause all sorts of problems with other mods.
It will work fine, but said traits won't affect the system at all without patches. Some mods may become incompatible if they alter vanilla systems (i.e. do the same things Psychology does, like Puffins's mods), but pure expansion mods like Additional Traits will have normal effects and be ignored by the Psychology system.

Quote from: Der Failer on January 24, 2017, 11:30:13 AM
Please don't get me wrong, i love this mod and everything it does. And i think the game will benefit from a deeper, more complex trait system. None the less i have this suspicion that this will put me in a position where i have to choose this and several other mods.
It's entirely possible, but my hope is that the new features I am implementing will be so far above anything added by those mods that the choice will be easy.

Quote from: arthasmenethil on January 25, 2017, 06:27:15 AM
First things first, let me thank You for amazing mod, that gives new life to our pawns.

I got one question though. How could I add Kinsey rating to another races, like Orassans or Asari? Right now they are outside this "system" and it seems that they cannot enter relationship with other pawns.
Cannot be done. Orassans and Asari use a custom Pawn type (AlienPawn), which is the same method Psychology uses to add the sexuality system to normal colonists. AlienPawns are a type of Pawn, PsychologyPawns are a type of Pawn, AlienPawns are not a type of PsychologyPawn and vice versa. That said, Psychology defaults to the vanilla systems whenever a PsychologyPawn isn't available so they should still be able to enter relationships.

Merging the two systems would require a whole new Humanoid Alien Race library that required Psychology to work and made all its AlienPawns a type of PsychologyPawn.

Quote from: Goldenpotatoes on January 25, 2017, 08:18:05 AM
Not exactly an issue, but I noticed you left the .git file inside the workshop mod. Got a little confused when tortoisegit started listing it.
Yes, I finally created a git and have been getting accustomed to distributing from it. Sorry.

thesoupiest

Would it be possible to add options in the Mod Settings menu to disable certain features of this mod? I don't mean to insult you or your work - I really like this mod and the intention behind it - but I find the idea of a mood reduction over wearing matching clothing to be beyond idiotic, especially among fellow crashers who were presumably wearing matching uniforms on the ship. I would think that people primarily occupied with the issue of their own survival wouldn't be worrying too much about individuality in fashion.