[A16] Psychology (2017-5-14)

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

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Napple

So now that you overhauled the social system is it possible for a pawn's personality be modified by prepare carefully or is it generated when a pawn spawns.

System.Linq

Quote from: Napple on January 28, 2017, 12:32:22 PM
So now that you overhauled the social system is it possible for a pawn's personality be modified by prepare carefully or is it generated when a pawn spawns.

It's generated when a pawn spawns. I don't support Prepare Carefully, I don't use it personally and I don't know how it works so I can't put together a patch without researching it. Maybe some time in the future. However, a pawn's personality is affected by backgrounds and traits so just give them appropriate ones.

Quote from: arthasmenethil on January 28, 2017, 12:28:29 PM
This looks almost too good... I was waiting for this update to start new game, and i'm jumping right in.

You don't need to start a new game! It's backwards-compatible.

arthasmenethil

QuoteQuote from: arthasmenethil on Today at 12:28:29 PM
QuoteThis looks almost too good... I was waiting for this update to start new game, and i'm jumping right in.
You don't need to start a new game! It's backwards-compatible.
I know, my last colony launched spaceship few days ago so i waited to start new one with new Psychology. :P Once again, thank You for making this.

Codexehow

Anyone else getting the bug where pawns start with blank traits in the Psyche tab? I'm sure it's a mod conflict, but I have no idea where to start.


Madman666

#364
So its here! Cool, this run is going to be awesome. And the way you write your mod's new is also interesting and immersive. Just addiction cure already makes sooo wonderful. And those people are now actually even closer to being people and not mentally impaired freakshow)) Thanks, man!)

Finally pyromaniacs can be something more than kibble.

Napple

With the overhaul of the social system the beauty and ugly traits don't have a discernible impact on relationships.

Scottnov

#366
Quote from: Codexehow on January 28, 2017, 01:48:30 PM
Anyone else getting the bug where pawns start with blank traits in the Psyche tab? I'm sure it's a mod conflict, but I have no idea where to start.
I was going to ask about this myself; I'm having the same problem. The one colonist I had on my test map before the update is actually lacking the psyche tab completely. I'm thinking potential conflicts from Puffin's mods (though I tried turning both off, perhaps it still affects maps made before the update) or Combat Realism, but as no errors seem to be presenting themselves I cannot make a fully reasonable guess.

Also, somewhat unrelated, but I would also ask for Prepare Carefully support, as one has done before me. I use it to create personalized starts to stories, and being able to customize pawn personality from the base level would be great. Regardless, this update seems like it adds a lot of depth as-is - I do not mean to sound impatient or ungrateful.

Codexehow

Exactly what's happening to me. I'm testing, though I have a ton of mods and I'm not sure how willing I am at the moment to go through all of them :P. Starting with the most likely, obv.

Prepare Carefully support would be nice. Lots of people use that mod.

Scottnov

Yeah, same situation here. Now though, new colonists spawned on the test map are getting the psyche tab and traits within it; this happens after I deactivate Romance Diversified, though I was certain I had done so before and still had no personality traits on new pawns. Romance Diversified is therefore obviously incompatible (not exactly a surprise) yet still my colonist who was on the map prior to the update lacks any kind of psyche window at all.
At some point, this error presented itself, which seems to be connected, but I have not seen it appear again since:
Exception filling tab RimWorld.ITab_Pawn_Social: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.PlayLogEntry_Interaction.ToGameStringFromPOV (Verse.Thing pov) [0x00000] in <filename unknown>:0
  at RimWorld.SocialCardUtility.DrawInteractionsLog (Rect rect, Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at RimWorld.SocialCardUtility.DrawSocialCard (Rect rect, Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at RimWorld.ITab_Pawn_Social.FillTab () [0x00000] in <filename unknown>:0
  at Verse.InspectTabBase+<DoTabGUI>c__AnonStorey3C6.<>m__566 () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
Verse.<DoTabGUI>c__AnonStorey3C6:<>m__566()
Verse.ImmediateWindow:DoWindowContents(Rect)
HugsLib.GuiInject.<>c__DisplayClass1:<_WindowOnGUI>b__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)

Codexehow

#369
Can confirm. Sadly Puffin's mods are not compatible. Not really surprising though. I'm currently testing Rim Disorders.

Anyone know if this conflicts with the new Leadership mod? (Sorry, don't know the author offhand.)

Good to see we can turn elections off, though.


Napple

Op mentioned it would break compatibility with puffin's mods a on page 23 on reply 332.

Codexehow

Cool. But people aren't going to read the entire thread :P It could be put on the first post of the thread. Just saying.

Great mod, though, OP.

Scottnov

#372
Quote from: Napple on January 28, 2017, 03:17:38 PM
Op mentioned it would break compatibility with puffin's mods a on page 23 on reply 332.
I was aware of that, but I don't believe it was clarified that old saves which had Puffin's mods installed previously, but were deactivated for Psychology's update would still cause issues. I do have a few more thoughts on potential workarounds which I will test now, but I feel it's an issue that should be clarified and rectified, as Psychology's and Puffin's mods were used in combination by many people before, if I am not mistaken.

Edit: The map I had actually been playing on will now only load if Romance Diversified is loaded alongside Psychology's new update. If I attempt to deactivate it, the game simply will not load. Either way, no pawn existing before the update gains a psyche tab at all. Perhaps if I had the previous version of psychology, I could deactivate Puffin's mods in a save-friendly manner, and then proceed to update Psychology to the latest version, potentially giving the Psyche tab and allowing normal play once again.

Codexehow

Good info.

I'm also testing the More Mental Breaks mod and will report back.

Madman666

#374
One little thing I noticed - I can't seem to order colonists to arrest broken guy on a sadism mental break. Colonists aren't attacking him automatically, since he is not berserk, but you can't give the order either to arrest or to melee attack him. You can only click on a weapon icon and then on him, to make your guys try to bring him down. So if your guys are unarmed, you can't do jack to a sadist while he is pounding on one of your dogs. When he just wanders in search of an animal to beat - you can, but when he finds it and goes to it - you can't (actually you can't at any time beside some strange very brief moments when the option appears). Is that intended? That mechanic much to my annoyance reminds me of a social fight, where you can't do anything about two fools beating each other up. Theres just no option of arrest or anything else...

And one more thing - a guy on a histrionic break kept sticking on one girl like half a day and did succeed actually to the point she even accepted his proposal, but kept "making advances on her" even after that. And she actually kept refusing stacking huge two day long debuff! What the? Is it supposed to roll out this way? I mean she's his fiancee, shouldn't she accept his persistant advances then?