[1.0] Psychology (2018-11-18)

Started by System.Linq, June 30, 2017, 02:39:52 AM

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Lethe

Quote from: Vehicular_Zombicide on February 14, 2019, 06:31:47 PM
When I ran just Psychology it worked fine and the Psych tab showed up as normal. It's only when running it with RR that the Psych tab disappears. For reference, I'm pretty sure Psychology is usually at the top of the load order when I run it, with RR a bit further down.

Other than that, I don't know if there are additional errors behind the scenes or if it's just this. I do consider RR redundant to Psychology except that Psychology does not have casual hookups and RR does- if Psychology had that feature, I'd consider RR completely redundant.

Yeah, casual hook ups would be nice.

My psych tab disappears too, although I don't run RR. It disappears whenever I exit Dev mode. If I start the game and never open dev mode it shows up just fine. PM me mod list you have? Trentennisfigati says they didn't notice that problem when running RR. Maybe it's a different mod problem...

Trentennisfigati

I am getting the missing psyche tab error now, but only for humans. This is my modlist (I know it's big and it's normal to have issues, I will try figure which mod is guilty)

<li>ModCheck-1.8.0</li>
  <li>BetterLoading</li>
  <li>Core</li>
  <li>ModManager</li>
  <li>HugsLib</li>
  <li>-O21-Toolbox-master</li>
  <li>AR_Core</li>
  <li>JecsTools-1.1.0.15</li>
  <li>AlienRaces-1.0_v1</li>
  <li>Missions-Objectives-master</li>
  <li>AdvancedAnimalFramework</li>
  <li>GiddyUpCore-1.1.2</li>
  <li>RimQuest-1.0.5.0</li>
  <li>RuntimeGC</li>
  <li>USCM - Core 1.0</li>
  <li>DoorsExpanded</li>
  <li>FacialStuff</li>
  <li>GiddyUpbattlemounts-1.1.2</li>
  <li>Vegetable Garden</li>
  <li>1346609640 Locks (DoorsExpanded)</li>
  <li>SimpleSidearms</li>
  <li>Therapy</li>
  <li>DefensivePositions</li>
  <li>Psychology</li>
  <li>WhatTheHack-1.1.7</li>
  <li>Hospitality-1.0.12</li>
  <li>Rimsenal</li>
  <li>StarshipTroopersArachnids V5.0</li>
  <li>Colony_Leadership</li>
  <li>MoreFactionInteraction</li>
  <li>PrisonLabor</li>
  <li>RimCuisine</li>
  <li>Rimsenal_Federation</li>
  <li>Rimsenal_Feral</li>
  <li>Rimsenal_Hair</li>
  <li>Rimsenal_Security</li>
  <li>Rimsenal_Storyteller</li>
  <li>Smokeleaf_Industry-1.14a</li>
  <li>TradingEconomy V3.1</li>
  <li>DualWield-1.0.6</li>
  <li>Dubs Bad Hygiene</li>
  <li>Medieval Times (v. 1.974.B19)</li>
  <li>RimWriter</li>
  <li>TMagic</li>
  <li>A_Dog_Said_1.0</li>
  <li>Apparello</li>
  <li>BirdsAndBees</li>
  <li>Children</li>
  <li>No Water, No Life - 1.7.2</li>
  <li>RimFace_for_Facial_Stuff</li>
  <li>Rimsenal_Vanilla</li>
  <li>Zabrak Race</li>
  <li>-N17-Rimhammer-master</li>
  <li>1539971494 [SYR] Naga</li>
  <li>1576667416 The Drow Race</li>
  <li>1582200954 [1.0] Avian Races only One Faction</li>
  <li>AR_MediFaction</li>
  <li>AR_SPQRim</li>
  <li>Additional Traits with Heroes + Gods</li>
  <li>Beast Man Tribes 1.0</li>
  <li>Call-of-Cthulhu---Cosmic-Horrors-master</li>
  <li>Call-of-Cthulhu---Cults-master</li>
  <li>Call-of-Cthulhu---Elder-Things</li>
  <li>Call-of-Cthulhu---Factions</li>
  <li>Call-of-Cthulhu---Straitjackets</li>
  <li>ConsolidatedTraits</li>
  <li>HP Lovecraft Storyteller</li>
  <li>HappeningStoryteller 3.0</li>
  <li>Lovely Hair Style</li>
  <li>MoreDetailBody</li>
  <li>MoreTraitSlots</li>
  <li>Nackblad Inc Rimhair</li>
  <li>Orassans</li>
  <li>Orc Invasion</li>
  <li>RF - Rainbeau Flambe - Storyteller</li>
  <li>RF - Tribal Raiders</li>
  <li>Rim-of-Madness---Vampires</li>
  <li>Rim-of-Madness---Werewolves</li>
  <li>Spoons_Hair_Mod_1.0</li>
  <li>Star-Wars---Factions-master</li>
  <li>Star-Wars---The-Force</li>
  <li>Storyteller-Enhanced-master</li>
  <li>Tribal Reborn</li>
  <li>Twilek Race</li>
  <li>USCM - Faction Colonial Marines 1.0</li>
  <li>USCM - Xenomorphs 1.0</li>
  <li>Xeva's Rimhair</li>
  <li>[Ods] Mens Hair</li>
  <li>[Ods] Womens Hair</li>
  <li>ameiro anime hairs for 1.0 (female)</li>
  <li>1180573408 Rim of Madness - Bones</li>
  <li>1543694909 [1.0] Polyamory Beds (Vanilla Edition)</li>
  <li>FashionRIMsta_1.0</li>
  <li>Fences And Floors</li>
  <li>Industrial-Age---Objects-and-Furniture</li>
  <li>Kantai Collection Hair Styles</li>
  <li>Let's Trade! [1.0]</li>
  <li>Meat Blend 1.0</li>
  <li>More Furniture</li>
  <li>RF - Realistic Planets</li>
  <li>RF - Permafrost</li>
  <li>Rim-of-Madness---Arachnophobia-master</li>
  <li>RimFridge</li>
  <li>Star-Wars---Fully-Functional-Lightsabers</li>
  <li>Starship Troopers - Uniforms (B1.0)</li>
  <li>Starship Troopers - Weapons (B1.0)</li>
  <li>USCM - Turret 1.0</li>
  <li>Vegetarian Meals [1.0]</li>
  <li>Veggie Blend 1.0</li>
  <li>Wall Light</li>
  <li>[Ods] Star Ship Troopers Powersuits!</li>
  <li>Additional_Joy_Objects</li>
  <li>Locks</li>
  <li>Pharmacist</li>
  <li>RF - Editable Backstories</li>
  <li>RF - Rational Romance</li>
  <li>RF - Rumor Has It</li>
  <li>RIMkea_1.0</li>
  <li>SimpleSlavery-1.0_Unstable</li>
  <li>Snap Out</li>
  <li>SparklingWorlds Full Mod</li>
  <li>Survivalists-Additions-1.0</li>
  <li>T-MoreFloors</li>
  <li>VGP CoffeeTeaDrugs</li>
  <li>ZombieLand</li>
  <li>more-slaves-1.0-master</li>
  <li>1539028008 Where is my weapon_</li>
  <li>Achtung</li>
  <li>ColonyManager-master</li>
  <li>One Big Family</li>
  <li>PickUpAndHaul</li>
  <li>Realistic Rooms</li>
  <li>RimWorld_WhileYoureUp-master</li>
  <li>RunAndGun-master</li>
  <li>TurretExtensions</li>
  <li>WorkTab</li>
  <li>1508341791 [FSF] Rain Washes Away Filth</li>
  <li>1566269698 [XND] Survival Tools</li>
  <li>AllowTool</li>
  <li>AnimalTab</li>
  <li>Blueprints-master</li>
  <li>Bubbles</li>
  <li>CameraPlus</li>
  <li>Color Coded Mood Bar</li>
  <li>Custom Portraits</li>
  <li>FollowMe</li>
  <li>MedicalTab</li>
  <li>PathAvoid</li>
  <li>RF - Pawns are Capable!</li>
  <li>RelationsTab</li>
  <li>ResearchTree</li>
  <li>RimHUD</li>
  <li>1180826364 [KV] Show Hair With Hats or Hide All Hats - 1.0</li>
  <li>EdBPrepareCarefully</li>
  <li>FactionControl</li>

EnrgyPC

Quote from: Trentennisfigati on February 24, 2019, 06:47:49 PM
I am getting the missing psyche tab error now, but only for humans. This is my modlist (I know it's big and it's normal to have issues, I will try figure which mod is guilty)

<li>ModCheck-1.8.0</li>
  <li>BetterLoading</li>
  <li>Core</li>
  <li>ModManager</li>
  <li>HugsLib</li>
  <li>-O21-Toolbox-master</li>
  <li>AR_Core</li>
  <li>JecsTools-1.1.0.15</li>
  <li>AlienRaces-1.0_v1</li>
  <li>Missions-Objectives-master</li>
  <li>AdvancedAnimalFramework</li>
  <li>GiddyUpCore-1.1.2</li>
  <li>RimQuest-1.0.5.0</li>
  <li>RuntimeGC</li>
  <li>USCM - Core 1.0</li>
  <li>DoorsExpanded</li>
  <li>FacialStuff</li>
  <li>GiddyUpbattlemounts-1.1.2</li>
  <li>Vegetable Garden</li>
  <li>1346609640 Locks (DoorsExpanded)</li>
  <li>SimpleSidearms</li>
  <li>Therapy</li>
  <li>DefensivePositions</li>
  <li>Psychology</li>
  <li>WhatTheHack-1.1.7</li>
  <li>Hospitality-1.0.12</li>
  <li>Rimsenal</li>
  <li>StarshipTroopersArachnids V5.0</li>
  <li>Colony_Leadership</li>
  <li>MoreFactionInteraction</li>
  <li>PrisonLabor</li>
  <li>RimCuisine</li>
  <li>Rimsenal_Federation</li>
  <li>Rimsenal_Feral</li>
  <li>Rimsenal_Hair</li>
  <li>Rimsenal_Security</li>
  <li>Rimsenal_Storyteller</li>
  <li>Smokeleaf_Industry-1.14a</li>
  <li>TradingEconomy V3.1</li>
  <li>DualWield-1.0.6</li>
  <li>Dubs Bad Hygiene</li>
  <li>Medieval Times (v. 1.974.B19)</li>
  <li>RimWriter</li>
  <li>TMagic</li>
  <li>A_Dog_Said_1.0</li>
  <li>Apparello</li>
  <li>BirdsAndBees</li>
  <li>Children</li>
  <li>No Water, No Life - 1.7.2</li>
  <li>RimFace_for_Facial_Stuff</li>
  <li>Rimsenal_Vanilla</li>
  <li>Zabrak Race</li>
  <li>-N17-Rimhammer-master</li>
  <li>1539971494 [SYR] Naga</li>
  <li>1576667416 The Drow Race</li>
  <li>1582200954 [1.0] Avian Races only One Faction</li>
  <li>AR_MediFaction</li>
  <li>AR_SPQRim</li>
  <li>Additional Traits with Heroes + Gods</li>
  <li>Beast Man Tribes 1.0</li>
  <li>Call-of-Cthulhu---Cosmic-Horrors-master</li>
  <li>Call-of-Cthulhu---Cults-master</li>
  <li>Call-of-Cthulhu---Elder-Things</li>
  <li>Call-of-Cthulhu---Factions</li>
  <li>Call-of-Cthulhu---Straitjackets</li>
  <li>ConsolidatedTraits</li>
  <li>HP Lovecraft Storyteller</li>
  <li>HappeningStoryteller 3.0</li>
  <li>Lovely Hair Style</li>
  <li>MoreDetailBody</li>
  <li>MoreTraitSlots</li>
  <li>Nackblad Inc Rimhair</li>
  <li>Orassans</li>
  <li>Orc Invasion</li>
  <li>RF - Rainbeau Flambe - Storyteller</li>
  <li>RF - Tribal Raiders</li>
  <li>Rim-of-Madness---Vampires</li>
  <li>Rim-of-Madness---Werewolves</li>
  <li>Spoons_Hair_Mod_1.0</li>
  <li>Star-Wars---Factions-master</li>
  <li>Star-Wars---The-Force</li>
  <li>Storyteller-Enhanced-master</li>
  <li>Tribal Reborn</li>
  <li>Twilek Race</li>
  <li>USCM - Faction Colonial Marines 1.0</li>
  <li>USCM - Xenomorphs 1.0</li>
  <li>Xeva's Rimhair</li>
  <li>[Ods] Mens Hair</li>
  <li>[Ods] Womens Hair</li>
  <li>ameiro anime hairs for 1.0 (female)</li>
  <li>1180573408 Rim of Madness - Bones</li>
  <li>1543694909 [1.0] Polyamory Beds (Vanilla Edition)</li>
  <li>FashionRIMsta_1.0</li>
  <li>Fences And Floors</li>
  <li>Industrial-Age---Objects-and-Furniture</li>
  <li>Kantai Collection Hair Styles</li>
  <li>Let's Trade! [1.0]</li>
  <li>Meat Blend 1.0</li>
  <li>More Furniture</li>
  <li>RF - Realistic Planets</li>
  <li>RF - Permafrost</li>
  <li>Rim-of-Madness---Arachnophobia-master</li>
  <li>RimFridge</li>
  <li>Star-Wars---Fully-Functional-Lightsabers</li>
  <li>Starship Troopers - Uniforms (B1.0)</li>
  <li>Starship Troopers - Weapons (B1.0)</li>
  <li>USCM - Turret 1.0</li>
  <li>Vegetarian Meals [1.0]</li>
  <li>Veggie Blend 1.0</li>
  <li>Wall Light</li>
  <li>[Ods] Star Ship Troopers Powersuits!</li>
  <li>Additional_Joy_Objects</li>
  <li>Locks</li>
  <li>Pharmacist</li>
  <li>RF - Editable Backstories</li>
  <li>RF - Rational Romance</li>
  <li>RF - Rumor Has It</li>
  <li>RIMkea_1.0</li>
  <li>SimpleSlavery-1.0_Unstable</li>
  <li>Snap Out</li>
  <li>SparklingWorlds Full Mod</li>
  <li>Survivalists-Additions-1.0</li>
  <li>T-MoreFloors</li>
  <li>VGP CoffeeTeaDrugs</li>
  <li>ZombieLand</li>
  <li>more-slaves-1.0-master</li>
  <li>1539028008 Where is my weapon_</li>
  <li>Achtung</li>
  <li>ColonyManager-master</li>
  <li>One Big Family</li>
  <li>PickUpAndHaul</li>
  <li>Realistic Rooms</li>
  <li>RimWorld_WhileYoureUp-master</li>
  <li>RunAndGun-master</li>
  <li>TurretExtensions</li>
  <li>WorkTab</li>
  <li>1508341791 [FSF] Rain Washes Away Filth</li>
  <li>1566269698 [XND] Survival Tools</li>
  <li>AllowTool</li>
  <li>AnimalTab</li>
  <li>Blueprints-master</li>
  <li>Bubbles</li>
  <li>CameraPlus</li>
  <li>Color Coded Mood Bar</li>
  <li>Custom Portraits</li>
  <li>FollowMe</li>
  <li>MedicalTab</li>
  <li>PathAvoid</li>
  <li>RF - Pawns are Capable!</li>
  <li>RelationsTab</li>
  <li>ResearchTree</li>
  <li>RimHUD</li>
  <li>1180826364 [KV] Show Hair With Hats or Hide All Hats - 1.0</li>
  <li>EdBPrepareCarefully</li>
  <li>FactionControl</li>

i don't have the exact same modlist but i've got the same problem.

BlooSkies

Quote from: Trentennisfigati on February 24, 2019, 06:47:49 PM
I am getting the missing psyche tab error now, but only for humans. This is my modlist (I know it's big and it's normal to have issues, I will try figure which mod is guilty)
  <li>Psychology</li>
  <li>RF - Rational Romance</li>
  <li>RimHUD</li>
Alright, so Rational Romance is a a direct conflict (it's clearly stated as such in its description...).
I'm pretty sure this needs to get loaded after RimHUD if you're using it to replace the inspect menu as it does by default.

Trentennisfigati

#649
I'm aware of Rational Romance being incompatible but I've never experienced that error.
I was suspecting RimHUD to be the culprit since actually the error started after its installation.
I will try that, thank you!

UPDATE
Solved it. For me it was What the Hack, had to be loaded before Psychology. works now

Vehicular_Zombicide

Quote from: Trentennisfigati on February 25, 2019, 03:57:01 AM
I'm aware of Rational Romance being incompatible but I've never experienced that error.
I was suspecting RimHUD to be the culprit since actually the error started after its installation.
I will try that, thank you!

UPDATE
Solved it. For me it was What the Hack, had to be loaded before Psychology. works now

Ah, I do have What the Hack, I never even considered that it might be responsible. Thanks!

If I did try to run RR alongside Psychology, what issues would their conflict cause?

Trentennisfigati

I'm having a similar issue as before, with BadPeople (love this mod, and so I do love Psychology, really hope it gets solved!). I guess it's related to BadPeopleDevTab, Psyche tab disappears when you disable/enable dev mode.

Ynemo

Looks like this mod makes all social life less much much less frequent?

No matter how good person Social Skill, or social chat impact stat, the only what is matter is turn debug on and check compatibility of two ppl?

Exende

What is the skill required for treating Chemical interest?  Because I have a few pawns not treating it even though their Medical and even crafting is through the roof

Kori

Quote from: Exende on March 31, 2019, 11:19:53 AM
What is the skill required for treating Chemical interest?  Because I have a few pawns not treating it even though their Medical and even crafting is through the roof

If I'm not mistaken it is the social skill.

Kori

Linq, would you please consider to update your mod to support the latest version of Prepare Carefully?

See edbmods' comment: 26 Mar @ 6:52pm
https://steamcommunity.com/sharedfiles/filedetails/?id=735106432

Arkaile

#656
Does anyone know how I should go about re-enabling the psych tab for androids? Which file(s) should I be looking at?

Edit: As an alternative, is there a way I can manually add the psych tab to a colonist by editing a save?

Tocato

#657
hello where is the psychology customization done in game? Im using prepare carefully and seem to recall doing it in b19. I dont see the tab during creation now though, to add on to what Kori said and I posted up in EDBs thread, this is what the author of prepare carefully said last month


" Both the Facial Stuff and Psychology mods coded their integration with Prepare Carefully in a way that ties them to a specific version. If I ever release a new version, those mod authors have to recompile their mods against that new version, even if I didn't make any changes to the parts of Prepare Carefully with which they are integrating. There are other ways to code it on their end to avoid that problem (using a technique called "reflection", which admittedly is a kind of an annoying way to have to code it), but that's not the way it's done now.

ive looked at flipping the integration so that Prepare Carefully is integrating with them instead of the other way around, but to do that, I have to copy code that belongs to their mods into Prepare Carefully. If I do that, I would have to maintain that code moving forward. If they change something on their end, I have to do updates on my end--it flips the problem, and I don't know if I want to take ownership of that. If those mods really are no longer being developed, maybe that ends up not being a real problem. Let me consider it."

sv-esk

#658
Quote from: Arkaile on April 13, 2019, 12:46:31 PM
Does anyone know how I should go about re-enabling the psych tab for androids? Which file(s) should I be looking at?

Edit: As an alternative, is there a way I can manually add the psych tab to a colonist by editing a save?
It is hardcoded not to add tab to anything containing Android in its defName.

Re-enabling: PsychologyBase.cs file in source code. Remove && !def.defName.Contains("Android") and compile.

Adding tab without compiling dll - Save code as patch.xml in Mods/YourMod/Patches, load after androids and psychology:

<?xml version="1.0" encoding="utf-8" ?>
<Patch>

<Operation Class="PatchOperationAdd">
<xpath>Defs/AlienRace.ThingDef_AlienRace[defName="ChjAndroid"]/recipes</xpath>
<value>
<li>TreatPyromania</li>
<li>TreatChemicalInterest</li>
<li>TreatChemicalFascination</li>
<li>TreatDepression</li>
<li>TreatInsomnia</li>
<li>CureAnxiety</li>
</value>
</Operation>

<Operation Class="PatchOperationAdd">
<xpath>Defs/AlienRace.ThingDef_AlienRace[defName="ChjAndroid"]/race/hediffGiverSets</xpath>
<value>
<li>OrganicPsychology</li>
</value>
</Operation>

<Operation Class="PatchOperationAdd">
<xpath>Defs/AlienRace.ThingDef_AlienRace[defName="ChjAndroid"]</xpath>
<value>
<inspectorTabs>
<li>Psychology.ITab_Pawn_Psyche</li>
</inspectorTabs>
</value>
</Operation>

<Operation Class="PatchOperationAdd">
<xpath>Defs/AlienRace.ThingDef_AlienRace[defName="ChjAndroid"]/comps</xpath>
<value>
<li Class="Psychology.CompProperties_Psychology" />
</value>
</Operation>

</Patch>


BTW, ChjDroid and ChjBattleDroid should be blacklisted - these are definitely rudimentary robots. Please, make blacklist of defNames xml or modsettings - editable.

Kyna Tiona

#659
@Psychology Hi again, sorry to bug you. So a couple of my construction colonists were working together on a wall, when Claire reaches over Spider to finish off a corner. Spider gets into an panic attack (see image link below), assumably from her poorly managed anxiety, and starts cowering on the spot. This is beautifully inconvenient, perfectly emulating the same kind of sudden freak outs I've gotten from seemingly innocuous interactions, so I'm assuming it's your work.

https://i.imgur.com/VZMWxPQ.png

The problem is that it wasn't apparent what was going on until I noticed the thought entry. Prior to that, I had tried drafting her, forcing her to deconstruct the wall beside her, reloading the save, having another colonist punch her (!), etc., like I would do with any bug. Could panic attacks get the proper mental break treatment, so it's apparent that my lack of control over them is intentional?