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Author Topic: Legacy Colonists  (Read 1655 times)

Ruisuki

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Legacy Colonists
« on: April 23, 2019, 11:24:15 PM »

Does a mod already exist where colonists created using the prepare carefully mod can have a chance to spawn as a member of another faction, or travelers so you can recruit them to your faction, as opposed to having to start as them if you want them in your game.
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LiteEmUp

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Re: Legacy Colonists
« Reply #1 on: April 24, 2019, 02:51:44 AM »

i believe in the prepare carefully mod, there is an option to do that already... i believe it is in the world options
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Ruisuki

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Re: Legacy Colonists
« Reply #2 on: April 24, 2019, 06:36:48 AM »

i thought prepared carefully only allowed inserting custom characters at game start? ill check tmr and see if thats changed in 1.0
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tsmt1001

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Re: Legacy Colonists
« Reply #3 on: April 24, 2019, 09:53:31 PM »

There is a "no pawn left behind" mod which sort of spawns random events with your left behind pawns. It's been hit or miss for me, though.
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Tocato

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Re: Legacy Colonists
« Reply #4 on: April 25, 2019, 11:32:01 PM »

yeah ive seen people post in the comments for it that they are getting duplicates of the same pawns. That would break immersion bad
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tsmt1001

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Re: Legacy Colonists
« Reply #5 on: April 28, 2019, 04:59:53 PM »

I've done some research and it looks like no pawn left behind and prepare carefully mods may interfere with psychology mod. And if I remember correctly, before I added psychology mod, I got my left behind pawns or at least most of them. Before I start my next colony, as much as it pains me, I will remove psychology mod and see if I get my left behind pawns.
 
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Tocato

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Re: Legacy Colonists
« Reply #6 on: April 29, 2019, 04:08:59 AM »

Be careful. EDB PC currently have a major incompatibility with alien humanoid framework(no planet generation) and lesser incompatibilities with Facial stuff and Psychology
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tsmt1001

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Re: Legacy Colonists
« Reply #7 on: April 29, 2019, 11:19:50 PM »

I don't have alien humanoids enabled. So far I haven't noticed any issues with Prepare Carefully, except that after I added Psychology, left behind pawns are no longer generated. I like some features in Psychology, like the election thing, and the fact that I can treat traits like pyromania, but I can live without them.
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Tocato

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Re: Legacy Colonists
« Reply #8 on: April 30, 2019, 12:54:46 AM »

psychology doesnt allow customization (and thus saving) of colonists, though you can edit using devmode once in game, albeit that defeats the purpose of pc. Same with FS. Idk how it affects other pawns in the world though.
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tsmt1001

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Re: Legacy Colonists
« Reply #9 on: May 02, 2019, 07:26:33 PM »

Do you know if Rational Romance has same type of compatibility issues with left behind pawns?
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tsmt1001

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Re: Legacy Colonists
« Reply #10 on: May 03, 2019, 01:10:32 AM »

Started a new colony without Psychology mod and I am getting my left behind pawns.
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Tocato

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Re: Legacy Colonists
« Reply #11 on: May 03, 2019, 05:46:34 PM »

idk i dont use rational romance since back in the day (dunno if its still the case) psychology reported issues with it, and other mods of its ilk.
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tsmt1001

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Re: Legacy Colonists
« Reply #12 on: May 05, 2019, 04:38:42 PM »

Looks like "left behind" pawns are not safe from the clean-up RunTime GC. I got one pawn back. I held off from running the clean-up as long as I could, but eventually the lag got so bad that I had to do it. Later on, in one of t he raids, I got a pawn which had the name of one of the "left behind" pawns, but none of its stats. That was the pawn which had no connections to my starting pawns. I am still waiting to see the remaining world pawns, which were connected to my starting guys.
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