RimWorld

RimWorld

RimWorld > General Discussions > Topic Details
This topic has been locked
TACOMAN Jan 10, 2019 @ 5:32pm
How do you change a pawn's traits mid-game?
I'm playing the Westerado mod and my best colonist has the frontiersman trait which makes him leave my colony. Is there a way to remove his trait or somehow recreate the character without the trait in dev-mode or the code?
Originally posted by Astasia:
Make a duplicate of your save in case you make a mistake, then open the save in Notepad++ and do a search for your colonist's name (first, last or nickname, whichever is more unique, they are stored on different lines so just look for one of them). You are looking for a <name Class="NameTriple"> nested inside a <thing Class="Pawn">, make sure it's not a "Tale" there might be a bunch of them that contain a <name Class="NameTriple"> with your colonist's name referencing various actions they took in the past.

Once you find the <thing Class="Pawn"> of your colonist, scroll down and you will see <traits><allTraits> followed by that colonist's traits. Replace the text between <def></def> of the trait you want to change to the def of the trait you want. You can look at other pawns in the save to see trait def name examples and just copy and paste one of them into the colonist you want to change. Some traits might also have a degree to consider, that's stored under the def and it changes between multiple traits on a trait line.

<def>Gifted</def>
<degree>2</degree>

That for example is the better skill learning speed trait, degree 1 is the less powerful learning speed trait, degree -1 is a learning speed penalty trait.

Saves are stored in the following folder:
\Users\*\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Saves
< >
Showing 1-15 of 139 comments
The author of this thread has indicated that this post answers the original topic.
Astasia Jan 10, 2019 @ 9:41pm 
Make a duplicate of your save in case you make a mistake, then open the save in Notepad++ and do a search for your colonist's name (first, last or nickname, whichever is more unique, they are stored on different lines so just look for one of them). You are looking for a <name Class="NameTriple"> nested inside a <thing Class="Pawn">, make sure it's not a "Tale" there might be a bunch of them that contain a <name Class="NameTriple"> with your colonist's name referencing various actions they took in the past.

Once you find the <thing Class="Pawn"> of your colonist, scroll down and you will see <traits><allTraits> followed by that colonist's traits. Replace the text between <def></def> of the trait you want to change to the def of the trait you want. You can look at other pawns in the save to see trait def name examples and just copy and paste one of them into the colonist you want to change. Some traits might also have a degree to consider, that's stored under the def and it changes between multiple traits on a trait line.

<def>Gifted</def>
<degree>2</degree>

That for example is the better skill learning speed trait, degree 1 is the less powerful learning speed trait, degree -1 is a learning speed penalty trait.

Saves are stored in the following folder:
\Users\*\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Saves
recycle bin Jan 10, 2019 @ 11:17pm 
Its part of the game, youre ruining the whole point of playing RW when you alter the storyline
Astasia Jan 10, 2019 @ 11:42pm 
Originally posted by Potato Flipper:
Its part of the game, youre ruining the whole point of playing RW when you alter the storyline

The point RimWorld, much like all games, is to have fun. Every player has fun in slightly different ways and it is up to each individual to decide what will make their experience better or worse.
recycle bin Jan 10, 2019 @ 11:43pm 
Originally posted by Astasia:
Originally posted by Potato Flipper:
Its part of the game, youre ruining the whole point of playing RW when you alter the storyline

The point RimWorld, much like all games, is to have fun. Every player has fun in slightly different ways and it is up to each individual to decide what will make their experience better or worse.
Your game, your rules I guess
TACOMAN Jan 11, 2019 @ 1:18pm 
Originally posted by Potato Flipper:
Its part of the game, youre ruining the whole point of playing RW when you alter the storyline

Usually I do play without any cheats or anything but this is very much a cheat colony. I gave them great skills and equipment just to try some things I've never been able to do because all my colonies seem to fall into a cycle of despair (though I'll keep trying without cheats because I love this game).

I'm just messing around.
GeneralVeers Jan 11, 2019 @ 1:26pm 
Originally posted by Potato Flipper:
Its part of the game, youre ruining the whole point of playing RW when you alter the storyline
When the game is openly moddable, there IS no "part of the game". :)
TACOMAN Jan 11, 2019 @ 1:33pm 
Originally posted by Astasia:
Make a duplicate of your save in case you make a mistake, then open the save in Notepad++ and do a search for your colonist's name (first, last or nickname, whichever is more unique, they are stored on different lines so just look for one of them). You are looking for a <name Class="NameTriple"> nested inside a <thing Class="Pawn">, make sure it's not a "Tale" there might be a bunch of them that contain a <name Class="NameTriple"> with your colonist's name referencing various actions they took in the past.

Once you find the <thing Class="Pawn"> of your colonist, scroll down and you will see <traits><allTraits> followed by that colonist's traits. Replace the text between <def></def> of the trait you want to change to the def of the trait you want. You can look at other pawns in the save to see trait def name examples and just copy and paste one of them into the colonist you want to change. Some traits might also have a degree to consider, that's stored under the def and it changes between multiple traits on a trait line.

<def>Gifted</def>
<degree>2</degree>

That for example is the better skill learning speed trait, degree 1 is the less powerful learning speed trait, degree -1 is a learning speed penalty trait.

Saves are stored in the following folder:
\Users\*\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Saves

Thank you so much! Worked perfectly and your instructions were great, which is great because I'm not very good at modding at all.
recycle bin Jan 11, 2019 @ 1:52pm 
Originally posted by GeneralVeers:
Originally posted by Potato Flipper:
Its part of the game, youre ruining the whole point of playing RW when you alter the storyline
When the game is openly moddable, there IS no "part of the game". :)
Not sure why youre taking shots at me after its been cleared up and agreed on, you can stop now
GeneralVeers Jan 11, 2019 @ 1:56pm 
Originally posted by Potato Flipper:
Not sure why youre taking shots at me after its been cleared up and agreed on, you can stop now
If I was taking shots at you, I would have called you a nasty name or something.

Chill.
recycle bin Jan 11, 2019 @ 1:58pm 
Originally posted by GeneralVeers:
Originally posted by Potato Flipper:
Not sure why youre taking shots at me after its been cleared up and agreed on, you can stop now
If I was taking shots at you, I would have called you a nasty name or something.

Chill.
Youre taking shots because youre trying to start up something thats already resolved. So please stop
GeneralVeers Jan 11, 2019 @ 2:03pm 
Originally posted by Potato Flipper:
Originally posted by GeneralVeers:
If I was taking shots at you, I would have called you a nasty name or something.

Chill.
Youre taking shots because youre trying to start up something thats already resolved. So please stop
YOU stop. I wasn't starting up something that had (not at all) been resolved. I was rendering your entire argument moot from the get-go.

When a game is (intentionally) made moddable by the developers, there is:

(A) No "part of the game". Because parts can be ADDED or REMOVED via modding.
(B) No "play the game the way it was meant to be played". Because the way the game is played can be changed.

When a game is UNintentionally moddable (say, by hackers, against the will of the developers) the modders and the players who use such mods have a tendency to draw VAC bans. By all means, if anybody has ever got a VAC ban from Rimworld, drop me a line.
recycle bin Jan 11, 2019 @ 2:04pm 
Originally posted by GeneralVeers:
Originally posted by Potato Flipper:
Youre taking shots because youre trying to start up something thats already resolved. So please stop
YOU stop. I wasn't starting up something that had (not at all) been resolved. I was rendering your entire argument moot from the get-go.

When a game is (intentionally) made moddable by the developers, there is:

(A) No "part of the game". Because parts can be ADDED or REMOVED via modding.
(B) No "play the game the way it was meant to be played". Because the way the game is played can be changed.

When a game is UNintentionally moddable (say, by hackers, against the will of the developers) the modders and the players who use such mods have a tendency to draw VAC bans. By all means, if anybody has ever got a VAC ban from Rimworld, drop me a line.
The fact that you interpret a statement as an argument is just testament to your tendency to just be toxic.
Not to mention that it completely had been resolved, and youre trying to start it again for attention, so it would be great if you just stopped
GeneralVeers Jan 11, 2019 @ 2:08pm 
Originally posted by Potato Flipper:
Its part of the game, youre ruining the whole point of playing RW when you alter the storyline
There's your argument.

It got refuted.

Originally posted by Potato Flipper:
Not to mention that it completely had been resolved
It was not. Tacoman brushed you off rather blandly.
recycle bin Jan 11, 2019 @ 2:31pm 
Originally posted by GeneralVeers:
Originally posted by Potato Flipper:
Its part of the game, youre ruining the whole point of playing RW when you alter the storyline
There's your argument.

It got refuted.

Originally posted by Potato Flipper:
Not to mention that it completely had been resolved
It was not. Tacoman brushed you off rather blandly.
Again, not an argument, a statement, keep up
Tacomans response was more then enough to satisfy me, whether or not you call the response "bland" and a "brush off" it was an answer that i was looking for.
Not sure why you seem to think that you get to decide how people are allowed to intepret what others say to them
GeneralVeers Jan 11, 2019 @ 2:36pm 
Originally posted by Potato Flipper:
Again, not an argument
Total argument. Failed one.

And furthermore. The developers gave every player access to the Developer tools. Anybody who owns this game has the ability to edit the map, add stuff for free, tear buildings down for free, kill raiders, heal injuries.

If the developers cared about preventing players from "messing up the storyline" they would not have given everybody access to the Dev menus.

Moddable. Dev menu. Q.E.D.

Edit: the practical upshot of all this is, there's only one entity who gets to say what is "part of the game" or "how the game is meant to be played". That's the developers. Their call, not yours. The fact that they added moddability + dev menu demonstrates, with zero room for "interpretation" (whatever that crap was about) shows what's on the developers' minds. They don't mind at all if we alter the gameplay or "mess with" the story.
Last edited by GeneralVeers; Jan 11, 2019 @ 2:41pm
< >
Showing 1-15 of 139 comments
Per page: 15 30 50

RimWorld > General Discussions > Topic Details