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翻訳の問題を報告
A bit over a year ago, my apartment (and laboratory) burned down due to a fire in an adjoining building where we (me and the artist who does most of my steam mod art) lost everything except our personal computers and my violin. Insurance tries hard to not pay us, all of my papers were lost complicating my immigration status and so on.
It's been very stressful!
This week though, I got my environment set back up on my new desktop finally so that I might be able to work normally.
I'll first take care of outstanding bugs and issues (there are 3 I knew about and one new).
And maybe a special interaction where two pawns who are good friends bury the hatchet on a specific memory like "insulted" to nullify the negative opinion offset/ delete the memory.
Would be pretty cool and fitting, I think.
I do have a fix for this and some tuning (frequency and impact of interactions) almost ready to put up but it requires further testing.
Could you give me an example of a ritual where this has happened? I'm guessing it's a ritual from a mod.
Rituals should on their part suppress social interactions if they are problematic when pawns are assigned their Jobs for the ritual. This is something which is under the control of the current Lord of the pawn.
Positive Connections itself doesn't know if a pawn is engaging in a ritual, but will definitely respect it if the ritual job suppresses social interactions as it uses the same rules for spawning interactions as vanilla.
I don't see any obvious reason why any interaction would cause leaving a ritual. Even social fights do not do so if no one is injured.
Having said that though, I'm happy to look at any rituals where you've seen this behavior - there might be something we can do to do adapt, if this is what's happening.
https://gist.github.com/HugsLibRecordKeeper/c0f94257955fa0a8e93bac16108341c4
Could not find class DIL_PositiveConnections.PositiveConnectionsModSettings while resolving node ModSettings. Trying to use PositiveConnectionsNmSpc.PositiveConnectionsModSettings instead. Full node: <ModSettings Class="DIL_PositiveConnections.PositiveConnectionsModSettings" />