RimWorld

RimWorld

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Talking Isn't Everything
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Mod, 1.5
File Size
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848.250 KB
Jun 11, 2024 @ 4:03am
Jan 23 @ 2:36pm
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Talking Isn't Everything

In 1 collection by cyanobot
Cyanobot Plays - QoL Tweaks
61 items
Description
Why is mumbling to oneself about the relationship between love and piracy an essential component of the process of taming a muffalo? Does losing one's tongue really make it impossible to ever find love?

This mod aims to make the inability to talk less crippling. I set out to make genetically mute pawns (VRE Lycan, Integrated Genes, etc) able to tame and train animals, because why shouldn't they? And then the scope got away from me a little.

Four toggleable options are provided to give mute pawns more options. A pawn is "mute" if they are incapable of Talking (Talking 0% in the Health tab), whether that's a genetic inability, a result of injury, or any other reason.

Features:
  • New and adjusted log entries :
    • When a non-mute pawn initiates Chit-Chat or Deep Talk with a mute pawn, the log will no longer imply that the mute pawn responded verbally. Eg. "X and Y chatted about space travel" might be replaced with "X monologued to Y about space travel".
    • Mute pawns playing with babies (Biotech only) won't generate log entries about singing to them or telling stories.
    • When mute pawns release an animal to the wild, they will not "say some warm words".
  • (Toggleable, default: on) Animal interactions :
    • Talking is no longer required to tame or train animals, nor does Talking % affect the chance of success.
    • Corresponding log entries will not describe the pawn talking to themself or the animal.
  • (Toggleable, default: on) Romance :
    • Mute pawns are now capable of initiating romance and proposing marriage.
    • Corresponding log entries describe the use of touch, gestures, and body language instead of words to communicate their intentions.
    • Note that if casual interactions are disabled, mute pawns may still have difficulty building a strong enough relationship for romance.
    • Also note that if they are mute due to an injury to the head and face they may still count as disfigured, lowering other pawns' opinion of them.
  • (Toggleable, default: off) Slavery (Ideology only) :
    • Mute pawns can enslave and suppress others.
    • Corresponding log entries describe the use of physical intimidation and crude gesture to make their intent clear.
  • (Toggleable, default: off) Casual social interactions :
    • Mute pawns will maintain (or destroy) relationships with other nearby pawns using the same mechanics (chit chat, deep talk, slight, insult) as other pawns.
    • Corresponding log entries feature casual friendly touch, shared contemplative moments, obscene gestures, and more.
    • Opinion modifiers, etc, will still name these interactions "Chit-Chat", etc, because they use the vanilla interactions in order to maximise compatibility. Only the log entries have been overridden.
  • (Toggleable, default: off) Comms console :
    • Allows mute pawns to use the comms console, perhaps by employing some advanced technology such as a keyboard
  • Mute pawns may now "talk to" creepjoiners (aka listen to their pitch and decide yea or nay)

Mute pawns remain incapable of:
  • Giving speeches
  • Recruiting prisoners
  • Converting anyone to their ideoligion
  • Using "Word of" psycasts
  • probably more

They also still have a very low Social Impact and Negotiation ability.

Compatibility:
No mod-added interactions (eg. Vanilla Social Interactions Expanded) have been touched. Most modded interactions ought to still be unavailable to mute pawns, but depending on the exact implementation, there's a chance mute pawns will be able to use them.

Compatible with:
  • Interaction Bubbles. No patch needed. The bubbles will display the adjusted log entries.
  • Life Lessons. Mute pawns can still learn speaking from others, but cannot teach it.
  • Romance on the Rim. Only lightly tested but seems compatible. Most RotR activities (except Argument and Quarrel) are Jobs not Interactions and don't interact with TIE.
  • Way Better Romance - explicit patch, should be fully compatible.
  • We Are United. There is a toggle in the We Are United settings to control whether or not the talking capability is required.

If you find mute pawns having conversations they shouldn't be, let me know. I'm willing to add patches to make sure mute pawns don't use those interactions. I'm afraid I'm probably not going to be writing log replacements for modded interactions like I have for the vanilla ones.

With thanks to:
- wep of wepfont.com for Atmospheric font

Links:
[github.com]
[cyanobotcodes.tumblr.com]
[ko-fi.com]
102 Comments
Azurren Apr 10 @ 12:59pm 
Once had a super high level tamer get trauma savant and become unable to do his one thing.
??? Mar 15 @ 11:30am 
@Cyanobot
Thank you for being so considerate and generous! I honestly agree with you on having consequences but I also think working through those and getting things done despite that makes for great story, too.

Making it toggle-able is a really nice idea. Lets people craft the story they want, be that overcoming your disabilities and achieving great things, or learning to make due and be happy with what you can do, instead of focusing on what you can't.

Could also tie it into a trait, or make it require a certain level of social skill. I have no idea how difficulty that would be, or if it's even possible.

Either way, thank you for continuing to work on this gem of a mod, It really has added so much enjoyment to my sessions.
cyanobot  [author] Mar 15 @ 4:59am 
@???
Thank you for the kind feedback. I admit I wanted to leave it so that there were some consequences to mutism, but since this mod has only become more modular during development, I don't see why there shouldn't be another toggle for that.

I'll put it on my to do list. It might be a little while til I get to it.
??? Mar 14 @ 9:01am 
Hi! Really appreciate you making this mod, it has been such a delight to play with.

I was wondering if it would be possible to let mutes in the role of a leader make speeches and perform conversion rituals? I feel like there are plenty of ways someone could do things like that without the ability to verbally communicate. Might up the difficulty of the speech/ritual but it shouldn't outright prevent it. They could use sign language, written language, perform a little mute play! Etc etc.
cyu4770 Feb 28 @ 9:55am 
Cool mod thanks!
cyanobot  [author] Jan 24 @ 8:57am 
@Preen Prince
Absolutely, go ahead and use as much as you like. A line of credit somewhere would be nice if you end up using any chunks wholesale, but that's all.

I'd call this a moderately complex C# mod, so it might be a difficult starting point if you're not already familiar with C#. But I've always leapt in at the deep end, so I can't talk.
Preen Prince Jan 24 @ 8:53am 
No worries! I haven't made a mod at all but I may dig into making an ASL one. Is it alright if I reference your mod for interaction dialogue code, etc?
cyanobot  [author] Jan 24 @ 8:46am 
@Preen Prince
Sorry, but I want to keep the scope of this one pretty tight, so I won't be adding new thoughts. But thanks for the kind words and the suggestion.
Preen Prince Jan 24 @ 8:42am 
Really thankful for this one! Is it possible to include a small extra boost when two mute/deaf pawns interact with each other? Something akin to "Spent Time with Fellow Sign Linguist", where they get happier by feeling more understood by someone else.
kn007 Jan 20 @ 5:18am 
Thanks for your work.