RimWorld

RimWorld

Storyteller Enhanced
84 Comments
magical ice viking Jul 25, 2022 @ 9:50am 
stops my game from loading
Mlie Sep 17, 2021 @ 12:26pm 
Made an update of this:
https://steamcommunity.com/sharedfiles/filedetails/?id=2604427827
Hope it helps anyone!
Calligo Feb 20, 2021 @ 1:37pm 
Dialing Matt up to the 4th difficulty level seems to massively increase raid frequency compared to the 3rd. Is this intended behaviour?
E-ON Aug 28, 2020 @ 7:43am 
played several hours up to 3 year with this mods, i realized the raids is constantly just massive human wave assault roughtly on 50-100 multiple raid at onces just to die at heat killbox, massive human wave raid on medieval and industrial tech, it just doesn't make sense since it rimworld if i were to killed tons of people raid after raid there wouldn't be any civilian, would've be great if it just on small number but raider is using high tech level *spacer equipment* with actually solid combat skill
Contingencee Jul 18, 2020 @ 3:18pm 
It doesn't seem to work with the current version. It shows up as incompatible in the mod list. Even if I try using it, the mod produces an error message after the game restarts to load the mods and all the mods I have get disabled.
JessieFeathers Apr 11, 2020 @ 10:54pm 
1.1?
Clippy Mar 30, 2020 @ 5:34am 
Thanks
Clippy Mar 21, 2020 @ 7:44am 
Can we get a 1.1 version of this?
Tommy Gray x Land Raider Mar 16, 2020 @ 3:33pm 
is there a way to salvage this mod and refit it for 1.1? if so, who can?
Kellanium Mar 9, 2020 @ 10:00am 
Plz update for 1.1? The modded cassie is my favorite storyteller and i miss having her :(
Xix13 Feb 29, 2020 @ 4:04am 
I much prefer the drop pods to wanderer joins. 1.1?
Alyfox Feb 27, 2020 @ 2:04am 
Definitely have to agree on the too many drop-pods, though I had that with Raya Relaxed
Hamster-Stomp Feb 24, 2020 @ 8:11pm 
1.1?
Joth91 Jan 28, 2020 @ 6:34pm 
Great mod! just some suggestions for Callista Complex...fewer drop pods. My map is FILLED with slag because I tend to get drop pods constantly. Other than that, it feels like medium is more difficult than medium on other storytellers so could difficulty could be adjusted slightly.
Rai Jan 23, 2020 @ 4:13pm 
I have a bit too many mods to list to see what incompatibilities there are, but trying to install this mod generates too many errors for me.
VoiceofReason Sep 15, 2019 @ 7:28pm 
The "spoiled life" setting really is a creative idea, I'm quite glad for that.
Arcania Jul 21, 2019 @ 4:05pm 
For the most part, I've enjoyed this mod, and your storytellers. I do have some criticism regarding regarding my experiences with the "Callista Complex" storyteller, however. There really is nothing 'complex' about repetitive, predictable, back to back raids. It's become so consistent that I've grown to just expect it, which makes it easier to prepare for than when I'm allowed to relax and focus on other things.
UnboundShadow Jul 20, 2019 @ 4:14pm 
legit mod. 10/10 would waifu raya again
PurpleGirafe Jul 6, 2019 @ 7:02pm 
Hi, I know raid size and global difficulty is set depending on wealth and time, I am looking for a way to make raid only depending on wealth and stop getting bigger and bigger. Is any of your IA capable of that ? any other mod ?
bagelhe May 3, 2019 @ 5:39pm 
is it safe to delete for a saved game??
Lanilor  [author] Feb 11, 2019 @ 5:28am 
With Nora there will be some traders or quests, but most events are blocked. So no wandering animals or refugees, no raids, ... Ruins should not be affected as it is no event in that way.
Natalo77 Feb 9, 2019 @ 6:27am 
Any Hard incompatibilities?
Kinami Feb 7, 2019 @ 2:59pm 
Will Nora make mods like the mod that adds ruins not generate any ruins? And will I also not get any new colonists or have animal herds wander into the area? And what about traders?
Mad Alkemyst Dec 14, 2018 @ 8:44am 
I wasn't a year into the new run. I'll give it another bash with a different seed. Far as I know I don't have other mods that would react with a new AI, but I am running quite a lot of them. Maybe this old lady just needs more coffee to keep up!
Lanilor  [author] Dec 13, 2018 @ 7:47am 
Well, how long was the time interval for testing and getting those values? It can happen to get 3 drop pods in one day, but it's quite at the higher end and should be rare. Not like getting 3 a day for a week straight. Then there may be an error or mod conflict.
Now colonist events will get a higher chance when you have less colonists, like starting a naked run. It's a vanilla mechanic and can get pretty insane.
Mad Alkemyst Dec 13, 2018 @ 6:43am 
Holy Crow. Raya is a little too giving. 3 drop pods a day and 4 unaffiliated (resucees) joiners in a week. I thought Phoebe was off her nut, but just...wow.
Lanilor  [author] Dec 7, 2018 @ 8:48am 
Yes, the log is correct.
There seems to be a different mod killing this one and a few other mods. There is a mod that requires content from JecsTools and you don't have that mod active. Get that mod, put it at the top and try again. If it doesn't fix it, upload/link a new log.
mikenjenn72 Dec 6, 2018 @ 8:47pm 

System.NullReferenceException: Object reference not set to an instance of an object

at RimWorld.StoryWatcher_Adaptation.get_TotalThreatPointsFactor () [0x00000] in <filename unknown>:0

at RimWorld.StorytellerUtility.DefaultThreatPointsNow (IIncidentTarget target) [0x00000] in <filename unknown>:0

at RimWorld.HistoryAutoRecorderWorker_ThreatPoints.PullRecord () [0x00000] in <filename unknown>:0

at RimWorld.HistoryAutoRecorder.Tick () [0x00000] in <filename unknown>:0

at RimWorld.HistoryAutoRecorderGroup.Tick () [0x00000] in <filename unknown>:0

at RimWorld.History.HistoryTick () [0x00000] in <filename unknown>:0

at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0

https://gist.github.com/HugsLibRecordKeeper/ccaefd513332bc08e7a1aa356dac78e4
or {LINK REMOVED}
did i do that right?

it post that error over n over n on a brand new game it does it untill it crashes. if i change to a van storyteller its fine
Taliesyn Dec 6, 2018 @ 7:42pm 
Aaand that game ended thanks to the Real Ruins mod. Some so-and-so apparently carpeted their entire base in attocarpet from another mod, so when I revealed the area, my colony wealth jumped from 25k to 1.5 million. And right after, My low-tech 2-man colony got attacked by 5 lancers, 4 scythers, and 4 centipeds.

D'oh.

Anyway, moving your mod down almost to the bottom of my mod list seems to have fixed the issue. I'll go through the mods I skipped over to see if any of them added events or something.
Taliesyn Dec 6, 2018 @ 6:47pm 
It was fifteen events in three days. And I've always gotten a ton of events while using this mod's storytellers.

I rearranged the load order and put this down toward the bottom, then started a new game. So far I'm 28 days in and no toxic fallout yet. I have been getting 3-4 events a day, though, including 3 raids over a span of about 5 minutes (at speed 3). Thank the FSM for steel spike traps!
Lanilor  [author] Dec 6, 2018 @ 4:19am 
Thanks for testing and reporting all those. The event count on average should be the same or lower as before, not more. 15 events in 2 days sounds way too much, but I will de some calculations and testing to see if this is in the possible range or could be a confict. In my current game I get 1 or 2 events a day normally and some days are maybe doubled.

The by far most common event of that category is mad animals. Though on ice sheet if there are no wild animals, it must choose something else. I could add a new mad-animal event that starts with putting an animal on the map to counter that or some other small threads if I get some good ideas. Vanilla sadly has no variation here.
Taliesyn Dec 5, 2018 @ 5:08pm 
LOL 11 days after the fallout ended, volcanic winter started. That one won't faze me much, though, as this game is on an ice sheet and the outside temp was already -50 C.
Taliesyn Dec 5, 2018 @ 4:39pm 
And for what it's worth, it lasted 9 days.
Taliesyn Dec 4, 2018 @ 10:00pm 
If you're not getting those kinds of results, it's got to be some bizarre mod conflict.
Taliesyn Dec 4, 2018 @ 9:59pm 
Toxic fallout on day 21. I did note that in the three days prior to that, I had FIFTEEN events - 2 raids, 6 cargo pods, 1 transport pod, 3 different visitors, one Zzzt, one ship chunks, and one meteor.
Taliesyn Dec 4, 2018 @ 5:46pm 
Welp, since the current desert run ended with a massive mechanoid drop assault landing in the middle of a wedding, I'm about to start a new game. I'll let you know how it works out.
Lanilor  [author] Dec 3, 2018 @ 1:25am 
I changed some timings and reduced cooldowns for other incidents. That should avoid those scenarios where no other incident is valid. Maybe it solves the problem or at least reduces the chance of happening.

@mikenjenn72: Would be helpfulto include the concrete error or even better the complete log. Ctrl+f12 if you have hugslib will upload the log after those errors happen again and then link it here.
Taliesyn Dec 2, 2018 @ 7:41pm 
I kind of do whatever. I tend to do either tundra, arctic, or desert, but a couple of the games have been temperate forest. With my tendency for playing extreme environments, trust me when I say that crops and animals are never turned off. :P I generally only turn off deep drill infestations and that's it. And I never turn off any of the events that are in the Incidents_Map_Misc file.
mikenjenn72 Dec 2, 2018 @ 7:41pm 
getting many errors very fast saying something about checking threat level, storyteller and unkown refrance, eventualy the game slows down to less then a frame per second and becomes unplayable, reload the game and after the same amount of timeit happens again an again. changed storyteller to van and errors go awayand works fine. have lots of mods so may be a confict but has happened pre 1.0 just didnt know then what was doing it.
Lanilor  [author] Dec 2, 2018 @ 2:47pm 
A conflict may be reasonable. You could try vanilla with only this mod active and use devtools to skip to day 30 or so, let it run a few days and see what happens. Is it always the exact same day/date and time? What map/biome/conditions do you play? Are they always the same for every game? AsI wrote earlier there may be some scenarios where all other evens are disallowed, so the game can only pick toxic fallout. Something like "no animals, crops or powered-stuff on the map with medium temperature" would increase toxic chance by a lot.
Taliesyn Dec 2, 2018 @ 9:46am 
Yeah, I dunno, I looked through your mod, and I don't see why it's happening, but it definitely is. I started a new game last night, and Toxic Fallout on day 34. That makes it 6/6.

Maybe it's a weird mod conflict, but I'm not running any other storyteller or event mods. Ah, well, back to standard crew again, I guess.
Lanilor  [author] Dec 2, 2018 @ 7:23am 
How about you just look at the code that there is no scripting at all instead of talking such bullshit?
Rams0505 Dec 2, 2018 @ 3:43am 
Ya def scripted. Once again just like the first play through on Calista Complex got a fallout event exactly one year after landing, and then just like first playthrough right when fallout was ending got hit by Volcanic winter event. Exact same events at exact times. Anyone know any good storyteller mods that arent scripted like this one?
Taliesyn Dec 1, 2018 @ 9:01pm 
Dunno then, maybe it's some weird mod interaction.
Lanilor  [author] Dec 1, 2018 @ 5:01pm 
Well, they use the same logic/code as vanilla storyteller to start incidents. The only explanation I can think of would be that there are more incidents and some others may run in a cooldown so the fallout gets picked with a higher chance.
I'm currently playing with her too, colonly is a year old and there was no fallout.
Taliesyn Dec 1, 2018 @ 4:43pm 
Actually, I've played 5 games with Calista Complex as well, and every single one got the toxic fallout event within the first year. Once I got it about a quadrum in. That was a rough start.

Personally, I was assuming uninitialized RNG, but that was just a blind guess.

Either way, though, I've actually stopped using this mod specifically because I'd like to play the occasional game without an early fallout event.
Lanilor  [author] Dec 1, 2018 @ 8:21am 
It isn't. And 2 events is really a bad sample size to judge anything on. smh
You could even look in the code instead of assuming anything based on this less input. And I bet there were many other events in your game different from each other, so 1 out of X randomly happens to be at the same time ... whoa conspiracy!
Rams0505 Dec 1, 2018 @ 6:13am 
This is not even random events, played two games on Calista Complex and in both games extactly one year later got the toxic fallout event. Wish I knew it was scripted events before downloading this mod. smh
Born2Hula Oct 30, 2018 @ 4:20pm 
Wil this work wirh 1.0?