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Is there a way to change the prisoner's personality or not?
max traits is always 4 even if you have it set to a higher number. If you had more it will delete any above that.
Changing backstories to remove any "cant do x" does not fully update the skjlls and they are still disabled.
At the very least I think for balancing that every trait/passion change should add an additional 3 days of catatonic (even so, making a GOD pawn would take about 30 days)
Would you please paste the full section of code you're talking about so I can see where I went wrong?
@WItcher of the Lynx - Hi, while I appreciate the video an error log would help a lot more. It could be a load of other factors like other mods interfering with how the mod works, so if you're still running into this then I'll wait for a full complete console log where the issue is present
@Crowbot - You can, this breaks unwavering loyalty
@Cat Kraken - The chair is just coded like any other chair and no pawns will prioritise it, the problem is your TV is also coded like any other TV so they will just use it. If you really want to prevent it, you can use zone restrictions and potentially disallow the doors, but it's a lot of effort.
@Carlos Yeblewski - Yes, personality change can only be done by a colonist you already have, not a prisoner. You can only reduce wills and resistance for prisoners.
When you get your new colonist (prisoner you just recruited), you right click the TV for personality change.
@Psyckosama - Hey mate. I'm currently happy with how the mod is, I do not want to overcomplicate things. The reason being, I have very very limited time with coders because they're busy working for other modders. In an ideal world where I have infinite real life money, I can get priority on C# coders and all of my mods will be perfectly balanced (as all things should be) but it isn't, so I'm happy with keeping it how it is.
Feel free to still drop your suggestions in the off chance it's simple to implement, and it's too good to pass down, but as I said above, I can't make promises with the limitations hobbyists like myself have.
@CloakTheMailman - Hi guys, it's not something that can be easily patched into the mod without C# coding. I only know .xml. I did ask for Taranchuk (the original coder of this mod) to make a patch but he hasn't responded for several weeks since we spoke, so maybe he's busy (or he's chinned me right off)
At the moment my hands are tied until he does anything, I do want a patch for this thing, but right now there's no movement without the coder. I personally think Ogam just knew this mod existed so he made that gene. How in the heck is "unbreakable loyalty" a gene? Because it surely didn't stop the Space Marines from defecting into Chaos Marines during the Horus Heresy.
Plot holes aside, one day, hopefully, there'll be a patch.
You'll see in the first image that brainwashing reduced the prisoner's resistance and will to 0. The second image shows reduce certainty and the third shows 0% certainty. My mod is working fine based on the test. Its not working for you likely because of some mod conflict, or you're doing something wrong. Without a full paste of your console log, it'd be impossible to figure out what the problem is, and even then it could be any of the mods you have on.
but I remember enslave/recruiting them before without any issues, the letter sent also doesn't say anything related to their genes
Claire tried to enslave Hailsham, but Hailsham's unbreakable loyalty to their faction made them resist all attempts.
Hailsham cannot be enslaved.
@Jane Dough - No worries mate
Like I said, I got them from a obelisk event from 1.5, so I don't think the devs want you to use them in your colony, but their still normal human pawns, the only thing stopping recruitment is the new loyalty type, which can only be removed from mods
@Waladil - Cant think of any proper balancing at the moment without overcomplicate lung the code sadly, it’s a bit of a limitation cause my C# guys aren’t always available, I’d have asked for varying days for the catatonic state but I ultimately had to keep it simple to lower costs and get the mod going before the guys I commission became unavailable again