RimWorld

RimWorld

RimDialogue - Real Conversations
196 Comments
Thijs___ 10 hours ago 
I'm new to rimworld and rimworld modding. This one of the first mods I've ever tried and while it does seem to work (I'm using local + koboldcpp over ollama api endpoints, just need to set http://localhost:5001/api/) I don't have much time to read the dialogue boxes (I'm not really a fast reader and it can generate quite a lot of text), luckily there's the chat overlay but... I can't navigate / scroll through it.
VortexVoyager Aug 23 @ 3:59pm 
installing. PS: i think you are The Arcotech !
тетеря, блин Aug 22 @ 4:14pm 
[RimDialogue v0.81.2] System.NullReferenceException: Object reference not set to an instance of an object
[Ref E533C731]
<0x1b84c2493c0 + 0x0018e> <unknown method>
at RimDialogue.Access.Patch_BattleLog_Add.CreateImHitInteraction (Verse.LogEntry entry, Verse.BattleLogEntry_DamageTaken damageTakenEntry) [0x00126] in <a741c9861dfc48628c5dfca8db4e2a20>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()…


a pawn got burning, just started a new map.

https://gist.github.com/HugsLibRecordKeeper/7a94fcd599527161fb6c47f2d4b92391
тетеря, блин Aug 22 @ 2:27pm 
Exception ticking Nelson (at (138, 0, 114)): System.NullReferenceException: Object reference not set to an instance of an object
[Ref C53AD8DB]
at RimDialogue.Access.PlayLogEntry_Interaction_ToGameStringFromPOV_Worker.Prefix (Verse.PlayLogEntry_Interaction __instance, System.String& __result, Verse.Pawn pov, System.Boolean forceLog) [0x002dd] in <a741c9861dfc48628c5dfca8db4e2a20>:0


at the same second there was:

Failed to find Verse.RulePackDef named VSIE_Teaching_Toughness. There are 667 defs of this type loaded.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)…


https://gist.github.com/HugsLibRecordKeeper/7d135f0dd415e794eee70424d4f6817c
john.roper  [author] Aug 19 @ 11:55am 
@oldnewone thank you for the excellent bug report.
Syntax Aug 16 @ 11:17am 
I don't have much to go on, and I'll be back with better testing and a hugslog, but I've been slowly weeding out red errors and mods that seem to trigger a "no player faction generated" and for some reason rim dialogue causes this error. I haven't done bare minimum testing but still wanted to drop a comment. I really want to use this! So I'll be back!
MMCCMM Aug 14 @ 6:09am 
If I want to ban certain topics, could it be done by simply deleting the related text in the txt files in the 'Nouns' folder? Or are they hard-coded?
Epoch_SoC Aug 14 @ 1:54am 
Is it possible to have Rimpsyche integrated? Is there anyway to have prompt reading Rimpsyche data?
тетеря, блин Aug 13 @ 8:14am 
is it possible to add compatibility with Rumor Has It?

https://steamcommunity.com/sharedfiles/filedetails/?id=2013940581
alatta Aug 11 @ 7:29am 
I want to try it with Gemini 2.5 Pro API, but RimDialogServer forces thinkingBudget of 0 which results in HTTP 400. Could you make it configurable? It'd benefit Flash as well
VarietyPrincess♡ Aug 9 @ 6:52pm 
Hands down, my favorite mod to ever exist in the game. Thank you so much. I've been having a blast with it.
oldnewone Aug 8 @ 10:07am 
In Interactions_Social,xml there is:
<li>r_logentry->[INITIATOR_nameDef] [talkedabout] [INITIATOR_posessive] [performance] in the battle, '[battle]', with [RECIPIENT_nameDef].</li>
and [INITIATOR_posessive] should't be [INITIATOR_possessive]?
also in RecentBattleChitchat,xml there is the extra bracket ]
in
<li>r_logentry->[INITIATOR_nameDef] and [RECIPIENT_nameDef] [talkedabout] the recent battle, '[battle]'].</li>
The closing ] at the end breaks the parser?
Thanks for the mod. Really enjoying gold access:)
slurpme Aug 7 @ 8:19pm 
this mod is so much fun "peak cinema" i would love integration with rimpsyche also a option to configure the amount of time dialogue for the top center interface other than that pretty fun mod
john.roper  [author] Aug 7 @ 11:03am 
@ZAX there is now a "colonists only" flag in the mod settings that should do some of what you need.
john.roper  [author] Aug 7 @ 11:01am 
@Al120 I'm glad you are having fun!
john.roper  [author] Aug 7 @ 10:59am 
@Ronin Glad you got it working! I think the context window is probably not the issue. I am not adding all the stored conversations as context. And most models have a huge context window. I think the issue is more likely context rot. These small models are often very dumb when the context you give it is not relevant to the task. They get distracted easily and forget what they were doing. This gets better with larger models but is still a pain in the but.
john.roper  [author] Aug 7 @ 10:44am 
@Schnorf Thank you for saying nice things! What you saw was probably an unintentional quirk caused by 1.6. I will be on the lookout for it.
john.roper  [author] Aug 7 @ 10:41am 
@тетеря, блин Thank you for all the feedback! You should join the discord. It is easier to read and write in then steam.
KomejiKoishi Aug 6 @ 11:33pm 
There seems to be a bug where the mod would try to get the baby to do the SameIdeology dialogue event, but the baby pawn's Ideology is null , so a System.NullReferenceException appeared. Maybe it's because I have added another mod called toddlers, which adds a child-based toddler growth stage, but it belongs to babies.
john.roper  [author] Aug 6 @ 3:32pm 
@Costa use a space to separate words
тетеря, блин Aug 6 @ 10:01am 
sorry for spamming, the last one thing, please, to consider: every pawn could have a free prompt field to add; ideally, every race or every faction too. only when these pawns became the objects of interactions, these promts count. this would allow to be more precise without overloading all the dialogues with unnescessary information (that may affect quality, as fas as I understand). for example, I have a pawn from mode Paniel Automata – it's automatone, a robot basically, so this info should be highly prioiritized before generating anything to from her mouth (or about her too). also, player could add some roleplay details he or she wants, like describing something specific about a pawn.
Costa Aug 6 @ 4:34am 
How should I edit filter words if I want to add multiple words? Which delimiter should be used, comma, semicolon or blank?
тетеря, блин Aug 5 @ 3:01pm 
another error, this time during a fight:

[RimDialogue v0.81.2] System.NullReferenceException: Object reference not set to an instance of an object
[Ref 65B5F67F]
<0x176597a3e10 + 0x0018e> <unknown method>
at RimDialogue.Access.Patch_BattleLog_Add.CreateImHitInteraction (Verse.LogEntry entry, Verse.BattleLogEntry_DamageTaken damageTakenEntry) [0x00126] in <a741c9861dfc48628c5dfca8db4e2a20>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
RimDialogue.Mod:Error (string)
RimDialogue.Access.Patch_BattleLog_Add/<CreateImHitInteraction>d__4:MoveNext ()


https://gist.github.com/HugsLibRecordKeeper/063f55dfc6ba7a4badcb06f44e65be61
тетеря, блин Aug 5 @ 2:05pm 
the last step further would be making pawns not only make up dialogues based on actions and conditions, but allowing dialogues affect actions and conditions. like having a bad talk about something specific → some bad mood state which is described by that talk. Or something like have talk about going hunting early in the next morning → actually going hunt. But this would be much harder, because every possible action in game should be trained by an LLM model. that would be almost «13th Floor», if you know that film. This would be closed feedback system where actions and talks are interchained.
Al120 Aug 5 @ 8:55am 
This mod's done wonders for my current colony, had my main colonist make quips effortlessly beating back Demons from the Rim World of Magic mod. With the Demons talking back being evil.

To even contextual moments where one of my other colonists was talking to a toddler in my colony about how his Mom constantly spends time researching, but the boy was up beat and responds that he's not sad cause his Dad spends a lot of time playing with him.

Which is insane, but very accurate as both his parents did exactly those things.
тетеря, блин Aug 4 @ 2:16pm 
+1, the mod below is cool.
RocketFrog Aug 4 @ 12:30pm 
Historically in 1.5 i've used 1-2-3 personalities. With this mod upping the game should i be removing those sort of mods or is there a recommendation for a synergy of mods to improve rimdialog further?
тетеря, блин Aug 2 @ 9:52am 
and, yeah, sorry for spamming, but please add compatibility with these ones:

1. https://steamcommunity.com/sharedfiles/filedetails/?id=3450332059

taking languages into account it could generate pretty fun cotexts when two pawns don't understand each other, or maybe partly, if a language of another pawns has the same roots as yours.

2. https://steamcommunity.com/sharedfiles/filedetails/?id=3535813796

talks about items they own, about gift etc – it could be a nice addition

3. Also, would be great to save previous dialogues and what they said to each other, so they could talk about them later. Let's say we keep collecting them through the month to randomly keep a couple of them (maybe with weights: the more chance this dialogue will be kept the more unregular pawns felt each other: amount of critical conditions, very low or very high mood etc). Then by the enod of the year we have 12-24 dialogues they can refer to, considering current context. This would be awesome.
тетеря, блин Aug 1 @ 5:31pm 
speak up is turned off, only interaction bubbles:

https://gist.github.com/HugsLibRecordKeeper/f4a2b435958d94e0555b254ee58d91e5
...
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 2C6144CE]
<0x1dbff41d7d0 + 0x00250> <unknown method>
at RimDialogue.Core.GameComponent_ThoughtTracker.CreateThoughtInteraction (RimWorld.Thought thought, Verse.Pawn otherPawn) [0x0000b] in <129907cf6cfd45d8b395f2388d4bfd84>:0


another one with verbose logging on:

https://gist.github.com/HugsLibRecordKeeper/8e1137675efcc5332ced902185336124

another one (crashlanding, just loaded a new map, they haven't even landed):

https://gist.github.com/HugsLibRecordKeeper/e9ae9b8b7633f86c2895827993bf2097
тетеря, блин Jul 30 @ 7:09pm 
tested once again. it does behave strange, showing SpeakUp.Talk.Replies, but right now it showed me a whole prompt in the RimDialogue window (and in SpeakUp, imagine how big the bubble was):

https://gist.github.com/HugsLibRecordKeeper/317e26d52bb719e31812b7e461fc99a3
тетеря, блин Jul 30 @ 7:35am 
adding this line to the prompt («At the same time speakers realize they're in game and comment on how cruel it is to play their lives.») gave a funny twist:

«Gasparich and his crafting ideas... Gods, this game is sadistic. Hope he knows what he's doing, or we're all screwed.»

or

«Crashed with Irma, huh? Game's twisted sense of humor. Stuck with the kid-philosopher. Could be worse, I guess. Still, feels like someone's writing bad fanfic with our lives.»

meanwhile Irma: age 13, has a «Genetic Reincarnation» backstory starting with «Irma was vat-clone of an ancient philosopher-tyrant…»

I'm impressed.
тетеря, блин Jul 30 @ 7:24am 
seems like it doesn't work well with «SpeakUp». throws too many errors, haven't seen them much before adding this mod to the game (new playthrough).

Exception ticking Gasparich (at (56, 0, 175)): System.NullReferenceException: Object reference not set to an instance of an object
[Ref 40D957F4]
at SpeakUp.Talk.Reply (System.String tag) [0x00007] in <516b4465dcf94f92a900ae722f1c795a>:0
<0x252db628b40 + 0x000b2> <unknown method>
at SpeakUp.DialogManager.Ensue (System.Collections.Generic.List`1[T] tags) [0x0004e] in <516b4465dcf94f92a900ae722f1c795a>:0
...
https://gist.github.com/HugsLibRecordKeeper/8ad1b0b34fb56fb0d429b2554956c261

also, if possible, please, add compatibility with RimLanguages, so this mod could take into account if two pawns know the same languages. and, yeah, high hopes for SpeakUp compatibility – I don't see any bubbles.
[KOR]Bichang Jul 29 @ 11:59pm 
I found RimDialogue.OnlyColonists in my language files, but it doesn't exist in my settings. Is this an error?
[KOR]Bichang Jul 29 @ 11:07pm 
Couldn't dialogue generation be faction-based? When enemies raid, there's a ton of dialogue between them.
Ronin Jul 28 @ 5:05am 
Got it working. Turns out it just wasn't displaying the Models for me, I thought "Default" defaulted to the one I'd edited but now I see the full list and it's working. A quick technical question, is there a way to increase the context length of a model on Ollama or through the local server? I noticed that if you fill in the colony prompts, responses/conversations regarding things mentioned in the prompt become a bit mixed up/nonsense. This is with a prompt of only 200 characters and not that many conversations. I assume not storing many conversations will help with this, do they get deleted and so the context length becomes less full / can't get full?
Ronin Jul 28 @ 4:17am 
Can we get a guide for how to get this working with Ollama. There are 3 separate sections explaining how to install each and set up the mod but then upon launching the game, all I get is this error -

[RimDialogue v0.81.1] Error fetching ScenarioInstructions: System.Exception: Entry -1 - Error posting to ' http://localhost:7293/home/GetScenarioPrompt' . ---> System.Exception: Entry -1 - Network error: HTTP/1.1 500 Internal Server Error
[Ref 23A69FCB]
at RimDialogue.Core.InteractionData.DialogueRequest.Post (System.String action, UnityEngine.WWWForm form, System.Int32 entryId) [0x0011a] in <129907cf6cfd45d8b395f2388d4bfd84>:0
Schnorf Jul 27 @ 4:51am 
First off- amazing mod. This has breathed a lot of life into the day-to-day stuff of my colonies.

Second, a question: Since 1.6, I've quite often had conversations and thoughts of pawns that were no longer on the map pop up, both after I left the tile with the gravship, but also from a slave that escaped. This persists until I save and reload - is this an intentional feature, or a quirk caused by some change in 1.6?
ZAX Jul 26 @ 11:43pm 
I had the same issue with 猫与星象仪. Often, it's megaspiders or cats having "conversations" instead of actual colonists. I'd love to have an option to filter out wild animal dialogues. Maybe even disable dialogues between enemies or less important colonists once the colony gets large.
Al120 Jul 26 @ 11:22pm 
What tier of the mod acknowleges xenotypes and is there/can there be a version that acknowleges HAR races?

Could go a long way for immersion
猫与星象仪 Jul 25 @ 10:44am 
Hi john.roper,I really love your mod! It adds so much fun and depth to the game. Thank you for your hard work!I have a small question: sometimes the dialogues from wild animals flood my screen and cover the conversations from pawns that I want to see. I was wondering if there is an option to disable or hide the wild animal dialogues?Please forgive me if my English is not perfect — I used a translator to write this message.
Thank you very much for your help and for making this amazing mod!
Kal the Meowlord Jul 24 @ 12:12am 
@Nebe Speak Up! seems to be incompatible. There's some errors with it and seemingly makes invisible all of the conversation history in a pawns social tab... at least for me.
APlayerInMC Jul 22 @ 4:49pm 
Support for Deepseek, please
溯昔言 Jul 22 @ 1:56am 
I also found that this mod prevents me from recruiting prisoners properly. Once I remove it, I can recruit them without any issues.
溯昔言 Jul 21 @ 11:32pm 
@john.roper its off, but no help
john.roper  [author] Jul 21 @ 8:33pm 
@Nebe I am not aware of any mods it won't work with right now but due to the shear number of mods I'm sure there is something it doesn't work with. Social interactions added by other mods should work and generate dialogue as well.
Nebe Jul 21 @ 7:47pm 
is this mod compatible with mods like rumor has it and social interactions
Space_Engineers Jul 21 @ 5:56pm 
@john.roper I was stupid for not reading the mod page, thank you
john.roper  [author] Jul 21 @ 12:16pm 
@Urek lol, have fun!
john.roper  [author] Jul 21 @ 12:14pm 
@Space_Engineers You can run the local server and use your own API key. You can get the local server here: https://github.com/johndroper/RimDialogueServer