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would be great to see these properties separated. like, yeah, factions defines base language, but it doesn't automatically convert when a pawn changes a faction. I had (maybe unrealistic) expectations to play this way with RimDialogues: capturing and recruiting a pawn who speaks different language to see how they will get along barely understanding each other. I know it's purely roleplay kind of thing, but even with what we have now that mod does wonders, making almost a theater out of regular playthroughs. would highly appreciate any additional compatibility with these two mods. I don't know how well they work for now, because I mostly debugging a huge modlist rather than playing, but, hell, it would be great if you could see a progress in conversations/understanding using the mod I mentioned above.
My pawn rescued a dude that spoke diff langague and dialect. He became a guest. I click guest recruit. He now speaks my faction's langague and dialect and not his old one.
And as for not learned language, i think 0% is insane, instead 25% would fit here. On the Rim there aren't many people to begin with, so i think pawns would be more desperate to find a partner. It's already hard for pawns to talk without shared language with this mod, so if they somehow formed a high opinion of each other even despite that, then imo they deserve the chance to hit it off
Anyway, that's just me rambling, thankfully the mod is customizable, so i don't need to beg you to do anything! Just my two cents on this small matter. Thanks for the great mod by the way!
EDIT - Game loads fine, but when Factions tab is clicked, only one faction shown, and the rest is blank. An error report box pops up spamming:
Exception filling window for RimWorld.MainTabWindow_Factions: System.NullReferenceException: Object reference not set to an instance of an object
[Ref BB7F61FC] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
How to fix, you ask?
Remove RimLanguages from your 1.5 save file's modlist. Load the game, and save it as a new file. Add the mod back into the modlist, and reload the save. You will lose all progress on languages, and rename all the languages again, but the save will work without issue now.
btw, could you please add compatibility with this one?
– https://steamcommunity.com/sharedfiles/filedetails/?id=2502518544
I've already made a post there with a broad idea of how they can easily work together, but then I though maybe it could work on your end.