Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
1.6 plz?
There was some interest in updating this to 1.5, but not only the source code is pretty much “all rights reserved”, this mod’s license prohibits derivatives. Just wanted to let you know in case you intended your work to last indefinitely when you made the source code available.
@Soraya I'll keep it in mind, it is a lot of grunt work. So much so, that I'd like to come up with an alternative for traits from mods. The issue is it requires a patch operation add to add my def extension to every single trait where everything has to customised with its own weighting.
and lmk if you do decide to make it compatible with that mod eventually and would like some help, I'd be happy to make a spreadsheet with some suggested agreeing traits or do the gruntwork of copy/pasting/editing lines of code.
this mod is excellent though, I love things that add more narrative immersion.
Fixed damage multiplier and hit chance not applying as expected.
No longer require the persona weapon is in storage. It just has to be reachable.
Also was the modded persona weapon in storage? It only shows the option when its in storage. However I can see a situation where what you describe can happen. If one persona weapon is in storage, and the other isn't. The storage was because persona weapons in ancient dangers were causing awkward issues. Once in the UI though, I have much more information available to confirm the location. However I might have a better way to check.
Also, the melee hit chance boost is not correct (I'm assuming); it only gives +0.1 hit chance, when an additional level of Melee Skill gives +1. Meleehitchance is not a % boost, it's a flat numerical figure, so it needs to be 1 or 5 or whatever, not 0.1.
at (wrapper dynamic-method) RimWorld.Dialog_BeginRitual.RimWorld.Dialog_BeginRitual.DoWindowContents_Patch2(RimWorld.Dialog_BeginRitual,UnityEngine.Rect)
at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x001d3] in <81af9f8a18324e17b286924a43555a7c>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch3 (string)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
at Verse.GenCollection.Any[T] (System.Collections.Generic.List`1[T] list, System.Predicate`1[T] predicate) [0x00000] in <81af9f8a18324e17b286924a43555a7c>:0
at (wrapper dynamic-method) PersonaBond.RitualOutcomeComp_BondTraits.PersonaBond.RitualOutcomeComp_BondTraits.CountInternal_Patch0(PersonaBond.RitualOutcomeComp_BondTraits,Verse.Pawn,RimWorld.Precept_Ritual,string&,PersonaBond.RitualOutcomeComp_BondTraitsData)
at PersonaBond.RitualOutcomeComp_BondTraits.GetExpectedOutcomeDesc (RimWorld.Precept_Ritual ritual, Verse.TargetInfo ritualTarget, RimWorld.RitualObligation obligation, RimWorld.RitualRoleAssignments assignments, RimWorld.RitualOutcomeComp_Data data) [0x00013] in <cf64b697d0654e54bf30155f62958f45>:0
- Added bond strength consideration for RimTraits - General Traits
- Added support for non Vanilla Persona weapons. You wont get to customise, but the rest should work.
@CaWafer I'll take a look, if they dont add traits it might be tricky. But if they are modifying stats like psychic sensitivity/pain threshold then it will work already (that's part of individuality compatibility as well but applies to everyone)
@Drekkenought I'll take a look and consider it!