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I've been using Personality Plus lately, but it seems that either the MO lost interest or something came up IRL.
There are some neat aspects from PP I was wondering it you'd consider integrating, such as pawn opinion modifiers based on how similar/different their personalities are, moodlets based on wanting/NOT wanting important ideo roles, wanting/NOT wanting kids in the colony, or even whether or not the pawn's pwersonality meshes will with the ideology
If not in the cads I get it, I'm not exactly a coder so I don't know how complicated integrating stuff like that is, but could be a neat addition. I'll be trying this mod series once my current run is over
Plus the event seems to be stuck it has been a day, they just keep standing around the torch socialising and eating my food
Aside from not using mod - any way of dealing with that?
I am asking this because if that is the case there might be an issue I need to fix. Sense of progress from skill is coded to be indifferent to the skill level or workspeed, only whether if their xp gain for the day has surpassed a certain amount. And even then the amount of mood buff is fixed to be 0.6*(1+ambition)*durationtick. If it gave your pawn mood buff higher than this, it means there is a bug in the code where it decides the duration tick for the buff, which can cause some problems. So I am trying to pin point the issue.
And apologies if the error was a false flag. The mention of degrees in the code was what made me think it was trying to tweak CE stats. I'm away from my computer at the moment, but will try to get a better bug report for you the next time I load up everything.
I agree it'd be good to be more specific, but since a single node does not necessarily responds to a single functionality, I'm at a loss as to how to represent them better. If you have a good idea, I'd appreciate the feedback.
Thank you for your work!
[Rimpsyche - Disposition - Start of stack trace]
Verse.PatchOperationReplace(xpath="Defs/TraitDef[defName="ShootingAccuracy"]/degreeDatas/li[degree=-1]/statOffsets/AimingDelayFactor"): Failed to find a node with the given xpath
Verse.PatchOperationFindMod(Combat Extended): Error in <nomatch>
[End of stack trace]
First, I wanted to test that construction quality issue, and noticed that adjusting psyche to extremes didn't substantially change construction outcomes outside of experimentation (I mostly focused on diliberation, not sure if there is a stat that influences it more closely as quality isn't mentioned in the google doc).
Second, I noticed a few places in the document and in the in-game stats (like trade price) that refer to "SelfInterest" which doesn't seem to be a stat (perhaps it's egocentric?).
Third, just an opinion, but given that there are so many different psyche stats to consider, it would be useful to have less vague descriptions of them in-game. As is, it's difficult to know exactly what effect things have without referencing this page or the google doc.
(ran out of buffer, will continue!)