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Sorry to hear you're having issues! Let's go through steps to pinpoint the cause and see if this mod is involved:
Verify Game Files:
Follow this guide: Steam Game File Integrity Check. https://help.steampowered.com/en/faqs/view/0C48-FCBD-DA71-93EB
Disable All Mods:
If the issue remains, it's likely a game issue. Contact Paradox Interactive.
If resolved, move to the next step.
Enable Only This Mod:
If the issue returns, let me know.
If not, proceed.
Enable Other Mods One by One:
If a mod causes the issue, disable my mod:
If the issue persists, contact the other mod’s developer.
If resolved, let me know which mod conflicts, and I'll try to find a fix.
For the prisoners the classes do have effects on mood and needs depending on the specific program.
LifeSkillsEducation discharges the need "Freedom" and has a progressive effect calming.
ConductReview discharges the need "Privacy" and has a progressive calming effect.
LegalAid discharges the need "Freedom" and has a progressive calming effect.
PrisionPolicyEducation discharges the need "Freedom" , changes the need "Safety", and has a progressive calming effect.
PrisonSafety changes the need "Safety" and has a progressive calming effect.
SpecialEducation discharges the need "Literacy" and has a progressive calming effect.
FirstAidEducation discharges the need "Drugs".
SexualEducation discharges the need for "Family" and is has a progressive calming effect.
LawnCare, ContinuingEducation, and MoneyManagement just have a progressive calming effect.
thanks for your answer, i've really enjoyed playing with the mod so far and the lack of bugs makes it even more appealing to me, yet I have got to ask whether you're planning to give these classes some sort of effect let it be needs satisfied or something that can suffice for the money spent daily on the classes. I understand that you don't want to break the balance of the game but I feel like this part of the mod is missing something that could make it a lot more enjoyable to play with.
Anyhow, I really appreciate you answering me as most of the modders nowadays don't take the time to even read most of the comments they get on their mod :)
On a personal note, one thing you could do if you want, is to simulate the classes having an impact by enabling the super-guards mutator and then also holding ongoing guard training and just saying the guard's increased performance is due to the ongoing training. I have done this in some of my games myself, it can be fun to have a reason in the game why a mutator exists. :P
Thank you for using my Mod, I hope you have enjoyed it.
To answer your question:
The short answer is:
It is just for RP.
The Long answer is:
While the classes for prisoners do impact the prisoner's stats (mostly calming them) the same is not true for the guard's classes. This choice was made to not overly impact game balance (I figured if you want super guards the player can choose to enable that choice in the settings), I didn't want to unbalance the game with this mod.
That is not to say there is zero effect on game play but the effect is more natural. The fact that guards in class are not out working for that time, that it forces the guards to group up as classes are held, and then released as a group, these things can have a subtle impact on gameplay in a few ways. Such as reduced guard presence during classes, a group of guards altogether as they exit the class, etc.
I have not tested it in a while but it *should* be resilient to game updates unless some strange name conflicts happen (something using the exact same name as an element in the mod) or major API changes.
Why... are you having any issues?
I created it in such a way as to be very unlikely to break or clash with other mods.
If you are and if the issues happen with other mods disabled (although it *should* play nice with other mod) let me know the details and I will investigate