Yes, i'm still mad about this all these years later. which clearly makes the "gay" "trait" also negative, which feels stupid to say, but from a gameplay perspective it's absolutely true and noone could ever refute this. psychopath, blood lust and cannibal all count as neutral with me, chemical interest/fascination and pyromania count as negative. i usually only recruit pawns with at least 3 relevant passions and 2 positive traits, though 2 extra passions can make up for only having 1 positive trait. as is, the gay trait is something negative. I know i make this point everytime but sly tynan just doesnt listen and i've been telling him since the alpha days. my problem is that it takes up a trait slot and just makes it nigh-impossible for that pawn to get the awesome mood buffs of having a spouse and lovin Honestly, i love playing cupid and i don't mind it one bit if i have to form same sex couples or not, as in vanilla you cant get kids anyway and making love works in all combinations and is universal. and in those cases of recruiting essentially a gay fuck buddy you tend to get useless or weak pawns. skin color isnt a trait (unless you implement skin cancer and sickle cell disease into rimworld laughing out loud)Īnd especially in rimworld being gay really just means that the chance for you to find a partner within 3 years sinks from 15% to like 0.15%, unless you purposely recruit someone for that reason only which could be equated to getting yourself a mail order bride instead of someone you meet irl who has the same hobbies as you do, went to the same school, uni or job as you and so on and so forth (insert romantic stuff here). that's like saying being 1.64m tall is a trait or having brown eyes is. I'm not sure what folder name Mod Manager gives locally copied mods (if that is the issue), since I've never used it.What i really want is a mod that removes "gay" as a trait. Steam\steamapps\common\RimWorld\Mods\\Assembies\Psychology.dll If you are using a local copy, the file will be somewhere in: Any idea on what could be going wrong? I wouldn't expect it to be a mod conflict and P.C is loaded before Psychology, if that helps.Īre you saving the module in dnSpy once you've made the changes? If you exit dnSpy, reload it, and go through the steps again, it should already be set to 11 if you are saving correctly.Īnother possible thing is the Psychology DLL location - if you have it stored locally (via Mod Manager or similar), you might have the local version loaded rather than the workshop version. Originally posted by Jordon Snake:Tried multiple times to edit the version number value to 11, I'm not seeing it revert or anything after loading, but the Psyche widget isn't appearing in EdB P.C. If someone else wants to, that's up to them. I won't include the fixed DLL, in case he tries to take it down. And, because he would probably just delete it. I've posted here, since the mod author doesn't want to fix it, since he's not playing. The only error I have seen also happens when it's used in-game using dev mode without Prepare Carefully:Ĭould not resolve symbol "0_labelShort" for string "Modifying the psyche of : It saves, loads, and adjusted values show up in game. It can also be fixed with a hex editor, changing just 5 bytes:Ĭomparing files Psychology.dll and Psychology.fixed it's looking for fixes it (Change the BuildNumber of P.C. Literally, recompiling it (using decompiled code - the git is missing source files), or using dnSpy to change the version of P.C. So, for people wondering, the issue with Prepare Carefully is simple: Psychology was compiled specifically referencing the old 1.0.10.0 version of P.C.
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