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But anyone is free to fork this mod and continue it, no credits are necessary.
you'd just have had to look into the "needs" tab of character editor, activate the "-" to delete memories and then scroll down a bit ;)
I think that mod ultimately removes divorce from all couples though, but in a different way than yours.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2975068661&searchtext=divorce
r/RimWorld/comments/oxjcms/how_to_change_your_pawns_compatibility/
there are apparently some edits you can do to make pawns more compatible, so the divorce problem is solved "at the root". Apparently it involves a lot of searching and tinkering and trial and error though. I wonder if one could make a mod, maybe separate or as part of character editor, that does that work for you - that is, to create two pawns with high compatibility or change their compatibility in the game.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2578520697
That is truly annoying.
at (wrapper managed-to-native) System.Reflection.MonoCMethod:InternalInvoke (object,object[],System.Exception&)
at System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
Other types of break up might occur from events but I'm not aware of those.
The patch I made skips the method RandomSelectionWeight from running by always returning 0, so you can either return a tiny constant value like 0.01 or something by just changing the result in the patch or you can instruct it to receive both variable initiator and recipient and making a new formula.