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It would be nice if they just kept the vanilla jerk behavior, for inhumanized pawns it should disable social and all the other kind actions normal pawns would do.
Look, I get that some of my pawns are going to not get along, not interact with one another, etc. But I refuse to believe only three of my pawns are friends with each other.
The base game only thinks about pawns being dicks to each other or wanting to have sex with each other. I was like, "why don't my pawns try being nice to each other? Ever???" This mod was exactly what I was looking for. Thank you!!
There could be regressions - but it looked correct, now that I understand better one of my paid for years ago software tools.
If you have an Apple Silicon Mac, and encounter errors relating to Harmony, you'll need to enable Rosetta in the GetInfo tab.
RW is now native for M1+ architecture but last I checked, Harmony isn't usable if RW doesn't run as an x64 program with Rosetta. This affects lots of mods.
If it generates an error on Positive Connections, you can alternatively just ignore that one error on load pertaining to Harmony, and complain to me to just remove the reference as PC doesn't require Harmony in reality, at present.
Thanks for patience!
Not so easy to remain focused due to a distracting world!
PSA: games are great stress-diverters, and a way to allow the creative part of your mind to do its thing while you try to fix problems that you can understand with your eyes and the tools available.
I'll likely have the update ready before Tuesday if I can complete the tests for it.
Thanks for everyone's patience, and kindness.
A bit over a year ago, my apartment (and laboratory) burned down due to a fire in an adjoining building where we (me and the artist who does most of my steam mod art) lost everything except our personal computers and my violin. Insurance tries hard to not pay us, all of my papers were lost complicating my immigration status and so on.
It's been very stressful!
This week though, I got my environment set back up on my new desktop finally so that I might be able to work normally.
I'll first take care of outstanding bugs and issues (there are 3 I knew about and one new).
And maybe a special interaction where two pawns who are good friends bury the hatchet on a specific memory like "insulted" to nullify the negative opinion offset/ delete the memory.
Would be pretty cool and fitting, I think.
I do have a fix for this and some tuning (frequency and impact of interactions) almost ready to put up but it requires further testing.
Could you give me an example of a ritual where this has happened? I'm guessing it's a ritual from a mod.
Rituals should on their part suppress social interactions if they are problematic when pawns are assigned their Jobs for the ritual. This is something which is under the control of the current Lord of the pawn.
Positive Connections itself doesn't know if a pawn is engaging in a ritual, but will definitely respect it if the ritual job suppresses social interactions as it uses the same rules for spawning interactions as vanilla.
I don't see any obvious reason why any interaction would cause leaving a ritual. Even social fights do not do so if no one is injured.
Having said that though, I'm happy to look at any rituals where you've seen this behavior - there might be something we can do to do adapt, if this is what's happening.
https://gist.github.com/HugsLibRecordKeeper/c0f94257955fa0a8e93bac16108341c4
Could not find class DIL_PositiveConnections.PositiveConnectionsModSettings while resolving node ModSettings. Trying to use PositiveConnectionsNmSpc.PositiveConnectionsModSettings instead. Full node: <ModSettings Class="DIL_PositiveConnections.PositiveConnectionsModSettings" />
Without giving away too much detail, Positive Connections is part of an ecosystem, so to speak, of modular components intended to shape pawn development. If you can read source code, please see my github (cemacmillan) for a partial reveal.
But, I'm glad there will be some interest when we finish the unnamed mod.
Safe-removal ( ~0 errors ) is also possible. I'll try to detail that in the FAQ.
I should have caught this error (the game will do the right thing anyway). Thanks for reporting it!
As for realism? I dunno. Who knows what pawns get up to after finishing their chat about stone cutting? :p
Could not find class DIL_PositiveConnections.PositiveConnectionsModSettings while resolving node ModSettings. Trying to use PositiveConnectionsNmSpc.PositiveConnectionsModSettings instead. Full node: <ModSettings Class="DIL_PositiveConnections.PositiveConnectionsModSettings" />
- Somewhat reduced messages and, now they vary!
- Interactions now pay attention to a pawn's Traits and Skill Levels.
- Fleshed out Storytelling.
- French translation.
There is some weirdness with Better Pawn Control, text labels at the bottom of the BPC page will have funny characters. We're working on a way to patch this.
This was a lot of work, and my personal life has crazy ups and downs so it took a while.
We'll do a few small (unannounced) updates to patch for BPC and improve Storytelling as time permits.
Enjoy!
Some people like this, and others do not. "Hardcore Mode: Disable all messages from this mod (but enable all other effects)" does exactly what it says: it disables messages.
If you've seen some other behavior, please mention it the bugs discussion. I'm wrapping up the next release now, so if there's some unexpected behavior I would like to hear about it.
I expect to repurpose both switches in the future, thus they've been left there.
We've added storytelling in a slightly different matter than expected.
I've made a new release, implementing storytelling in a more Positive Connections oriented style, using a lightweight Interaction, instead of a Gathering.
Some other interesting features are in the pipeline or being tested as I write.
Thanks for reading and being here.
I'll separate some more complex ideas, into a separate different mod but, we'll still get the new things some have mentioned, in Positive Connections (and mostly, tonight).
If anyone has a bug, or little fix in mind please mention it in the forum and deal with it tonight if possible.
Thanks for your reading!
Thanks for the help.
* HardCore Mode doesn't generate notifications or messages.
* Interaction frequency and "stop all interactions", the latter leaving the mod enabled while stopping the interactions themselves.
I know you weren't asking for a solution to too many messages from the mod, but rather mod identification.
I see these options aren't mentioned in the FAQ and I will bold tag in "**Social Interactions**" prominently to the description. The title was chosen to avoid the word _interactions_ for pragmatic reasons and ease of search from other languages.
If though, there's anything else I can do to help you identify this or the stack of mods I am about to release, you (or anyone) can reach me at https://discord.gg/VtshGZmH .
Could you add [code](Social Interactions)[/code] to the title? I have a modlist of over five hundred mods, and I was looking for which mod was causing the ping spam in the messages. For the life of me, I was unable to figure out which one. Neither "positive" nor "connections" are terms I'd search for while I'm trying to sort out social interactions.^^
Planning to finish up with this problem tonight.
But goofy behaviors around Storytelling should be fixed. The desired behavior, of the pawns clustering like I want them to, isn't yet achieved, but should be RSN.
Thank you, I was so happy with your quick reply that I became incontinent.
"Is there a way to remove the message in the top left corner?"
Yes, the:
"Hardcore: Disable all output from this mod except to pawn logs"
option in mod settings should disable all messages (assuming I didn't miss any, or, completely forget to update it) in the top left corner.
I knew, someday, someone, would ask for this feature and so added it.
I'm working on a the mod tonight, I'll make sure that option is in order too before I update (before I sleep).
I'll try to fix the behavior of the Storytelling interaction, or, I'll temporarily disable it if I can't within the next 24 hours. Right now I feel like working, but still getting super tired once in a while.
But, a correction or a proper implementation is on the way. Translation will have to wait a bit.