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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3290742314
Hope it helps anyone!
Unfortunately, as soon as a pawn becomes a prisoner, all skills are immediately displayed, because the pawn becomes indirectly controlled by the player. How can I fix THIS?
@Zaximus Rex
I found a solution, or rather a better explaination of what the modder here tried to explain
Go to your RimHud config (hidden gear icon in the bottom right of the docked menu, go to the content tab, scroll down to the panel involving skills select each skill row and uncheck "other humanlike" to make the hud skills invisible for non-colony characters.
For RimHUD users: this mod doesn't touch the RimHUD display, so that obviously gives away some information. Go into the RimHUD settings, find the elements with the skills, and uncheck the boxes for non player controlled characters.
But do not work, anyone got it to work?
But really like this one shows stats depending on their resist.
Hope you keep updating the mod :)
It could be a bit weird to not know some traits early like annoying voice, staggeringly ugly, or beautiful. Not the biggest deal and probably not worth the exceptions.
>Today I've got a raider which is a brother of my pawn. And all information was hidden like for all other raiders. I guess, in such case you should knew at least some things about those raiders.
A workaround is to also use Never Generate Relations , which is another mod that just makes sense (according to me).
Thanks for looking into it - I was thinking of dropping Well Met for this anyways, though I like the inability to immediately assess new pawns from events.
wonderful, fantastic mod
But
can you make the same one, only for your own colonites?
After a quick test there are no errors when using Well Met, but there are now 2 layers of hiding traits. It seems Well Met reveals traits after certain actions, some of which are not available to prisoners, so you would never see those traits. I probably wouldn't recommend using them both at the same time.
I had no idea that mod existed, and I haven't used it, but from the description it looks like Stranger Danger uses "Guilty" to show or hide the bio information. Guiltiness lasts for 24 hours, and expires no matter what you do, whereas Hidden Enemy Bio using resistance requires you to be more actively involved in learning about your prisoners. Both are doing about the same thing, it just comes down to preference.