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Oops, good catch. Fixed.
I don't know -- if you try it, let me know what happens.
If it turns out not to be compatible, I can add a fix to my to do list, but I still have some 1.6 updates to do first.
Currently position #2 on the to-update list.
I'm also halfway through implementing the additional toggles discussed below, so I'll probably need to finish that as part of the update process, so it won't be instantaneous. But hopefully before the official launch.
Not as far as I know, sorry.
Thank you for being so considerate and generous! I honestly agree with you on having consequences but I also think working through those and getting things done despite that makes for great story, too.
Making it toggle-able is a really nice idea. Lets people craft the story they want, be that overcoming your disabilities and achieving great things, or learning to make due and be happy with what you can do, instead of focusing on what you can't.
Could also tie it into a trait, or make it require a certain level of social skill. I have no idea how difficulty that would be, or if it's even possible.
Either way, thank you for continuing to work on this gem of a mod, It really has added so much enjoyment to my sessions.
Thank you for the kind feedback. I admit I wanted to leave it so that there were some consequences to mutism, but since this mod has only become more modular during development, I don't see why there shouldn't be another toggle for that.
I'll put it on my to do list. It might be a little while til I get to it.
I was wondering if it would be possible to let mutes in the role of a leader make speeches and perform conversion rituals? I feel like there are plenty of ways someone could do things like that without the ability to verbally communicate. Might up the difficulty of the speech/ritual but it shouldn't outright prevent it. They could use sign language, written language, perform a little mute play! Etc etc.
Absolutely, go ahead and use as much as you like. A line of credit somewhere would be nice if you end up using any chunks wholesale, but that's all.
I'd call this a moderately complex C# mod, so it might be a difficult starting point if you're not already familiar with C#. But I've always leapt in at the deep end, so I can't talk.
Sorry, but I want to keep the scope of this one pretty tight, so I won't be adding new thoughts. But thanks for the kind words and the suggestion.
Several gene mods (off the top of my head VRE Lycanthrope, my Cyanobot's Genes - I know there are others) add Mute genes. You can also remove the pawn's tongue.
Do you know of any way to make someone mute / with 0% talking other then the mute backstory then? That's the only one i know of and it specifically disables social. I tried looking around for a mute trait, but couldn't find one anywhere.
This mod doesn't specifically interact with pawns that are Incapable of Social, it is for pawns that have 0% Talking Capacity. I agree that it's weird that inability to do Social makes them incapable of breastfeeding, but that's not covered by the current scope of this mod.
I would consider making a fix for that problem, either as a component of this mod or as a separate one, but I've got a lot of bugfixes to get to first so don't hold your breath.
Which means that for some reason my mute character is currently incapable of breastfeeding for some reason.
I considered this, but some causes of Talking 0% include traumatic brain damage, which if it knocks out spoken language production would probably also knock out the ability to sign language.
Sign langauge is also, y'know, a whole language, which probably has other knock-on implications on what signing pawns should and should not be able to do. And there's the manipulation thing. In short, it's a more complicated thing than I wanted to take on with this mod.
If you'd like to use this mod as the basis for an add-on that swaps for sign-based descriptions instead, you're welcome to do so. Interaction swaps can be defined in XML.
I believe it is -- I definitely looked into RotR but I don't seem to have written down what I found. I'll check again at some point, but I think my conclusion was yes, it's compatible.
Those interactions may require manipulation to be above a threshold?
Oh dang did I upload the debug version, I'm sorry. I'll fix that.
Unless they've patched it at their end, afraid so. Compatibility is still on my to do list, and getting close to the top now, but there are still some bugfixes in my other mods ahead of it.
On investigation, We Are United has a setting under mod settings that determines whether or not the capacity to talk is required. Turn that off and you should be good to go.
Thanks for letting me know, I'll take a look
Thanks for the report, I'll make a note for others' benefit and put compatibility on my to do list.
Until X realises that Y was actually a sentient creature and has been tagging along slightly annoyed that its UV visual based communications were being ignored by X, a yappy bipedal hairy monkey creature, because X wasnt looking at Y in broad spectrum.