RimWorld

RimWorld

RimDialogue - Real Conversations
168 Comments
speak up is turned off, only interaction bubbles:

https://gist.github.com/HugsLibRecordKeeper/f4a2b435958d94e0555b254ee58d91e5
...
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 2C6144CE]
<0x1dbff41d7d0 + 0x00250> <unknown method>
at RimDialogue.Core.GameComponent_ThoughtTracker.CreateThoughtInteraction (RimWorld.Thought thought, Verse.Pawn otherPawn) [0x0000b] in <129907cf6cfd45d8b395f2388d4bfd84>:0


another one with verbose logging on:

https://gist.github.com/HugsLibRecordKeeper/8e1137675efcc5332ced902185336124

another one (crashlanding, just loaded a new map, they haven't even landed):

https://gist.github.com/HugsLibRecordKeeper/e9ae9b8b7633f86c2895827993bf2097
тетеря, блин 15 hours ago 
and, yeah, sorry for spamming, but please add compatibility with this one:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3450332059

taking languages into account it could generate pretty fun cotexts when two pawns don't understand each other, or maybe partly, if a language of another pawns has the same roots as yours.
тетеря, блин 30 Jul @ 7:09pm 
tested once again. it does behave strange, showing SpeakUp.Talk.Replies, but right now it showed me a whole prompt in the RimDialogue window (and in SpeakUp, imagine how big the bubble was):

https://gist.github.com/HugsLibRecordKeeper/317e26d52bb719e31812b7e461fc99a3
тетеря, блин 30 Jul @ 7:35am 
adding this line to the prompt («At the same time speakers realize they're in game and comment on how cruel it is to play their lives.») gave a funny twist:

«Gasparich and his crafting ideas... Gods, this game is sadistic. Hope he knows what he's doing, or we're all screwed.»

or

«Crashed with Irma, huh? Game's twisted sense of humor. Stuck with the kid-philosopher. Could be worse, I guess. Still, feels like someone's writing bad fanfic with our lives.»

meanwhile Irma: age 13, has a «Genetic Reincarnation» backstory starting with «Irma was vat-clone of an ancient philosopher-tyrant…»

I'm impressed.
тетеря, блин 30 Jul @ 7:24am 
seems like it doesn't work well with «SpeakUp». throws too many errors, haven't seen them much before adding this mod to the game (new playthrough).

Exception ticking Gasparich (at (56, 0, 175)): System.NullReferenceException: Object reference not set to an instance of an object
[Ref 40D957F4]
at SpeakUp.Talk.Reply (System.String tag) [0x00007] in <516b4465dcf94f92a900ae722f1c795a>:0
<0x252db628b40 + 0x000b2> <unknown method>
at SpeakUp.DialogManager.Ensue (System.Collections.Generic.List`1[T] tags) [0x0004e] in <516b4465dcf94f92a900ae722f1c795a>:0
...
https://gist.github.com/HugsLibRecordKeeper/8ad1b0b34fb56fb0d429b2554956c261

also, if possible, please, add compatibility with RimLanguages, so this mod could take into account if two pawns know the same languages. and, yeah, high hopes for SpeakUp compatibility – I don't see any bubbles.
[KOR]Bichang 29 Jul @ 11:59pm 
I found RimDialogue.OnlyColonists in my language files, but it doesn't exist in my settings. Is this an error?
[KOR]Bichang 29 Jul @ 11:07pm 
Couldn't dialogue generation be faction-based? When enemies raid, there's a ton of dialogue between them.
Ronin 28 Jul @ 5:05am 
Got it working. Turns out it just wasn't displaying the Models for me, I thought "Default" defaulted to the one I'd edited but now I see the full list and it's working. A quick technical question, is there a way to increase the context length of a model on Ollama or through the local server? I noticed that if you fill in the colony prompts, responses/conversations regarding things mentioned in the prompt become a bit mixed up/nonsense. This is with a prompt of only 200 characters and not that many conversations. I assume not storing many conversations will help with this, do they get deleted and so the context length becomes less full / can't get full?
Ronin 28 Jul @ 4:17am 
Can we get a guide for how to get this working with Ollama. There are 3 separate sections explaining how to install each and set up the mod but then upon launching the game, all I get is this error -

[RimDialogue v0.81.1] Error fetching ScenarioInstructions: System.Exception: Entry -1 - Error posting to ' http://localhost:7293/home/GetScenarioPrompt' . ---> System.Exception: Entry -1 - Network error: HTTP/1.1 500 Internal Server Error
[Ref 23A69FCB]
at RimDialogue.Core.InteractionData.DialogueRequest.Post (System.String action, UnityEngine.WWWForm form, System.Int32 entryId) [0x0011a] in <129907cf6cfd45d8b395f2388d4bfd84>:0
Schnorf 27 Jul @ 4:51am 
First off- amazing mod. This has breathed a lot of life into the day-to-day stuff of my colonies.

Second, a question: Since 1.6, I've quite often had conversations and thoughts of pawns that were no longer on the map pop up, both after I left the tile with the gravship, but also from a slave that escaped. This persists until I save and reload - is this an intentional feature, or a quirk caused by some change in 1.6?
ZAX 26 Jul @ 11:43pm 
I had the same issue with 猫与星象仪. Often, it's megaspiders or cats having "conversations" instead of actual colonists. I'd love to have an option to filter out wild animal dialogues. Maybe even disable dialogues between enemies or less important colonists once the colony gets large.
Al120 26 Jul @ 11:22pm 
What tier of the mod acknowleges xenotypes and is there/can there be a version that acknowleges HAR races?

Could go a long way for immersion
猫与星象仪 25 Jul @ 10:44am 
Hi john.roper,I really love your mod! It adds so much fun and depth to the game. Thank you for your hard work!I have a small question: sometimes the dialogues from wild animals flood my screen and cover the conversations from pawns that I want to see. I was wondering if there is an option to disable or hide the wild animal dialogues?Please forgive me if my English is not perfect — I used a translator to write this message.
Thank you very much for your help and for making this amazing mod!
Kal the Meowlord 24 Jul @ 12:12am 
@Nebe Speak Up! seems to be incompatible. There's some errors with it and seemingly makes invisible all of the conversation history in a pawns social tab... at least for me.
APlayerInMC 22 Jul @ 4:49pm 
Support for Deepseek, please
溯昔言 22 Jul @ 1:56am 
I also found that this mod prevents me from recruiting prisoners properly. Once I remove it, I can recruit them without any issues.
溯昔言 21 Jul @ 11:32pm 
@john.roper its off, but no help
john.roper  [author] 21 Jul @ 8:33pm 
@Nebe I am not aware of any mods it won't work with right now but due to the shear number of mods I'm sure there is something it doesn't work with. Social interactions added by other mods should work and generate dialogue as well.
Nebe 21 Jul @ 7:47pm 
is this mod compatible with mods like rumor has it and social interactions
Space_Engineers 21 Jul @ 5:56pm 
@john.roper I was stupid for not reading the mod page, thank you
john.roper  [author] 21 Jul @ 12:16pm 
@Urek lol, have fun!
john.roper  [author] 21 Jul @ 12:14pm 
@Space_Engineers You can run the local server and use your own API key. You can get the local server here: https://github.com/johndroper/RimDialogueServer
john.roper  [author] 21 Jul @ 12:13pm 
@溯昔言 There is a setting in the mod options called "Enable dialogue on caravans". Check to be sure this is set to off.
john.roper  [author] 21 Jul @ 12:10pm 
@yenpinchiu I just released a new version of the mod (v0.81.0) . In this version you can now add filter words in the mod settings that stop conversations that contain the keyword from being generated. So in your case if you add the keyword "save" or "error" to your filter words, it will not generated conversations about those interactions.
Urek 20 Jul @ 11:15am 
installed the mod, 30 seconds later my pawn shoots a beggar and tells him to get a real job... absolute cinema
Space_Engineers 20 Jul @ 5:56am 
I have my own gemini api key, is there any way to enter and use my api key?
溯昔言 19 Jul @ 4:17pm 
How to hide caravan dialogues from appearing in the rimdialogue?
yenpinchiu 19 Jul @ 9:20am 
My colonists keep talking about saving or error occurred, it's obvious that the system logs are being used as context. Is there any way to fix this?
Scarlytte 14 Jul @ 9:55pm 
ah my bad the romantic convos do make sense when they are successful! Once again, amazing mod!
Scarlytte 14 Jul @ 9:11pm 
This is the best mod for rimworld I've ever seen! I just wish the flirting sounded more real. one of my pawns tried flirting with another and just told a story about cabbages, it didn't even sound sexy... :(
CocoBat 13 Jul @ 8:22am 
Oh, thanks for the answer, well don't worry too much about that, I really enjoy this mod, and I was really just worried about things being overwritten.
john.roper  [author] 12 Jul @ 6:07pm 
@CocoBat So I think what can happen is that RimDialogue adds so many new types of interactions and each is as common as the standard chitchat. This means that low probability social interactions can become very low probably interactions because they are now many more types of social interactions for the game to randomly pick from. I'm still thinking of how to adjust for this.
john.roper  [author] 12 Jul @ 5:58pm 
@fakecat lol "hamster-drama" 😭
john.roper  [author] 12 Jul @ 5:56pm 
@Bane I have not gotten a chance to try RimSaga yet. I don't think the full text of the conversation is available but all the custom interactions I made get logged to the normal social log as well and should show up. If you do try it, let me know how it works out.
CocoBat 12 Jul @ 4:09pm 
Hey, this might be completely wrong, but is this at all compatible with mods that add new types of interactions between pawns? I have a couple mods that add such things, but I haven't seen any of them working, again, I don't know anything about this so it might be on me, but I would like to understand.
fakecat 12 Jul @ 2:36pm 
After striking a guinea pig, a cougar told a joke:

"Why was the guinea pig so stressed? Because it was having a hamster-drama."
Bane 11 Jul @ 6:15pm 
Does RimDialogue work with RimSaga? like will the conversations in this mod come up in the logs it produces?
CocoBat 11 Jul @ 3:09pm 
This is awesome, I like this mod very much
ImTheLichBruh 7 Jul @ 7:28pm 
subscribed
john.roper  [author] 5 Jul @ 3:39pm 
@DeluvianSenecca I added a copy button
john.roper  [author] 4 Jul @ 5:55am 
@Crim The local server supports the OpenAi standard which works with OpenRouter.
john.roper  [author] 4 Jul @ 5:55am 
#6 The local server lets use Ollama as a local headless server. It is not embedded but this lets you choose which model you would like to use.
john.roper  [author] 4 Jul @ 5:52am 
@rex6564 You don't need your own AI. By default it uses a server AI.
Crim 28 Jun @ 11:51pm 
Really want to use this with OpenRouter, doesn't seem like this mod have support for it, right?
#6 28 Jun @ 4:46pm 
Correction, it was this one:
RimWorldAI - Core
#6 28 Jun @ 4:38pm 
This is really great, for a laugh I used the "male colonists only speak french" idea and added "the women speak only polish" and hilarity ensued. My only gripe is the external dependency, have you considered using an embedded headless server to streamline the serverside part? I think I saw that in the Echo mods and it works great.
DeluvianSenecca 28 Jun @ 1:33pm 
thank you. one of the best mods on here
rex6564 27 Jun @ 6:57pm 
do you need a ai for this mod too work?
john.roper  [author] 27 Jun @ 11:27am 
@Lancy1397 Thank you!
john.roper  [author] 27 Jun @ 11:26am 
@crim yes, with the local server