边缘世界 RimWorld

边缘世界 RimWorld

Slothborne - Nocturne
Aarmik 10 月 31 日 上午 10:01
CE, Intimacy compatibility and nightvision
I made a patch to improve compatibility with Combat Extended and Intimacy - A Lovin' Expansion mods, as well as make the vampires not care about darkness both for mood and stats. Basically it gives vampires a 80% darkness negation for CE, which is equivalent to the standard nightvision gene, and makes them not care about the intimacy need from the Intimacy mod. Here's the XML:

<?xml version="1.0" encoding="utf-8"?> <Patch> <Operation Class="PatchOperationAdd" MayRequire="slothborne.nocturne"> <xpath>Defs/GeneDef[defName="Noct_Kindred"]</xpath> <value> <ignoreDarkness>true</ignoreDarkness> <statOffsets> <NightVisionEfficiency MayRequire="CETeam.CombatExtended">0.8</NightVisionEfficiency> </statOffsets> <forcedTraits> <li> <def MayRequire="LovelyDovey.Sex.WithEuterpe">SEX_Solitary</def> </li> </forcedTraits> </value> </Operation> </Patch>

Hopefully I got the MayRequire attributes right. Feel free to add this to the mod or use it however you want!
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正在显示第 1 - 14 条,共 14 条留言
FlyingSloth  [开发者] 10 月 31 日 下午 12:29 
Hi!
Thank you, I appreciate you making this and letting me know! The ignoreDarkness tag is already part of the gene, but I did add the NightVisionEfficiency and SEX_Solitary extensions to the def in the mod. I never used either Combat Extended, or the Intimacy mod, is an 80% dark vision a good value for vampires in your opinion? Shouldn't it be 100%?
Again, thank you for helping out!
Aarmik 10 月 31 日 下午 2:09 
引用自 FlyingSloth
Hi!
Thank you, I appreciate you making this and letting me know! The ignoreDarkness tag is already part of the gene, but I did add the NightVisionEfficiency and SEX_Solitary extensions to the def in the mod. I never used either Combat Extended, or the Intimacy mod, is an 80% dark vision a good value for vampires in your opinion? Shouldn't it be 100%?
Again, thank you for helping out!

The best CE nightivision googles give 60% dark vision and the cataphract helmet gives 75% while the vanilla gene gives 80% with CE. 100% is only possible with two archotech eyes. I personally think 80% is sensible, it's supernatural/future-tech in IRL terms, but still possible without going full archotech. It depends if you think a vampire with a sniper rifle can hit a target a long way away completely the same in complete darkness as with proper lighting. Though in gameplay terms the difference between 80% and 100% is rather modest.

I as trying to get rid of the darkness mood penalty for vampires but seems like I messed up :P
FlyingSloth  [开发者] 10 月 31 日 下午 7:59 
Oh, I didn't even realise they still have the darkness mood debuff, I just kind of assumed it must be gone from copying the effects of Darkvision onto them (just like you did). Did some research, turns out the mood being disabled by the gene (and some traits btw, didn't know about that either lol) is actually in the def of the thought itself. I made the patch, I will probably release it Sunday, because there are some other stuff along it, that still need testing/tweaking. Here is the thoughtdef if interested or if you want to patch it for yourself in the meantime:

<ThoughtDef>
<defName>EnvironmentDark</defName>
<workerClass>ThoughtWorker_Dark</workerClass>
<nullifyingTraits>
<li>NightOwl</li>
<li>Undergrounder</li>
</nullifyingTraits>
<nullifyingGenes>
<li MayRequire="Ludeon.RimWorld.Biotech">DarkVision</li>
</nullifyingGenes>
<stages>
<li>
<label>darkness</label>
<description>I've been in the dark for a while. I don't like it.</description>
<baseMoodEffect>-5</baseMoodEffect>
</li>
</stages>
</ThoughtDef>


This patch fixes it:

<?xml version="1.0" encoding="utf-8"?>
<Patch>
<Operation Class="PatchOperationAdd">
<xpath>/Defs/ThoughtDef[defName="EnvironmentDark"]/nullifyingGenes</xpath>
<value>
<li>Noct_Kindred</li>
</value>
</Operation>
</Patch>
Aarmik 11 月 1 日 下午 8:01 
Thanks for implementing all the compatibility stuff!

I devised another patch for Dub's Bad Hygiene. Specifically it makes the bladder and thirst needs no longer tick down and halves it for hygiene(I'm thinking they might not sweat, but still get dirty from other sources) for vampires. Here's the XML:

<?xml version="1.0" encoding="utf-8"?> <Patch> <Operation Class="PatchOperationAdd" MayRequire="slothborne.nocturne"> <xpath>Defs/GeneDef[defName="Noct_Kindred"]</xpath> <value> <statOffsets> <BladderRateMultiplier MayRequire="Dubwise.DubsBadHygiene">-1.0</BladderRateMultiplier> <ThirstRateMultiplier MayRequire="Dubwise.DubsBadHygiene">-1.0</ThirstRateMultiplier> <HygieneRateMultiplier MayRequire="Dubwise.DubsBadHygiene">-0.5</HygieneRateMultiplier> </statOffsets> </value> </Operation> </Patch>

It might be better to disable bladder and thirst needs entirely, but I found no examples of other mods doing that, so I'm not sure if there might be issues doing so. However, this solution here seems to work fine gameplay-wise.
FlyingSloth  [开发者] 11 月 2 日 下午 12:50 
Thanks, the new update is out, Bladder and Thirst are completely disabled for vampires, hygiene is falling at 0.25 rate compared to normal
Aarmik 11 月 5 日 上午 4:23 
Since this seems to be now a "me" thread for the mod, I thought I'd post this here xD

I've run into some crashes. Specifically it seems like if a vampire gets beheaded in combat, the game CTDs. I had some mechanoid charge turrets on the map and when some enemy vampires got blasted by them, as one does, the game tended to crash. After some reloading and fiddling with it, it seems that the crashes happened when a vampire took a charge blast to the face. With CE the turrets do enough damage to one-shot bodyparts unless the target is *very* well armored or has a massive HP pool. I don't know for sure that it's beheading that is causing it, as the game CTDed on the moment of impact, but normal shots did not seem to cause it. Sadly I was a dum-dum and did not preserve the logs. Let me know if you want me to do some tests, generate logs or share my modlist. Finishing off a vampire does not seem to cause a CTD, btw.

Another issue I discovered is that vampires seeking shelter from the sun on submaps, e.g. caves, causes the submap exit to show a blank list, not showing any pawns or items, when trying to transfer stuff out of it. Reloading the save fixes it, but it's still annoying and it seems like there's something going awry there under the hood. This issue was specifically with Deep and Deeper caves, I haven't tested it with vanilla Odyssey or Anomaly submaps, so this might be a mod conflict as Deep and Deeper includes some automatic map switching logic.

The massive opinion bonus ghouls have towards their domitor causes the ghouls to become massive simps xD. They constantly try to woo their domitor unless they're in a happy monogamous relationship already. This might not be such a big issue in vanilla, but relationship mods like Intimacy can cause ghouls to completely tank their mood trying to hump their blood daddy/mommy. Maybe include an option that makes domitors invalid romance targets, preferably romance still being possible the other way around, for people who might want that? (Though I guess ghouls developing an unhealthy relationship with their domitor isn't exactly new to the VtM scene :P)
FlyingSloth  [开发者] 11 月 5 日 上午 8:06 
Hey,

The CTD issue is very strange, I have never encountered it, and no1 reported anything like that so far. My first guess is that it's some strange interaction with CE, since I never used it and have no idea how it works, so I never tried to make the mod compatible. That said I see no reason why it wouldn't be compatible with it. Does this only happen with hostile vampires? If you could tell me more about it, and if it's not something insanely long maybe include your modlist I could try figuring it out, but it doesn't seem to be something that is specifically a bug in this mod, but some strange interaction between this and some other mod together. Potentially something with how I made vampires from my mod "immortal", but even that would be strange, since it's basically identical to the Deathless gene.

The submap issue is also a bit strange. Pawns that are currently in a mental state not showing up is normal base game behaviour, but the items tab becoming empty and non-broken pawns not showing is very strange. I did a quick test with a few different setups (only vampires seeking shelter, a mix of vampires seeking shelter and normal pawns, vampires seeking shelters and normal pawns in mental states) and didn't have this happen in any of the examples. Again, if you can maybe provide a save file that would be helpful, but without me being able to reproduce the bug on my end it's very hard to troubleshoot and fix.

For the ghoul opinion bonus thing, I'm not sure how much of an issue it is, since I don't use intimacy mods either, but I can look into including a setting maybe if it's very disruptive to normal gameplay. In general, unless it's very problematic I would just chalk it up to ghouls going crazy for their domitors :D
Aarmik 11 月 5 日 下午 3:20 
此留言正在等待我们的自动内容检查系统分析。在我们证实其内容无害之前(例如试图窃取信息的钓鱼站点链接),留言将暂时隐藏。
Aarmik 11 月 5 日 下午 3:33 
Workshop collection of all my subbed mods:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3600427307

Sadly it also includes mods that I'm not using atm, since there is no easy way to make a collection with just active mods in Steam. Especially since Snap doesn't let Rimsort properly unsub/sub on my setup.
Aarmik 11 月 5 日 下午 8:18 
Alright, I managed to fix the issue. Seems like it wasn't related to beheading specifically, any lethal damage triggered a CTD. After playing around with my modlist, I discovered that putting Nocturne up high on the list fixed the CTD. I'll need to still need to figure out if it was CE or something else that caused the issue. Maybe I'll do that when I get around to making some more CE patches since some of the hediffs and maybe some abilities could use balancing for CE. Maybe some CE specific defensive buffs as well since guns are much more deadly with CE and vampires are supposed to soak a fair bit of gunfire.
FlyingSloth  [开发者] 11 月 6 日 上午 1:20 
Hey, I tried checking that modlist, but ♥♥♥♥♥♥♥♥♥♥'s huge :D Also, the comment before that is still waiting for steam to approve, I guess there's a link in it? I released a patch yesterday, that dealt with issues that could cause a crash, but that was vampires turning shamblers and then not being able to die properly. I suspect your issue might be caused by something similar, I am intercepting Pawn.Kill calls for vampires. If you turn on logging in the mod menu and see something like this repeating before the crash, then it's a good starting point for investigation:
[Noct] Intercepting Pawn.Kill for shambler Skunk. Manually forcing down instead of killing.
[Noct] shambler Skunk entering torpor
[Noct] Intercepting Pawn.Kill for shambler Skunk. Manually forcing down instead of killing.
[Noct] shambler Skunk entering torpor

Then I would just have to figure out what's causing the loop, and how to make it not happen :D
Theo 11 月 8 日 上午 7:32 
jumping in here to say that rimsort allows you to export modlists through rentry. Then it only shows the mods you are currently using. Example: https://rentry.co/4yu5ussa
Aarmik 11 月 8 日 下午 4:05 
引用自 Theo
jumping in here to say that rimsort allows you to export modlists through rentry. Then it only shows the mods you are currently using. Example: https://rentry.co/4yu5ussa
That's what I did, but apparently Steam is not showing that post?
Theo 11 月 8 日 下午 4:58 
o huh mb. I assume it's the one that's eternally flagged for moderation
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