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[mod] RimJobWorld


Skömer

AI  

625 members have voted

  1. 1. Usage of AI / LLMs

    • Never used it / involuntarily used it because its automatically included everywhere
      184
    • Only a Handful of times
      157
    • Once a month
      34
    • Every week
      99
    • Daily
      151
  2. 2. Where do you use them?

    • It's part of my job
      128
    • For getting internet search results
      277
    • As a dictionary/for quick information
      176
    • For writing code/generating sprites
      117
    • For fun
      335
    • As a personal companion/partner
      73
    • For making art
      83


Recommended Posts

Posted
On 2/17/2023 at 2:36 AM, jllllll said:

That error is caused by using the latest versions of Humanoid Alien Races. I linked to a working previous version in the reply above yours. Also, Character Editor can be used to remove hediffs like that one.

 

That older HAR Version fixes the Error, but spams the Log with Drawing Errors and makes RimNude not work anymore.

Posted
12 hours ago, TrashGarbageCompactor said:

Bump

Thank you so much for posting this! Do I see it correctly, that you don't have Human Alien Races installed, yes you have RJW Animations mod?

Posted
12 minutes ago, Andarus said:

 

That older HAR Version fixes the Error, but spams the Log with Drawing Errors and makes RimNude not work anymore.

Yes, does anyone know if RJW and RJW animations works correctly without HAR?

Posted
5 hours ago, Andarus said:

That older HAR Version fixes the Error, but spams the Log with Drawing Errors and makes RimNude not work anymore.

 

4 hours ago, Grojcig said:

Yes, does anyone know if RJW and RJW animations works correctly without HAR?

That error pertains to futa pregnancies. If you don't care about that, then this error is safe to ignore. RJW-Animations recently updated to support the latest HAR, but RJW and RJW-Animations does not require HAR at all. If you wish to use them with HAR, then you can see this post where I linked older versions of both: Link

Posted (edited)
4 hours ago, jllllll said:

 

That error pertains to futa pregnancies. If you don't care about that, then this error is safe to ignore. RJW-Animations recently updated to support the latest HAR, but RJW and RJW-Animations does not require HAR at all. If you wish to use them with HAR, then you can see this post where I linked older versions of both: Link

 

Aha, thought as much. I installed HAR because RJW animations in the descriptions suggested it as a requirement. Now, that I know, it's not needed, then I'll just rid my self from it.

 

Update: Ah wait, it's Rimnudeworld that has a hard requirement for HAR. Any alternatives here?

Edited by Grojcig
Posted
On 3/8/2023 at 1:43 AM, Grojcig said:

Yeah, I got rid of it by turning off RJW sounds. The problem ceased to exist, now of course I won't have RJW sounds but whatever. Better save my SSD than get frustrated everytime exiting the game. I have a few more computers lying around here, I could test these mods on them. See if the problem persists. Right now I'm trying to get to the bottom of why the serialization errors occur. My instincts are telling me that Human Alien Races is causing huge problems. I wonder if RJW-animations works without HAR or if there's a version out there that functions like that. Getting rid of HAR would be a great help.

 

On 3/8/2023 at 12:29 AM, Moosedick said:

 

I also have this issue, but I have just learned to live with it. Researching it leads to a pretty deep rabbit hole. I have found posts going back to 2020 regarding this, but nothing that points to any kind of fix. Some users complain the mod authors are at fault, some complain that it is an issue with the base game that has never been fixed. Any mod that does anything with sound can cause this, but it does not happen to every user, just us lucky few. The biggest problem with troubleshooting is trying to reproduce the error. Since it only happens to a few of us, pretty much SOL. The only thing that has remotely worked for me is to shorten your play sessions, exit to main menu first, wait a few minutes for the log file to finish writing all of its useless crap, and then exit.

 

Just want to mention for those of us with this issue, setting the log file to to read only in permissions is an option. You may still need to force close when exiting and obviously makes the log unusable for other issues, but seemed like the best option I found if you want sound.  Simply loading a game, having it start paused, and exiting back to the main menu is enough to fill a drive with log entries for me and I don't need the hassle of managing a file I don't actually find useful.

Posted
On 3/9/2023 at 6:08 AM, Grojcig said:

Thank you so much for posting this! Do I see it correctly, that you don't have Human Alien Races installed, yes you have RJW Animations mod?

I do have it installed, I have it installed through the steam workshop. All the ones downloaded in this folder are literally just nsfw mods/related modes. Every other mod I get is through the steam workshop page.

Posted
On 3/9/2023 at 1:25 PM, Grojcig said:

 

Ah wait, it's Rimnudeworld that has a hard requirement for HAR. Any alternatives here?

Rimnudeworld works with the older version of HAR (for now).

Posted (edited)
On 2/20/2023 at 1:39 AM, Tom_001 said:

Two Futanari - a couple ... - the game writes that pregnancy is impossible, since they have the same floor! ??
RimWorld 1.4 + HSK + RimJobWorld

Hi.
Are futas in RJW generally compatible with pregnancy? Can they get their partner pregnant or impregnated!?

Edited by Tom_001
Posted

I'm using 4.8.2 because i feel its working nicely.

is there a way to add different races to the PawnKind_Nymph.xml to get well, nymphs of all races?

it says

<race>Human</race>

any easy edit to add

<race>Alien_Astoriel</race>

to the mix?

any help much appreciated--

Posted
3 hours ago, Killianthered said:

I'm using 4.8.2 because i feel its working nicely.

is there a way to add different races to the PawnKind_Nymph.xml to get well, nymphs of all races?

it says

<race>Human</race>

any easy edit to add

<race>Alien_Astoriel</race>

to the mix?

any help much appreciated--

add new PawnKind_ with "Nymph" in defname

Posted

Cant figure this out. Could someone help?
RJW for the longest of time seems to hang up when it comes to the zoophilia perk.
Pawns may randomly engage in zoophilia out of need before they get the perk, but once they got the zoophilia perk, the game starts to spam errors and the pawns ironically, never again do zoophilia. Persistent issue and cant figure out which mod causes it.

Exception in rjw.ThinkNode_ChancePerHour_Bestiality TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at rjw.SexAppraiser.GetBodyFactor (Verse.Pawn fucker, Verse.Pawn fucked) [0x00186] in <b865d8a5c47a446ab20f714e88ce5c23>:0 
  at rjw.SexAppraiser.would_fuck (Verse.Pawn fucker, Verse.Pawn fucked, System.Boolean invert_opinion, System.Boolean ignore_bleeding, System.Boolean ignore_gender) [0x00333] in <b865d8a5c47a446ab20f714e88ce5c23>:0 
  at rjw.SexAppraiser.would_fuck_animal (Verse.Pawn pawn, Verse.Pawn target, System.Boolean invert_opinion, System.Boolean ignore_bleeding, System.Boolean ignore_gender) [0x00030] in <b865d8a5c47a446ab20f714e88ce5c23>:0 
  at rjw.BreederHelper.find_breeder_animal (Verse.Pawn pawn, Verse.Map m) [0x00179] in <b865d8a5c47a446ab20f714e88ce5c23>:0 
  at rjw.JobGiver_Bestiality.TryGiveJob (Verse.Pawn pawn) [0x00023] in <b865d8a5c47a446ab20f714e88ce5c23>:0 
  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn, Verse.AI.JobIssueParams jobParams) [0x00000] in <38562b1a2ab64eacb931fb5df05ca994>:0 
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn, Verse.AI.JobIssueParams jobParams) [0x00022] in <38562b1a2ab64eacb931fb5df05ca994>:0 
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_ChancePerHour:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
rjw.ThinkNode_ChancePerHour_Bestiality:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_SubtreesByTag:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob (Verse.ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob ()
Verse.AI.Pawn_JobTracker:EndCurrentJob (Verse.AI.JobCondition,bool,bool)
Verse.AI.Pawn_JobTracker:JobTrackerTick ()
Verse.Pawn:Tick ()
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
(wrapper dynamic-method) Verse.Root_Play:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
 

Posted
On 2/26/2023 at 3:08 PM, kimbilmo said:

Still can't figure out how to remove the gaining of the breeder trait when it comes to +20th birth. Visual Studio just doesn't let me to recompile RJW after removing the mentions of breeder and incubator quirks in code, like nothing has changed at all. ☹️

bump.

Spoiler

I suck in programming.?

 

Posted

How do I change a pawn in hero mode, I accidentally chose the wrong character and now I can’t change it to the right one, only hero mode is on.

Posted
14 hours ago, kimbilmo said:

bump.

  Reveal hidden contents

I suck in programming.?

 

At the bottom of the PostBirth method in Hediff_BasePregnancy.cs, remove this line:

mother.Add(Quirk.Breeder);

 

I'm not sure if I'm allowed to upload a modified dll. If I am, then I will post it here.

Posted (edited)

Issue and possibly bug: I noticed via Sexperience - Ideology Meme Zoophile that pawns will ignore the intended settings for frequency of sex:

  • Hookup % chance per hour
  • Sex need decay rate

The pawns basically grab an animal at least once per day, even at >90% sex need.

 

Checking the code (and likely not groking it, because I am rather rusty in C# and completely unfamiliar with Rimworld modding) I find that these sex types apparently do not care about the initiator actually wanting to:

  • Bestiality
  • Breed
  • Necro
  • RapeCP

I guess that's okay for Breed - it's supposed to be more of a job, right? But for the other three that seems odd. Calculation as per ThinkNode_ChancePerHour_*::MtbHours is always

base_mtb * desire_factor * personality_factor * fun_factor
  • base_mtb is taken from comfort_prisoner_rape_mtbh_mul and is thence constant 4h.
  • desire_factor is based on sex need, but at most 1f (only for Necro at most 2f with comment "Recently had sex." - bug?)
  • personality_factor is basically always 1f if the pawn has an enabling trait (for all but RapeCP it may be greater than 1f if they also have a significant other)
  • fun_factor is basically always 1f

So even if they are perfectly sated, even if configured to never become horny in the first place, pawns unaverse to these actions will engage in them ~every four hours.

 

Compare this to "Fappin" and you will find that that sets its mtb to -1 if the pawn is not below a hard sex need threshold (namely 25%).

 

... Now, this cannot be the whole story, because sure enough pawns without trait (or alternative source of acceptance) sure do not seem to engage in the respective activity most of the time, when - if this were all to it - they should ~every 96h (Beastiality) / 512h (Necro) / 6h (RapeCP - huh, rather on the low end this one) respectively.

 

Can anyone confirm the observation and/or whether my analysis is at least broadly correct? (And/or where it goes wrong?)

 

(FWIW: I noticed something was wrong with RJW 5.3.3.3 and Sexperience - Ideology 1.0.1.2 but checked their code at today's respective current master HEAD.)

Edited by Zsar
added tested/checked mod versions
Posted
18 hours ago, Gamaroguar said:

A bit oftopic but...

 

Why?

because gog doesnt have steam auto updates = outdated rw, mods, broken shit

 

Posted
2 hours ago, Ed86 said:

because gog doesnt have steam auto updates = outdated rw, mods, broken shit

Ahh... I find that auto update feature to be the worst though. I play with a local copy of all my mods to prevent random game breaking updates, like HAL almost always does.

If a mod is proven to have an incompatibility or a game breaking bug gets canned even before starting a colony.

Posted
8 hours ago, Gamaroguar said:

Ahh... I find that auto update feature to be the worst though. I play with a local copy of all my mods to prevent random game breaking updates, like HAL almost always does.

If a mod is proven to have an incompatibility or a game breaking bug gets canned even before starting a colony.

you can always do local mods, but generaly you want auto

and this also get your game updated, unlike gog/torrents

Posted (edited)
17 hours ago, Ed86 said:

you can always do local mods, but generaly you want auto

and this also get your game updated, unlike gog/torrents

ed86 pls help me out. if its locked behind closed source dll file I can understand and ill leave it alone, or at least i dont know how to edit dll, but i know youre the one to ask about the code things (6kcomments). But editing/lowering/addingconditions to trait add chance? pls. Ive asked abt it a few times but i know 414 pages of comments are a lot to read through so I know youre a busy person...  Also i would love to be admitted towards the changelog for the sake of my own ego, but tbh I copied a lot of text from the 'better rjw' file. I would like to give credit to them or contact them somehow for a balancing of the file I linked. I dont use the regular tags for sizes, I use 'virgin' instead of 'micro' so I know there might be bugs in the file I linked because i edited it towards standard private parts tags last minute. but I dont know who to contact about it. figuring out the difference between '@name' and 'defname' but it took me hours and days, so I would love to hear someone tell me/link me an introduction to modding basic things so i can understand more. ❤️

 

As an extra ps.

Ive been using 'custom pawn generation mod' to stop 70/80/90 year old pawns showing up in bondage gear, but recently ive been having problems with traders showing up, keeps showing 'error generating downed pawn', should this be in the list of incompatible mods or have I gone too far in editing my mods folder? 

Edited by Bingusasdf
Posted
9 hours ago, Bingusasdf said:

ed86 pls help me out. if its locked behind closed source dll file I can understand and ill leave it alone, or at least i dont know how to edit dll, but i know youre the one to ask about the code things (6kcomments). But editing/lowering/addingconditions to trait add chance? pls. Ive asked abt it a few times but i know 414 pages of comments are a lot to read through so I know youre a busy person...  Also i would love to be admitted towards the changelog for the sake of my own ego, but tbh I copied a lot of text from the 'better rjw' file. I would like to give credit to them or contact them somehow for a balancing of the file I linked. I dont use the regular tags for sizes, I use 'virgin' instead of 'micro' so I know there might be bugs in the file I linked because i edited it towards standard private parts tags last minute. but I dont know who to contact about it. figuring out the difference between '@name' and 'defname' but it took me hours and days, so I would love to hear someone tell me/link me an introduction to modding basic things so i can understand more. ❤️

 

As an extra ps.

Ive been using 'custom pawn generation mod' to stop 70/80/90 year old pawns showing up in bondage gear, but recently ive been having problems with traders showing up, keeps showing 'error generating downed pawn', should this be in the list of incompatible mods or have I gone too far in editing my mods folder? 

its mostly SexUtility.GiveTraits(), and yes, you need to edit dll

 

start with rw modding wiki i guess

Posted

I have some strange "errors" that I can not figure out the cause, since in the console I have no errors. Obviously I didn't set something right.

To start with, all the genitalia of my colonists and spawned animals are macro sized, and only after that some go back to normal size and some don't. (???)
The second one seems to concern the Bestiality relationship between female settlers and animals, the right-click menu doesn't seem to want to appear in Hero mode, a problem that doesn't exist with male settlers dealing with animals. (No errors are listed in the debug logs)

let's see if I get over it.

Posted

I'm having a problem, whenever a baby is born they have an adult body I got rid of Character Creator and EBD Prepare Carefully during the middle of the run before a child had been born and whenever another colonist got pregnant they were still an adult.

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