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[mod] RimJobWorld


Skömer

AI  

1065 members have voted

  1. 1. Usage of AI / LLMs

    • Never used it / involuntarily used it because its automatically included everywhere
      298
    • Only a Handful of times
      264
    • Once a month
      56
    • Every week
      187
    • Daily
      260
  2. 2. Where do you use them?

    • It's part of my job
      223
    • For getting internet search results
      497
    • As a dictionary/for quick information
      322
    • For writing code/generating sprites
      206
    • For fun
      562
    • As a personal companion/partner
      110
    • For making art
      134


Recommended Posts

Posted
16 hours ago, CardinalBirb said:

the tentacle love forum link seems to be broken

author deleted it

Posted
On 3/18/2024 at 2:49 PM, KJJKJKKJ said:

So, i got a bug when using RimNude and a mod to show hair with hats (like AB's Head Apparel Tweaker or Dubs Apparel Tweaker) here is it: 

 

Someone knows any fix? (Ps: the (CAT) show hair with hats or hide all hats fixes this bug, however, im trying to use RJW and CE, so i need another way to fix this.

 

image.png

upgrading to sar fixes all of those genital/nipple layering issues

Posted

So I tried getting the dev version from the github, it says it has been updated for 1.5, but I can't get it working.

First there seems to be an XML problem, but after fixing that, I'm getting the message:

 

Error in static constructor of Multiplayer.API.MP: System.TypeInitializationException: The type initializer for 'Multiplayer.API.MP' threw an exception. ---> System.MissingMethodException: void Verse.Log.Error(string,bool)
   --- End of inner exception stack trace ---
  at (wrapper managed-to-native) System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor(intptr)
  at System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (System.RuntimeTypeHandle type) [0x0002a] in <eae584ce26bc40229c1b1aa476bfa589>:0 
  at Verse.StaticConstructorOnStartupUtility.CallAll () [0x00025] in <53b08a4244bb47b8a42df67ae64c4ad8>:0 
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.StaticConstructorOnStartupUtility:CallAll ()
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_4 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()

 

I don't have any mods but Harmony, HugsLib, and RimJobWorld. I don't have any multiplayer mods, and I don't know why I might be getting an error for 'Multiplayer.API.MP'. So, it seems like it doesn't work for 1.5 yet.

Posted

After testing in both a quicktests and a fairly long-running colony, I can confirm that the RJW Pawnmorpher patch seems to work. It'd probably be good if better testers than myself could take a look, though. Maybe edit the addon list to no longer say it's broken?

Posted

What is quickest way to disable pregnancy and birth messages for animals?

I have a bunch of sheep in my neolithic colony to make tribalwear for 20 pawns.

At this point i get upwards of 10 "Ewe pregnant" and "Ewe has given birth" a year

and its getting really annoying.

Posted
51 minutes ago, Vulkandrache said:

What is quickest way to disable pregnancy and birth messages for animals?

I have a bunch of sheep in my neolithic colony to make tribalwear for 20 pawns.

At this point i get upwards of 10 "Ewe pregnant" and "Ewe has given birth" a year

and its getting really annoying.

I remember having this issue a while ago, as in being bombarded by "cow #235 is pregnant" and not in the log but as those "letters" that have to be accepted each. I think what did the trick was disabling the RJW pregnancies for animals so they used the vanilla mechanics.
 image.png.083afd94525121799d807f00bada3449.png

 

now I was quite a while ago but I think I went through a short period where some of my animals were double pregnant, but maybe I made that up 

Posted

I tried that already but that lead to the animals not getting pregnant at all.

Maybe im misremembering how vanilla breeding is supposed to work

but an entire season without any lambs is not exactly what i had in mind.

 

For now i used the Blockminutia mod to disable all pregnancy messages, i dont need them for the humans

and it gets rid of atleast half the spam.

Posted
1 hour ago, Vulkandrache said:

I tried that already but that lead to the animals not getting pregnant at all.

Maybe im misremembering how vanilla breeding is supposed to work

but an entire season without any lambs is not exactly what i had in mind.

 

For now i used the Blockminutia mod to disable all pregnancy messages, i dont need them for the humans

and it gets rid of atleast half the spam.

maybe it's also

"override vanilla matin" option in Debug 

Posted

Is it possible you remove the changes to psyfocus decay, or make it optional? I use the No Natural Psyfocus Decrease mod, but RimJobWorld does not work with it, the psyfocus decays.

Posted (edited)

Getting an issue with rjw interaction where all pawns can interact with on another but donot have any rjw interactions with visitors or prisoners. From rjw debug got the shown options selected 

 

image.png.7bc612ae966a6979128720f56adfe183.png

image.png.3b5e49e59c558b9bb7fafd79c8911bb6.png

 

even a sex mad pawn doesnt have any interaction with prisoners/visitors this wasn't the case last time i played 3months ago. Did rjw changed some settings? like there needs to a threshold or ideology law for visitors/ prisoners for rjw intercations? also my game ver is 1.4 and updated all the rjw dependencies afaik it all should be good.

image.png.c89a7ff0099e0c18f6bb7168aab30ee2.png

 

here's the debug log

log.txt

Edited by saltandsour
Posted (edited)
4 hours ago, saltandsour said:

Getting an issue with rjw interaction where all pawns can interact with on another but donot have any rjw interactions with visitors or prisoners. From rjw debug got the shown options selected 

 

image.png.7bc612ae966a6979128720f56adfe183.png

image.png.3b5e49e59c558b9bb7fafd79c8911bb6.png

 

even a sex mad pawn doesnt have any interaction with prisoners/visitors this wasn't the case last time i played 3months ago. Did rjw changed some settings? like there needs to a threshold or ideology law for visitors/ prisoners for rjw intercations? also my game ver is 1.4 and updated all the rjw dependencies afaik it all should be good.

image.png.c89a7ff0099e0c18f6bb7168aab30ee2.png

 

here's the debug log

log.txt 792.38 kB · 0 downloads

is rape enabled? do your pawns have the right sexuality? 

various errors related to cumflation, rimworld of magic and sized apparel in the log

also you don't have enough RAM, for this you can either: install more RAM, use less graphic heavy mods or downscale and compress textures in your mods

Edited by Skömer
RAM
Posted
18 hours ago, Skömer said:

is rape enabled? do your pawns have the right sexuality? 

various errors related to cumflation, rimworld of magic and sized apparel in the log

also you don't have enough RAM, for this you can either: install more RAM, use less graphic heavy mods or downscale and compress textures in your mods

 

Yes it was enabled. Also they have the right sexuality. I might try to reduce the other stuffs that you mentioned and see if it works or not.

Posted

I seems to be unable to find my weird issue

 

Pawn says they get mad that a penis attached to them

 

so i cut it off, and re-attached their vagina.

 

But for whateverason, the debuff of having a penis attached is permanent, even if i use Character Editor to remove that debuff.

 

Also, this might be out of topic, is it just me or i can only remove ALL genitals, and not one by one. I have RSBE installed.

Posted
On 5/18/2021 at 4:12 PM, coconutpilot said:

Does the game need a  new colony start to make humanoid pregnancies work if had it disabled in an existing game? For 3 quartrums after enabled it I've watched two lover pawns with both 100% fertility and with the chance of human pregnancy up to 100%, but no children.


EDIT: Creating a new colony with human pregnancy enabled seems to have fixed it, see picture.

success.jpg

mod list?

 

Posted
On 2/19/2024 at 11:40 PM, Ed86 said:

maybe 2-3 years ago?

 

there is no simple fix, you need to get error log, decompiler and dig harmony patches to find what causes those errors

 

I just ran a RJW + Zombierun in 1.4 last week. I haven't seen error in every x seconds.

 

PS: My mod list is also really long. So I see errors occasionally.

Posted (edited)

Hey, I have a few suggestions on how to improve this mod.

 

Firstly, pawns who rape other pawns pretty much automatically turn the victim into a life-long enemy, no matter what the initial relation was between them. For example, a +100 relation family member, close friend, romantic partner, or trusted confidant will instantly drop into negative relation due to a -130 point malus on the first offense. While this is certainly realistic when it comes to strangers, it gets much more complicated when the victim and perpetrator are close. I'd suggest a modification to the system where the higher the relation, the less the relation penalty for such things, possibly with additional detection on what kind of relationship the two have. There would obviously need to be a penalty, but the penalty would be from mood or status effects rather than relational damage. For example, if a parent or Ideoligious leader (or royalty, for that matter) victimizes a pawn with which they have 90+ relationship,  there might be a slight malus to their relations (like 10-15 points maybe) and effects related to mood/trauma instead. This could quite quickly get into a pawn trauma/corruption system, which is probably outside the scope of this mod, but even a few simple changes could give the "flavor" of a catholic-church situation which I'd say is pretty good "emergent storytelling" if Randy be our Lord In Heaven. For the actual malusses, maybe a several different random/semirandom moodlets that add up to around -40 or so (the mood impact/flavor text for each moodlet could be random/procudural. you could do a lot of  creative writing on this one), decreased working/moving speed when undrafted, a tendency to stop working and do the "go for a walk" recreation activity more often that usual, and a tendency towards sad wanders, hide in room, and substance binge mental breaks.

 

Secondly, I've noticed that pawns with any ideology that technically allows (not even encourages or condones) bestiality are willing to, at the drop of a hat, throw whatever dignity they may have had away and suck on the holy penis on the dromedary Camel for the rest of their existence, whether or not they were already a zoophile. This is obviously not realistic, as objection to certain things is wired much more deeply than simple social acceptance, and most people would need to fight against their own natural disgust reaction to do those things. I think this sort of thing could be addressed in an interesting way, which would change how fetishes work in the code.

So there are 5 levels to a fetish:

  1. Absolutely no acceptance of it, a pawn with lvl 1 would never engage in it willingly. They'd need to be tied up.
  2. Extremely strong resistance. A pawn might be coerced into doing this (slavery), or might do it while in a mental break, but would not under normal circumstances partake. (this would probably be the most common "tier rating" for the weird stuff among normal pawns)
  3. Resistant, but could be convinced. Think of the casting couch. Pawns wouldn't need to be "forced" to do it, but they would take convincing (more later) and they wouldn't likely be happy about doing it. Shame, guilt, etc etc. Lots of moddles, lot's of dialogue.
  4. At TL4 pawns would need to be prompted to do the acts in question, but would do them with significantly less argument. They wouldn't go around acting out the fetish on their own accord, and therefore wouldn't receive the traits in the current RJW version. This tier level is a representation of people who don't have a *particularly* strong reaction against the acts in question (it might be there, but much weaker than normal), but don't actively like the fetish either.
  5. These are the wild boys. They WILL fuck a megasloth whether you like it or not, and will do so regardless of ideoligion.

 

So, those above levels aren't "static" per-se, but can change (albeit gradually) over a pawn's lifetime. Now to the fun bits. No longer can you just assign a colonist to a "service job", nor can you see clearly which pawns would be willing to do so (prisoners get no say, obviously). Instead, you (the colony) would have to "request" the pawn do that thing. Essentially, you press a button, and it simulates the other colonists trying to convince the target pawn to agree to the role. This *does not always work*, and the likelihood of success is determined by the pawn's place in the above 5 tiers (which are hidden to the player). The "attempt" is a dice roll, and can be repeated more or less indefinitely if you fail, BUT! there's a catch! Surprisingly enough, most people don't tend to like their friends, coworkers, and roommates constantly "suggesting" they take up prostitution, so each failed attempt there's a small relationship penalty against most of the colony (because they all tried to convince the pawn to do something she doesn't want to do, which is understandably creepy). Additionally, if there are enough failed attempts over a short time-frame the pawn could probably hitch a ride on a caravan out of town or something. "strongminded" or "ironwilled" pawns are of course not ideal for trying this on. Even if the attempt fails, however, the pawn might slide up a tier after a while ("wearing them down" or "peer pressure", whichever you want to call it.). Additionally, other factors could cause a tier change (getting raped by bandits for 2 years straight could pretty easily take you from a well-adjusted 2 to an apathetic 4). The pawn's response to what they are doing would also be determined by which "tier" they are on, so even if they still "do it" there's a different moodlet flavor going on. A pawn on level 3 would be filled with many little nagging doubts and shames, while a pawn at tier 4 would have very few, or even mostly "sterile" or "clinical" reactions to what is going on. TL2 would of course be about as horrified as TL5 would be in bliss :lol:

 

 

i think a good starting point for the "fetishes" tracked that system would be something along the lines of

  • Beastiality
  • Necrophilia
  • Rape (victim?)
  • Rape (Aggressor separate?)
  • Incest
  • Generic promiscuity
  • Prostitution
  • Separate Subcategories of bestiality? (teratophilia, insects, guaranlens, specific arbitrary subsets of animals, etc? to track different taboos/hangups?)

That's All i can think of for the "highly objectionable" types of acts that i was thinking of when i cam up with this system, but the beauty of the system is that you could easily expand this to all sexual preferences to some degree, but just have the vanilla stuff at tier 4-5 for most pawns. You could easily customize it to a wide variety of RP niches, like fucking a man's anus with a radish being a manly thing to do, while being fucked in the anus by a man with a radish is the ultimate insult (if you want to do a Roman themed playthrough). Hell, you could have a disease that makes women TERRIFIED of giving blowjobs cause why not?

 

Also, it seems that pawns are omniscient when it comes to the sexual misdeeds of their colony? I don't know how to make that not happen unless you hook into that fog of war mod in some way, but i might be overthinking the line-of-sight thing wildly.

 

Also, I'd like to note that this leads swimmingly into a potential corruption/trauma system, though I think any specifics of that sort of thing would probably be out-of-scope for the main RJW mod. Sorry if i havn't explained this well, I'm running on fumes at the moment :classic_tongue:

 

 

I'd love to hear what you think about this! I really like the storytelling/RP aspect of adult modding, though RJW doesn't seem to have leaned particularly heavily into that from my limited experience.

Edited by The Real Slim Shady
Fixed typos, improved readibility, added a few additional bits.

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