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RimJobWorld 1.5.3[RJW]


jjro

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Thanks for the great mod.

works well for me so far except for a few bugs 

 

-like When lovin. happen with a nymph and pawn in bed. the pawn wake up from the sleep the moment the nymph reach him and nothing happen.

-a rapist stop raping randomly the moment he gets into a relationship.

-i noticed that the pawn i assigned for the whore bed always go for the colony pawns and always ignore visitors and merchents.

-pawn with masochist trait give the negative (allowed me to get raped) thought . it doesnt make sense especially when they have positive  (raped me (masochist)) , the (allowed me to get raped) should be removed from masochist pawn or get changed to positive value.

 

 

also i have a few qustions. 

-is it possible to make the pawn rape a prisoner even if the pawn doesn't have the rapist trait?like if i flagged a pawn or prisoner as a comfort prisoner ,every one will rape them regardless of being rapist or not?

-iam using Romance Diversified mod , does it effect rjw chances of hook up , lovin. ?

-what is this trance stage to abroken body effect that happen to apawn torse?

-in the _config.xml file what is the difference between <whores_always_findjob>  and <always_accept_whores> options ?

 

 

 

 

 

 

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I have to agree with the man above. For a sex mod, the restriction put are nusiance that severely limit sex.

 

ATM, animals do not rape. EVER.

Most pawn won't rape unless they have a specific trait (a bother).

 

Instead of it being a hard limiter, how about it just affecting the chance?

Someone without the rapist trait would be less likely to rape, but it wouldn't be  never-ever.

Also, a distinction should be made between COMFORT PRISONERS and colonists with regard to the Rapist trait. A comfort prisoner (non-colonist) is someone that should be available to EVERYONE, with rapists being more likely to use them. But, only those with the rapist trait would consider forcing themselves on another colonist.

 

Psychology Kinsley scale is a lot better than the usage of "gay" trait, so honestly, I'd do the same here and not hard-lock sex to that trait.

 

 

I noticed something strange  - DoLovin act only seems to fill up the sex need of the initator. Also, I have 2 sisters and lovers that don't ever seem to DoLovin on their own (I did use debug mode to set them as lovers, since the RNG fucked up their attraction value. How the hell does that shit even work?)

 

You also need to fix this:

Traits distribution is:
a)rapists:male 0.1, female :0.02
b)nymph:male 0.1, female 0.08
c)necro:male 0.05, female 0
d)zooph:male 0.03, female 0

 

Honestly, it's crap.

 

Also, make it so that ALL women can rape. Just like men. Period. If you're that pendantic, add a strapon piece of clothing.

 

EDIT:

Incestulous trait - make a pawn more attracted to someone to their own family members and gain more satisfaction from sex with them.

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There's too many red flags here.

 

1: Removing the source in subsequent releases

2: Sketchy download site trying to make money off of a mod you didn't even make

3: Restrictive and backwards design decisions that don't emphasize the games strengths

4: Bugs Bugs Bugs, each version gets less playable.

 

I would rather just bail this thread and try to get some people to either fork and update RJW or create a new framework.

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so i started a new game ,and i can confirm that male animals(both monster girls mod and the vanilla game animals )do rape if you tagged one of the pawn as  a comfort prisoner although it happen rarely . also you can manually rape an animal(right click) if you have a pawn with zoophilic trait and under 75% sex satisfaction.

 

Also i encounterd a bug when female with nymph trait tried to sleep with a male  

 

 

Nina started 10 jobs in one tick. newJob=NymphJoinInBed A=Thing_Human21795 B=Thing_Bed94747 jobGiver=rjw.JobGiver_NymphJoinInBed jobList=(NymphJoinInBed A=Thing_Human21795 B=Thing_Bed94747) (NymphJoinInBed A=Thing_Human21795 B=Thing_Bed94747) (NymphJoinInBed A=Thing_Human21795 B=Thing_Bed94747) (NymphJoinInBed A=Thing_Human21795 B=Thing_Bed94747) (NymphJoinInBed A=Thing_Human21795 B=Thing_Bed94747) (NymphJoinInBed A=Thing_Human21795 B=Thing_Bed94747) (NymphJoinInBed A=Thing_Human21795 B=Thing_Bed94747) (NymphJoinInBed A=Thing_Human21795 B=Thing_Bed94747) (NymphJoinInBed A=Thing_Human21795 B=Thing_Bed94747) (NymphJoinInBed A=Thing_Human21795 B=Thing_Bed94747) (NymphJoinInBed A=Thing_Human21795 B=Thing_Bed94747)  lastJobGiver=rjw.JobGiver_NymphJoinInBed
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey4F2:<>m__7DA()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey4F2:<>m__7DA()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey4F2:<>m__7DA()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey4F2:<>m__7DA()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey4F2:<>m__7DA()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey4F2:<>m__7DA()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey4F2:<>m__7DA()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey4F2:<>m__7DA()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey4F2:<>m__7DA()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey4F2:<>m__7DA()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

 

 

 

 

Something else , I noticed that nymph females ignore futa female when choosing target . they only go for males.

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There's too many red flags here.

 

1: Removing the source in subsequent releases

2: Sketchy download site trying to make money off of a mod you didn't even make

3: Restrictive and backwards design decisions that don't emphasize the games strengths

4: Bugs Bugs Bugs, each version gets less playable.

 

I would rather just bail this thread and try to get some people to either fork and update RJW or create a new framework.

 

1. The source is included in the attached file.

2. Don't have to use that site.

3-4. i haven't actually used it to agree with that or not.

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Idk what OP is doing, I'm trying not to hate or anything but it's kinda hard to deal with the restrictions OP added.

The mod has deviated way too much from what it was meant to be in the beginning(likely due to different opinions 'n shit of the people that worked on it thus far) and it's making a lot of people feel displeased.

Still, I really appreciate the fact that people are still atleast putting effort on this amazing project.

P. S: Op, I advise you to change, a bit, the way you do things, in order to please the public, if you still feel like working on this. Or else, I'd advise you to make a separate mod where you can do things exactly the way you want without people meddling in your business. This is REALLY just my opinion though, I don't know you afterall so you may just choose to ignore this.

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my colonists do not want sex even if they sleep in a bed and have a relationship. He is fappin´ all the time.

Conflict the mod with C&P? My loading order is 1.C&P 2.  RJW. Maybe thats why they want have sex or whats wrong :c

Her sex needs doesnt decrease it stays at 99%.

 

Moreother i cant rape prisoners at all. The button is grey. Maybe i need a colonist with raipist trait=? Edit: Psychopats can rape. Then it depends on their character=

And its normal that i can set normal colonist as comfort prisoners too?

 

 

 

 

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There's too many red flags here.

 

1: Removing the source in subsequent releases

2: Sketchy download site trying to make money off of a mod you didn't even make

3: Restrictive and backwards design decisions that don't emphasize the games strengths

4: Bugs Bugs Bugs, each version gets less playable.

 

I would rather just bail this thread and try to get some people to either fork and update RJW or create a new framework.

 

1. The source is included in the attached file.

2. Don't have to use that site.

3-4. i haven't actually used it to agree with that or not.

 

 

just so u know the source for 1.5 and source for 1.5.3 will be differnt due to all the added stuff.

 

u have to use that site there is no other way to get it but for someone else uploading it on a previous page

 

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https://ux.getuploader.com/abf/download/2

How about download/2? I forgot include important file....

This mod(?) add behavior enemies rape colonists when attack colony.

 

I think I'm tired to coded this all over night....

 

Oh hey, this guy made a mod that allow the raiders to rape the colonists!

Great job, man!

 

Did it work? Happy to hear that.

 

 

I couldn't wait new update....

https://ux.getuploader.com/abf/download/2

 

(Maybe add after RJW, its work.

 

Oh boy. Are you just going to do small updates or are you too going to try and brave the storm of trying to develop RJW? 

 

That was a just idea suggestion by prototype.  I can't join develop because I'm not good at modding...(but I can use C# a bit.

 

 

I have some suggestion.

  Should not remove wear. how about add tweak character drawing or drop cloth around rapee.

  More time to negotiate whore and add whore invitee cool down(shared by all whores).(and failed message appear like "harvest fail"

  How about random rape of rapist define Incident like a mental brake or alchoholic?

  How about force game speed 1x when rape?(I wanna watch or stop rape...

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I have to agree with the man above. For a sex mod, the restriction put are nusiance that severely limit sex.

 

ATM, animals do not rape. EVER.

Most pawn won't rape unless they have a specific trait (a bother).

 

Instead of it being a hard limiter, how about it just affecting the chance?

Someone without the rapist trait would be less likely to rape, but it wouldn't be  never-ever.

Also, a distinction should be made between COMFORT PRISONERS and colonists with regard to the Rapist trait. A comfort prisoner (non-colonist) is someone that should be available to EVERYONE, with rapists being more likely to use them. But, only those with the rapist trait would consider forcing themselves on another colonist.

 

Psychology Kinsley scale is a lot better than the usage of "gay" trait, so honestly, I'd do the same here and not hard-lock sex to that trait.

 

 

I noticed something strange  - DoLovin act only seems to fill up the sex need of the initator. Also, I have 2 sisters and lovers that don't ever seem to DoLovin on their own (I did use debug mode to set them as lovers, since the RNG fucked up their attraction value. How the hell does that shit even work?)

 

You also need to fix this:

Traits distribution is:

a)rapists:male 0.1, female :0.02

b)nymph:male 0.1, female 0.08

c)necro:male 0.05, female 0

d)zooph:male 0.03, female 0

 

Honestly, it's crap.

 

Also, make it so that ALL women can rape. Just like men. Period. If you're that pendantic, add a strapon piece of clothing.

 

EDIT:

Incestulous trait - make a pawn more attracted to someone to their own family members and gain more satisfaction from sex with them.

 

I believe the game actually checks for biological relations normally and prevents those pawns from doing lovin' related things; animals were specifically mentioned at one point to have been exempt from this.

 

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there use to be a incest check for animals but was removed to help people breed animals better for food. think there still one for pawns thou

so, is there no incest at all? im sad

 

yeah none so currently, maybe someone will find the magic code that prevents incest between family members and "patch" it out.

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he didnt put the 1.5.3 source.  thas why people where wary and wondering why he had put it on a crappy external lsite then he just randomly leaves due to that pressure.

 

 

ill see what i can do with modfiying the 1.5 source to match the 1.5.3 useing ispy to check.

 

as i love the mod and tired of seeing people randomly do things then disappear ill be taking over it. while im not to good on coding side  xml side im pretty good on.

 

it will be a community project so to speak where anyone with expernce can help maintain it. once today i finish with my work on the hardcore sk mod pack fixing our last a17 bugs and preping for a18 ill try to get the source updated and the git and page up. be pateint till then and dont start any new threads.

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Incest is possible.

Just add a relationship between family members via developer mode and tadaaah a man and his sister are now lovers.

 

Even without dev mode it's possible - just extremely unlikely. Unrealistically so, frankly. Especially if you're running Psychology - you can have two beautiful people with basically the exact same interests and opinions (to the point where they should be perfect for each other) and the incest penalty will still tank their romance chance to like 0.01%.

 

Seriously, if you're marooned for years on some shithole planet with no chance of rescue with someone who'd be your your dream partner (and vice versa) if they weren't your sibling, eventually you're just gonna say fuck it and actually allow yourselves to be happy

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I modded up yesterday and continued my vanilla game despite the mod mismatch but I found that noone in my game was having sex... So I started a new test game where all three settlers were bisexual, polyamorous and lovers with each other but they're still not having sex and they're all constantly sexually frustrated. I gave both the women Whore Beds, still nothing. They do fap though, which suggests the mod is functioning.

 

I'm not sure what I've done wrong.

 

post-40449-0-09553300-1509755121_thumb.jpg post-40449-0-39572700-1509755134_thumb.jpg

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