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nethrez1m

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  1. 1. It's hardcoded by now. In the better world it would be in the mod settings, slider of some kind. 2. There was! You want to hit the designator button again. 3. Depends on the version you're using. It is allowed in the last versions. May be a bug in this feature: you can designate the colonist, but can you undesignate it? It's two different designators, and may be it's just missing the undesignation option. About reworking the mod from the scratch. The reason why it is kind of a mess i think that it was made by one dude from 4chan for mostly personal usage, then i tweaked it, then another guy ported it to the newer version and added his own tweaks, then yet another man tweaked it again. This sort of collective writing requires a lot of effort to keep it nice and clean even in projects which were originally organized (and RJW wasn't). A real lot of effort. Without systems like git and someone as "project leader", well, you end up with the mess.
  2. Please do post the source (can't find it in the archive). I wanted to add the pregnancy support to your version.
  3. "Most probably no" to both questions. It's been too short of a time. A17 hasn't any big gamechanging features, so if that mod(s) is vital to your gameplay, then it's may be better to stick with A16 for some time.
  4. Apparently you can get access to private members. If you're talking about private JitterHandler jitterer from Pawn_DrawTracker, you can get it with something like this: using System.Reflection; using System.Reflection.Emit; using System.Runtime.CompilerServices; Pawn_DrawTracker drawTracker; ... // So you have the instance of DrawTracker from which you want to "unprivate" jitterer var jitterHandler = (JitterHandler)(typeof(Pawn_DrawTracker).GetField("jitterer", BindingFlags.Instance | BindingFlags.NonPublic).GetValue(drawTracker)); // OR step-by-step for a better understanding: BindingFlags flags = BindingFlags.Static | BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic; // this will search for every possible field type var fieldinfo = typeof(Pawn_DrawTracker).GetField("jitterer", flags); // we get FieldInfo of member of the target class-type from it's name var jitterHandler = fieldinfo.GetValue(drawTracker) as JitterHandler; // now we get the value of that field for a specific instance (otherwise we would toss null here, in case of static class). It returns the object-type, so we have to do a cast. Voila! We have the private member of the instance we needed. That aside, you additions sound neeto.
  5. It's the mod version, not the RimWorld's one. But it seems you've figured that out. http://www.loverslab.com/topic/73498-rimworld-sex-mod-rimjobworld-rjw/?p=1848334 - this 11th version has user config in xmls. More, it comes with the source code, so you don't need to decompile or disassemble. Also tweaked version has ingame checkboxes in the mod options menu so you can disable nymphos: http://www.loverslab.com/topic/73498-rimworld-sex-mod-rimjobworld-rjw/?p=1875988
  6. Can you make sure that RJW is located in the loadorder higher than ChildrenMod? Also, don't use Patches, grab the latest version of RJW with Patches included (ChildrenMod as well if you use it): http://www.loverslab.com/topic/73498-rimworld-sex-mod-rimjobworld-rjw/?p=1875988 Reorganized my load order twice now, even tried loading w/o c&p, still got the error. Your newer files worked though but now I've got an even stranger error after I installed: Exception parsing <minIntelligence>simple</minIntelligence> to type Verse.Intelligence: System.ArgumentException: Exception parsing Verse.Intelligence from "simple" ---> System.ArgumentException: 'simple' is not a valid value for Verse.Intelligence. Valid values are: � Animal � ToolUser � Humanlike ---> System.ArgumentException: The requested value 'simple' was not found. at System.Enum.Parse (System.Type enumType, System.String value, Boolean ignoreCase) [0x00000] in <filename unknown>:0 at System.Enum.Parse (System.Type enumType, System.String value) [0x00000] in <filename unknown>:0 at Verse.ParseHelper.FromString (System.String str, System.Type itemType) [0x00000] in <filename unknown>:0 --- End of inner exception stack trace --- at Verse.ParseHelper.FromString (System.String str, System.Type itemType) [0x00000] in <filename unknown>:0 --- End of inner exception stack trace --- at Verse.ParseHelper.FromString (System.String str, System.Type itemType) [0x00000] in <filename unknown>:0 at Verse.XmlToObject.ObjectFromXml[intelligence] (System.Xml.XmlNode xmlRoot, Boolean doPostLoad) [0x00000] in <filename unknown>:0 Verse.Log:Error(String) Verse.XmlToObject:ObjectFromXml(XmlNode, Boolean) System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&) System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) System.Reflection.MethodBase:Invoke(Object, Object[]) Verse.XmlToObject:ObjectFromXml(XmlNode, Boolean) System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&) System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) System.Reflection.MethodBase:Invoke(Object, Object[]) Verse.<AllDefsFromAsset>c__Iterator1ED:MoveNext() Verse.ModContentPack:LoadDefs() Verse.ModContentPack:ReloadAllContent() Verse.LoadedModManager:LoadAllActiveMods() Verse.PlayDataLoader:DoPlayLoad() Verse.PlayDataLoader:LoadAllPlayData(Boolean) Verse.Root:<Start>m__735() Verse.LongEventHandler:RunEventFromAnotherThread(Action) Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733() It doesn't seem to affect anything though. Probably from some other mod you use. Does any of them implement an additional Need (like RJW does add need for some love)? RJW has declaration in Def/Needs.xml, but is has <minIntelligence>Humanlike</minIntelligence>, so it shouldn't fire an error like that.
  7. Yes. [HugsLib] Exception during DetourMethodByAttribute: System.Exception: Failed to detour method [not found] to Dummy.roll_to_catch (assembly: RJW_Patches) ---> System.NullReferenceException: Object reference not set to an instance of an object at HugsLib.Source.Detour.Helpers.GetMatchingMethodInfo (HugsLib.Source.Detour.DetourMethodAttribute sourceAttribute, System.Reflection.MethodInfo destinationInfo) [0x00000] in <filename unknown>:0 at HugsLib.Source.Detour.Helpers.GetDetourPairFromAttribute (HugsLib.Source.Detour.DetourMethodAttribute sourceAttribute, System.Reflection.MethodInfo destinationInfo) [0x00000] in <filename unknown>:0 at HugsLib.Source.Detour.Helpers.DetourMethodByAttribute (System.Reflection.MemberInfo info, System.Attribute attrib) [0x00000] in <filename unknown>:0 --- End of inner exception stack trace --- at HugsLib.Source.Detour.DetourProvider.ThrowClearerDetourException (System.Exception e, System.Reflection.MemberInfo sourceInfo, System.Reflection.MemberInfo targetInfo, System.String detourMode) [0x00000] in <filename unknown>:0 at HugsLib.Source.Detour.Helpers.DetourMethodByAttribute (System.Reflection.MemberInfo info, System.Attribute attrib) [0x00000] in <filename unknown>:0 Verse.Log:Error(String) HugsLib.Utils.ModLogger:ReportException(Exception, String, Boolean, String) HugsLib.Source.Detour.Helpers:DetourMethodByAttribute(MemberInfo, Attribute) HugsLib.Source.Attrib.AttributeDetector:CallHandlersForAttributes(List`1, Dictionary`2) HugsLib.Source.Attrib.AttributeDetector:ProcessNewTypes() HugsLib.HugsLibController:ProcessAttibutes() HugsLib.HugsLibController:LoadReloadInitialize() HugsLib.HugsLibController:Initalize() HugsLib.Core.UnityProxyComponent:Start() Exception from asynchronous event: System.TypeLoadException: Could not load type 'rjw.xxx' from assembly 'RJW_Source, Version=1.0.6299.100, Culture=neutral, PublicKeyToken=null'. at RimWorldChildren.DetourInjector.Inject () [0x00000] in <filename unknown>:0 at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0 Verse.Log:Error(String) Verse.LongEventHandler:RunEventFromAnotherThread(Action) Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733() I've got this error too! How can I fix it? Great work on the mod by the way. Can you make sure that RJW is located in the loadorder higher than ChildrenMod? Also, don't use Patches, grab the latest version of RJW with Patches included (ChildrenMod as well if you use it): http://www.loverslab.com/topic/73498-rimworld-sex-mod-rimjobworld-rjw/?p=1875988
  8. I think underage content is blocked here and RJW has age checks. But you have a way to do it for yourself, just open the source, edit it, compile your own version. Btw, i think you can tag 17 years old prisoner, as it fits 16+ rule of RJW. Does it has all limbs? I've noticed that in regular straight pairs as well. I guess something is broken with jobgivers, so i will take a look.
  9. You can use this, which has checkbox options to disable nymphos/std catch from floors/prisoner occasional deaths: RJWa11_HugsLib_patched.zip Does require HugsLib 2.4.3. You don't need RJW_Patches anymore, it is included and that is the only difference from the original. Many thanks to Void who kindly shared his work. And this, as people asked. Uses the RJWa11_HugsLib_patched as requirement. ChildrenMod_01j_RJWa11_Comp.zip Many thanks to Thirite who kindly keeps the source files. The only changes from his version is still the same: -disabled infinite loadscreen/ctd when RJW is present; -preferring the RJW's JobDriver_Lovin.MakeNewToils over CM's; -adding to the RJW's interactions chance to use impregnation function of CM -moved the ThingDef_Building into the Defs folder (as it is where it should be, i guess?) Tested both of them in a quick run with PrepareCarefully 0.16.1.4, i personally didn't experience any issues. The sources are kept inside, if anyone interested.
  10. Sorry, Giuthub, not hugslib, derp. Anyway, I have literally deactivated everything but the core and the c&p mod (http://www.loverslab.com/index.php?app=core&module=attach&section=attach&attach_id=345951) with no change. I get the kids in generation (adult sized), even the contraceptives and drugs, but no cribs, vats, or pregnancies. I even downloaded the mod again and reinstalled. I don't have problems getting any other mod to work. I rezipped it as it is in my mod file to show it installed in full: ChildrenMod_RJW_comp.zip I'm at a loss. I know the mod author is someone else entirely and you just worked on comparability but considering what an ass-hat he can be, I didn't want to ask there. I just about pulled all my hair out last night trying to get ChildrenMod_RJW_Comp working (again! as in it was working fine...I fudged something...then no more worky). I tried doing almost exactly what you did in disabling everything but Core, RJW, and C&P and was still not seeing C&P content outside of what the xmls were defining ("children" show up in game and Prepare Carefully but the textures don't apply and no functioning reproduction). It ended up being that I needed to re-build the dll (presumably because I had changed some things in RJW, which C&P then uses as a reference). That or I moved RJW into a new folder and C&P couldn't find it? Ether way shame on me, but it's working now. I also noticed that when you extract nethrez1m's C&P_comp the folder "ThingDefs_Buidlings" (which contains some important-looking defs for the crib) is sitting outside of the actual "Defs" folder where I would guess it wants to be. I moved it but haven't tested whether or not that has fixed cribs seemingly not working. Is that supposed to be there, nethrez1m? The structure of the folders wasn't touched by me. All I've tried to achieve in that C&P_fixed was to: 1) get rid of freezes/crashes 2) making RJW do the lovin' 3) making RJW's acts to have chance to impregnate the acting pawns. Verse.PawnGraphicSet.ResolveAllGraphics is the simpliest way to go. Unfortunately, that method is detoured in so many mods (beards, c&p, probably alien framework, and other mods which alter the Pawn graphics) that it'll be a lot of incompatibilities. May be in the future, when people will get used to Harmony's method of non-destructive detours, it will be a less pain to fight with all of that crap. Verse.GraphicGetter_NakedHumanlike.GetNakedBodyGraphic doesn't take as parameter any info about Pawn or it's gender. Only the BodyType enum value. Unfortunately, there isn't a way to get an object which is calling the method (at least i didn't find any approach), so.
  11. Sorry, Giuthub, not hugslib, derp. Anyway, I have literally deactivated everything but the core and the c&p mod (http://www.loverslab.com/index.php?app=core&module=attach&section=attach&attach_id=345951) with no change. I get the kids in generation (adult sized), even the contraceptives and drugs, but no cribs, vats, or pregnancies. I even downloaded the mod again and reinstalled. I don't have problems getting any other mod to work. I rezipped it as it is in my mod file to show it installed in full: ChildrenMod_RJW_comp.zip I'm at a loss. I know the mod author is someone else entirely and you just worked on comparability but considering what an ass-hat he can be, I didn't want to ask there. You will not get pregnancies (using that version of C&P) without RJW because of the way i've edited it: Pawns can get pregnant using RJW's "aftersex" method, which does calculations for STD's, thoughts, etc. So you need to have RJW and C&P_fixed both enabled. Are you using the newer version of RJW? Still didn't look into that yet. Anyone else here having the same issues with the newer RJW and C&P_fixed maybe?
  12. I've took a quick peek into the Psychology mod source. It detours a lot of methods (related to stuff we need) and i think it's incompatible with RJW's way of dealing with it. Did you try disabling just the Psychology? C&P_fixed does need RJW to work. Also, what is github mod? Can you link it?
  13. Sure, you can have it. It's done pretty simplistic and obvious though. RJW Patches.zip Hmm, this RJW Patches doesn't deal with anything in the both Prepare Carefully / C&P (C&P_RJW comp as well) mods. It's just detouring three methods from the RJW with ones that have checks for disabling their functionality, using the HugsLib perfect capabilities. You can take a look into the source. I wonder as well why are you having that issues.
  14. First of all, thank you for your work here. Your mod really adds some fun dynamics and RPing to an already great game. soo...basic noob to C# and coding in general here, but I have a couple questions you might be able to answer. I wanted to adjust rates at which different genitals will spawn on new pawns. I opened the RJW_Source project file into Microsoft Visual Studio (2017) to have a look. I believe I found the values I was looking for here: // Adds private parts to the pawn if it doesn't already have some public static void sexualize (Pawn p) { if ((p.RaceProps.body == BodyDefOf.Human) && (! is_sexualized (p))) { HediffDef privates; if (p.gender == Gender.Male) { if (Rand.Value < 0.75) privates = penis; else if (Rand.Value < 0.75) privates = (Rand.Bool) ? small_penis : big_penis; else privates = (Rand.Bool) ? micropenis : huge_penis; } else privates = vagina; p.health.AddHediff (privates, genitals); } } Here, editing those "0.75"s to something different should change the probabilties of getting the respective genitals I think (maybe?). I don't quite understand how those Rand.Value and Rand.Bool functions are working here (like I said, noob) Anyway, the primary issue is my errors on attempting to rebuild from the source, the vast majority of which are all the same issue (Error CS0246): "The Type or Namespace name "Type/Namespace" could not be found". A quick look online seems to point to not having the correct reference assembly. Any ideas here? The rest of the errors are override errors "Function: no suitable method found to override" (Error CS0115) Possibly related to the previous issue? I dunno. Thanks for any guidance you or any one else can offer here. 1. You have to locate the reference dlls for the VS to load them. Otherwise it doesn't know where are these namespaces which project is referencing as: using RimWorld; using Verse; Hit the References bar in the Project Viewer. It's probably missing Assembly-CSharp and UnityEngine. Right-click the references bar and from there locate these two dlls from the folder %Rimworld_dir%\RimWorldWin_Data\Managed (i've never worked with 2017 version, still sticking with the 2012 one, but i guess it is still has the "Explore..." button. 2. Rand.Value gives the flatly distributed number between the 0 and 1. Flat distribution means that chance to get 0.91287f is the same as chance to get 0.123394f, and any other number you can imagine in the [0,1] gap. Rand.Bool is basically a coinflip: 50% to get true; 50% chance to get false. So let's comment the code you are interested in: if (p.gender == Gender.Male) { // if the pawn is male, we will execute the code within the { } brackets if (Rand.Value < 0.75) // Rand.Value < 0.75 means that in 75% of cases (75% of numbers in the gap [0,1] is less than 0.75f, right?) privates = penis; // we will assign the regular one. So if you change 0.75 to like 0.33; the chance to get normal one will be 33% else if (Rand.Value < 0.75) // In the 75% cases of the remaining chances we will get: privates = (Rand.Bool) ? small_penis : big_penis; // coinflipped small or big one else privates = (Rand.Bool) ? micropenis : huge_penis; // In the rest of cases we will get coinflipped micro or huge one. } else privates = vagina; These weird looking ?, : expressions are just the syntax sugar.
  15. Probably vanilla calculations of "Compatibility" which depends on the age (lower the age gap between characters, more compatible they are) and their IDs (serves as the seed for randomizer, so for the two same ID pairs it will give the same results).
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