Are you tired of talking to characters as a high-and-mighty "Archotech Intelligence"?
Have you ever wanted to integrate into your colony as a colonist, only to find he has his own thoughts?
[b]This mod solves this problem, allowing you to play as an ordinary (or extraordinary) colonist who only speaks when you control him.[/b]
[hr]
Usage Instructions
[list]
[*] It is recommended to change [b]"Allow Player Custom Dialogue"[/b] to [b]"Auto-generate Reply"[/b] in the [b]RimTalk[/b] settings.
[*] Use Developer Mode or Character Editor to add the health condition (Hediff) [b]"Ω"[/b] to your specific pawn.
[/list]
Additional Features
[list]
[*] The color of colonists' names in the list can be freely changed in the mod settings.
[*] In the mod settings, you can enable automatic copying of the content you send in conversations. You can also right-click to quickly copy the unsent content in the current window (Note: Copying only works when clicking the window border or directly on the text "What do you want xxx to say to xxx?").
[*] When players speak themselves, randomly generated age/gender/race suffixes will no longer appear. These have been replaced with an additional description that can be customized in the settings.
[/list]
[b]Core Principle:[/b]
[list]
[*] Forces the "Talkativeness" of the pawn with this status to 0. Only when you control them to speak, it changes to 1 for 20 seconds (allowing them to speak), and then reverts to 0.
[*] Forcibly refills information for Ω pawns with 0 Talkativeness.
[*] When the Ω pawn speaks, the original automatic reply prompt is replaced with a manual reply prompt, and additional instructions are added to ensure the AI does not generate speech for them.
[*] When others speak and an Ω pawn is present, relevant prompts are injected to ensure the AI does not generate speech for the Ω pawn.
[/list]
Usage Precautions
[list]
[*] Since the 20-second window is short, it is recommended to zoom in on the character before speaking to avoid failure.
[*] To ensure silence, there is a slight increase in token consumption (approx. 10-50).
[*] It is recommended to wait for other pawns to finish speaking before controlling the Ω pawn. Long queues have a small chance of causing dialogue issues (tried to fix, but no guarantees).
[*] If using RimTalk Advanced Mode, silence might fail. This mod modifies prompts in two ways:
[list]
[*] Modifies text in {{ prompt }} and adds commands to stop AI from generating Ω pawn speech.
[*] Occasionally adds status details (like other colonists) to {{ context }} which were previously missing.
[/list]
[/list]
Others
The possibility of conflict is low, as I only modified a small part of the RimTalk code to achieve the goal.
[i]This mod was created with AI assistance; I guess I'm a novice AI wizard now (
It was originally written for my own use, but since it's made, I decided to share it. Please forgive the roughness of the mod.[/i]
[hr]
Update Log
[b](Feb 6)[/b]
[list]
[*] Fixed another bug, I hope there won't be any more bugs : (
[/list]
[b](Jan 25)[/b]
[list]
[*] Fixed a small bug and slightly optimized the prompts.
[/list]
[b](Jan 22)[/b]
[list]
[*] Optimized the validation logic. No more manual whitelist management needed.
[/list]
[b](Dec 31)[/b]
[list]
[*] Continued to optimize the code to reduce potential errors; improved the mod settings interface for better aesthetics.
[*] Added two new features: one enables automatic copying of the last sent conversation content, and the other allows quick copying of the conversation text you've typed by right-clicking in the dialogue window.
[*] Added a small integration with the [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3630790215]Avatar Expansion Pack[/url]. Now, Avatar pawns will automatically gain the Ω status, and the name "Avatar" is automatically added to the list (this can be disabled in settings).
[/list]
[b](Dec 28)[/b]
[list]
[*] No major changes, just slightly optimized the code to reduce potential conflicts.
[/list]
[b](Dec 21)[/b]
[list]
[*] Added a small feature to customize the color of the pawn's name in the dialogue list (it seems neither list can recognize parentheses).
[*] Modified part of the code; it is now not recommended to have the Player Name and the specific pawn's name be identical.
But if you really want them to be the same: Install the "PA's god hands" mod; set the Player Name in "Hand of God" to be the same as your pawn; then in RimTalk, set your name to "Archotech" or "Pawn Name (True Form/Archotech/etc)". This way, the data sent to the AI uses the RimTalk name, while the dialogue list displays the name from "Hand of God". Note: This may cause minor conflicts; please test it yourself.
[/list]
[b](Dec 17)[/b]
[list]
[*] Improved the mechanism. It can now basically completely ban the specific pawn from speaking automatically, without needing to modify personality traits (though external visual traits can still be written).
[*] [b]Strongly Recommended:[/b] Change "Allow Player Custom Dialogue" to "Auto-generate Reply" in RimTalk settings. This ensures that when you force others to talk, dialogue for both sides is generated properly.
[*] The operation to add the health condition [b]"Ω"[/b] remains unchanged.
[*] You now need to add the following in the mod settings:
[list]
[*] [b]#Player Name:[/b] Your name as the Archotech/Player, consistent with the Player Name in RimTalk.
[*] [b]#Silence List:[/b] Input the pawn's nickname to add them. This only detects the name during dialogue for adjustments and won't affect anything else. If you change the pawn's nickname, you must update it here as well.
[/list]
[*] Small increase in token consumption only when others speak while your specific pawn is nearby.
[*] The Silence List can also be used to ban others from speaking, though this hasn't been extensively tested.
[/list]
If there are conflicts or other issues, please let me know, and I will try my best to fix them.
[i](These translations were all generated by AI. If there are any errors, please kindly understand.)[/i]