Callouts
Mod, 1.2, 1.3
Adds callouts in text form that occasionally appear above a pawn's head when certain in-game events occur.
The callouts use the same grammar rules and concepts as log entries, allowing us to play "Mad-libs" with not only random words, but also the properties of the initiator and recipients of the interaction, their weapons, and the cover they're using (and more soon!)
As an added...
Розробник: Captain Muscles
Дата створення: 15 Jan, 2021 @ 10:49am
Оновлено: 24 Jul, 2021 @ 7:22pm
Підписників: 36471
Розмір (розпакований) : 7.087 MB
Adds callouts in text form that occasionally appear above a pawn's head when certain in-game events occur.
The callouts use the same grammar rules and concepts as log entries, allowing us to play "Mad-libs" with not only random words, but also the properties of the initiator and recipients of the interaction, their weapons, and the cover they're using (and more soon!)
As an added bonus, wounds sustained by a pawn generate text motes (configurable in settings) as do potentially lethal hediffs advancing in severity. See gif below for an example with everything turned way up.
Pawns are more likely to use some callouts over others depending on their traits. 'Kind' or 'wimp' colonists will use 'mild' callouts; 'Abrasive', 'Bloodlust', or 'Psychopath' colonists will use 'spicy' callouts.
Current events that can trigger a callout:
Combat
- Ranged attack
- Melee attack
- Ranged attack hitting
- Melee attack hitting
- Taking damage from another source
Animal interaction
- Being nuzzled
- Feeding an animal (a wounded animal, or one that is being tamed or trained)
- Successfully taming an animal
- Successfully training an animal
- Tending to a wounded animal
- Slaughtering an animal
- More coming very soon!
Other
- Lethal hediff advancing to next stage
- Being drafted
Things that can be referenced by the callouts:
- Various properties of the initiator and recipient of the action
- Properties of the initiator and recipients weapons (and their projectiles)
- The cover the initiator and recipient are using
- Also more coming soon
The current callouts list is a little sparse/repetitive at the moment, so please bear with me as I flesh them out. Also feel free to add your suggestions to the comments!
I'm planning on adding quite a bit to this in the future, more callouts, more callout types (both combat and non-combat), and more filter options (race/kind/etc). Feel free to make suggestions and to beg, harass, or buy me coffee to motivate me to work more rapidly!
Combat callouts enabled - Enables/disables all combat callouts.
Animal interaction callouts enabled - Enables/disables all animal interaction callouts.
Queue text motes - When enabled, text motes will be queued and released over time to keep them from overlapping as much.
Attach callout text to caller - Makes callouts stay directly over the callers head until they expire
Draw label backgroud for text motes - Turn on/off drawing grey label behind callouts and motes making them easier to read
Show wounds - Turn on/off text motes displaying body parts that sustained wounds
Base callout frequency - The base chance that any given event can fire a callout
Call out when targeting animals - Turn on/off showing callouts when the target is not humanlike
Animals call out - Allow animals to use callouts
Check out のヮの 's addon for even more callouts:
https://steamcommunity.com/sharedfiles/filedetails/?id=2449104349
Concept: Tallas
Coding: Captain Muscles
Inspired by Combat Extended's taunt feature
Github download link:
https://github.com/CaptainMuscles/CM_Callouts/releases
Як завантажити моди?
Натисніть на кнопку вище та завантажте обраний мод з файлового сховища.Як встановити мод?
Див. секцію "Як встановити".Чи безпечний завантажуваний файл?
Моди перезаливаються нами з оригінального джерела, без жодних змін. Ми лише запаковуємо їх в звичайний архів. Додатково можете перевірити архів на наявність загроз за допомогою будь-якого антивірусу або онлайн-сканеру на кшталт virustotal.com. Також рекомендуємо робити резервні копії ваших сейвів, про всяк випадок.
There is a folder in the .zip archive. To install the mod, move the entire folder (not just its contents) into 'Mods' folder located under your RimWorld root isntallation folder.
So, for steam version of the game, the path would look like this: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods
For any other distribution, firstly locate your rimworld installation path and then unpack the archive into the 'Mods' folder.
Then enable the mod in the game mods menu by double clicking on its name and restart the game