RimWorld

RimWorld

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SpeakUp
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Mod, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
3.219 MB
30 May, 2021 @ 6:51am
31 May @ 9:22am
45 Change Notes ( view )

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SpeakUp

Description
SpeakUp is a Social Interaction Framework (SIF) capable of giving voice to your pawns.

Let'em speak their mind - let's hear them out!


Besides giving more narrative immersion and connection with the pawns, the SIF content helps to have a better understanding of what's going on with them.
For example, if a pawn
  • is mad or overjoyed about something
  • is starving or freezing,
  • has a specific trait, high/low skill or passion
  • likes or dislikes some other pawn
you will be able to find this out right away - as the pawn will comment on it with other pawns. The dialogues are shown using the Interaction Bubbles mod by Jaxe.

The SIF, besides allowing for free-form dialogue, presently allows for pawns to speak based on parameters such as:
  • weather (including temperature)
  • traits
  • mood
  • thoughts
  • needs
  • opinion of other pawn in the conversation
  • current task

So for example:
  • if it starts raining, a farmer might say: "This rain will help our crops" whereas a miner would just say "It's raining"
  • a hungry, angry, brawler pawn might threaten a skilled cook, forcefully asking for cooked food or else
  • a greedy pawn might complain about having an undignified room, and ask a skilled builder/artist to improve it
  • a kind pawn could praise a skilled nurse for her medical or social skills
  • two researchers could exchange physics or chemistry jokes while relaxing around a table
  • an art student might ask his teacher for advice while sculpting a piece of art
  • an abrasive pawn could slight a wimp, ugly pawn by comparing him to an undead chicken

The list of possibilities is truly huge - you can mix and match as many parameters and situations as your imagination allows you - and you can be as detailed or as generic as you wish.


SpeakUp is a framework, ready to be fleshed out. I already filled in lots of content, but of course what I did is just the tip of the iceberg. There are almost infinite dialogue combinations. Since I cannot possibly manage all of them by myself, your help is very welcome - in fact, needed - to create a rich, life-like environment. While one person cannot possibly tackle this, many people around the world can cooperate - each contributing with his or her dialogue idea.

If you wish to help, you can:
  • read the wiki[github.com] to find out how easy is making your own dialogues and then submit them to me on the related GitHub and/or use them locally in your Rimworld runs;
  • if you really don't feel like writing XML code, you may suggest or request a dialogue idea in the server[discord.gg], where you can also submit your XML code suggestions
  • I'm Italian and I live in Brazil, and although I'm a veteran languages teacher, my English is far from perfect - so, if English is your native language, please suggest any improvement for any "weird" dialogue;
  • I mainly write the XML part; the C# part is being managed by JPT, whom I hired to help creating this mod; this means you can choose to contribute with money (just a few USD or EUR is already great help!), so that I will be able to pay him to expand framework functionalities via C# programming.

If you wish and can:
[ko-fi.com]


Since SpeakUp uses vanilla <InteractionDef> and its derivates, it tends to have high compatibility with other mods - except those which alter <InteractionDef>s.
Yet, even full compatible mods may still need XML writing - e.g. if you use Open The Windows or Dubs Bad Hygiene mods, the basic SpeakUp dialogues will be there; yet, there will be no dialogue specifically referring to these two excellent mods, unless someone creates it first by writing specific XML lines.
For more details, check the mod compatibility list.
Camera+ is strongly suggested, to zoom in the dialogues, while Adjacent light avoids unexpected darkness comments.
SpeakUp and 1-2-3 Personalities authors are in full cooperation mode.
SpeakUp should be savegame compatible. Add it midgame - should be fine. Remove it, the worst that might happen is some minor bug in the social logs.
Make sure that you load SpeakUp after Hugslib.


1) Enemy Unknown
Mysterious issues will most probably pop up somewhere, sooner or later.
If you notice any, please report it by carefully following the guidelines here: https://steamproxy.net/workshop/filedetails/discussion/2502518544/3040481812840962628/ .

FOLLOW THE GUIDELINES OR YOUR BUG REPORT WILL BE (alas!) IGNORED.
Don't get me wrong, I'm not being uncooperative and/or strict here - it's just as simple as that: I can't debug if I don't have the required data and this data is solid. So if you don't provide it correctly, I simply can not - unfortunately - help. Please avoid using the general comments area to report a bug.

2) My very first mod
Yes - I include myself as a "known issue". It's my very first mod and, although I hired JPT to help me out with C#, I still have lots to learn. Probably I even miss some basics. As a teacher myself, I'm very eager to learn - so if you have any constructive suggestion, bring it on!

3) No multi-language support (for now!)
If you play in a non-English language, you might see no interactions at all or just a few interactions in English.
As a linguist and languages teacher, of course I'd love to see multilingual content for the SIF. Yet, implementing English alone is a huge endeavor - so, again, I need the community's help to offer multilingual content. I can manage Italian and Brazilian Portuguese and - to some extent - English, but I'm prioritizing English for now to give more visibility to the mod.
Luckily, a group of helpful people is starting to find ways to translate SpeakUp! Stay tuned — we have found some major roadblock for now. If you want to help with C# or some smart solution to bypass this, let me know!

4) No answer
At times, a pawn won't react to another. This is tied to vanilla base interaction chance. For instance, if the other pawn is too busy, or too far away, or can't be seen by the other pawn, the interaction chance is reduced accordingly.

5) Limited interaction types
For now, some interaction types (i.e. deep talk ...) are not managed, while others are partially managed.
Popular Discussions View All (2)
42
14 Aug @ 7:10pm
PINNED: BugHunter's reporting guide
Sergio di Napoli
24
18 May @ 3:35pm
PINNED: Is [mod name] compatible with SpeakUp?
Sergio di Napoli
679 Comments
InnocentDeadly 22 Sep @ 10:55am 
text to speech?? :(
TheBronzeWarrior 17 Aug @ 4:39pm 
could you add the ideology dialogues? it still says "X spoke about (insert ideology topic)"
Sergio di Napoli  [author] 17 Aug @ 6:37am 
小心漂亮妹妹
We could never overcome the language difficulties, unfortunately. I believe the chances you're getting these errors due to language problems are high.
小心漂亮妹妹 17 Aug @ 6:03am 
My game uses chinese,and uses this mod in english,I often have some error,they just like: [pawn name(chinese charactor)] ERROR.Could you tell me if it caused by the different language?
Sergio di Napoli  [author] 16 Aug @ 4:35am 
@GuppyFacesAreCute
Thanks — that was the original intent :-)
GuppyFacesAreCute 16 Aug @ 1:56am 
thank you for this, it's giving the game some life it badly needed
Holgast 3 Aug @ 3:52am 
Ideology rituals would be amazing too
Holgast 3 Aug @ 3:46am 
I would love to see some lines for the disturbing talk added by disturbed pawns in Anomaly
Lonely_Rain  [author] 28 Jul @ 7:29am 
Without logs and replication of this error I can't really help here. I've had this mod tested on multiplayer with a heavy (200 mods) list and haven't had these issues. If you can replicate them with just speakup or with speakup and a mod it is conflicting I can definitely be of more help
Kleme 28 Jul @ 7:25am 
Seems that this mod creates a bunch of errors saying "Random state stack is not empty. There were more calls to PushState than PopState. Fixing."