I see this has been mooted before a few years ago, when pets/NPCs were less fleshed out.
Seems to me, that as a non-combat mid to lategame challenge, a scaling morale factor that keeps getting worse would be a realistic depiction of life after the apocalypse.
After some time spent alone, a character would get lonely, depressed, perhaps even insane, this could be alleviated by the morale raising activities already present, but only temporarily.
The long-term fixes are pets or NPCs, but perhaps an NPC that isnt a good match is worse than none?
A few years ago this was suggested I can see, and Kevin said that NPCs and pets arent at that stage to make it feasible, are we at that stage yet?
I feel this would be one of the most important factors for a cataclysm survivor to try and manage, if we are thinking pseudo-realism, and in terms of gameplay it would an actual incentive to strive for fancy food and fancy clothes and drugs and NPC friends or pets in the mid to late-game, because they become necessary, forcing travel and need for higher-end crafting - this may help the lategame become less stale.
I am no C++ coder, but if this might be possible with LUA/JSON modding I’d be happy to give it a go.
Thoughts?