Okay, so, just making sure I got this all right. So, for example, I could set up the HUD prefab so it's got all it's different items, portrait, etc. And one of those items is a "Relationship Status List" item.
Relationship Status List parent item has a Vertical Layout Group component and transform and nothing else.
Then it's got a set of child objects, one for each relationship, that are all basically the same. Each one has a ORK HUD Status Text Content component displaying Combatant Information with Local variable origin, and each one is using text codes for a single object variable. Then each one of this child objects also has a HUD Condition component checking if that single object variable exists (also using local variable origin, I'm assuming? should I have everything set to local variable origin for the bestiary menu rather then object variable origin?) Using the same kind of format as a "Attack Modifier Attribute prefab" where it has a "name" child object and a "value" child object, I can have the "value" child object have the ORK HUD Status Text Content to show the value of the object variable, and then since I'm doing one of these for each object variable, I can have the "name" child object just say something like "Opinion of (MCs Name)" instead of OpinionOfMC to tidy it up for player presentation.
All sound right?