RimWorld
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FIP - WestTek
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Mod, 1.6
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23 okt om 10:11
15 nov om 7:36
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FIP - WestTek

Omschrijving
Fallout Immersion Project – West Tek
“A better YOU, today.”

[ko-fi.com]

[Open Beta] This mod is under active development — updates and patches may drop anytime.
Your feedback directly shapes development!

“We don’t stop science because it’s difficult - we stop when it’s perfect.” — FIP motto

Features
  • New Genes!
  • New Xenotypes!
  • Sanguophages Makeover

Future Development
  • Getting the Genes to work in a more elegant way...
  • ...then add more Genes!
  • Ghoul Textures (Consider KoFi Donation)
  • Unique Ghoul Content
  • Super Mutant Textures
  • Unique Super Mutant Content
  • Numen Textures
  • Unique Numen Content

Requirements
  • Biotech DLC – Required.
  • Donaustahl (Core Framework) – Required.

Fallout Immersion Project Modules


Art & Assets
  • Professional artwork is planned — if you’d like to help upgrade visuals, consider supporting the project below.

Support the Project
[ko-fi.com]
15 opmerkingen
Bavarian Barbarian  [auteur] 27 nov om 23:26 
Well the error log you uploaded contains a bunch of third party mod dependencies, so there is probably a mod conflict there which might be caused by a specific xenotype skill set(vanilla can actually break itself when using some vanilla genes. I might know a way to work around this, but it will take some time.
keyz182 18 nov om 0:58 
With all the DLC, Harmony, and this mod (plus the core FIP mod) and nothing else, I get pawn generation errors.
I don't see anything particularly useful in the logs, but they're here just in case: https://gist.github.com/keyz182/99a65c4e6de6527fca8d3f20c2de3b82
Wanderer101 16 nov om 21:41 
@Garrrry

Because lore-wise as far as we know they effectively are.
Garrrry 15 nov om 12:16 
why are ghouls and supermutants immortal?
Bavarian Barbarian  [auteur] 15 nov om 7:50 
Just uploaded a bunch of small fixes for all four released FIP mods, so if you don't have the optional DLCs installed you shouldn't get any more errors now (They did't do any harm, you just got a wall of red text saying it couldn't update something that doesn't exist without the DLC.) I am still working on providing more screenshots and descriptions but I can't find the time right now. But I am on it.
Bavarian Barbarian  [auteur] 14 nov om 6:51 
For the people wondering about the lack of descriptions so far here is why:

A) It's still a playable WIP but it's not finished. I rushed to release them all in a playable state so you can test and suggest what you liked and didn't like before I went off to a small break.

B) I am still mainly waiting for textures I myself, but don't worry they are still in production, there just were some private delays. But unlike my RobCo mod which already has all base textures I don't know what I should actually show here. For example without the Super Mutant textures I could only show you a green skinned pawn, not very spectacular :)

C) I don't want to pressure anyone into supporting a dubious WIP, but the Kofi exists due to the already existing RobCo mod. And yea textures are my personal bottleneck, I can't make them, I can't influence how quick they get made. All I can give you are hundreds of hours that went into these mods so far.
Rose 7 nov om 3:33 
Seems really interesting, but I keep checking back each day to see if images or any details have been added yet.
engineer gaming 5 nov om 18:46 
You should change the ghouls into the wasters but rename them ghouls.
engineer gaming 4 nov om 22:02 
goes hard asf
Fred_Flo 4 nov om 7:54 
Thanks for the mod, can we get some xenotype and gene images and descriptions?