RimWorld
Star Wars : The Force-Psycast [Discontinued]
907 σχόλια
千早聖愛音です 8 Σεπ, 21:12 
666 Thank you so much:steamhappy:
Lee  [Δημιουργός] 8 Σεπ, 20:58 
Cast Sith Sorcery Crafting on the mech link
千早聖愛音です 8 Σεπ, 20:55 
Oh, that's my question. Its name is Mechu-Line. Where should I find it?
Lee  [Δημιουργός] 8 Σεπ, 20:09 
i don't know what your talking about
千早聖愛音です 8 Σεπ, 19:50 
Hi, I would like to ask how to obtain the psychic preconditioning machine control center that can revive the machine?
Lee  [Δημιουργός] 30 Αυγ, 19:25 
Uh, your on the wrong mod. This has been discontinued. Though this mod was built with vpe
Goodmodius 30 Αυγ, 17:32 
i got a dumbass question
is this usable with vpe
im assuming not but i would like to know
HK47 Raiden 25 Αυγ, 6:17 
extra to add, It didn't work, pawn would rather use a Mastodon Tusk instead of the Blade of Talzin.
HK47 Raiden 25 Αυγ, 5:37 
Just a quick mention about the Night Sister blade, it's missing some weapon tags so doesn't get shown in other mods like Autoarm/Simple Sidearms and is constantly switched out. I've edited the XML for the missing Tags to match what is in the Lightsaber mod linked above so it has

<weaponClasses>
<li>Melee</li>
<li>Ultratech</li>
</weaponClasses>

added below the tools section. in the NightsisterWeapon.xml and I'm hoping it will show up and become compatible with the other mods I mentioned previously.
GrundleTaint 24 Αυγ, 22:05 
NAHHHHHHHHHHH your telling me i get an amazing star wars force mod and it fucking has the ability to give me an additional floaty sword?!?!?!? i love this mod! yall are amazing!! thank you!!!!!
Lee  [Δημιουργός] 24 Αυγ, 15:00 
Ah no worries. I'm just not aware of everything that patches the mod
Komandarm Knuckles 24 Αυγ, 14:32 
I apologize, the reason why I thought it wasn't targeting the specified limbs was due to OptionalPatches.xml, which set the stats of this mod's lightsabers to be the same as those from the KotOR mod, which means an armor penetration of ~40% and a lower damage as well as higher cooldown (BuildYourOwn kept the original stats, that's what tipped me off)

That made the lightsaber psycast abilities unable to deal enough damage or in some cases penetrate the armor at all, hence why I thought it wasn't working

Also, I'm currently playing on 1.5, forgot to mention that, so it might not even be an issue for those playing on Odyssey. Did the opposite and patched the KotOR lightsaber stats to be in line with this mod, and now the lightsaber psycasts actually do damage when using the other mod's weapons (or any saber other than buildyourown)

Sry for the inconvenience
Komandarm Knuckles 23 Αυγ, 20:25 
Fair enough, I'm running a fairly large modlist, ty ^^
Lee  [Δημιουργός] 22 Αυγ, 6:38 
The Memphis - A little more detail would be nice
Lee  [Δημιουργός] 22 Αυγ, 6:38 
Komandarm, it might be different if you have a mod that changes how damage work, but other than that i don't know
TiraboTurbos 21 Αυγ, 22:39 
Yo! A combat supplier's selling a techprint that seems to teach me how to make my own sith-tech implants! Sick! (Also good thing, the implants themselves are as expensive as Sion is Angry).
The Memphis 21 Αυγ, 20:23 
is throw lightsaber bugged?
Komandarm Knuckles 21 Αυγ, 17:45 
The lightsaber abilities don't do what they say they do. The hand one does make the pawn drop their weapon, but doesn't really hit the hand. Most of the time they hit somewhere else, to the point that when they actually hit the part they're supposed to, it might as well be coincidence

Is this known/intended?
✪ AstraZeneca 18 Αυγ, 23:15 
Funny thing is it messed up after updating to 1.0.38. Before updating rimsort it was doing well. But no worries, all is well now.
GoSu 18 Αυγ, 9:57 
@AstraZeneca, update your rimsort maybe, I don't have that issue. 1.0.38 is the latest
Lee  [Δημιουργός] 18 Αυγ, 8:56 
That sounds like a Rimsort issue. The dependency is listed in the about folder as well as the loadafter
✪ AstraZeneca 18 Αυγ, 8:39 
I discovered this mod doesn't have Vanilla Psycast Expanded dependency when used in RimSort. The load order is also not there. Caused me a few errors hehe.
Lee  [Δημιουργός] 16 Αυγ, 16:40 
Thanks for the feedback, however it is unlikely to change in the near future
Devious_Soldier 16 Αυγ, 15:21 
Force revitalize is way too powerful, in my opinion. I train three pawns with it and I never worry about losing limbs or organs again
Lee  [Δημιουργός] 16 Αυγ, 13:03 
If you cut off its hand sure
The Memphis 16 Αυγ, 12:44 
Is it possible to make the inquisitor mechanoid drop it's lightsaber?
Lee  [Δημιουργός] 12 Αυγ, 10:25 
Weird. Never seen that bug before
神木零子 12 Αυγ, 9:16 
Language bug encountered. PAWN_planetOfOrigin → UNRESOLVABLE in Sith Slave backstory. This bug still exists after changing language to English.
Test environment: All DLCs, all Star Wars mods and required mods, character editor
mageofsomethingorother 12 Αυγ, 2:07 
thank you very much!!
Lee  [Δημιουργός] 11 Αυγ, 15:32 
The event shouldn't have been fired off. As for the red nexus, walk a pawn into it and check their health tab
Sheepie 11 Αυγ, 14:11 
Ok what do you mean they shouldn't have triggered ahaha, and yea I saw a red nexus looking thing but I dont know what it does or how to interact with it
Lee  [Δημιουργός] 11 Αυγ, 7:36 
Cast sith sorcery crafting on a regular mechlink
mageofsomethingorother 11 Αυγ, 4:19 
I've been having a lot of fun with this but wanted to ask!! Is there any way to find a mechu-deru link or do you just have to start with it?
Lee  [Δημιουργός] 10 Αυγ, 15:47 
Uh. They shouldn't have triggered.
But if it did, then look around the map for force nexuses
Sheepie 10 Αυγ, 14:25 
Hey what does the force vergence event do?
Mountain Toad 10 Αυγ, 14:19 
Awesome mod. Keep up the good work. Looking forward to the update
Geargrinder 9 Αυγ, 9:57 
Aight. Thnx for the quick response. You might add it to the tooltip that the ability builds heat over time instead of being a 1 time cost so players don't waste their first level on the stance (like me). Or perhaps I didn't read correctly.
Lee  [Δημιουργός] 9 Αυγ, 9:42 
It builds heat over time, so it may be your pawn doesn't have enough heat to sustain it
Geargrinder 9 Αυγ, 9:38 
I have a problem with the 'jedi ready' stance. It's supposed to be a 1 time cost for a 3 hour buff. But when I activate it the ability is channeled, which means my lvl1 Jedi reaches max heat in about 1 second.
Lee  [Δημιουργός] 8 Αυγ, 19:18 
Sometimes they fight, sometimes they don't. It'll be fixed in the new mod
Catgirl's Union Rep. 8 Αυγ, 19:07 
shouldn't the sith and jedi be fighting each other? i just had a caravan from each show up and they're just hanging out together, i was hoping to get some sweet free loot off of whichever of them lost
Mountain Toad 6 Αυγ, 17:40 
Very cool mod. Thanks for making this.
Lee  [Δημιουργός] 6 Αυγ, 10:10 
And plus, i don't use the mod anyways, so it would have to come from their side
Lee  [Δημιουργός] 6 Αυγ, 10:10 
Its no longer using VPE, so unlikely.
toetruckthetrain 6 Αυγ, 10:08 
do you think the remake might one day have that?
Lee  [Δημιουργός] 6 Αυγ, 9:55 
toetruck : no. This mod is effectively discontinued as i work on a remake.
Tucker : Yes
Tuckertheliz 6 Αυγ, 9:39 
Is dark chain supposed to be as strong as an anti-grain warhead? I used it on a raid that was prepping and killed/downed all of them. Idk if its a mod conflict or just balancing atm. Besides A couple OP abilities, I am really loving this mod though.
toetruckthetrain 6 Αυγ, 8:27 
VPE biotech integration compatibility some day?
Space Gandhi 2 Αυγ, 22:07 
Just an update resubbing did fix the cyclic error but I also had to resub to the factions mod and The Psycast mod was generating errors. I imagine this wont be a problem for long once everyones moved from 1.5 to 1.6 but just for any one who comes after.
Lee  [Δημιουργός] 2 Αυγ, 13:45 
Nope. I recommend dev unlocking the Jedi training tree and picking up the apprenticeship ability