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Star Wars Xenotypes
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Mod, 1.5, 1.6
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9.128 MB
8 Thg01, 2023 @ 3:45pm
30 Thg10 @ 8:39pm
36 ghi chú thay đổi ( xem )
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Star Wars Xenotypes

Trong 1 bộ sưu tập tạo bởi guy762
[OFFICIAL 1.6] Star Wars Knights of the Outer Rim (KotOR)
17 vật phẩm
Mô tả
[github.com] [github.com]





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- Adds an "Amphibian" gene for all aquatic xenotypes that increases water movement speed and nullifies the "soaking wet" thought.
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- Adds Xenotype-exclusive apparel for Hutts and Twi'leks (more to come, maybe?)
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UPDATE 9/21/24:
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11 NEW XENOTYPES!!!
- the long awaited Gungan Xenotype is finally here! Gungans are hardy and agile, though they are particularly weak to high temperatures and sunlight. they can leap great distances with a special milder version of the Sanguophage "Longjump" ability, and if Pathfinding Framework is loaded they gain a movement bonus when moving through water as a result of the new "Amphibious" gene!
- two additional new Amphibious Xenotypes have been added: Selkath and Mon Calamari! in addition, the Aqualish, Quarren, and Nautolan Xenotypes have been given the Amphibious gene as well!
- three new mask-wearing Xenotypes have been added: Kaleesh, Kel Dor, Gand. thanks to the magic of 1.5, these cosmetic masks are applied to the pawn through hediffs rather than directly from the associated gene, and as a result they are (somewhat) removable! these masks can be taken off and put back on with a simple, guaranteed-success surgery. additionally, all three mask types have different patterns/variants that are randomly selected every time the mask hediff is applied to a pawn!
- five additional new Xenotypes have been added: Dathomir Zabrak, Ithorian, Taung, Defel, and Ugnaught

more update notes in the changelog!




This mod adds 55 different alien races from Star Wars as Xenotypes.

I've also added a handful of genes that affect a pawn's lifespan. I... uh... don't actually know how well these work, or if they have any substantial in-game effect at all, but they do let me set my wookiee pawns' age to more lore-accurate numbers. These were made by simply cranking up the LifespanFactor stats to relevant multipliers. If y'all encounter any problems with it please let me know and I'll uh... try and do something about it.

This mod requires Integrated Genes and Big and Small + Prerequisites Framework. Major shoutout to Integrated Genes for having, like, the perfect list of additional genes for this mod to be possible.

~~~~~~~~~~
IMPORTANT: PawnKinds are currently not included, meaning these won't normally spawn in game. I am working on several faction mods that will utilize these, but until that's ready for release, use this mod: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2891975564
~~~~~~~~~~
This mod adds a patch for Humanoid Alien Races that fixes a bug where the "bald" hairtype doesn't work.
~~~~~~~~~~




Upcoming aliens:
- Kaminoans
- Dathomiri/Nightsisters
- Gran
- Muuns
- Skakoans
- Pykes
- Chagrians
- Iktotchi
- Verpine
- Talz
- Lepi
- Geonosians
- Massassai

and more!

~~~~~~~~
CREDITS & THANKS:
~~~~~~~~
kaitorisenkou - graciously coded many things so features in this mod could be possible!
Sovereign - made the original Sith Pureblood and Tusken Raider xenotypes in 1.4, graciously donated them to me for 1.5

Ryflamer's HD Pawn Textures mod - most of the graphics from this mod are proportioned to these 512x upscales, and were used as a base for pretty much everything I've drawn for this! I also used those head textures to create the new HeadTypes this mod adds!

RedMattis - letting me borrow the "Regenerative" gene from the Big and Small mod & fixing pawn rendering for HAR-less users

GoSu - writing descriptions

AnimeshkaTvar - writing descriptions

Lee - Kage xenotype, writing NameMakers for most of the xenotypes

anonymous friend of mine who suggested using color-inverted eyes for the Mon Calamari

other anonymous friend of mine who graciously drew conceptual sketches of Hutts and Taung when I was having trouble figuring out how to draw them (sketches can be found in the About folder in the mod files!)

erdelf - fixed TattooColorOverride dll

Bambaryła - compatability patch with other faction mods:



Our other mods:



[ko-fi.com]
Thảo luận nổi bật Xem tất cả (2)
1
26 Thg03 @ 2:00am
ĐÁNH DẤU: Missing Heads Fix
Umedyn
0
15 Thg01 @ 5:31am
Gungans, togruta and bionics
Leutian Kane
287 bình luận
PapaColan 17 Thg11 @ 12:50pm 
Would be dope if certain species were like Starjacks in terms they can survive in space longer than others. Especially with this Odsessy DLC. Like Kel-Dors
QuantumSlyvern 12 Thg11 @ 6:34pm 
The Givin species would be a great addition to the list, being that they can partially live in vacuum are highly intelligent and have an exoskeleton
ggfirst 22 Thg09 @ 7:49am 
You can use better face of Ashoka. She is very hot.
Keeweiner 15 Thg09 @ 5:23pm 
anyone know if this works with Combat Extended? i see it uses Big and Small framework which is also compatible
Chupa 5 Thg09 @ 8:23am 
Bình luận này đang chờ hệ thống kiểm tra nội dung tự động của chúng tôi phân tích. Nó sẽ tạm bị ẩn cho đến khi được xác minh là không chứa nội dung có nguy cơ gây hại (ví dụ: các đường dẫn đến trang web đánh cắp thông tin).
MW | Ajmorr 5 Thg09 @ 12:55am 
for those that are running into the tattoo issue, Lee, one of the develoipers put in their discord a replacement tattoocoloroverride.dll for the mod. were waiting on guy to reupload it on steam
Chalas 4 Thg09 @ 5:09pm 
@Guy762 Yes I believe he does have a missile jetpack. I'll boot the game and destroy it. FYI, I used the scenario "Knights of the old republic" and he came with that equipment
guy762  [tác giả] 4 Thg09 @ 3:46pm 
HAR fix integrated, thank you erdelf

@Chalas does the pawn in question have a Modular Wristgun or Missile Jetpack equipped? those items changed recently and might still be bugged for you, you'll have to take them off and delete them with dev mode and spawn in new ones
Chalas 4 Thg09 @ 3:03pm 
Hi, need help with another issue, unrelated to the tattoos one. https://gist.github.com/HugsLibRecordKeeper/ad096a277df726a96adf6d1837757581

One of my Mandalorian colonists is spamming errors
erdelf 4 Thg09 @ 9:55am 
it is specifically mods changing the tattoo code mind you.