RimWorld

RimWorld

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ESCP - Dunmer
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Mod, 1.4
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2.569 MB
13 Dec, 2021 @ 4:38pm
7 Nov, 2023 @ 8:53pm
20 Change Notes ( view )

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ESCP - Dunmer

In 1 collection by SirMashedPotato
ESCP - Races
15 items
Description
[discord.gg]

[discord.gg]

Also available on GitHub[github.com]

Adds in the Dunmer race using Humanoid Alien Race Framework, several factions, and an assortment of closely related extras. Do note that this mod assumes that you own all of the expansions, but should work fine without any. You may notice some stats changes not taking affect if you don't own certain expansions.



Dunmer Race:
An elven race that calls the ashlands their home. Stories say that the Dunmer were cursed after a great betrayal, leaving them with bruise coloured skin and fire coloured eyes.

Dunmer culture is rather resistant to change, continuing to uphold traditions from many years ago. The dead are treated with great respect, as it is believed that in a time of need they may return to this plane to provide aid. The corpses themselves are cremated. The ash and bones are then spread in a ash pit, often in a family tomb. This is thought to return the dead to the fires they were born from.

Some Dunmer have forsaken the life of the settled houses, and returned to their nomadic roots. These Dunmer are known as Ashlanders.

Mer Blood:
  • Psychic sensitivity is increased by 20%.
  • Fertility is decreased by 50%.
  • Base health scale is decreased by 20%
  • Life expectancy is increased to 300 years.

Children of Resdayn:
  • Maximum comfortable temperature is increased by 10°C (50°F).
  • Heat armour is increased by 20%.
  • Flammability is decreased by 80%.
  • Immune to ash build up from ash storms.



Dunmer Factions:
This mod includes civil, fierce and savage Ashlander tribes, fulfilling the standard vanilla faction archetypes. Five Great House factions, and a Dunmer reavers faction, are also included.

Settlement preference:
  • All Ashlander factions will prefer to settle in ashland biomes.
  • Honourable Great Houses will prefer to settle in ashland biomes.
  • Diplomatic Great Houses prefer the safer ashlands biomes, as well as temperate forests.
  • Scientific Great Houses prefer most ashland biomes, as well as temperate forests, but will also only settle near sources of water.
  • Faithful Great Houses prefer regions with a reasonably temperate climate.
  • Slaver Great Houses prefer regions with high rainfall.

Gimmicks:
  • All factions will generate with appropriate Ideology memes and precepts, and have support for certain mod added memes.
  • Mercantile Great Houses may send Camonna Tong traders, wealthy traders that often deal in illicit and exotic goods of questionable origin.
  • Scientific Great Houses may send Telvanni traders, containing a wealth of items from Telvanni Technology.
  • Slaver Great Houses may send special slaver traders, containing a wide assortment of slaves for you to pick from.



Royalty:
  • The Ancestral meditation type is added, and is given by Dunmer childhood backstories.



Ideology:
  • The Cursed meme is added, increasing good will with any factions that also have this meme.
  • Four origins are added, each one affecting the goodwill of factions with these origins.
  • Three styles are added, with custom ritual effects.
  • The ancestor speaker role is added. A Dunmer specific role that can give several buffs to pawns.
  • The ancestor seance ritual is added. A new ritual that takes place at the new burial buildings.



Biotech:
  • Children born from a Dunmer mother will be born a Dunmer.
  • Children born from a Dunmer father will inherit the 'Dunmer Blood' gene, but only if the child is not a Dunmer.
  • Additionally, children born of a Dunmer father will inherit the 'Mer Blood' gene, but only if the child is not a Mer.

Skin and hair colour genes are disabled.
HAR colour channels are just easier to use, and offer more functionality. This does mean that individuals of this race do not appear to be 'baseliner',

Xenotypes are enabled.
This race can be given xenotypes, however do note the above. Impids, and similar, will still use the normal skin colours.



Additional Content:
  • Tileable burial pits, saint shrines, burial urns, and Ashlander mummies. All of these can be used for the new Ancestral meditation type.



Want Dunmer styled stuff back?




Questions you may have:

There are no starting scenarios?
No, you can modify any scenario, and switch the faction to one of the Dunmer ones.

The non-player factions are just tribal?
Yes, they will be made fancier whenever Dunmer Armoury is released.

Where'd the styled stuff go?
I'll be releasing that as a standalone, as enough people requested it as a separate mod.

Where'd 1.3 support go?
Scroll to the bottom of the description, your answer is there.

Does this work with Combat Extended?
No idea. I don't use it, and don't expect I ever will. Please don't ask me, and instead direct your questions to the people that actually work on that mod. That way you actually get an answer instead of a snarky response.

Why still use HAR? Biotech exists you know.
1 - HAR is free.
2 - HAR offers more to mod creators.
3 - Biotech xenotypes are fundamentally still human, and not in a philosophical way. This goes back to point 2.



Contains patches for:
  • Several MorrowRim mods, adding additional benefits or hindrances to several backstories, and adding various things to Dunmer traders and factions.
  • MorrowRim, making Dunmer immune to ash build up, and negating or replacing several thoughts.
  • MorrowRim, adding in the special ashlands trader to Dunmer factions.
  • VE Memes and Alpha Memes, adding specific memes to certain Dunmer factions.
  • VE Psycasts, adding a psycaster pawn kind to non-player Dunmer factions.



Separate patches:



Credits:
  • Big thanks to the testers on the ESCP Discord.
  • Daedric font by Pixel Sagas[www.dafont.com].
  • Kropolis for the absolutely fantastic MorrowRim banner art.
  • Spelling and grammar fixes by Baldamundo
  • Filled Dunmer graves sound from Morrowind.
  • Based on the ‘Elder Scrolls’ series by Bethesda Game Studios.
  • Backstories contributed by:
    • Abbator



1.3 Support:
I've made a significant number of changes updating to 1.4, and the races have basically been remade scratch.

Because of this the races are no longer compatible with 1.3. If you want to stay on 1.3 then you can grab the final 1.3 version from the github pages. You'll also want the final 1.3 version of Race Tools, to ensure nothing is broken. I'll link the final versions on the respective race pages.

Final 1.3 version of race tools[github.com]
Final 1.3 version of Dunmer[github.com]

(CC BY-NC-ND 4.0)