RimWorld

RimWorld

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ESCP - Falmer
   
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Mod, 1.4
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13 Dec, 2021 @ 4:38pm
13 Mar, 2023 @ 11:39am
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ESCP - Falmer

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

[discord.gg]

Also available on GitHub[github.com]

Adds in the Falmer race using Humanoid Alien Race Framework, as well as one non-player faction. 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.



Falmer Race:
An elven race well adapted to the cold north. Some living Falmer prefer to be referred to as 'Snow Elves', due to Falmer being associated with their degenerated cousins.

The Falmer have long been thought to be extinct, wiped out after a great war with the Nords. The truth is that they were simply lost to time. Many of the Falmer sought refuge amongst the Dwemer, in their vast underground cities. After the disappearance of the Dwemer, the Falmer were left, entombed, deep underground. They slowly degenerated, becoming a grim reminder of Dwemer ingenuity. For the Dwemer built a tomb that the Falmer could never escape.

Some Falmer sought refuge within forgotten vales, deep within the mountain ranges of the far north. These 'untainted' Falmer are thought to be the last of their kind.

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.

Cold Adaptation:
  • Minimum comfortable temperature is decreased by 30°C (87.8°F).
  • Maximum comfortable temperature is decreased by 6°C (42.8°F).
  • The thought for being in a cold environment is negated.
  • The thought for sleeping in the cold is negated.
  • Immune to frostbite.
  • Gains the hypothermic slowdown hediff instead of hypothermia.



Falmer Factions:
This mod includes a single Falmer Remnants faction.

Settlement preference:
  • Cold regions with hills or mountains.



Ideology:
  • A style is added, with custom ritual effects.



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



Questions you may have:

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

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

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:
  • VE Memes and Alpha Memes, adding specific memes to certain Falmer factions.
  • VE Psycasts, adding a psycaster pawn kind to non-player Falmer 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.
  • Based on the ‘Elder Scrolls’ series by Bethesda Game Studios.



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 Falmer[github.com]

(CC BY-NC-ND 4.0)