RimWorld

RimWorld

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[RH2] Faction: Bounty Hunters
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Mod, 1.4, 1.5
File Size
Posted
Updated
28.891 MB
16 Nov, 2022 @ 9:18pm
5 Apr @ 7:57pm
23 Change Notes ( view )

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[RH2] Faction: Bounty Hunters

In 1 collection by Chicken Plucker
Red Horse² - Factions
7 items
Description
Bounty Hunters, glorified mercenaries out for fortune in a cruel Outer RimWorld where the defenseless may have nowhere to run and nowhere to hide. They are highly organized, professionally trained and care very little for collateral damage.

They don their powered armours and legacy models of UAC equipment doing whatever the next contract tells them to do.




Contents:
- Bounty Hunter armors from DOOM by JangoD'Soul.
(Note: Apparel may be rendered low in-game due to 1.3 update forcing this.)
- Unique hostile faction with their own backstory and characteristics.
- Enlistment feature that allows your colonists to become a part of the faction naturally.
- DOOM 3 cigarettes, cola and S3 Plasma Gun
- DOOM 2016 MP Bounty Hunter armor set done in 256x256 art for RimWorld!
- You get to listen to Hellwalker remake by Jupiter while idle in the Contracts screen. Enjoy.
- If enabled with [RH2] DOOM, Bounty Hunters will spawn with weapon variations from that mod.

Features:



Enlisting to this faction unlocks the following benefits:


Main Services








Medical Services



Training Services





Other Services




Reinforcements Feature



Resign from Enlistment






FAQ

- Is this safe to enable mid-save?
- No, you need faction discovery or Vanilla Expanded Framework.
NOTE: Rimcities will cause the mod to have problems being enabled mid-save even with VEF.

- Is this safe to disable mid-save?
- No, you need faction discovery or Vanilla Expanded Framework.
NOTE: Rimcities will cause the mod to have problems being disabled mid-save even with VEF.

- My colonists won't haul the gear in the stockpiles?
- My colonists keep stripping/not putting the clothes on?

- When you enable a mod mid-save successfully, the game automatically disables the items for every kind of "allowed" stockpile, i.e. your uniform settings, your allowed food diet settings, medicine settings and stockpile.

All you have to do is allow all of these items in your settings for each one.

- SOS2 compatibility?
- Enlistment mission events and reinforcements are untested in new planets and/or player space ships.
- The armors are tagged for EVA.

- Is this-
- Yea

- Compat-
- Yes it is

- Combat Extended?
- Ye



Please consider to:
[ko-fi.com]

To help develop more mods and features like these!

[discord.gg]

Credits:
Taranchuk - Lead C#
Jecrell - C#
JangoD'Soul - Textures
Chicken Plucker - Textures
DOOM 3 SFX - id Software
Hellwalker Remake Soundtrack - Aaron F. Bianchi Jupiter
Slayer Gates - Mick Gordon

Ko-fi supporters, of which this mod won't be around without:
getodog
Gur
AdrianRodinglioValladar
LegendKiller
The Last Eternal
JL
JME
Anonymous (Someone)
Anonymous (Someone)
Slayer Charlie
116 Comments
dagobert dogburglar 30 Mar @ 6:18am 
For some reason, none of the RH2 series mods SOS2 compatibility seems to be working anymore. Have tried messing with load order. Are you up to speed with how it works now? They need decompression and hypoxia resists now versus just an eva tag.
ПОТОМ 14 Oct, 2024 @ 1:24pm 
БАУНТИ ХАНТЕЕЕР
Kier 23 Aug, 2024 @ 1:40pm 
Ah I understand. Interestingly enough I had no CE compatibility problems with your mod, only that when receiving the free guns, they did not come with ammo. The bounty hunter colony did not sell any ammo either.

Thank you for taking the time to let me know, I hope that the vehicles are updated to account for your mod in the future.
Chicken Plucker  [author] 23 Aug, 2024 @ 12:06pm 
@Hulk Swolgan - I've spoken to my coder about this, it's the other way around. It's because the vehicles are actually heavily modified pawns, and your colonists are in the vehicles' inventory.

It's like when people come to me and say my mod is incompatible with CE, the fact is it's their coding that makes a lot of changes in-game and it affects vanilla stuff, like my caravan activities being tied to visiting the base, your vehicle is the "pawn" and your colonists need to dismount to have it be available to them. It's something on their end due to how the vehicle is coded.

Once your pawns dismount, they'll be out of the "inventory" (interior of the vehicle) and you should see the caravan options. Frankly, it's beyond this mod to fix, cause then I'd have to hire a coder to sort out something in the vehicles mod, probably significant amounts.
Kier 22 Aug, 2024 @ 9:23pm 
Sadly your mod is not totally compatible with vehicles. Whenever I try to do any sort of world interactions with any of the bounty bases like training, guard duty, or medical services while in a vehicle caravan the options do not work. Being in a normal caravan works though.

I was really hoping I could have an armored truck and do missions. The other interactions like the bounty menu, storage, and free supplies work though
Chicken Plucker  [author] 15 Aug, 2024 @ 6:57am 
@Radiosity - Enlistment is a feature that lets you join the factions in my RH2 modlist

@Gary Oak - Thanks for pointing it out, have been extremely busy even during my time off so I'll have to do it when the next round of updates come along.
Radiosity 14 Aug, 2024 @ 5:32am 
Man, couldn't have found this mod at a more perfect time. Just putting together a new mod pack (featuring the new Greyscythe cybernetics mods + GiTS cyberbrains), and this mod will fit in perfectly with what I'm doing.

Quick question: in VOID, there's an enlistment option that I've never really figured out a purpose for. That's nothing to do with the enlistment in this mod... right? Because VOID enlisting for mercenary jobs is both hilarious and terrifying :o
Gary Oak 11 Jul, 2024 @ 2:02am 
Love your mods @Chicken Plucker.

One thing I noticed, armors aren't EVA tagged proper for the new sos2 release, pawns are still getting compression damage.
Chicken Plucker  [author] 27 Apr, 2024 @ 2:36am 
Hey all, been sitting on ideas to balance this mod for ages. Have been busy dealing with other things and prioritising my many other mods so this took a back seat for a long time seeing as it was "finished" so pardon for many of you who have been waiting for me to address the balancing since the beginning of time.

Things I'll address:
Combat power - I'll increase the BH pawntype combat power
Lower tier pawntype - Chance to not spawn with a shield belt added
Weapon variety - I'm adding DOOM 3's pistol and super shotgun so they have something for the lower tier pawntype

This is what I'll do but I don't intend to get too much into making the mod easier, since the Bounty Hunters are meant to be a challenging faction at their core.

Yes they have very powerful gear, but that's meant to be their theme, yes it can be unfair but this is one of the few spacer factions that is meant add that feeling for new colonies
Chicken Plucker  [author] 27 Apr, 2024 @ 2:32am 
@xkp92110(orick) - Hello mate. I think they reset every week (7 days in-game) but each faction (in RH2) give different missions.

@rainbowwilliam - Hello mate, I'm not gonna add a scenario for this mod because I didn't want to flood scenarios for my faction mods. A lot of people request for it, but I added enlistment to avoid having to do scenarios. Bounty Hunters are one of the few factions I have made so far that are hostile to start and they are supposed to be challenging, even when I add my new changes soon.