RimWorld

RimWorld

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War Crimes Expanded 2 - VTG Edits [1.4]
   
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Mod, 1.4
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3 Jun, 2023 @ 6:37am
1 Jul, 2023 @ 5:21am
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War Crimes Expanded 2 - VTG Edits [1.4]

Description
This mod will not be updated beyond version 1.4. However, I do not rule out starting work from scratch on my own mod with a similar theme at some point.




A collection of fixes, changes and improvements to War Crimes Expanded 2 Core mod, which I originally made for my own use.

Requires the original mod to work, because 99% of this is just one big patch changing various things I wanted to change (more below).

Go to the description of the original mod if you don't know it yet and want to find out what it does. I won't mention it here because apparently some people automatically assume that the whole (controversial) idea for the mod was mine, while I only wrote some technical and substantive fixes and improvements.





Changes:

  • Well over 140 text fixes, ranging from things like unnecessary double spaces and typos, through incorrect descriptions and labels, to complete stylistic rewrites of some bits. I tried to keep and even improve the black humor accompanying this mod in some places, but don't worry, the whole thing does not differ much from the vanilla feel. I did my best, but please keep in mind that I am not a native English speaker (like the author of the mod, I suspect). If you want to make a suggestion, I'd be happy to hear it (especially if you have some experience with this mod) - though keep in mind that I've put a lot of time into it and done my homework, so I'll expect a good explanation as to why I should change something. Full list of changes[docs.google.com].

  • Complete replacement of Ideology DLC integration with my own. Now torture precepts are thoughtfully distributed among original memes as well as memes from mods like Vanilla Ideology Expanded - Memes and Structures, Alpha Memes, WFE: Pirates, WFE: Ancients and Honorbound. I have done my best to minimize the risk of conflicts and tested it for a long time, but the subject of memes interacting with each other is insanely complicated. Please let me know if any particular combination of memes blocked every torture precept in your game, but that's unlikely to happen. In general, everything has been thought out in such a way that even the harshest memes have some alternatives and nothing is hard-locked. For example, the Sadist meme from Alpha Memes has the strongly required precept 'torture always respected' but mixed with some milder meme will also get some milder options. Full list of changes[docs.google.com].

  • Ideoligions generated with unrelated memes will oscillate between 'don't care' and 'horrible if innocent' torture stances, but will have all the options available with manual selection.

  • Removed references to the Individualist meme from the original mod (not justified well enough in my opinion) as well as to the Flesh Purity meme. The latter speaks of the sanctity of the body and its integrity, but I am not convinced by this in the context of torture. I can totally imagine some pro-body freaks wanting to torture transhumanists. Also, the implants added by this mod are not the same as body mods or artificial organs.

  • Removed the production of human meat and leather during the cutting off limbs, cutting out organs, and so on. It's a decent idea, but I didn't like it. Amputations don't produce it either. Also, I didn't want it to have 'unlocks: human meat' in the crude torture research project. You can disable this change in the mod's settings menu.

  • Fixed the links in the descriptions of implants so now they refer to relevant things, not just to slave brand (ironically, none of them should even refer to that at all, as it has nothing to do with them).

  • Swapped the 'organ harvested' thoughts present with some fatal tortures (like ripping out a heart or cutting off an ear from someone who's almost dead anyway) with general 'execution' thoughts (and governed by execution precept) among all interested parties, as it is with other tortures. It simply didn't quite fit - true, the description of this thought says that someone in the area had a body part removed, but obviously it's not the same as "harvesting".

  • The blunt tool torture used "smithing" effects (same as you see in your workshops; metal shavings flying around and stuff), now they too have blood spurts, just like the rest. The sounds remain the same though, so you can enjoy some rather bloody beatings as a result.

  • Burning someone's face with acid now requires said acid instead of imagining one. As there is no acid in the vanilla game and I didn't want to make unnecessary dependencies, you need 1x herbal medicine for this. The description of torture briefly explains how it works in the game world. In the mod's settings menu, you can choose to disable this change, leave it (default setting), or switch to an alternative recipe that uses chemfuel, also with some explanatory description.

  • Minor changes to mood and opinion penalties among pawns with the most anti-torture precepts as I felt they were too lenient.

  • Prevented a situation where the tortured pawn is shocked that 'someone was tortured' when they are said someone. Also, removed the 'tortured someone' opinion about the torturer, when the 'tortured me' is present. Of course, this can lead to a situation where a pawn is disgusted because someone has been tortured in the area, but forgets about the others when the torture starts to affect them directly. Rather realistic, if you ask me.




Compatibility and stuff:

It should be fine, comparable to the original mod. The way I used to disable WCE2's changes to the Flesh Purity and Raider memes makes them slightly incompatible with any mod that does a very specific thing: adds some required precepts to those memes. However, it must be said here that I personally have not found such a mod yet. And if there is one, it will be very easy to make it compatible: just put it below mine and let me know, so I can add a rule to automatically place it below my mod in the load order.

This mod requires XML Extensions for the settings menu.

And yes, Vanilla Expanded Framework is required as I use it to modify thoughts in my mod.

An interesting if a bit unusual addition to this mod is EPOE-Forked , which has the option to enable free amputations not limited by any rules of morality and actual medical needs.




Further development:

I don't plan to make further improvements. There are still things that can be done, especially in terms of integrating with other mods, but I have limited options.
Instead, I've started working on my own torture mod over which I'll have full control. Stay tuned.




Thanks to Crustypeanut for the original mod.

GitHub[github.com]
(CC BY-NC-ND 4.0)[creativecommons.org]
Popular Discussions View All (2)
9
1 Jul, 2023 @ 2:39pm
PINNED: Suggestions and bugs
Virstag
21 Comments
Scarlet 29 Aug, 2024 @ 4:04pm 
oh boy BY-NC-ND 4 I guess this mos is permanently dead unless the author comes back to update it
VelxraTV 20 Jul, 2024 @ 8:00am 
can you patch for the latest continued version of warcrimes? since the dependent mod is not updated to 1.5

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3032870787
WDLKD 13 Jul, 2024 @ 6:11am 
Yeah, this doesn't seem to work with the fork or 1.5....
Zersetzung 5 Jun, 2024 @ 5:36pm 
1.5 with the fork pls
PHCGamer 16 May, 2024 @ 2:17pm 
1.5 with the fork? The fork doesn't seem to have alpha memes integration.
Roque the Rogue 7 May, 2024 @ 9:45am 
Did the original mod infest all tribal faction pawns with torture implants for some reason?
PHCGamer 9 Apr, 2024 @ 11:23am 
1.5 when the WC2 fork updates?
...-.. 7 Dec, 2023 @ 1:17am 
@mt7 i think both of these mods are trying to do a similar thing... so i doubt it is compatible
Prometheus 5 Nov, 2023 @ 4:07pm 
@MT7 The patch works well on the updated fork of WC2, tested it on my side.
MT7 12 Sep, 2023 @ 1:50am 
Hey I’m wondering if this patch is compatible with this updated fork of War Crimes 2:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3032870787

The fork version says it has some bug fixes and I’m wondering if those would affect the fixes this mod applies