RimWorld

RimWorld

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The Profaned
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
20.292 MB
26 Mar, 2024 @ 11:40am
29 Jun @ 5:31am
47 Change Notes ( view )

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The Profaned

Description



Adds a new xenotype with their own hostile faction, undead creatures, weapons, apparel, items, structures and more.


Recommended mods

Whilst it isn't a hard requirement, I would strongly recommend using Vanilla expanded framework. The framework is required for the xenotype visuals aswell as many other features, this mod is functional but pretty bare-bones without it.

Medieval Overhaul. This mod optionally makes use of some of the ingredients from MO and has integration for crafting benches etc.

LTS Sytems Required for the non-1.5 double doors

Dark Ages : Crypts and Tombs For a double dose of spookiness.

Ugly Together For if you don't want your profaned to hate each other.



Content



These people are cursed to exist in a state between life and death. Although they yet retain their humanity, the Profaned are shunned and exiled by most cultures.

Unsurprisingly, their partially decayed bodies make them extremely unpleasant to be around and renders them slow moving with poor manipulation. They are also infertile, weak to fire and dislike sunlight.

Undeath does have its advantages however as they require less nutrition and rest, are highly resistant to cold, immune to all diseases and toxins, feel no pain and cannot die through natural means.

Cursebearers are rare individuals that have the ability to bestow their curse onto the dead, reviving them as profaned.






*Xenotype requires Biotech, without it the faction will be made up of regular humans.

*Requires Vanilla expanded framework for the xenotype visuals, otherwise they're just green dudes.




A legion of profaned compelled to serve a malevolent, mysterious entity, believed by many to be the source of their curse. Whoever they may have been before, it no longer matters, all that they know now is the will of their master.

In battle they make use of undead creatures and rot stink to overwhelm and demoralise their enemies.







Profaned Cursebearers

Whoever you were in life, it no longer matters. You are Profaned, former humans cursed with undeath and by the will of your master, compelled to conquer indiscriminately and spread your vile curse across the realm.

For the longest time, this was all you knew, but by some miracle, the three of you have broken free of the will of your master.

Despite everything, you are still what you are, shunned and reviled by most. You can try to make amends for your past deeds or you can continue to spread your curse for your own ends.

The choice is yours.





The creatures can appear in raids from the faction and rarely as wildlife. They can also be created by the player after completion of a research project.

Undead creatures don't require food or sleep but they can't breed and don't produce meat. They can be trained like regular animals and yield special crafting ingredients when butchered.



*If Vanilla expanded framework is installed, some of the creatures will have unique attacks and traits.


*If Dragon's Descent is active, some of the features will affect the undead dragon.








*Some weapons and armour make use of Vanilla expanded framework for unique effects and abilities.

The shield also requires VFE framework.






*Research/crafting items are acquired from butchering the undead creatures.







*Royalty is required for the throne to function, otherwise it's just for decoration.

*LTS Sytems is required for the non-1.5 double doors.


Compatibility

Rimedieval - Compatible but due to how Rimedieval affects pawn generation, it may cause pawns to spawn with different weapons and apparel than intended.

Melee Animation - Compatible.




Combat extended compatible?

Unfortunately I'm not too familiar with CE so not right away, if you ask the CE guys nicely they might make a patch.

Can this be added to an ongoing save?

It should be fine to add to an ongoing game, I wouldn't recommend removing it though. It's always a good idea to backup your saves either way.

Balance suggestions?

I'm always open to suggestions, I do try to keep things close to vanilla in terms of balance but sometimes things are hard to gauge. Let me know if anything seems under or overpowered.

How do I get the items for crafting/research?

The items are acquired by butchering undead creatures at a butcher's table or ritual circle. Undead creatures can be found rarely as wildlife, with the faction during raids or at their bases and can be created by the player after completing the research projects.

Additionally;

"Corrupted blood" can be made from hemogen at the ritual circle.

"Tainted Bones" can be made from human skulls or medieval overhaul bones at the ritual circle

"Luminous dust" can be harvested from allied wraiths periodically, similar to shearing vanilla animals for wool.

Popular Discussions View All (4)
44
25 Jun @ 10:18am
Error Logs
Botch_Job
24
30 Mar @ 8:17am
Troubleshooting
Botch_Job
4
28 May @ 7:00am
cant bestow curse
Dax
888 Comments
RocketMan 6 hours ago 
Hey botch, how do I raise my profane? When I do bestow curse they eventually die of malnutrition before waking up.
ArmyOfLight 7 Jul @ 3:48am 
botchjob. Idk didnt work out so I made a new savegame.
so far it works again. Rebuilding/moving etc didnt work out
Starkingson 6 Jul @ 8:38pm 
Using an older local copy of VEF I had lying around appears to resolve the issue
Starkingson 6 Jul @ 8:36pm 
With just "Vanilla Expanded Framework" on version 1.5 the cosmetic genes are missing with red errors on startup:
"Could not resolve cross-reference to Verse.GeneDef named BotchJob_SkeletalBody (wanter=genes)"
Similar errors aswell for RottingFlesh twice and ProfanedShield.

I think VEF changed again in preparation for 1.6.
Botch_Job  [author] 6 Jul @ 12:56pm 
@ArmyOfLight I've heard about that happening in the past and thought it was fixed :/ I think it can happen based on the angle pawns approach it, you could try moving or rotating it and see if that fixes the issue.

@LaSchuii The Undead Warg is technically a different race than the regular warg so it would need a patch to work, if you are at all familiar with XML you could add to the def for the Warg armour. It might look a bit off though.
LaSchuii <3 3 Jul @ 11:16am 
the undead wargs can't wear the warg armor from Animal Gear (but I love them and want to protect them) - is there a way I can tweak this manually? :BEheart:
ArmyOfLight 3 Jul @ 2:45am 
got a bug with my pawns not being able to use the ritual circle at all. they are stuck in an endless motion to deliver the undead creatures walking up and down. kinda started today/yesterday? beforre it was fine
Bimbo Advocate 2 Jul @ 11:19am 
Thank you for updating this glorious mod.
Botch_Job  [author] 29 Jun @ 5:38am 
Just updated with a fix to the starting scenario for both 1.5 and 1.6.

I've disabled the starting crypt from spawning in 1.6 for now as it doesn't seem to be be working.