RimWorld

RimWorld

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Det's Xenotypes - Keshig
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Mod, 1.5
File Size
Posted
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41.122 MB
2 Dec, 2024 @ 3:29pm
3 Dec, 2024 @ 2:51pm
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Det's Xenotypes - Keshig

In 1 collection by DetVisor
Det's Xenotypes Menagerie
6 items
Description


Welcome, to another installment of Det's Xenotypes, this time around we're adventuring through the depths of history, drudging through manuscripts of long-gone empires to discover the dusty lore of the Keshig!

The Keshig are, at heart, warriors, engineered as an invasion force by a dead empire, they now form warbands that raid and pillage others as they consider it a right. This is certainly eased by their overwhelming prowess in melee combat, further evidenced by the discomfort they feel wielding ranged weapons. The Keshig are also psychically deaf, again, for war reasons, and are built like fridges so they tend to be easier to hit than the common baseliner.

I don't usually do this but this time around I HEAVILY recommend using this mod, it will make your Keshig not so bald: Show Hair with Hats

As always, this is the GitHub link: GitHub link[github.com]
And join my Discord server[discord.gg] to stay in the loop!


















The mod, due to the nature of the xenotype, also comes with a custom faction, with a custom matching style.






And of course, at last, the xenotype and faction come with a few extra goodies!







Q: "Is this mod CE compatible?"
A: "Yes."

Q: "But DetVisor, there are no aliens in Rimworld!"
A: "Correct, and these aren't aliens, they're a hyper-adapted subset of humans much like the other vanilla xenotypes.They're meant to look more unique than things like Hussars and Impids, while still looking human."

Q: "What are their inspirations?"
A: "The Keshig are the DetVisor-branded space orcs, they take from mongolian culture and myths, some from Star Trek Klingons (I'm a nerd) and a bit from other media."

Q: "They have a faction, but where else do they spawn?"
A: "They'll mainly spawn as part of pirate raids and rarely outlanders. Even occassionally in the Shattered Empire."

Q: "Is Gorewine a new chemical?"
A: "Nope, Gorewine is alcohol like beer, it adds an extra effect thanks to another, attached hediff."

Q: "Is this safe to add mid-save?"
A: "Yes, but don't remove it!"

Q: "I encountered an error!"
A: "Send me the logs so I can identify the issue."

Q: "Can I suggest additions or new features?"
A: "Although the mod is considered complete, feel free to write down in the comments."



- All art assets, icons, infographics and screenshots made by me.
- Ritual music used for the Tengrist style is "Saga of Dschingis Khan", by Dangaa, from his Altai album.
- Zomuro was a massive help for the lorecrafting of this mod and much of the refinement of the xenotype itself.

No fonts were made by me.

This mod is distributed under Creative Commons Attribution 4.0 International, which means that you can use and modify this mod as long as you credit me and others who worked on it.

RimWorld is owned by Ludeon Studios.

[ko-fi.com]
109 Comments
lloki 11 Jul @ 1:06pm 
I did a little test and it looks like all the xenotypes mods from DetVisor are working fine on 1.6. Maybe I missed something, but I spawned all the xenotypes, start new save - everything looked fine.
BigGovernment 11 Jul @ 4:38am 
1.6?
sewnutty 3 Jul @ 6:45pm 
hOW DO I MAKE GOREWINE?

oops caps
Skrungii 2 Jul @ 4:05am 
i know its no labeled compatible with 1.6 but it does not allow you to start a save on 1.6 with this installed. it does however allow it with venators
Yummyyuck 28 Jun @ 2:32pm 
As stated here by multiple other people, this mod breaks a lot of things for some reason. All map / faction related problems. Less faction locations spawn even on %100 population, the game spams errors if you send wastepacks to other map tiles, sometimes it'll bug out and have issues drawing faction locations ON the map (which also spams errors), and it'll even cause issues with certain quests later on in the game. All of these don't really matter, but they're extremely annoying.

For anyone looking for a solution: Literally just remove this faction from the faction list while you're starting a new game. It'll fix a lot of problems. You're welcome
Nairagorn 8 Jun @ 8:53pm 
Another vote for medieval tech level pretty please!
MangoCobra 24 May @ 8:05pm 
Would you be willing to add an optional faction of them that is lower tech level?
MeekLeaf 20 May @ 3:00pm 
Same issue as above, somehow only had a few setllements spwan on the world map.
PremierVader 17 May @ 9:25am 
Medieval version of the faction please. Need for Medieval only playthroughs. Thanks.
Engineer Gaming Part 3 13 May @ 7:10pm 
Keshig caused some problems with either another mod or something as it drastically lowered the amount of factions spawning even on crowded, 100% coverage