RimWorld

RimWorld

Rim of Madness - Vampires - Unofficial 1.5 Update
46 Comments
ano0bis  [author] 15 hours ago 
1.6 jecstools is done I'll be working on this mods update tomorrow.
ano0bis  [author] 11 Jul @ 10:39pm 
1.6 jecstools is wip and will be called anobstools outside of the mod name to avoid confusion with bug reports. I've gotten all bugs I can know of fixed on jecstools but I'm trying to heavily bugtest and optimize it over time as I update all the beloved jecrell mods to 1.6. Also github a bit later.

TL;DR I need to and will make a jecstools port for 1.6 before updating this, but it will be massively optimized over time. Also github a bit later.
WhiteGlove 11 Jul @ 9:10am 
Hell yeah! Hope it goes smoothly.
BagroGames 11 Jul @ 8:54am 
Thank you bro, how we can support you?
ano0bis  [author] 11 Jul @ 1:20am 
i've finally gotten to working on the update for this and i might have to make a unofficial jecstools 1.6 port before updating any of these
Theo 27 Jun @ 8:26am 
@cheyenneporter.1216 a bit late but there's already a malkavian submod that's up to date as of 1.5
Guineatown20806 14 Jun @ 6:16am 
I believe the latest update of Harmony broke the mod seriously. Logs are just spamming Vampire.Harmonypatches. exeption. https://pastebin.com/dE7jhzCL
ano0bis  [author] 2 Jun @ 7:18pm 
cosmic horrors has way less problems so after that bugfix update is done I'll get straight back to work on fixing this mess left over from me rushing the port.
ano0bis  [author] 2 Jun @ 7:16pm 
Malkavians sound cool but there currently a ton of bugs I need to fix. I've also added a warning to the description about the buggy state of the mod. I'll be working on a bugfix for this relatively soon. After all the bugs are fixed I'll see if I can add them in a meaningful and lore-accurate way, but as you can tell by the comments there are allot to fix.
NIMSQUID 17 May @ 4:04pm 
Funny interaction between this and Vanilla expanded vehicles, vampires drink the "blood" of vehicles. A hilarious thing to imagine.
NIMSQUID 15 May @ 8:31pm 
Vampire pawns I mean in the previous comment, also they cant gain an Ideolegion role either the ritual auto cancels.
NIMSQUID 15 May @ 8:13pm 
Pawns with a genetic dependency gene are unable to take the drug they are dependent on. This leads to worse and worse moodlets till I assume eventual death.
EvilNecroid 14 May @ 7:18am 
does this add any vampire genes? or is it still old school?
cheyenneporter.1216 25 Apr @ 9:34pm 
Malkavians?
TTV RingoKingDing0 11 Apr @ 6:21am 
Not sure if it's only me but any pawn turned into a vampire gets the palest skin. I get the idea behind it if its intentional but like... It completely changes pawns and considering there's no facial features it's like a brand new person effectively.

If that could be fixed or an option to disable it that'd be cool.
Diiablox 6 Apr @ 8:24am 
Significant issue I noticed (may be happen for anyone, may only be a problem for my modlist). If a vamp reaches Potence IV, there's an unlisted bonus they get with their melee attacks for 80% chance of knockback explosion punches. This broke my game hard as any enemy killed by this would start error spamming as an unreachable flying entity that no-one could interact with and would break their job drivers when they tried (and slowed the game tick rate down to a crawl from the constant errors).

I had to use dev mode to remove potence IV hediff from all my vamps and to destroy the bugged out corpses lagging the game
TheNarberal 27 Mar @ 10:22am 
I know I posted this before, but when will this be updated? You had said prior after you finished an update on another mod, but that was a while ago.
guardian1368 18 Mar @ 5:28pm 
all vampire had its body look like a head is that meant to happen
one of the mods i used that changes the face is [NL] Facial Animation - WIP

the crypt vampires attacking makes so many red alerts
guardian1368 27 Feb @ 8:34pm 
you cant down the crypt vampires and in the older version it was possible cause you could kill the vampire to infect your pawn
x420187x 15 Jan @ 6:55pm 
When my colonists get the sadness from Anomoly it softlocks the game. Looks like a hang from a quest but never recovers.

Love that you are keeping this thing updated. Just dont know where else to post bugs!
Nyarlathotep 13 Jan @ 5:47pm 
Please do the rest of the rims of madness mods for 1.5. we would all love you!
TheNarberal 12 Jan @ 5:59am 
update when?
Guineatown20806 12 Dec, 2024 @ 6:50am 
Would it be possible to add a configurable option that certain Xenotypes can't have Vampirism and are excluded from the chance to be a vampire. It kinda sucks that a trade caravan from a robot faction wanders in and their trader almost dies by sunlight because he is a vampire.
WhiteGlove 6 Dec, 2024 @ 2:34pm 
@Alastair 100% agreed, but Jecrell has been gone for a good while now sadly
Alastair 6 Dec, 2024 @ 10:43am 
To everyone asking silly things, this mod is not the OP.. this is an unofficial port to 1.5 and I am hoping the person who did make this mod returns because it is far better then any other vampire mods I have ever used.. THE only one where you can bite as an attack , at east I know on the 1.4 you could.. why everyone keeps making vampires so polite and not just bite is beyond me.. I mean if i am willing to throw a grenade in your face I may as well bite it off lol
Vera 4 Dec, 2024 @ 7:07am 
Hello! Thank you for updating this mod. I had a bug happen. A vampire of 7th generation that had been in the colony since the start suddenly lost his vampirism. I added it back with character editor, but the disciplines were reset. It says that he's a level 17 vampire, which he was before, but the disciplines were still reset. Is there a way to change the level of his disciplines?
Shark_Jam 11 Nov, 2024 @ 8:38pm 
doesn't play nice with Ideology
Ихорь228 11 Oct, 2024 @ 8:12am 
Why don't the transformation abilities work?
masterj4695 3 Oct, 2024 @ 5:43am 
Hey great mod but where are the abilities?
Devero 6 Sep, 2024 @ 3:52pm 
can it be that this mod restrics the vampires from meditation? all my pawns can do it but not the vampires :/
WhiteGlove 30 Aug, 2024 @ 11:20pm 
Also thank you so much OP!
WhiteGlove 30 Aug, 2024 @ 11:17pm 
@Thy ubeer It has no conflicts as far as I know, but for certain has no integration and is redundant. You'll probably ease up your load order by only having one or the other, unless you just want the ideo addons. VtR contains more bloodlines than RWoMV, although the "5 bloodlines" tidbit is 100% outdated. VtR isn't as complex as RWoMV, though.
Sky 29 Aug, 2024 @ 6:46pm 
And if you have any old mods that dont get updated post those in any of his mods. he just wont do like really old ones like 1.0. And i mean you could get him to do it with Persuasion.
Sky 29 Aug, 2024 @ 5:08pm 
Im the one who got him to do this mod didint think hes would go this hard. and fix all the jects mods. Guess im buying him his booze and ciggys. But hes working on all the bug stuff im trying to get him to unlatch all of them from jects tools and fix sum stupid bug shit.... just post the bugs in here ill look at them and till him whats up. he told me he wants to do all the Halloween mods that we all used to use then put out a update for his mod. then its what ever.
Sabathiel 29 Aug, 2024 @ 8:42am 
Thank you so much for the release of this update ! Il have encounter two problems while playing with it :
- Vampire pawns cannot hold a role or perform rituals : the ceremony is canceled immediately after being summoned.
- The quest for the vampire crypt is also broken : the coffin is empty.
Have a nice day !
Thy ubeer 29 Aug, 2024 @ 4:35am 
Work with Vampire the Rimasquerade?
ब्राह्मण.vsebush 28 Aug, 2024 @ 8:15pm 
pogchamp
ano0bis  [author] 26 Aug, 2024 @ 4:17pm 
of course, I'll do more ports/updates after my ascension update is finished. It just takes a while to update some of jecrells 1.4 mods due to the render overhaul & multithreading introduced in 1.5 and jecrells mods tend to have allot of cool rendering stuff going on.
Thranos 26 Aug, 2024 @ 1:31pm 
It's too bad that JecsTools has a notoriously high overhead.
If you're updating their mods, though, do you think you could get Cosmic Horrors up and running again?

My colonists need their Shoggothskin Timbs.
ano0bis  [author] 26 Aug, 2024 @ 11:04am 
Sure I'll do elder things and werewolves next I loved those mods, but those unofficial updates/ports will have to wait until I finish the next update for Ascension. During so I'll be glad to fix any bugs you guys report on this mod but Ascension definitely takes priority over new unofficial ports/updates until Ascensions next update is finished.
isiarca 26 Aug, 2024 @ 10:14am 
Glad to see someone pick this up. If it's not too much trouble, could you also update Jecrell's elder things mod?
wydscum 26 Aug, 2024 @ 10:13am 
@skaadi from what i remember this adds around nine bloodlines as genes that have their own abilities that are based off different renditions of vampires from over the years like a nosferatu clan, tzimisce, beast bloodline and stuff like that
HIM🐀 26 Aug, 2024 @ 7:54am 
Tzimisce have returned
Thank you kindly
Zairya 26 Aug, 2024 @ 7:24am 
@Skaadi
I'm not sure if tehre's such a documentation but what I remember, thye add more in terms of mood buffs/debuffs, special skills, pawn aquirement and combat ability.
For my taste, jec's vampires feel more like vampires... they burn in the sun (literally), they don't age, they can drink animal blood and human blood alike and that's not shown by some weird hemobar but directly with blood levels. You can't kill your pawns/ animals by feeding your vamps so easily and you don't need pumps and whatnot to keep your "resting" vamps alive.

Biotechs sangus have more in common with stargate's wraith than european vampires.
Skaadi 26 Aug, 2024 @ 4:43am 
I actually never looked to vampire mods since I got into RW with biotech. Is there documentation somewhere what this all adds in detail? I like the Biotech Sanguophage but some of their interactions are a tad lacking for me.
Zaljerem 26 Aug, 2024 @ 4:32am 
Nice job! Werewolves next? :)