RimWorld

RimWorld

Star Wars KotOR Factions
122 Comments
Herg The Derg 3 hours ago 
the custom scenario for sith is freezing my game when i return to main menu
Void Shaman 4 hours ago 
Whatever you just did with sabers, fixed it in RS :Blessing: Now to load up RW!
Void Shaman 4 hours ago 
Still the same, resubbed to all of them and validated my files. I can use the sabers and psycasts together but once I add the other KotOR in RimSort freaks out and crashes. If I manually sort them to ish what they should look like I get a CTD due to RW freaking out about it looping.
guy762  [author] 7 hours ago 
everyone with that error resubscribe to The Force: Psycasts
ElectricSkull 7 hours ago 
I had the same sorting error, just this mod, I will have to sort manually after i done sorting the rest of the list
Void Shaman 9 hours ago 
I am getting the same error with RimSort, it causes RS to crash upon pressing the sort button as it had no idea what it's doing :steamsad:
godofwar889 11 hours ago 
+1 I was incorrect on the saber mod. It is this causing the dependency loop.
Shaackle 13 hours ago 
+1 to Rostli, there is a looping error with Star Wars: The Force-Psycast
Röstli 16 hours ago 
* Apologies, I mistyped. I removed the load before rules on the Factions About file, the one on the Psycasts file was an earlier attempt.
Röstli 16 hours ago 
Hi,

If this counts as one of the RimPy missing mod errors, I apologize, but it isn't a direct error and seems to more about the load before and after rules.

When I was setting up the SWTOR collection on RimPy, I got an error because of looping dependencies, I found that it was mostly due to dependency conflicts between the lightsaber, psycast and faction mods. According to the files, lightsaber should be loaded after psycasts, but lightsaber also has to be loaded before factions and factions has to be loaded before psycasts. With this logic, RimPy cannot tell if the force psycast is supposed to go before or after factions.

Since factions is the mod which ties the content together, I think that it's supposed to be loaded last, so I resolved this by removing the rule that psycasts has to be loaded after factions on The Force - Psycasts' About file. Please let me know if this is the correct order, and if you could update the load order so that it doesn't conflict with itself.
guy762  [author] 17 hours ago 
1.6 UPDATE IS LIVE

DO NOT REPORT RIMPY MISSING MOD ERRORS, RIMPY IS INCORRECT!
Lunar Nepneus 22 hours ago 
aww yisssss
guy762  [author] 31 Jul @ 2:37pm 
tomorrow
Ciske1800 31 Jul @ 8:55am 
Hey! I was wondering if u have an est when the update comes
Monarky 30 Jul @ 10:20am 
How much longer! lol
SC-JessieGirl 28 Jul @ 11:30am 
Really looking forward to 1.6 :)
Shaackle 26 Jul @ 10:42am 
So stoked for 1.6 :*)
Lunar Nepneus 23 Jul @ 12:40pm 
Can't wait for the update.
Guppi 21 Jul @ 8:55pm 
would you be willing to make a compat patch either standalone or built into your weapons and armor mods for CE? I know CE isn't updated to 1.6 and you are working on updating, but would you be up to it?
guy762  [author] 18 Jul @ 7:54pm 
@GoSu @Artaon the nude pawn bug is (hopefully) close to being fixed, almost all pawns are now tagged with their required apparel
guy762  [author] 18 Jul @ 7:50pm 
1.6 update is being worked on, we're still waiting for code in KotOR Resources to be updated and I'm still working through converting KotOR Weapons to use ModularWeapons 2. We're also now starting to look into putting out some initial Odyssey content since we have some unused ship art we could use for it...
KL3PTO 18 Jul @ 6:00pm 
IF the team is updating this, it may take a while, as they've got to update the entire series at the same time. So I'd expect weeks+. Just sub/add to a collection to follow and wait :)
Mental Illness 17 Jul @ 9:03am 
1.6 would be nice, forcing it just destroys my rimworld now because its incompatible lol
Takeshi Kovacs 16 Jul @ 9:11pm 
I would love a scenario where I start as a Tusken Raider tribe. lol
Legionnaire 16 Jul @ 5:54am 
1.6
Nutzgobbler 13 Jul @ 11:59am 
1.6?
Sen'val 9 Jul @ 6:34am 
I'm not sure what's going on, but when I add this and its necessary mods to my list I get an error when creating a new colony which is a shame because it seems really cool. I just spammed an error log that says it failed to generator something. I'm sure it's a mod conflict somewhere, but I've got too many mods at the moment to run it down.

I'll keep an eye out and see if I can figure it out later on.
⚡ÆLP⚡ 25 Jun @ 5:41pm 
1.6?
Big Cheese 22 Jun @ 2:20pm 
Will there be a lite version? Or one that is compatible with Outer Rim?
Brynjar 21 Jun @ 4:56pm 
hello, using rimpy and getting an error using this. I have all the expansions for the game and should have all of your mods for star wars installed but I get the error:

Missing Dependencies; Biotech Expansion - Core (biotexpans.core), Rimwars:Pureblood Xenotype (sov.sith)

Is there any way to fix this so I can get this and the factions mod working?
Frenchy 21 Jun @ 3:20pm 
shame the mando helmets look nothing like the ones from TV and film. Would be great if they were like the ones from other mods
Cunning Linguist 19 Jun @ 10:29pm 
@Iamlegend you need the mod for the weapons, the link is in the pics above this comment section
AbitHigh 18 Jun @ 4:05pm 
1.6 compatible ?
Twitxx 9 Jun @ 10:33am 
Same issue as Iamlegion
LiterallyBeenVibing 9 Jun @ 5:16am 
wait.. do you like.. NEED the DLC to play with this mod if so i need to spend around 60 bucks literally just to see blue and red lasers
Iamlegion 8 Jun @ 5:53pm 
The Jedi spawn with ultratech swords from vanilla instead of lightsabers
blackwolf3910 1 Jun @ 10:44am 
Exchange faction is listed as hidden, but in game it is just visible on the map (but never allows trade even when you have required title and friendly).
Neither sith factions will ever allow trade either.

Intended?
guy762  [author] 30 May @ 9:50pm 
@GoSu yeah, that's gonna be an incredibly painful bug to fix since there's like over a hundred different pawnkinds to go through and add in proper tags for. I can't fathom how that came about since I'd been testing those pawns for years before release and never had an issue with it. BUT, the good news is that 1.6 is supposedly right around the corner, and there'd be no better opportunity for me to sit down and power through fixing that then when I'm already repairing everything for the new update

@Darthsawyer we'll be integrating the FCP code once 1.6 drops, so you won't have to worry about running it alongside KotOR anymore after that
GoSu 16 May @ 10:10am 
It's in the Def files for PawnKinds, Pawns will show up without armor for example: MandoScout

<defName>KotORMando_scout</defName>

<apparelRequired Inherit="False">
<li>guy762_MidBattleArmor_mando</li>
</apparelRequired>

because this tag isn't in the appareltag part

<li>KotORArmor_heavy</li> <--------------
|
|
V
<apparelTags>
<li>KotORStealthBelt_basic</li>
<li>KotOREquipment_basic</li>
<li>KotORHeadband_bandana</li>
</apparelTags>
I think that was the problem if I remember correctly
Artaon 15 May @ 10:22pm 
Similar to @Gosu player and AI pawns are spawning with no clothes or partial outfits. I've tried reinstalls and games with just these mods but nothing fixes it. I don't know anything about tags so I don't know how to test what Gosu's talking about.
Sinoptick 4 May @ 7:02pm 
is it really to use without Star Wars KotOR Droids ?
Darthsawyer 26 Apr @ 12:40pm 
Some things seem hardcoded like Caps in the trade window
Darthsawyer 26 Apr @ 12:36pm 
Is there a way to disable all the FCP tools stuff other than what is needed for this mod? Having a bunch of fallout stuff in the game is immersion breaking. I'm trying to use Cherry Picker to disable it but there is a lot
Jackledead 21 Apr @ 2:57am 
Cant get factions to generate. Seemingly same issue as the comment below. Super sad. Log doesnt tell much.
Cunning Linguist 20 Apr @ 12:57pm 
With all factions enabled, only Sith and Jedi Enclaves generate on my world map. I can't seem to find the incompatibility.
Dreamwell 12 Apr @ 8:31am 
Does this pair well with the Outer Rim mods or KOTOR and Outer Rim are doing the same thing differently basically? I'm trying to set up a new game and though mostly I'll be doing SOS2 (it's a lot of fun in space), I want moar star wars and jedi. I'll even set combat extended aside just so lightsabers can deflect blasters. :D
GoSu 11 Apr @ 4:55pm 
Yea it does I don't know why its an issue though \_o_/ I unsubbed/ resubbed tested it only with this mod and the required mods. The only thing that fixes it is adding those tags.
guy762  [author] 11 Apr @ 1:49pm 
@GoSu I tested the PawnKind outfits extensively and I never found that having the apparel tag listed in addition to an apparel being listed as required was necessary for the outfit to generate. The only thing that was necessary for the pawn to properly generate was having at least one apparel tag listed. If you add in a corresponding apparel tag, does that fix the issue for you?

@Dreamwell In theory yes, but that would mean I'd have to write backstories for every PawnKind variety. It would probably be much easier to just have someone write a harmony patch for baby generation code that fixes it (which I'll add to my to-do list).
Dreamwell 10 Apr @ 12:43pm 
Isn't it better to just control the skills with backgrounds? Say you want high shooting or something, then the background be it childhood or adulthood could provide that?
GoSu 9 Apr @ 8:18pm 
So not 100% sure this is the case but some pawns have a sort of conflict in the apparel tags. Say the mando scout has guy762_MidBattleArmor_mando as an apparel req. but does't have any of the actual tags of the armor itself in the apparel tag part. There are a few like this and I assume the scout is also supposed to have the body suit fatigues as well which it does not. If any one else can help me confirm this appreciate it.