RimWorld

RimWorld

[BT] Xenotype Remix: Star Wars Patches
36 Comments
Firebringer4 11 Jul @ 10:47am 
1.6 update please
Meabh 9 Jul @ 9:13am 
Enabling the mod with all the required causes the map to not fully load. States it cannot find the specified xenotypes. Pretty sad as I think it's vital considering the overlaps.
Nebe 26 Jun @ 9:55am 
does this work with facial animation?
beeteedubs  [author] 17 Jun @ 9:31pm 
Hey all, should have the update to 1.6 out this week
Along with it will updates that remove dependencies, remove the destructive base game xenotype removal, and a balancing pass across all the patches xenos

Not sure when I'll be able to get to features around xenos and broader integrations with other mods
miked2681 17 Jun @ 9:24pm 
I've been wanting to get back into Rimworld with a good Star Wars overhaul and I came across your mod here. I'm really looking forward to seeing how it turns out with being able to choose and/or combine the different xenotypes.
Dulo 5 Jun @ 2:17pm 
I wish to learn how to make mods for Rimworld. Teach in videos I am subscribed. Plz boss.
Poison Junkie 24 May @ 1:08pm 
Anxiously waiting :steamhappy:
beeteedubs  [author] 18 May @ 2:14pm 
@arcimbaldo, yes! slow going as I have a lot going on right now, but I'm close to getting the update out that'll get it working with quite a few more factions.
Arcimbaldo 18 May @ 1:52pm 
Looks amazing. Any plans to make this compatible with the KOTOR factions mod? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3379096669
beeteedubs  [author] 28 Apr @ 8:31am 
@twysted
yes, redoing the patches for faction patching
rebalancing the xenos
and removing the base game xeno removals
hopefully this week
Twysted 27 Apr @ 12:12pm 
Is this going to be updated anytime soon?
Hěť 17 Apr @ 11:55am 
From my testing, this isn't compatible with any of the VRE factions, and apparently the Samurai faction, and the ancient egypt faction mods respectively

A patch with the base-game xenos would be appreciated for more compatibility
Hěť 17 Apr @ 5:55am 
That'd defo be appreciated - I like playing with the VRE Sanguophages and their genes respectively.
beeteedubs  [author] 15 Apr @ 6:57am 
tysm!
Twysted 15 Apr @ 6:40am 
Awesome. I appreciate you! Love all your videos by the way.
beeteedubs  [author] 14 Apr @ 6:22pm 
at least VFE empire, any mods that are referencing the base game xenos that I'm trying to remove will encounter similar problems.
beeteedubs  [author] 14 Apr @ 6:21pm 
@twysted, it's because of VFE Empire, it's referencing at least highmates, but I've been a bit destructive with the removal of highmates and some other base game xenos; I'll undo what I was doing with the base game xenos later this week, and then the big update I have planned will be less destructive with how the base game xenos are handled in the future, for the most part.
Twysted 14 Apr @ 3:07pm 
I believe the error starts here:
Error while generating pawn. Rethrowing. Exception: System.ArgumentNullException: Value cannot be null.
Parameter name: key
beeteedubs  [author] 14 Apr @ 12:43pm 
@Twysted, I need an error message or log to take a look at it. With just this mod and these dependencies I'm not experiencing this issue, and with the 311 mods from the mod collection I created I'm not experiencing this issue either.
Twysted 14 Apr @ 12:25pm 
Also having issues with only about 3 factions spawning. No mods are added that affect the vanilla/DLC races.
beeteedubs  [author] 13 Apr @ 3:44pm 
@Hěť @AnnaMorkin
I'm wondering if it's because of the way I've handled some of the base game xenos, a little destructive with the removal of highmates/hussars/genies, if you have mods that edit those that may be what's causing your problems

I'm working on an update that'll make their removal less destructive, but my wishlist for the update has grown pretty big, so I don't think I'll have it out for a week or two.
AnnaMorkin 12 Apr @ 10:53pm 
@Hěť im getting a similar error woth practically zero spawning factions so its probably a compatibility issue of some sort
Hěť 12 Apr @ 1:26pm 
I have had some issues with very low faction spawns when I have this mod installed, though I think this may just be a me issue as no one else seems to have reported

Good job on the mod in any case!
beeteedubs  [author] 10 Apr @ 10:59am 
@benetrator - Beton, thanks so much! Learning here and there about modding and after just a few days of this being up and doing a bit more research I have some big ideas to expand compatibility for it and improve it.
Benetrator - Beton 10 Apr @ 7:43am 
Awesome, I really love the themes of your LP's, great to see you active on the workshop too
Rose 8 Apr @ 7:28pm 
Oh I'm definitely gonna do a new OR game when this is patched for the factions in it. The xenotypes from SWX seem so much more high quality, but I've never used those mods since they aren't patched to work with OR.
D9sinc 5 Apr @ 2:59pm 
Awesome. Thank you for the clarification and thanks still for this as this is a really cool idea.
beeteedubs  [author] 5 Apr @ 1:32pm 
@D9sinc, I haven't patched any of the OR factions, but that's something I can work on next. I actually made a custom Mandalorian Xeno to replace hussars, and it would make sense for them to be really common in the OR mando factions. I'll add that to this list for updates!
D9sinc 5 Apr @ 12:27pm 
So just to clarify, this adds the Xenotypes from SW Xenotypes to the Outer Rim factions as well correct? I want to do a SW playthrough, but only with OR factions and it would be neat knowing that I could get the Xenos from SWX
beeteedubs  [author] 5 Apr @ 9:29am 
@Cadian Blackhammer, probably not, I'm not that good at modding
I'm just trying to figure out what I replace the remaining base game Xenotypes with
Cadian BlackHammer 5 Apr @ 9:08am 
any plans for a config/alt version that doesn't change the base game xenotypes?(sorry if the config all ready exists i'm not gonna have the chance to check till tomorrow)
beeteedubs  [author] 5 Apr @ 8:39am 
Let me know if the Anzati as a sub for Sanguophages is wonky, they don't have the gene implanter and their genes are germline, so thinking that the sanguophage quest reward with gene implantation might not work; not really a deal breaker for me in my star wars playthroughs though
beeteedubs  [author] 5 Apr @ 8:36am 
Changes:
Transformed some Base Game Xenotypes into Star Wars Xenotypes
- Replace Wasters with Weequay
- Weequay xenogenes now include more genes from Wasters
- Replace Dirtmoles with Chadra-Fan
- Made Chadra-Fan better miners and UV sensitive
- Replace Genies with new Muun Xenotype
- Replace Pigskins with Gamorrean
- Replace Gamorrean in the modded faction spawns with new Ortolan Xenotype
- Replace Sanguophages with new Anzati Xenotype
Fixed some Xenotypes that were accidently left as copy pastes of others while as I was patching 60+ Xenos
Renamed the variant Sith subspecies to include "sith" in their name: Sith Massassi, Sith Kissai, Sith Zugurak
Flash 5 Apr @ 3:00am 
PERFECT!
Bolt ⚡ 4 Apr @ 8:10pm 
THANK YOU!