RimWorld

RimWorld

VPE - Oripathy
81 Comments
Venseer 20 Jul @ 9:24pm 
Hi, sorry for the delay on the update on the issue. Its working now, thank you.
Sentinel  [author] 20 Jul @ 7:59pm 
Update: Removed DDS textures from the files, some users are having issues while loading these.
Sentinel  [author] 20 Jul @ 7:49pm 
Nevermind I found the issue, graphic settings+ doesn't like dds loading for some reason, it used to but not anymore, might be bugged but i'll remove the dds images from the files. That fixed the issue on my end
Sentinel  [author] 20 Jul @ 7:36pm 
Haven't touched this and VPE arknights in a while, doubt it's on my end, i'm running all of my VPE mods no issue. I'll have a look but I don't think it's from my end.
Sentinel  [author] 20 Jul @ 7:35pm 
@Venseer Hey, I see VPE just updated. Did you have this issue before?
Venseer 20 Jul @ 7:31pm 
Hi, I'm getting a null pointer, the Misc and Arknights tabs remain empty and none of the new trees appear:

I saved a log: https://gist.github.com/HugsLibRecordKeeper/227f9531eb351d85d487844cdc461379
Sentinel  [author] 3 Jul @ 4:20am 
Update: 1.6 port
Sentinel  [author] 29 Apr @ 10:19pm 
Update (last one before a while I swear): Added early game experimental inhibitor for low tech factions, the drug production research unlocks the experimental inhibitor which will lower the infection to 75% on an infected pawn. Or raise it if you use it too early.
Sentinel  [author] 29 Apr @ 8:35pm 
Update: Originium Infection psycast (T1) now inflicts the first stage of the infection as intended, instead of directly starting at 50%

Changed Curable Originium Infection (T6) to 49% per cast instead of 50%, allowing two casts on self in a row for the full bonus.
Sentinel  [author] 29 Apr @ 4:00pm 
Update: Banned AI from using spells from this tree except T1, which will keep the nerfs

Slightly reverted the casting speed nerfs on poisoned infection and Annihilation.
Sentinel  [author] 29 Apr @ 1:53pm 
Update:

- Lengthened the cast time for most offensive casts to nerf the AI using them, allowing you to have more time to knock down the caster before being hit by an infection cast.

- Lowered the range on some psycasts due to AI sniping pawns from far away.

- Slightly increased heat cost for most offensive casts, preventing the AI from spamming them.

- The abilities remain the same mechanically.
Sentinel  [author] 28 Apr @ 7:12pm 
Update: Added Orig-Inhibitors to the following traders
- Exotic orbital ship
- Exotic outlander caravan
- Outlander settlements
Sentinel  [author] 28 Apr @ 4:59pm 
Update:
Color coded the infection hediff to match the psycast's icon
Added hyperlink to the Orig-inhibitor on the Oripathy hediff to make it clearer that it can be fought.
Added textures on the pawn depending on the type of infection you have!
Sided_locket 26 Apr @ 4:05am 
This mod need anomaly dlc ? :steamsad:
Sentinel  [author] 23 Apr @ 9:17am 
@Prallex the description warned you, and besides it's 8 points deep in the tree. + Base VPE already has busted combos so eh.
Sentinel  [author] 23 Apr @ 9:12am 
@Chaosstripe there is a Frostnova mod on the workshop! check billsdoor's mod
Chaosstripe 23 Apr @ 3:16am 
I do mean as actual summonable bosses to fight like the Mech Bosses, as VPE gives enemies the abilities to use psycasts.
Chaosstripe 23 Apr @ 3:15am 
If you gave pawns the right psycasts, you could probably actually make the Arknights Bosses in Rimworld... But if you do, you better make Frostnova recruitable!
lechkingofdead 22 Apr @ 11:30am 
in short ya have to suffer before you can thrive. i still need to make that luci mod based game. :\ sense i got reminded i got it in my overstock of mods. 1.7K and rising
Sentinel  [author] 22 Apr @ 5:05am 
The first infection psycast is easy to reach but guarantees death while the later one is harder to reach but is better while also being non lethal.
Sentinel  [author] 22 Apr @ 5:03am 
@Xannie You don't need a xenotype for that, the later tiers (the blue ones) are an infection that slowly disappears over time, you have the same bonuses as the "bad" version of the disease with less drawbacks.

You can also cast the T6 infection twice on yourself (wait a few hours before the second cast, it'll kill you otherwise) to gain the full +200% psyfocus bonus.
Xannie 22 Apr @ 3:28am 
Are there any Xenotypes that can 'work around' the fatality? I love the concept, but I would probably never end up using it in a serious colony just because of having to micromanage the infection. It's honestly the same reason I don't think I've ever actually used Lucifreium. Loving your various Psycast paths in general, though, thank you! Mixing and matching them I'll hopefully have a proper Dark Goddess pawn soon, once I get through the Anomoly DLC and she is blessed by the void.
Sentinel  [author] 20 Apr @ 11:05pm 
@lechkingofdead glad you checked out this mod, I should probably make a patch for this mod and rimknights, having 2 oripathy defs is confusing.

Will be done once my other projects are complete.
lechkingofdead 20 Apr @ 10:57pm 
now having read this reads more like protype more then originium but eh. fun as hell lookin.
lechkingofdead 20 Apr @ 10:54pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3463764239&searchtext= hm came acrossed this mod.simulare theme but differant angle.
Tye-Wynd 18 Apr @ 7:57pm 
ah, thanks. wasn't specified
Sentinel  [author] 18 Apr @ 7:51pm 
@Tye-Wynd This mod requires vanilla psycasts expanded which does require having royalty.
Tye-Wynd 18 Apr @ 4:09pm 
Does this require royalty?
Ros[É] 13 Apr @ 9:42am 
Whenever I see an Armor form or Blade form I always think of prototype, I do really love the aesthetic of using raw originium as armor/weapons, it just looks so cool!
Sentinel  [author] 13 Apr @ 9:39am 
Update: Turns out blade-form wasn't CE compatible, It now is.
Sentinel  [author] 13 Apr @ 9:12am 
@Ros[É] Making a custom ability might be a little tricky for me for the time being, i'll keep it in mind though! Good to see someone got the reference for armor form hehe.
Ros[É] 13 Apr @ 8:56am 
I was thinking more along the lines of blade frenzy or blade air slice from prototype but longjump is good for repositioning. Other than that I really like psy-form! Very cosmic horror angel.
Sentinel  [author] 12 Apr @ 7:07pm 
Update:

- Armor form should now render above worn armors and clothing.
-Blade-form now has a jump ability usable every 2 hours.

New psycast!

T7:

Originium Psy-form

Manifest Originium catalysts, doubling your psychic sensitivity and halving the heat drain of psycasts. Additionally allows you to refill psyfocus faster when meditating.

Abilities while in Psy-form:

-Toggle Psy-form: Dispel the catalysts.

-Grant Regenerative Oripathy: Grant near-instant healing capabilities to the target.

Graphics may or may not be the final result, I'll play with the mod a bit more and make some changes if need be.
Agnes Tachyon 12 Apr @ 4:59pm 
Ooooh! I see the vision, I like it!
Sentinel  [author] 12 Apr @ 4:55pm 
@Silent That could be the ability of the psychic form.

Armor gets the blade.

Psychic gets healing.
Agnes Tachyon 12 Apr @ 4:50pm 
suggestion, we all know that Originium is one hell of a weapon, but its also a medical tool in the rights hands, have you considered making a "healing" power?
Sentinel  [author] 12 Apr @ 4:29pm 
@Ros[É] I'm currently working on a boost but for psychic powers this time, I might add a leap ability to the blade after i'm done with current plans!
Ros[É] 12 Apr @ 3:47pm 
It'd be awesome for the blade form to have some aoe attacks like in prototype, think thats possible?
Sentinel  [author] 12 Apr @ 9:48am 
@Fobos They can't resist the funny rock
Fobos 12 Apr @ 8:17am 
Pawns like to eat crystals just like that and die. LOL
Agnes Tachyon 12 Apr @ 6:55am 
Bro keeps on cooking, holy shit! 👏👏👏👏👏
Deathstar 12 Apr @ 6:11am 
Thumbs up for Arknights
Ros[É] 11 Apr @ 9:53pm 
Blade form and Armor = 10/10 mod. Thank you OP!
Sentinel  [author] 11 Apr @ 9:20pm 
Update: I'm trying something new with the hediffs

New psycast:

T7:

Originium Juggernaut: Form an armor of originium around yourself, allowing you to absorb half the damage at the cost of mobility.

Abilities while armor is up:

Toggle armor: disables the armor.

Blade-form: Morph your arm into a sharp blade. (Boosts melee attacks and is considered a weapon.)

Ability while in Blade-form:

Toggle Blade-form: Self explanatory.

CE compat? Maybe? it uses existing cut and stab verbs so it should be. Needs feedback.

Known issue: Armor doesn't fit all bodytypes, Male and Female body types work fine, Fat/Hulk aren't fully covered. Can't fix.
Asher The Ranger 10 Apr @ 6:33pm 
Amazing just amazing, this'll go well with the reunion mod!
DeathTomato 10 Apr @ 10:17am 
I audibly went "ooohh!" when I saw this pop up on my page, this fits great with my steam knight mod, if only my computer had the power to add VPE to my current victoria themed run
namje 9 Apr @ 3:19pm 
im obligated to use any and all arknights mods
Ros[É] 8 Apr @ 7:40pm 
Man, you are amazing!
Sentinel  [author] 8 Apr @ 6:51pm 
@Silent i'm having fun with this mod + i'm using it in my arknights run right now so the cooking has to be well done!
Agnes Tachyon 8 Apr @ 6:47pm 
Kudos to OP for going well beyond the modder line of duty with this mod
bro is indeed cooking 🔥