RimWorld

RimWorld

Hellsing ARMS Ultimate
 Denne tråd er blevet fastgjort, så den er sikkert vigtig
Baskerville  [udvikler] 13. juli 2022 kl. 13:02
Compatibility
Explicitly Compatible
  • Added Holy ARMS (Sanctus) Sensitivity to Pawns:
    Rimmagic, Rim of Madness Vampires & Werewolves, Witcher Monster Hunt, MorrowRim Bloodmoon, Zombieland, Chaos (Warhammer 40k), Wa! Skeleton! (Continued), Vampires, Demons, and the Undead, Vanilla Races Expanded - Sanguophage, The Profaned
  • Added Blessed/Cursed ARMS Functionality to Weapons:
    Harrowed Light, The Witcher Trials (Continued), Adeptus Mechanicus: Armoury, Adepta Sororitas (Sisters of Battle 40k) Unofficial 1.4, Bloodborne Weapon Remake,
  • Removed Soul Rend Sensitivity:
    VFE Mechanoids
  • Eye Cover Compatibility (eye glares won't shine through inappropriate headgear):
    PlanetSide2 Combat Armor, Dead Frontier - V.O.I.D., Jin-Roh Kerberos Panzer Cop Armor (Continued), Mechanoid Bench 3, Bionicle: Kanohi Masks of Power, [JDS] The Forge - Barrows Brothers, Vanilla Apparel Expanded, Vanilla Armour Expanded,
  • SOLDATEN:
    Millennium forces will prefer to use its WWII weaponry. But this mod has disappeared from the workshop...
  • [HRK] RIM AT WAR - WW2 German Weapons:
    Millennium forces will prefer to use its WWII weaponry.
  • Save Our Ship 2:
    Ghouls and vampires are immune to SpaceHypoxia, ZeroGSickness, and VacuumDamagedHediff.
  • Rough Compatibility with [NL] Facial Animation - WIP & Vanilla Textures Expanded - [NL] Facial Animation

Incompatibilities & Issues
Dual Wield
  • Many weapons are automatically classed as two-handed or offhand-disabled (but this is easily configured in Dual Wield’s mod settings).
  • Dual-wielded oversized weapons like the Harkonnens will not display in their proper size, unless you are also using Yayo's Combat 3 [Adopted]
YAYO Animations
  • Combat animations (can be turned off in Mod Settings) break oversized weapons' size scaling.
RimThreaded
  • Errors are generated when a human is transformed into a ghoul.
Sidst redigeret af Baskerville; 22. maj 2024 kl. 7:51
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Krazyfan1 13. juli 2022 kl. 13:14 
would alien race mods be able to become vampires and regenerators?
Baskerville  [udvikler] 13. juli 2022 kl. 13:16 
Possibly, I haven't tested it yet. It may have to be a case-by-case thing.
Vulkandrache 13. juli 2022 kl. 22:44 
Im not really a fan of the oversized weapons.
Is it explicitily required for something
or can i just leave it out?
Baskerville  [udvikler] 14. juli 2022 kl. 4:53 
Well you can but then a good deal of the weapons won't display properly. I'm talking tiny little stick Harkonnens. If you don't make those big weapons yourself you mostly won't notice, but when you run into Iscariot or Millennium forces some of them will look funny.

If that doesn't bother you, go to the about.xml of your local copy and remove exactly:
<li> <packageId>carnysenpai.enableoversizedweapons</packageId> <displayName>Enable Oversized Weapons</displayName> <steamWorkshopUrl>steam://url/CommunityFilePage/2543371889</steamWorkshopUrl> </li>
from the modDependencies tag so your modloader won't pester you about not having it.
Sidst redigeret af Baskerville; 14. juli 2022 kl. 4:54
Roque the Rogue 14. juli 2022 kl. 7:50 
Any chance for a patch / integration with CoC Vampires?
Baskerville  [udvikler] 14. juli 2022 kl. 7:57 
Possibly, what is CoC?
Roque the Rogue 14. juli 2022 kl. 9:45 
I don't think anyone would mind you changing whatever fluff/text/flavour you deemed necessary to make both mods fit together, as I truly would prefer having your factions over the ones in CoC/RiM Vamps
Baskerville  [udvikler] 14. juli 2022 kl. 9:54 
Oh I see. I thought it was just called Rim of Madness Vampires. As you can see above I patched it so that holy armaments will work on those types of vampires too. Both mods should be able to exist together with no apparent issues, but I haven't tested anything beyond that.
Roque the Rogue 15. juli 2022 kl. 11:35 
Think you could add your own type of vampire clan so it can mix with well with Rim of Madness Vampires game mechanics and features or is it unecessary? game mechanics in that mod are perfect.
Baskerville  [udvikler] 15. juli 2022 kl. 11:44 
Nah, one it would be too much work and two I think Hellsing style vampires are pretty different than the Masquerade style ones.
Roque the Rogue 15. juli 2022 kl. 14:18 
I was refering more about the blood mechanics, blood drinking, blood bounding, creating vampire cattle, embracing parts of Rim of Madness Vamps, like telling pawns to drink other pawns in combat in order to heal and such
Autumnus 22. juli 2022 kl. 7:58 
Hi there! will you consider adding a patch for Vampires to be able to consume jerky (from Vanilla Expanded Classical) or meals that contain *meat only* (including carnivore fine/lavish meals)? Long caravan trips with vampires are almost impossible without cheats because they won't eat any food except raw meat which already spoils quickly.
Baskerville  [udvikler] 22. juli 2022 kl. 8:08 
@Autumn Rose I'm not sure if the diet system is flexible enough for that without having to mess with the meals' thingdefs and whatnot, but I've had the idea to add a couple blood-themed foods. I'll put in something that will keep better. Until then you can use the Set Up Camp mod to replenish them without having to settle a tile on a long caravan trip.
Autumnus 22. juli 2022 kl. 9:38 
Oprindeligt skrevet af Baskerville:
@Autumn Rose I'm not sure if the diet system is flexible enough for that without having to mess with the meals' thingdefs and whatnot, but I've had the idea to add a couple blood-themed foods. I'll put in something that will keep better. Until then you can use the Set Up Camp mod to replenish them without having to settle a tile on a long caravan trip.
Thanks for your response!
An equivalent to Pemmican would be great to have, too, like some form of congealed blood that vampires can eat during caravan trips.
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