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Basically, when ever a pawn is using the standard female body from NL's realistic body mods, the feet stick out from underneath the body of all of your custom races like slimes and lamias. If you could maybe make like a mask or something that deletes the feet off of the [NL] mods on all of your custom bodies or something like that it would be amazing <3.
Or if this problem has already solved and it's just me doing something wrong it'd be cool if you can tell me what to do lol.
Basically I'm using all of the [NL] mods, hooman cute reborn, THIGAPPE, etc. And all of your big and small mods too and they don't mesh well together atm. It's literally just the feet sticking out the bottom half of the bodies that's the main problem, the top half of the NL body looks passable and fine with all your stuff.
I'm assuming you mean the adult trolls, because the ancients don't have the healing factor?
Adults trolls have 40% sharp (skin layer, so it won't stack additively with armour), and shouldn't be healing fast enough that it is a problem in combat unless you're running around trying to kite them.
As a test just spawned in 3 basic troopers with assault rifles and flak vests, gave the troll barbarian armour and a giant club. The troll became swiss cheese.
Are you using any mods that might be globally increasing healing speed?
That said, the pawnkind costs may be a bit on the low side when factoring that they have a high pain threshold. I'll bump that up a bit so they are less numerous.
They do have Slow Runner as well. I'd suggest grabbing my Vanilla Genes Rebalanced to make movement genes matter more though.
Also, Tinder skin + Pyrophobia. They go down to fire VERY easily.
As a side note, they are fairly rare unless Randy really decided to mess with you.
One is an rare easter egg variant that only spawns sometimes along with the Man in Black.
@salt_babe
I don't think this would change the loot generations of those. Are you sure this mod is related to that issue?
Also another question is how easy is it to find these some of the rarer races? Is the best way to just see them appear in raids or are they recruited through quests?
Caravaning to merchant's guild to trade will resulting no goods being generated sometimes.
Without HAR it works just fine. I guess it's something about pawn gen.
You might try to dev trade a few times for it to be recreated.
I can't see anything in their pawnkinds that should make them use weird materials like that. Does this happen without other mods?
There's a weird interaction with the Fire Jotun xenotype and some modded materials used in apparel. Can you take a look at the comments under the mod I initially suspected?:
https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=3448458106
Three lines containing:
- <HeraldryColorA>(0.9, 0.8, 0.5)</HeraldryColorA>
- <HeraldryColorA>(0.45, 0.15, 0.15)</HeraldryColorA>
- <HeraldryColorA>(0.15, 0.28, 0.43)</HeraldryColorA>
Oh, I really disabled that. It is ok after enable it. Thanks.
Do you have the def generation enabled? It should be enabled by default, but if it is disabled then the trolls won't get those genes.
@﴾HMCS Québec﴿
I think all my stuff should already be updated to handle it the VE update, unless I forgot to submit the updates to something.
Which mod has these genes?? I did not find it in "gene and more" and "race".
Iirc. that is on the way actually, just not from my end. :)
@TamTroll
It is a bit overdesign (I did it as a test). Basically chances of it appearing change with age. Men always get it eventually (because troll bears look weird otherwise), while women get it sometimes.
@CrocFighter
Pawns can't grab more than one meal from a nutrient paste dispenser at a time. Cooked means don't have this issue.
I might look into some workaround for it later.
Vanilla Expanded Nutrient paste mod permits a module that ejects a stack of nutrient meals. That is a pretty decent workaround as well.
When spawning in a pawn with the gene, or using dev mode to change a pawn's xenotype to have that gene, there's a chance it won't appear at all. I had a custom xenotype with the Troll nose that worked fine, but i updated it recently and when i changed my pawns from the old one to the new one, half of them lost the visible nose on their face.
Is there any logic to this? I also noticed that when trying to start a new game with this xenotype, there was about a 50-50 chance of a pawn having it or not, loading in multiple copies of the same pawn yielding different results, some with the nose and some without.
When i started my game a few months back with just the Big and small genes mod, every pawn i made with the gene had the nose visible on their head. So i'm not sure what's changed here or why.
If the metamorph and its trigger are both inherited then they will indeed activate. If both genes don't get inherited then it is business as usual. :)
That troll dad is getting sterilized btw. Ruined my perfectly good crossbreeding project!
Okay, I will try figure it out, thank you <3
That sounds like another mod might be messing with things. The cold resistance is a very vanilla rimworld feature.
Fairly harmless, but fixed now.
It apparently doesn't like MayRequire Defs with parents. I think it tries to load the parent before checking the MayRequire or something.
I blame Ludeon. :p
@Ωats
Those are different. The one in Genes & More is solely used for the Woman in Blue easter egg event. It is basically a less mean Jotun so that it doesn't screw over players too much due to how she shows up.
@BigGovernment
I don't mind doing more western folk-lore, but I feel like the Goblins/Dwarves/Gnomes, etc. are something other modders have made a number of versions of already.
E.g. DetVisor has dwarves, er, I mean "Stoneborn".
@Lunar Nepneus
Thanks! I'm glad you're enjoying them. ^_^
https://gist.github.com/HugsLibRecordKeeper/d0eef8ed0915cbf8a5226786e40e8b57
The dwarves here are more based on Norse stories while Stoneborn is closer to Tolkien's work. They hit slightly different themes.
For one Dvergr aren't communal nor terribly physically powerful. They are remarkably skilled, and if you have mods that enable it they'll often show up with magical equipment.
Awesome, thank you!
That sounds strange. A dwarf shouldn't be too big for a baby crib. Does it have the gigantism trait or something?
@Mr. Barquise
Yeah, they are automatically generated from all xenotypes except custom ones. You can use a mod like the Xenotype Exporter (iirc. it was called that anyway) which turns custom xenotypes into proper ones.
These now-proper xenotypes can then be used as targets.
If you're using Big & Small Furniture there should be beds more than large enough there.
Sleeping spots can also fit pawns of any size.
@Drogo и тукаллао
The ogres faces are deliberately weird looking. I can imagine with anime heads they are terrifyingly uncanny. :'D
I remember this same error with some other factions from your mods and that you eventually fixed it (demons and angels, etc).
Don't know which other ones were the newly added (I was playing on a save when the mod updated and vanilla expanded brought windows to add them midgame)
log (last lines):
https://gist.github.com/HugsLibRecordKeeper/317d620e504e293a770e297dc451bf8d
If you activate dev-mode and go into the screen where you see their genes there should be a dropdown with a "reset to base xenotype" or somethinglike that.
Pressing that should make them a troll of the new variety. :)
@Loseruser359
Vitalii, same artist as Vanilla Expanded often use. :)