RimWorld

RimWorld

Vanilla Races Expanded - Lycanthrope
547 Comments
Bahamutop23 8 hours ago 
Now instead of a werewolf, I have a daddy bear who likes to stay up all night and is capable of turning others into daddy bear.
Bahamutop23 10 hours ago 
I thought I was the only one with this problem. Suddenly, without changing my previous mod list, the transformation stopped working.
Sarg Bjornson  [author] 11 hours ago 
Yes please
Dracula 11 hours ago 
Not using HAR, and experiencing the same issues as others (wolfmen refuse to transform at night and are stuck as humans, moreover the skin color seems to randomize on them whenever i restart the game).

Do you want us to submit additional bug reports if someone has already made one?

Thanks!
Sarg Bjornson  [author] 11 hours ago 
Try without HAR
Ionasphero 12 hours ago 
Same as @Guinea here, submitted a bug report. Wolfmen are missing a usable morph ability, don't morph automatically, and change skin colour on reload
Guinea 20 Jul @ 1:11pm 
Bug report submitted
XXX_mahogany_69_oldDILF_420 20 Jul @ 11:21am 
nevermind, that person started a new game and now their wolfmen are bugged too. old save is fine tho
XXX_mahogany_69_oldDILF_420 20 Jul @ 10:13am 
maybe a fresh install? another person i know has 250+ mods and no problems with their lycans
Sarg Bjornson  [author] 20 Jul @ 10:11am 
Unfortunately there is nothing at all in that log :(
XXX_mahogany_69_oldDILF_420 20 Jul @ 10:07am 
@Sarg Bjornson Sorry about that, I submitted a bug report. Thank you for all your hard work. Lmk if you need more details
Sarg Bjornson  [author] 20 Jul @ 6:35am 
No bug report, you are on your own
XXX_mahogany_69_oldDILF_420 20 Jul @ 5:42am 
Same, my wolfmen no longer transform at night. Other than a few quality of life mods all my big mods are VE.
Guinea 20 Jul @ 3:02am 
Same bug here, my two wolfmen refuse to transform at night and are stuck as humans, moreover the skin color seems to randomize on them whenever i restart the game which is odd
Artorias 20 Jul @ 1:12am 
There is a bug now. My werewolf has never transformed into a werewolf at night and is always in human form.
Ish 19 Jul @ 3:23pm 
More a question for anyone, I have a lycan and a wolfman that morph at night, so they always morph past one another, what options would I have to get them synced up to morph the same way? I figure cryptosleep might work but that's far off of where I'm at
John'o GJM 18 Jul @ 4:44pm 
Hey, I think there might be a compatibility issue between this mod and Exiled Dawn. After some of my werewolf colonists received an honor rank from Exiled Dawn, they stopped transforming at night. I'm not sure if the issue is on this mod's side or theirs, but I figured I'd report it here as well.
rolfey1328 18 Jul @ 1:25pm 
Is it possible to add a version of the morph ability to morph something when a child? That way hybrid xenotypes wouldn't be overriden
Lacke 18 Jul @ 10:12am 
It may be a stupid question but.. I can't find why my wolfman keep getting some randomized beard when turning into Lycan.
Any clues ? Thanks !
Simikiel 17 Jul @ 12:18pm 
Idk if anyone has already said, but your thumbnail is out of date on this one. Says 1.5 still. I almost unsubbed it to but thankfully checked to make sure!

First time I'm going to be playing with so much of ya'lls mods.Truly insane the amount of work you lot have put in, especially with having them all ready for 1.6, so thank you!
Sarg Bjornson  [author] 14 Jul @ 11:02pm 
It seems it didn't push correctly, though... I'll ask Oskar to repush
Sarg Bjornson  [author] 14 Jul @ 11:01pm 
They were fixed on the 10th
김야요 14 Jul @ 3:49pm 
Please fix errors related to VRE Android.
Alexander Zagirov 12 Jul @ 6:43am 
Also can confirm android patch throwing errors, and I don't have androids insstalled
Katudor 9 Jul @ 10:49pm 
Can also confirm the crash quest does not work as intended.

But, funny note, I started a new map, and one of the skeletons next to the monolith is a Wolfman, and though obviously dead, the skeleton keeps morphing between Lycan and Wolfman skeletons as if they were still alive, and that is very funny to me.
Ribera 9 Jul @ 8:40pm 
Same issue about Androids in Lycan mod
moo 9 Jul @ 2:29pm 
AndroidConvertableGenesDefs.xml is throwing this XML related error as it's directly trying to access VREAndroids and if it's not available in the modlist. Androids is not a dependency of the mod:

Type VREAndroids.AndroidConvertableGenesDef is not a Def type or could not be found, in file AndroidConvertableGenesDefs.xml.
BigGovernment 6 Jul @ 4:38pm 
Reference the crashing and gene, the VE team left it unfinished.
Jet 4 Jul @ 11:45pm 
Same
Paprikahörnchen 4 Jul @ 11:40am 
The crashing quest never works for me, because they just leave :(
Is there no way to get the gene without making enemies?
Xean 3 Jul @ 11:06pm 
Regarding Photophobia and Light sensitivity, are either triggered by darklight?
Jet 19 Jun @ 4:53am 
i got the crashlanding quest from the arrival of wolfmen. how long do i have to wait to get the xenogerm? right clicking the wolfmen does nothing to accept it.

edit: they just walked off the map... is the only option to capture and take the germ from them? Text says they can give it if you let them crash
Myphicbowser 14 Jun @ 8:51am 
Important question here
How will the Territorial Gene work with camps? Do those count as our land for the sake of the threshold change? Or no?
hekmo 27 May @ 1:39am 
I made a custom morph where the daytime morph has a psylink gene and the nighttime doesn't. I get a notification "Psylink Gained" for each pawn every morning. Is it possible to disable that?

Loving the genes here btw. Made a horny territorial night wolf with a psychic fragile daytime human.
ElysianEcho 17 May @ 10:46am 
now i kinda wanna make a xenotype that turns into a useless but highly regenerative form when badly wounded
Pandathan 9 May @ 10:35am 
My Lycan turns into a werewolf during the day and a regular dude at night it's hilarious the little *plip*
Tenty 1 May @ 9:37pm 
@theotherperson late to the party, but are they gaining access to psycasts through a gene or through an installed psylink? I ask because the psylink (and mechlink) genes note that if they lose the gene, the system wigs out and clears everything that the link qualified them for even if those things were gained through normal means (psylink levels, mechlink upgrades, etc).
Viciousbunny 15 Apr @ 5:51pm 
Love this mod, thank you for it!

I have a question about the warhowl gene though. In my game, enemy pawns with the gene aren't using warhowl, but the gene does have the tag "aiCanUse" set to true. Should they be using warhowl and they just aren't for me, or do they just not use it?
Wintermute 6 Apr @ 8:53am 
If it's unfinished could you either put it in the FAQ or in the quest text? Kinda frustrating that it doesn't say it anywhere and the only way we can find out that it's not actually broken is to find some forum thread of you saying that.
Sarg Bjornson  [author] 2 Apr @ 1:10pm 
<3
Spaceboix24 2 Apr @ 1:09pm 
Hey, you, Mod-author, thank you for everything that you do. I truly appreciate it.
Sarg Bjornson  [author] 31 Mar @ 11:14pm 
It isn't broken, it's unfinished. I have only said it in public like 600 times.
Wolfette 31 Mar @ 5:57pm 
@Airlewe the quest is currently broken, but the VE team haven't bothered to make mention of this publicly. If you want to turn a colonist into a Lycan legit you'll need to betray and capture one of them. If you don't care about legitimate then use Devmode to either recruit one and implant or spawn a pawn called VFE_WolfmenPawnKindDef and get them to implant it and then destory them.
Airlewe 31 Mar @ 12:52pm 
I don't know if it's a bug or if I'm just missing something but I can't work out how to actually get a wolfman? I've had the crashed shuttle event twice and both times they just regrouped and walked right off the map. Never got the opportunity. I tried clicking colonists and clicking refugees and right clicking everything but there was never a way I could find to get the reward I was promised?
rolfey1328 22 Mar @ 10:07am 
Found a funny/buggy interaction. I have a wolfman who I made a sanguophage. When I start his deathrest he turns into a lycan which does not have the xenotype applied and deathrest cannot be completed. He's perpetually exhausted
theotherperson 19 Mar @ 5:48pm 
i used this to make custom morphs (absolutely love the idea). i just noticed that when they morph back the pawns seem to lose all the psycasts that they've learned. Is there a way to get around that? (this is definitely a situation where I have too many mods and am not using features as intended, so I would not be surprised if there's not one)
Bosh 11 Mar @ 3:36am 
I made a mod that uses the morphing features this mod adds because I was surprised nobody had done so already.
https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=3442424913
HydroFrog64 23 Feb @ 9:33pm 
Just fyi for those who want a lycan when the crashed lycan quest happens, you can use dev mode to force recruit one of the wolfmen, and have him implant his genes into one of your colonists, then he will immediately leave your colony safely, "completing" the quest.
Jinx 22 Feb @ 8:52pm 
Just tested with only this mod, the framework, and pawn editor for customization and still had the same issue I bug reported. Just wanted to let you know.
Jinx 21 Feb @ 2:21pm 
Submitted