RimWorld
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Vanilla Races Expanded - Highmate
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Mod, 1.4, 1.5
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1.312 MB
27 jun 2023 om 5:37
30 apr 2024 om 10:27
10 wijzigingsnotities (weergeven)
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Vanilla Races Expanded - Highmate

In 2 verzamelingen van Oskar Potocki
Vanilla Expanded
106 items
Vanilla Expanded - Empire playthrough
148 items
Omschrijving
[www.patreon.com]





See change notes



Vanilla Races Expanded is a brand new series of mods to enhance Biotech features, add to the storytelling and the world-building of RimWorld, and to introduce new, cool types of xenohumans, complete with their own unique genes, behaviors, mechanics and items.
The goal of this mod is to greatly enhance the depth and complexity of the Highmate system in RimWorld, providing players with more engaging and diverse gameplay experiences.

Specifically, our aim is to:

Increase Customization: By adding more depth to the psychic bond system we’re greatly enhancing the storytelling and allow players to use psychic bond to make their colonists even stronger.

Deepen Emotional Gameplay: The addition of lasting memories from lovemaking and the option to use psychic abilities for conception provides new emotional and psychological dimensions to the game. This encourages players to think more deeply about the relationships and emotional states of their colonists.

Enhance Strategic Decisions: The changes to existing mechanics and the introduction of new ones provide more strategic choices for players. The new genes make it important to decide who bonds with who, as the psychic bond greatly improves both bonded individuals.

Stay True to Lore: While introducing new gameplay elements, the mod aims to remain faithful to the lore and spirit of RimWorld. Highmates are still presented as empathic, non-violent, and highly attractive individuals, consistent with their original description. In addition to that, lowmates make an appearance - capable of violence nymphomaniacs that are bound to keep your colonists happy, but their rowdiness may lead to many break ups and romances!



Vanilla Races Expanded - Highmate adds following mechanics to the base game:






















[forms.gle]



Q: Will this mod work without Biotech DLC?
A: No. It uses the new gene system to work with Biotech.

Q: Will you make a HAR version of this race?
A: No, this is exclusively for the Biotech DLC.

Q: Do these genes appear in genepacks in the game?
A: They do! You can find the individual genes and apply them to any pawn!

Q: Does this mod do anything to make lowmates and highmates more common?
A: Lowmates can appear in outlander and pirate caravans and raids. Highmates now have an incredibly small chance to appear in outlander caravans, but they are still very, very rare. Best chance to get them is via escaping cargopods.

Q: Can I get a highmate when I have Royalty DLC?
A: Yes, we made it so when you reach a rank of a Baron, Empire awards you a random highmate.

Q: Can I add it to an ongoing save?
A: Yes, but I don’t think you can safely remove xenotype mods, so don’t come crying when your game breaks if you remove mods!

Q: Will adding this mod to an ongoing save affect existing highmates?
A: No, it will only affect new spawning highmates.

Q: Can I remove the cat ears and tails? I don’t think they fit RW.
A: Well, RW had cat tails and cat ears before I even made this mod. But yes, you can go to mod options of this mod and select an option to remove cat ears and cat tails. You need to restart the game for it to apply.

Q: Why is the Lovin’ dependency and Initiate lovin’ ability active from the age of 16? That’s far too low!
A: RimWorld lovin’ is available from the age of 16. Making these two mechanics apply at another age would be confusing.

Q: I have a suggestion!
A: Excellent! Pop it in the comments section.

Q: CE compatible?
A: No idea. If it is, I’d appreciate if someone from CE let me know.

Q: Is it compatible with the mod that we shouldn’t talk about?
A: No idea, and I’m not interested.




Graphics are created by Oskar Potocki.

Cat ears and tail by Erin.

Code work by Sarg and Taranchuk.

Storyteller artwork by vitalii.

Structures for screenshots by Reel and Moose.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]



If you’re about to comment about how you hate cat ears and how we ruined your experience, don’t bother.
756 opmerkingen
Jonesy Fox 8 uur geleden 
After verifying the integrity of the game files, the missing traits were back in the character editor. If anyone else is having similar issues, I hope it helps.
Alu 7 feb om 21:52 
they arent going to change the desc
the point of the faq is to effectively tell people to take it up with ce
Trivia Vanille 7 feb om 21:30 
hey just to let you know, according to the official Compatible Mods list on CE's github, this mod is indeed compatible with CE; in fact, all of your VRE mods are on the list except Wasters
Gebba 3 feb om 17:57 
In the vein of that topic i think Cyberpunk really nails body modification in its universe, even down to the language. You don't ''die'', you ''flatline''. No signal.

Sidenote, as an audiophile i dread to imagine what mutating another pair of ears would sound like... Especially because it's a mutation more so in the sense of chaos, rather than indended genetic development (which i imagine your brain would wire the sensory input to be tolerable/'normal' but with much more precise echolocation abilities?)
Catmancer 27 jan om 9:34 
Oh gods an even more cursed thought came to mind to me too. Imagine a Rimworld where there were minor details on each endo/xenogene. Like a "Robust" gene that has a small "minor attached gene" that adds muscles, or a "Kind" gene that contains a "yes man"(cannot say no), Or a "Flame spew" gene that contains "This variant of the gene has a more visible bulge for flammable bile in the neck" modifier. All the worse if visible on the pawn(Although imagine the pawn diversity!), How many good genes would some of us turn down then?

Yes animal ears(and tails) are an important matter of thought to me(I love kemonomimi). Great mod this one, I add it generally whenever it fits into my modlist(along with most of your biotech mods). Also, anyone who read through that deranged ramble deserves a trophy.:vanilla:

Have a "Take my Points" steam award. I think I'll buy your Cursed Crew game too.
Catmancer 27 jan om 9:33 
I feel like in the real Rim, there'd be a lot of different ear modifications. Some would be the fleshy nubs you see in the base game while others might be furry(human hair or otherwise). Some would be addons that grow in addition to ones human ears with & without hearing, and some might even be outright replacements FOR the human ears, all made by an unfathomable amount of genetic engineers, archotects, lesser A.I's, and other madmen. Its all in ones head I suppose which ears a colonist has given that the human ears aren't visible on a pawn.
Catmancer 27 jan om 9:33 
I've always found the way Rimworld handles cat ears to be both odd and interesting. Both aesthetically and even logically you'd expect that given the ears are located where hair is, it'd crop over the back of the ears giving a nice furry look(albeit with human hair). But instead its just fleshy nubs like human ears. Therefore canonically I've considered it more of a mutation gene(akin to odd skin colors).

It only becomes more cursed when you consider adding them on top of human ears, All the more cursed if one could hear from both sets of ears(an auditory hell) truly a curse for any crew. However, it always leads me to the most interesting final point. Getting away from "animalistic appeal", this leads to a much more intellectual line of thinking on it, and that is honestly more fun.
Sarg Bjornson  [auteur] 13 jan om 23:00 
You can tweak a local copy of the mod to suit your needs. We are happy with how it works and looks
Gravekeeper 13 jan om 18:30 
hate how the body type is changed with the perfect body gene, it ruins other body type mods, id make that a separate gene or not have it at all
Vlastelin_Na_Otdihe 11 jan om 3:57 
The party is proud of you. +15 social rating. You are awarded a bowl of rice and a catwife