RimWorld

RimWorld

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Rimsential - Total Control: Continued
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Mod, 1.4, 1.5, 1.6
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881.952 KB
27 Oct, 2023 @ 8:27pm
30 Aug @ 7:00pm
23 Change Notes ( view )

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Rimsential - Total Control: Continued

Description
Enables the deep customization of faction pawns


This is the continued version of the Rimsential - Homebound mod handed over to the community by Orpheusly and continued with their permission. The packageId has been left unchanged in an effort to ease migration however as the name has changed anything using a PatchOperationFindMod may need to update.

Bug reports and suggestions are welcome as Github issues.

[github.com]


Enables the complete customization of faction pawns. It's the faction editor you deserve!

FAQ:
Q: Can I Make a new pawn kind instead of editing existing ones?
A: No, even if you did they wouldn't be used. You'd need to deeply understand how to make factions to use it.

Q: Can I add an entirely new faction instead of editing existing ones?
A: No, as above, you'd have to understand so much about faction making it'd be faster to make a faction normally.

Q: Can I edit pawns that aren't in factions like creep joiners, wild men etc?
A: Sort of, I have to add each type by hand as a fake faction. Make a github issue and I'll do it eventually.

Q: Can I use custom Xenotypes?
A: Sort of, because of how this works use the linked Custom Xenotype Exporter Tool to export it as a real xenotype

Q: Can I ask for the ability to edit some new thing?
A: Sure, make a github issue or It'll get lost

Features:

- Take total control of the inhabitants of your neck of the rim

- Specify role names, apparel types, hair types, weapon types, set colors, change caravan animals and more per pawnkind per faction

- Force pawnkinds to outright be the way you want or choose options by tags to fit a certain theme. The possibilities are limitless!

Extra Features in the Continued Version:
The continued version has a number of fixes to issues reported on the old version, however that's not all, it also adds some new customisation options including:


Instructions:

1. Load a saved game.

2. Pause the game

3. Open the Mod Settings menu and find "Total Control - Faction Editor".

4. Add a preset or edit an existing one (presets are a collection of faction edits).

5. Click "Add New Faction Edit"

6. Click "Add New" and select the pawnkind you wish to edit

7. Customize to your heart's content

8. Save your changes, restart the game, and start telling incredible stories!


Recommended Additions:
Popular Discussions View All (2)
1
23 Mar @ 7:35pm
Error with VE Core
Vintage Misery
0
21 Jul @ 4:44pm
Error during World Creation
Lumber Jackson
455 Comments
Dragostes 18 hours ago 
Thanks for looking into it regardless, and awesome mod :D
Taggerung  [author] 30 Aug @ 7:02pm 
Zeth.exe In the xenotype tab there's an option to force specific genes now. Pick eye genes, boom.
Taggerung  [author] 30 Aug @ 2:45pm 
Hmm I'm gonna go with no. At least for now I tried removing the animal restrictions and it doesn't work at all. Animals don't really have equipment. Maybe I could add specific compatibility for a specific animal apparel mod but base game doesn't like it when you give them equipment.
Dragostes 30 Aug @ 6:29am 
What I meant is to have them come with apparel if a mod like Animal Armour Framework is present to allow outfitting. Sorry for not specifying I wanted the animals to be wearing the items not carrying them.
Taggerung  [author] 29 Aug @ 1:39pm 
There’s no limits on what mods equipment comes from you should be able to just add the equipment to the animals by editing the animal pawn kinda no?
Dragostes 29 Aug @ 10:27am 
Would it be possible to have factions tamed animals come with equipment if presented by another mod, trying to get vac belts or similar onto trader caravans and raids
Zeth.exe 23 Aug @ 11:20pm 
On the appearance option is there anyway to add eyes as an option?
jagdpenguin 17 Aug @ 7:57pm 
I stripped down to the bare minimum amount of mods for my save to function and i am still getting the same issues. I am going to conclude that for whatever reason the mod is simply broken for me
jagdpenguin 17 Aug @ 7:16pm 
I am getting

Exception filling window for FactionLoadout.FactionEditUI: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 33B62580]
at FactionLoadout.PawnKindEditUI.ScanDefs () [0x0009c] in <9b63b8c571dd4c79a82599ea3b81a8c2>:0
at <0x153df536140 + 0x00212> <unknown method>
at FactionLoadout.FactionEditUI.DoWindowContents (UnityEngine.Rect inRect) [0x0079c] in <9b63b8c571dd4c79a82599ea3b81a8c2>:0
at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x001a6] in <630e2863bc9a4a3493f2eff01e3a9556>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)

but too be fair i wasnt getting this error before i changed its mod order and it still wasnt working
jagdpenguin 17 Aug @ 6:37pm 
oh and xenotypes arent loading either, is there a file i am meant to transfer the xenotypes in the folder to?