RimWorld

RimWorld

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Vanilla Races Expanded - Lycanthrope
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Mod, 1.4, 1.5, 1.6
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5.514 MB
15 Dec, 2023 @ 5:02am
10 Oct @ 2:54am
13 Change Notes ( view )
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Vanilla Races Expanded - Lycanthrope

In 1 collection by Oskar Potocki
Vanilla Expanded
110 items
Description
[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.

Vanilla Races Expanded - Lycanthrope aims to bring a unique new archite-powered being into existence. Lycanthropes are seemingly simple baseliners with a unique ability to morph into a powerful lycan form. These lycans look similar to werewolves and excel in unarmed combat. Their rage and rapid regeneration allows them to sustain severe damage, while their claws and bites will shred even armored enemies to pieces.

The functionality of the morph gene is extended further, allowing the Morph gene to appear in any genepacks, and morph into any of the existing xenotypes.



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


































[forms.gle]



Current issues: the quest to recruit them is currently not working as intended, they won't offer to join. You can capture them and recruit them as usual.

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: Can we create ‘Morph’ genes for custom xenotypes we make in xenotype editor?
A: No, Morph genes are generated only for xenotypes added to the game via xml - it works for base game xenotypes and modded xenotypes, but won’t work for xenotypes you make yourself in the xenotype editor. You can use the Custom Xenotype Exporter mod to add your custom xenotypes in a way that our mod will recognize.

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: How can I get my own Lycanthropes?
A: A new quest is added that will have you help a group of lycan refugees. Agreeing to help them will allow you to turn one of your colonists into a wolfman!

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

Q: CE compatible?
A: They say it is

Q: I have a Lycan that turns into a Wolfman at night, is this a bug?
A: Actually, no, that's working as intended. Wolfmen turn into Lycan at night, and Lycans turn into Wolfmen at night. Werewolves, and wolfweres.



Graphics are created by Oskar Potocki.

Code work by Sarg Bjornson.

Storyteller artwork by vitalii.

Xenotype description by Reann Shepard.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]
633 Comments
Northward Bound 1 Oct @ 2:53pm 
still loving this mod btw, thanks Sarg
Hugalafutro 1 Oct @ 6:31am 
@Aravox, the copied Wolfman couldn't implant in either form, but I already finished that playthrough so it's a moot point. Really hated the inhumanized colony such a miserable bunch of no fun cultists I just kept babying the last 3 colonists that were not inhumanized so they don't break :D

As for the shuttle that's a shame, but I never attack or capture peaceful pawns. I currently run an insectoid colony and have few humans and 1 Lycan, but wanted 1 more to speed up the human conversion, want to have only insectoids and werewolves.

No idea about the conflict, I have close to 200 mods and *knocks on wood* all good so far.
Aravox 30 Sep @ 7:47pm 
@Fxuls, the ability to morph is fixed to day and night cycles with Lycans, you can't trigger it. The dark or light triggers it. But i do believe during day if they get into combat they shift to lycan during combat. At least that's what mine did once during day.

I can't use the mod currently, because on my gameplay the damn thing turns everyone blacker each cycle. A white guy becomes brown, then browner, then black and it's annoying. Their bio skin gene says white but they totally dark. It's odd. Some mod i have is messing with this mod but i check this mod periodically.
Aravox 30 Sep @ 7:45pm 
@Hugalafutro, the author a while back said the Crashed wolf man shuttle is not finished yet. So you will need to attack them and take one prisoner, convert or enslave him, and then he can implant while WOLF MAN during day.

As far as Anomaly Obelisk, if he's Lycan he can't implant, wait till day time when they turn to "Wolfman" and they have an implant ability. Kinda like a vampire but obviously it's biting you.
Hugalafutro 28 Sep @ 2:49am 
I made a copy of a lycan via the Anomaly Obelisk and he has everything apart from the ability to implant genes, is this intended?

I had a wolfman shuttle crash event offering me to turn one of the colonists to lycan if I allow them to crash land. They never did - they hung around until evening, changed to puppies and left.

@Fxuls the morph happens automatically at night, y'know, werewolves
Fxuls 27 Sep @ 2:20pm 
My wolfman has the Morph gene but he never has a morph ability to actually allow me to trigger it
Deep_Dark 26 Sep @ 4:47am 
How long after the Quest Ship crashes, will the friendly canine enthusiests give me the option to obtain excess body hair?

They've been hanging around a bit over a day now, and i can't have my to-be-wolf'd fella hanging around waiting long, he had facilities to go pillage.
Kinish 26 Sep @ 2:13am 
Is there any chance of a morphing system based on "exposure to sunlight"?
I'd like to have a vampire who's a handsome aristocrat at night and indoors, but becomes a terrifying monster in the light...
Aravox 25 Sep @ 10:57pm 
@Sarg that's what I was afraid of. I did remove a bunch of mods. But yeah it's still doing it with just 15 mods.
Sarg Bjornson  [author] 21 Sep @ 10:44pm 
You have a mod incompatibility