RimWorld

RimWorld

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Vanilla Prestige Specialist Armours Reworked
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Mod, 1.5
File Size
Posted
Updated
1.506 MB
13 May, 2024 @ 6:36pm
7 Aug, 2024 @ 3:59am
4 Change Notes ( view )
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Vanilla Prestige Specialist Armours Reworked

Description

This mod adds 3 different prestige armours. They are recognized as prestige armours and also used by the empire.

How is this different than the Original or the 1.5 fork?
While the original is outdated with broken abilities and lacks the proper features, the fork of it is not much different aside new bugs and duplicated vanilla defs.

what is different in this version?

Fixed about file.
Now it displays proper dependency.
Added old version of this mod to the incompatible section.
All armours now count as actual prestige armours.
Psychic sensitivity for all armours added.
Added them as mission rewards.
Vanilla Psycast Expanded compatibility.
Gave it a slightly more shiny preview.

It is now on permanent lifesupport!








VE Psycast Adds Eltex to the costlist.
VE Empire Works with Royal titles.



More animal beds
Royalty Eye Bionic



Maltum- Art, Idea, XML / You are welcome to pick this up when u return.
Sovereign- XML - lifesupport
48 Comments
Immortalmargrave 20 Sep @ 3:42pm 
@Simvoid not yet. The mod author is very busy right now but has said they will update this mod when they have time
Simvoid 14 Sep @ 3:41pm 
Do these have vac resistance?
Sovereign  [author] 30 Aug @ 1:48am 
ye it does, im on it. Currently just have a lot on my plate
-=GoW=-Dennis 29 Aug @ 11:33pm 
Seems to work fine, but would probably need adjustments for the isolation and vac resistance for Odyssey.
Frostschutz 20 Aug @ 10:33am 
@cerhio Yes.
cerhio 11 Aug @ 9:37pm 
Hey sorry, I'm dumb. Does only need a tag update mean that I can ignore the yellow warning sign?
Sovereign  [author] 5 Aug @ 12:11pm 
im on it
kur0bane 5 Aug @ 12:10pm 
1.6 please
recatek 27 Jul @ 11:12pm 
Just a note, it looks like there are mask textures included, but they aren't set up properly in the defs for the on-ground item texture. To fix the issue, you can add

<shaderType>CutoutComplex</shaderType>

To the <graphicData> tag in the defs for each of the three armors here, right under the "graphicClass" tag.
T-Pot 22 Jul @ 4:41am 
Yep, just needs a tag update. Vacuum resistance was added to the base defs, so this should work without issue.