RimWorld

RimWorld

Medieval Overhaul: Royalty
312 Comments
jaeger972 27 Oct @ 8:53am 
thank you again :)
(◣_◢)  [author] 27 Oct @ 7:28am 
Mhm, i will have a look at it
jaeger972 24 Oct @ 1:08pm 
for anyone else with this problem, this mod solves that issue:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3337274770
jaeger972 24 Oct @ 12:15pm 
i think some of the permits are overlapping when using vfe: empire
namely call laborer team and food drop and gold drop and iron drop
jaeger972 24 Oct @ 9:15am 
thank you :)
(◣_◢)  [author] 24 Oct @ 1:17am 
Fair.
I can do that.
jaeger972 21 Oct @ 12:36pm 
could you add the unique medieval traders to the empire or at least add their goods to the imperiel trader? you need stuff like notes to start exploring and i don't want to rely on the other houses
(◣_◢)  [author] 13 Oct @ 7:43am 
I only get two small errors, which should be ignorable. I will fix them in the next update.

If you see a lot of errors... Are you playing with the current version of MO? Because all the texture paths were changed some time ago. Of course, I adjusted them in my mod. But if you're still using an old version of MO where the texture paths haven't been adjusted yet, then it's clear why you're getting lots of error messages.
gorbachevavitolda 13 Oct @ 6:10am 
I checked through cross-verifying the mods, and when using only this mod, dozens of debug messages occur. I am using it together with Medieval Overhaul. I also use most of the other Medieval series mods, but this seems to be the only one that is incompatible. Could you please check it?
Raider1 13 Oct @ 4:22am 
Is there a chance of getting a version of this mod without the Medieval Overhaul requirement? I was really digging it but MO is super glitchy and introduces tons of stuff Im not interested in...
(◣_◢)  [author] 13 Oct @ 3:55am 
I have no idea what link you are referring to. I have a post in the Steam Workshop's discussion forum about VFE:Empire, and there is no link in it, besides the screenshots.

The patch actually only reworks the title requirements and the permits.

To be honest, the patch is a bit destructive, so I am working on a less destructive one. But so far, I haven't heard of anyone having problems with it.

Are you playing with a tech-limiting mod? Those can usually cause those errors as well.
isalcaruz 13 Oct @ 1:28am 
Is the VFEE patch still necessary? I'm trying to find out what mod is affecting the Concession Service mission. Every time it comes out it gives me an error, but I really don't know what mod it could be. But I saw that in the pinned messages there is something about a part for VFEE and I was wondering if it is still necessary? The links that were there send me to a page that asks me to open a paid account or something like that.
KatWitch 10 Oct @ 9:42am 
@Paolini - THANKS!!! lol
Paolini 7 Oct @ 5:55pm 
Added this to my 290 modlist and everything works fine !, there are 2 errors bc MO changed DankPyon_TailorsBench to HandTailoringBench

If anyone else HATES red lines, to fix it open these 2 xml files and do the replacement above; CustomSettlements_Empire + Accurex_Settlement_Symbols (location: 2646321064\1.6\Defs\CustomGenDef)

Type tailor with ctrl+f to find the line, there are 2 defs to change on each file
(◣_◢)  [author] 3 Oct @ 2:44am 
Sadly, no. They have too many new textures and other things, which I am not able to medievalize
(´・ω・`) 3 Oct @ 1:39am 
Are VE deserters compatible?
(◣_◢)  [author] 20 Sep @ 1:03pm 
I am working on a mod menu and a toggleable patch to implement Citrea's idea.
However, this will take a while, as I need to rewrite some (or many) of the patch operations.
After that, i can think of a way to include some 18th century armaments.
Vlad Draculea 15 Sep @ 9:54am 
can u make compatibility with tasty arms or arms galore - medieval to make use of their guns?

its all 16th-18th century armaments so for some people who prefer a renaissance era type of medieval game it would be nice
Агент «StRoGo» 31 Aug @ 1:21am 
вот бы руссификатор на этот мод найти
Witski 13 Aug @ 1:42pm 
I want a 100% medieval run, i leave the neanderthals but i do not remember if they use guns and the insects.
(◣_◢)  [author] 13 Aug @ 1:41pm 
That depends entirely on how difficult you want it to be. The Mech Hive is certainly a challenge if you're only playing medieval.
Witski 13 Aug @ 1:38pm 
Should i disable every single faction except the medieval ones? What about the mech hive?
Ill just try that way for now.
(◣_◢)  [author] 4 Aug @ 11:31pm 
The idea was that you need as many MO objects as possible for the titles. I've also seen screenshots where people have tables in a "separate' room that isn't actually separated from the main room by a door.

But I'll think of something. When updating to 1.6, I also thought that the patches were a bit destructive and that everything vanilla was being patched away.

Maybe I'll make a "light" option where only the MO items are patched to the existing requirements.
Citrea 3 Aug @ 1:52pm 
It would be very nice to have a config option to revert the title requirement changes - as is, the rework of the empire faction is pretty nice, but if you have *anything* which interfaces with the normal bedroom requirements... it's just not taken into account at all.

Plus, including tables in the throne room requirements is a little... out of place `:D
Dining halls and throne rooms were traditionally very much separate, *especially* as royalty went up in rank. Having the opposite be the case here should definitely be optional.
Nar 31 Jul @ 3:28am 
@Mongshal
veryvery thank you bro. be blessed
Nar 31 Jul @ 3:28am 
@(◣_◢)
Thanks for the reply. Thankfully, someone else got the 1.5 version file and it worked, but I'll upload the error log file.
https://gist.github.com/HugsLibRecordKeeper/add0d13bd02fe20d97fbd24fdffc9797 :steamthumbsup:
Mongshal 31 Jul @ 12:07am 
@Nar
Because of the Medieval Overhaul conflict with this mode at 1.5
If you're in a hurry, you can find the mod file before the mod update here
If you replace all modes related to Medieval Overhaul with files before the update, you can play without conflict
https://drive.google.com/drive/folders/1BIfb2UJbK5Zu4D1Pfq0hAR38PHNlQeqz
(◣_◢)  [author] 30 Jul @ 2:02pm 
Do you have a log for me? Otherwise, it is impossible.
Nar 30 Jul @ 8:15am 
hi. I'm playing on version 1.5 and when I put this mod in, I get an error. Do you know why?
(◣_◢)  [author] 29 Jul @ 4:03am 
Hello, yes. It does.
But be aware that the title requirements for the newly added vfee titles have been changed to fit into the medieval setting.
I have created a thread in the discussion page where I listed those changes.
BenFD 29 Jul @ 2:43am 
Hello,

Do you know how the mod order works with your mode and VFEE?
(◣_◢)  [author] 28 Jul @ 9:09am 
@Igor Diiaz : Should be fixed. If you resubscribe to the mod, you can force an update.
(◣_◢)  [author] 27 Jul @ 2:31pm 
I am glad you enjoy the mod.
Thanks for letting me know, I will have a look at it.
Igor Diiaz 27 Jul @ 1:12pm 
Hello there. Thanks for bring some of the awesome mods to the community. My playthroughs wouldnt be that fun without your mods. <3

Recently, i'm having some errors when i pair this with VFE - Empire. Tried this with only this mod, MO, VFE Empire and its dependencies. Here the log:

https://pastebin.com/A8iYc5mf
JoeOwnage 26 Jul @ 8:05am 
Thanks!
(◣_◢)  [author] 26 Jul @ 2:35am 
Texture paths should be fixed
MotumboBB 24 Jul @ 3:36pm 
Thank you for your time! No worries. Whenever you can:steamthumbsup:
(◣_◢)  [author] 23 Jul @ 10:52pm 
Unfortunately, the folder structure of MO changed with the last update, and some textures are no longer where they used to be... that's why you're seeing those errors.

Technically, you can just ignore them for now if the missing textures don't bother you.

I haven’t had time to update the paths yet, but I’ll get to it soon.
MotumboBB 23 Jul @ 10:34pm 
Hi! I’m having a texture issue in RimWorld during a medieval-themed playthrough. I bought the Royalty DLC and installed mods, but some items show red Xs instead of proper visuals. For example, the "cloth full arming cap" from the Royal Tribute Collector shows a red X.

My mods:
Harmony, Core, Royalty, Adaptive Storage Framework, Vanilla Expanded Framework, [SYR] Processor Framework, Medieval Overhaul, Medieval Overhaul: Royalty, Replace Stuff - Continued, QualityBuilder, Pick Up And Haul, Medieval Overhaul: Adaptive Storage, XML Extensions, Majestic Foliage Framework [HH].

I used "Auto-sort mods" but the issue remains. It seems like textures are missing or being overridden. Not sure if I’m missing a dependency or if there's a known conflict between Medieval Overhaul: Royalty and Royalty DLC.

Any help would be appreciated!
Chewie2k 23 Jul @ 5:23pm 
I'm guessing the answer is no, but just to be sure, this does not work with Vanilla Factions Expanded - Deserters? I do see there is a patch for VFE Empire so I'm hoping :) If not thats cool!
SutiituS 22 Jul @ 7:17pm 
Is it possible to remove mid-save? Would the overhaul be replaced by the old version or would I just be doomed?
JohnnyBonny 21 Jul @ 5:39pm 
You've added the wrong version of Medieval Overhaul the one you have added is outdated from 2022.
(◣_◢)  [author] 19 Jul @ 9:59pm 
I will have a look. Probably because of the restructuring of the folders :-/

Thanks for reporting!
Guagh 19 Jul @ 9:57pm 
Hey not sure if anyone has brought this up but the recent update to medieval overhaul (the unofficial one) has made this spit out a crap ton of errors in the menu regarding textures, not sure if its an issue but just wanted to let you know.
xenonprime 15 Jul @ 4:19am 
Thank you very much for the 1.6 update!
Geneva 14 Jul @ 11:45am 
WOOOOOO
Ceratisa 14 Jul @ 8:45am 
1.6?
King DaMuncha 11 Jul @ 10:19pm 
please update
Kolljak 3 Jul @ 12:15pm 
its a shame this doesnt stop their shuttles from landing to pick up lords.
Antisanta 2 Jul @ 10:23pm 
Out of curiosity, does this lock the Empire to medieval tech, or do they advance as time goes on? How does that work? Thx!!