RimWorld

RimWorld

Vanilla Races Expanded - Lycanthrope
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
Aravox 21 Sep @ 9:38pm 
Some of them are turning into their hair color. I know because one lady had super red hair, now she's fully red skinned. WHY?????
Aravox 21 Sep @ 9:37pm 
I can't find what is doing this, but everyone is black after the transformation and going back to wolfman. Every single time. What's going on?
Sarg Bjornson  [author] 20 Sep @ 10:54pm 
Nah
Aravox 20 Sep @ 9:09pm 
Can confirm, if your skin is white with the genes to have that skin, and a black skinned Wolffman changes you, YOU BLACK NOW!!! Just saying. This needs changed.
Aravox 20 Sep @ 5:31pm 
Ohhhhhhh wait i see. The lady wolfman who bite my pawn was originally a black lady, her implant genes technically gives all genes to the target. SO NOW MY DUDE IS BLACK!!!!!


*STANDS ON SOAP BOX* NIIIIIGGGGGGGGGGGGGGG
*Gets shot by police*
Aravox 20 Sep @ 5:26pm 
I love this mod, but why did you make wolfmen all black? Why not allow the original skin of pawn to mold over? The image up top is of a white wolfman .....
Shizzazzle 20 Sep @ 6:59am 
Oh sorry i see now
Sarg Bjornson  [author] 20 Sep @ 6:52am 
Faq
Shizzazzle 20 Sep @ 6:50am 
I had the quest with the wolfmen ship crashing and offering to turn one of your colonists... but they all just walked off the map? There was no "offer"
Exovi 18 Sep @ 10:37am 
I'm having trouble understanding how the morphing genes work. I see that Lycan and Wolfman both have Nocturnal morphing, and at night Wolfman gives them Night Owl / Chest Fur / Dark Vision / Pack Mentality

How does Lycan recognize turning into Wolfman though? I would like to create a seasonal morphing pair but I don't understand how I would link them up

Can't find any info in discord or googling it
Sarg Bjornson  [author] 16 Sep @ 10:55pm 
What are you talking about? It is 1.6

Not only it isn't a bug / issue, it was literally the way we designed it. It's been in the FAQ since release
Shaw_de_pig 16 Sep @ 3:39pm 
So... Author, your saying you don't consider lycanthropes being wolfmen AT NIGHT and turning into thier wolf forms AT DAYTIME to be a bug/issue? like... are you pretty much done with this mod or something? is that why it's not updated to 1.6 yet?
Sarg Bjornson  [author] 16 Sep @ 11:00am 
Not really, it's the same gene. It's decided by how the pawn spawns in the map. If it spawns as a Wolfman, he is a werewolf. If he spawns as a Lycan, he is a Wolfwere.
BlackOkamie 16 Sep @ 10:47am 
This mod has 2 genes, 1 morph during the day the other during the night.
Emperor 10 Sep @ 7:46pm 
Uhm, So a Wolfman that was my guest from a quest turned my Yttakin Colonist into a werewolf (or wolfwere? idk XD).
Anyway, the issue is that he morphs every morning, and evening into... wolfman. I tried changing his genes to force morphing (removing nocturnal morphing) but he morphed back into a Wolfman.

So he is a wolfman, that is every night turning into a wolfman... That's not how it's supposed to work, is it?
I don't actually understand how morphing affects psyfocus. Sometimes morphing increases it, making me think lycan and wolfman have separate tracking psyfocus, but then most times it just drops entirely to nearly 0% psyfocus.
Aravox 8 Sep @ 10:02pm 
MY BAD didn't realize the gene implanter is only when they are wolf man form. MY BAD
Aravox 8 Sep @ 10:00pm 
It would be nice if the Lycans actually had the Implanter gene. :/ That shouldn't be hard to fix, Please fix it. If you want to be fancy and make it so a bite makes a lycan disease that upon 100% they become one, then ok. But even when I get Lycans to join they can't ever change another pawn. *Sad Panda Face*
Sarg Bjornson  [author] 8 Sep @ 8:43am 
It's not bugged, it's unfinished
Renzor 8 Sep @ 8:15am 
can confirm the werewolf crash is bugged since 1.5 even. I've had the quest multiple times and even though the quest dialogue says they'll offer to transform a colonist, there is never an option to transform a pawn.
Poorweather 27 Aug @ 9:45pm 
The quest 'Werewolf Crash' seems to be busted. I accepted the offer but they never offered to turn one of my colonists before leaving despite that being in the description.
Sarg Bjornson  [author] 26 Aug @ 11:09pm 
It's not an easy thing to fix, unfortunately. As it is purely aesthetic, we will probably never address it
Northward Bound 26 Aug @ 7:41pm 
Hey Sarg, 100% not critical, imo, so backburner the hell outta it, but i still get that weird ass beard issues and am thinking it has more to do with core functionality than anything else. clues are every game load, the beard is different, but then static throughout the session. So, i play and get the mustache and every morning, regrow the mustache. Quit to menus, reload save, still the mustache. quit to os completely and relaunch the game, have a mustache, but then next morning when they morph back to wolfman, i get a new random beard that will persist throughout the game session.

isnt that a fascinating mechanic? i love how this game functions. Always thought it was so elegant. lol you probably want to slap me for saying that lol. anyways, not a real bug per say, the mod is completely functional and i have grown to enjoy my Werebeards. I never know what i'll get each session. Especially since i got your folks hair expanded mod too, cause... whats one more mod, amiright?????
TenSori 25 Aug @ 12:01pm 
Ty
Sarg Bjornson  [author] 25 Aug @ 11:53am 
Yes, read faq
TenSori 25 Aug @ 11:51am 
I mean he looking like wolf for a day time, and human during night. Its really should works like that way?
Sarg Bjornson  [author] 25 Aug @ 11:39am 
Yes
TenSori 25 Aug @ 11:37am 
I accepted wolfman into the colony and for some reason he becomes lycan during the day and turns back at night. Is that how it should be?
Frickingweeb 23 Aug @ 11:12am 
@toomanywyrms Yeah it's just crazy rare. I've only gotten the quest like two times and I've been playing with it basically since it came out. I genuinely forget I have it active. I honestly think you should just devmode trigger it because you might have a few more years to go.
too 🌸 many 🌸 wyrms 23 Aug @ 2:41am 
is the lycan quest rare? hasn't popped up in my 3 year colony, which might be bad RNG but i'd love to turn a specific colonist into one
Northward Bound 22 Aug @ 4:33am 
oof i been judged XD
Sarg Bjornson  [author] 21 Aug @ 10:57pm 
Yeah, at this point if someone is using PC they deserve it XD
Northward Bound 21 Aug @ 2:47pm 
ah, i think i logic'd out the answer. its prepare carefully mod.

every pawn, regardless, always reverts back to their base. If the pawn was created with aqua hair, it will revert back to it. does not matter if you choose to change the pawn will revert back to its original spawned values. If i get time today, i will change a pawns gender too, to see if they revert back to their original spawned gender. its a neat kinda bug, i honestly dig it. I never knew the game stored original values like that. i wonder if their pawn id's have hidden meaning that define look etc. pawn32333 is 3 adult, 2 male, 3 black hair, 3 thin, 3 bushybeard. if you change pawn 32333 to anything else, when it reverts back it will populate its appearence by its id.
Northward Bound 21 Aug @ 1:38pm 
Forgot to mention hair color, it changes too but its far more set than the beards. its not what you start as but after the first change, it reverts to its second color every time. start out with black hair, get aqua after the first day, but it stays aqua every time you revert back to wolfman from lycan. so,

black haired wolfman, black haired lycan, then next day, aqua wolfman, aqua lycan, aqua wolfman, aqua lycan, aqua wolfman, then you get tired of it and dye your hair, aqua wolfman to black hair wolfman, black haired lycan, then back to aqua wolfman. dye is forgotten
Northward Bound 21 Aug @ 1:34pm 
werebeard is still a thing, but honestly, i enjoy it. not sure if the ladies will appreciate their new beards tho lol
Sarg Bjornson  [author] 20 Aug @ 10:48pm 
For sure, readding the xenotype will work
Zombiefied 20 Aug @ 12:48pm 
For me it works after removing mod, loading savegame, saving, adding mod, readding xenotype to pawn

hope that didnt break everything else
Sarg Bjornson  [author] 19 Aug @ 3:36am 
Likely not, they are stuck
Dracula 19 Aug @ 3:30am 
Will the fix work retroactively for existing saves?

Thanks Sarg
Sarg Bjornson  [author] 18 Aug @ 10:23pm 
Yes. Changelogs are on GitHub