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Messages - Basharrah

#1
Releases / Re: [A15] Orassans
November 01, 2016, 06:59:06 PM
  Silly me, I'd edited a copy of the mod in another folder, rather than the one in my mods folder. Simply cutting the aforementioned lines got me the results I was asking for.

  Thank you for being so helpful, and for continuing to push out updates to the mod mere days after you released the previous version.
#2
Releases / Re: [A15] Orassans
November 01, 2016, 05:30:22 PM
  Thank you again, and I have one more question. I have done what you have told me to, and now the newly-spawned Orassans don't spawn headless, like they did when I was going in blind. However, the ears aren't spawning on them, leaving them looking like they are going bald in two different places on their heads. I've overwritten the hairstyles in the new version with the ones from the previous version, and as to the .xml, I simply deleted these lines, since they weren't in previous versions;


    <NakedBodyGraphicLocation></NakedBodyGraphicLocation>
    <NakedHeadGraphicLocation>Things/Orassan/Heads/</NakedHeadGraphicLocation>
    <DesiccatedGraphicLocation></DesiccatedGraphicLocation>   
    <CustomGenderDistribution>true</CustomGenderDistribution>
    <MaleGenderProbability>0.5</MaleGenderProbability>   
    <PawnsSpecificBackstories>false</PawnsSpecificBackstories>
    <HasHair>Vanilla</HasHair>
    <GetsGreyAt>60</GetsGreyAt>
    <CustomSkinColors>true</CustomSkinColors>
    <Headless>false</Headless>
    <alienpartgenerator>     
      <aliencrowntypes>
        <li>Average_Normal</li>
      </aliencrowntypes>
    </alienpartgenerator>

   <alienskincolorgen Class="ColorGenerator_Options">
        <options>
          <li>
            <weight>10</weight>
            <only>RGBA(1.0,1.0,1.0,1)</only>
          </li>
          <li>
            <weight>10</weight>
            <only>RGBA(0.5,0.5,0.5,1)</only>
          </li>
          <li>
            <weight>10</weight>
            <only>RGBA(0.3,0.3,0.3,1)</only>
          </li>
          <li>
            <weight>5</weight>
            <only>RGBA(0.7,0.6,0.6,1)</only>
          </li>
          <li>
            <weight>5</weight>
            <only>RGBA(0.5,0.3,0.0,1)</only>
          </li>
        </options>
      </alienskincolorgen>


Is there another line I need to change? Is there a different .xml file I should fiddle with? Thank you, again, for taking time to help us.
#3
Releases / Re: [A15] Orassans
October 31, 2016, 03:53:51 PM
  Thank you very much for the speedy reply, I regret that I didn't check this thread sooner. Could I trouble you for more detailed instructions as to what .xml files to modify? I am not very familiar with RimWorld modding, so I don't really know which files to look for.
#4
Releases / Re: [A15] Orassans
October 30, 2016, 10:30:32 PM
  I seem to be in the minority here who came for nekos rather than space-furries, would a non-furry, standard neko version of the mod be maintained in the future?

  I am aware that the previous version on Nexus contains the original Orassan textures, and I am grateful that it is available. What I am wondering is if there will be future versions of this mod that allow us to pick between the original or the new textures, perhaps in the form of a patch of some kind. Alternatively, instructions detailing a way to go into the files manually to replace the new textures with the original textures would be spot-on.

  I enjoy this mod very much, and the Orassans recruited peacefully in my colonies have become valued members of the community. I would very much hate for Exterminatus to be used on them in the future, due to their newly-dominant xeno appearance.
#5
Outdated / Re: [A15/A14/A13] Aristocat's mods
October 01, 2016, 07:36:19 PM
I seem to be having difficulty curing and injecting mechanites. At first, the option to inject sensory mechanites or fibrous mechanites into colonists didn't show up, despite having researched mechanite manipulation, and later when my colonists became infected with sensory mechanites I didn't have the option to cure them. I've tried disabling all of my mods except for the ones included in the modpack, but I've had the same results. I'm using the Medical Complications version 0.4.2, but I've had the same issue with previous versions, and I am at my wit's end trying to figure out how to make it work, does anyone have a possible solution?