(https://i.imgur.com/meOTKyC.jpg)
Updated for 1.1, 1.2
Steam Equiums (http://steamcommunity.com/sharedfiles/filedetails/?id=1211945995)
Direct original head texture 1.1,1.0 version Equiums (https://www.dropbox.com/s/ljiyxsrjwacj99j/Equiums.zip?dl=1)
Strange anthro horse looking people that are a bit faster and stronger than normal human race. Oh, they are also able to eat bushes and hay !
Features:
Storyteller added with horse in black incident. Storytellers now a separate patch mod now for use with Anything Goes, Lite Lite, and Mystery versions.
- Recruitable/Playable
- Neutral NPC factions
- Able to have human hair
- 4 Different colors
- Vegetarian
- Lore and Furry Friendly
- Slicing Horseshoes, flaming arrows bows, explosive arrows bows, horse nail gun, horse cheater pipe, and horse pipe wrench weapons to the mystery and lite lite builds.
Created an eat everything patch as requested.
Changes food restriction and food type.
(https://i.imgur.com/7gO7HHi.png)
direct download Equiums Can Eat Everything (https://www.dropbox.com/s/jwogte00xc2agia/EquiumsNoFoodRestrictionPatch.zip?dl=1)
steam Equiums Can Eat Everything (https://steamcommunity.com/sharedfiles/filedetails/?id=1913484177)
Wall and Floor Art addon mod now released.
(https://i.imgur.com/QB50Wvx.jpg)
Steam Equium Wall N Floor Art (https://steamcommunity.com/sharedfiles/filedetails/?id=2016401914)
Direct Equium Wall N Floor Art (https://www.dropbox.com/s/gqx9cui7hpwd5ul/EquiumWallNFloorArt.zip?dl=1)
Mystery version is now a permanent version. Has all the new textures including new storytellers and difficulty levels. At this moment 3 race restricted weapons have been added.
Play it to find out what's in it.(Where did I hear that one before.)
Direct Equiums Mystery (https://www.dropbox.com/s/0lue9y6c89lecz3/Equiumsmystery.zip?dl=1)
Steam Equiums Mystery (https://steamcommunity.com/sharedfiles/filedetails/?id=1666763954)
Steam Equiums Lite Lite (https://steamcommunity.com/sharedfiles/filedetails/?id=1716360731)
Direct Equiums Lite Lite (https://www.dropbox.com/s/vcuagvu4ixebaro/Equiumslitelite.zip?dl=1)
(http://i.imgur.com/PvmUJKY.png) (https://imgur.com/PvmUJKY)
A very plain version of Equiums. One faction plus player colony. One horse scenario with passive coolers already researched.
No foods, no weapons, no extras, no race restrictions. Only tails and heads. Can eat everything and anything.
More chances of going manhunter now.
Steam Equiums Anything Goes (https://steamcommunity.com/sharedfiles/filedetails/?id=1774876106)
Direct Equiums Anything Goes (https://www.dropbox.com/s/q4pzg1h2awikm3b/EquiumsAnythingGoes.zip?dl=1)
Weapons pack for Equiums and Equiums Anything Goes mods. Has 7 weapons in it. It is race restricted and has race restricted research. Equiums can still use other non restricted weapons.
(http://i.imgur.com/ihJ6vP3.png) (https://imgur.com/ihJ6vP3)
Steam Equiums Weapons Pack (https://steamcommunity.com/sharedfiles/filedetails/?id=1837824281)
Direct Equiums Weapons Pack (https://www.dropbox.com/s/6glut2r8661ikhs/EquiumsWeaponsAddon.zip?dl=1)
Have to use this patch for modded weapons for the whitelist to work properly.
(http://i.imgur.com/2NGuERh.png) (https://imgur.com/2NGuERh)
Steam Equiums Weapons Whitelist Patch (https://steamcommunity.com/sharedfiles/filedetails/?id=1837961760)
Direct Equiums Weapons Whitelist Patch (https://www.dropbox.com/s/zwtia0m3pp046mb/PatchingthePatches.zip?dl=1)
Separate Storyteller pack now. 2 Storytellers. Custom incidents such as silent raids, killer horses, killer rabbits, and manhunting turtles. Customized animal races for the incidents. Man in Black for normal play and Horse in Black event for my race mods. Right now works with Anything Goes, Equiums, New Equiums, New Equiums Player Only, and New Equiums Faction Only mods.
Steam Equiums Storyteller Pack (https://steamcommunity.com/sharedfiles/filedetails/?id=1795273936)
Direct download Equiums Storyteller Pack (https://www.dropbox.com/s/gw6z64px1lg6lp4/EquiumsStorytellers.zip?dl=1)
(https://i.imgur.com/gPzJYzd.png)
For those who want to go retro. Unable to upload to steam workshop in newer Rimworld versions.
(http://i.imgur.com/HfbPqaB.png) (https://imgur.com/HfbPqaB)
Direct download: Equiums A16 (https://www.dropbox.com/s/0o6bdde2m7uavvp/EquiumsA16.zip?dl=1)
(http://i.imgur.com/XK44Era.png) (https://imgur.com/XK44Era)
Direct download: Equiums A16 Mars X Edition (https://www.dropbox.com/s/1e8emec91v6rvtf/EquiumsA16MarX.zip?dl=1)
Equiums A16 Mars X Mixed Race Start Only (https://www.dropbox.com/s/3z8yvz8vketjp0a/EquiumsA16MarX%20StartOnly.zip?dl=1)
My Rimworld Mods (https://www.mediafire.com/folder/lnh89bqkeyoc8/) Mediafire links.
Dropbox B19 ver. https://www.dropbox.com/s/l9ia71npbplslz8/Equium%20Horse%20RaceV019_7.zip?dl=0 (https://www.dropbox.com/s/l9ia71npbplslz8/Equium%20Horse%20RaceV019_7.zip?dl=0)
B19 release Work in progress. Added some RBSE, VegGarden, and GouRIMet functionality. Various experimental elements.
Dropbox new https://www.dropbox.com/s/j56qqjs1n3ckqow/Equium%20Horse%20RaceV12.zip?dl=0 (https://www.dropbox.com/s/j56qqjs1n3ckqow/Equium%20Horse%20RaceV12.zip?dl=0)
Added patch for haygrass. Haygrass can now be grown in hydroponics basin.
Restricted foods. Works with gouRimet 1.0, Vegetable Garden, U.S Military Kit, and Rimmu-Nation - Camping Stuff.
B19 RBSE Patch Here No Steam release.
https://www.dropbox.com/s/bdjp7pgmujd7n57/EquiumsRSBEPatch.zip?dl=0
EPOE Patch Here
Steam http://steamcommunity.com/sharedfiles/filedetails/?id=1221180509 (http://steamcommunity.com/sharedfiles/filedetails/?id=1221180509)
Do not forget the Alien Races framework by erdelf.
Rocka is still the original owner and I am now the new dev working on this mod and a plan for a new one. Steam does not allow multiple devs to upload updates to the same id. Shows a lack of efficiency.
Let me know what you think.
Thanks for your cooperation.
My other mods: https://ludeon.com/forums/index.php?topic=49042.0
My Discord server: https://discord.gg/rrbdJdT appropriately named "Will I Ever Get This Done?"
My Twitch channel: https://www.twitch.tv/hauvega
Playing with new concepts.
(https://i.imgur.com/z3Hwa0u.png)
(https://i.imgur.com/nVaHfWz.png)
(https://i.imgur.com/773gNGi.png)
(https://i.imgur.com/dWjroUs.png)
(https://i.imgur.com/PRhEelG.png)
(http://i0.kym-cdn.com/photos/images/newsfeed/000/173/580/Wat.jpg)
I am planning another version of the mod that reflects the storyline the original author wanted. I took the original mod fixed it to work and started adding stuff to it. Learning to xml modding by studying and fixing broken mods.
I have to bring up ONE nagging issue. With the military start, there's a suspicious lack of starting weaponry for a group of 5 trained soldiers in power armor
I find that the pawns automatically spawn with weapons on them.
Maybe mine is different for some reason, but my pawns dropped unarmed. Plenty of armor though so thankfully bows were enough for the first raid lol
Cool, now horse-men riding horses is possible ^^ ! (with this mod + Giddy-up Battle Mounts + AnimalCollabProj)
doomtrout Do you have any mods that remove vanilla weapons? I going to make some adjustments anyway.
Just updated to version 6.
Military start pawns have no weapons.
Added weapons in military scenario.
Updated to version 7.
Fix conflict with another race mod.
So the medieval mod that adds hands and shoes they wear...all of them...at once. Also tool belts. It is an easy fix to disallow those items from their wardrobe and make them a special outfit. I wish I had taken a screenshot my one Equium was wearing 10 tool belts 15 hand wraps and 18 tribal boots.
https://ludeon.com/forums/index.php?topic=22316.0 This mod and
https://ludeon.com/forums/index.php?topic=33092.0 this one.
Fix issues with toolbelt mod and mods with footwear or handwear.
I had forgotten to add the combat log to the pawn window. It is now added.
More of a plea than anything, but is there a way to tell my guys to stop eating all the healroot? Understandable if not, it's just annoying that my grower will sometimes rip up the healroot for a snack rather than go to the kitchen. PS- The weapon spawning works flawlessly now, thanks!
Try this version. Still trying to figure out how the food type flags work and how they are defined. I am also trying to figure out how to forbid without too much complexity. If I can race prohibit certain things, then this will be easier to do.
Equiums test (https://www.dropbox.com/s/q031j138q9f9n3e/Equium%20Horse%20RaceTest.rar?dl=0)
Hello, I have a million and one mods loaded, so it's hard to for me to determine an exact mod conflict/issue, but that won't stop me from trying!
Whenever I try to start a new game, I get an error when using the Prepare Carefully mod, I can't bring up the exact error right now, but it's something to do with the face and body textures not being loaded/detected properly by the Prepare Carefully editor. I could still see the pawn in the little editor screen. but whenever I tried to change the colour of the pawn, the colours wouldn't change on the display.
Here's an issue brought up by the logs whilst in-game. Occured right after loading.
Could not resolve reference to object with loadID Thing_Alien_Equium855 of type Verse.Pawn. Was it compressed away, destroyed, had no ID number, or not saved/loaded right? curParent=WorkTab.PriorityManager curPathRelToParent=/Priorities/keys
Verse.Log:Warning(String)
Verse.LoadedObjectDirectory:ObjectWithLoadID(String)
Verse.CrossRefHandler:TakeResolvedRefList(String, IExposable)
Verse.CrossRefHandler:TakeResolvedRefList(String)
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(List`1&, String, LookMode, Object[])
Verse.Scribe_Collections:Look(Dictionary`2&, String, LookMode, LookMode, List`1&, List`1&)
WorkTab.PriorityManager:ExposeData()
Verse.CrossRefHandler:ResolveAllCrossReferences()
Verse.ScribeLoader:FinalizeLoading()
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile_Patch1(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Prior to saving and loading I got a warning message about how the IDs weren't 'deep saved' so it could cause issues whilst loading. I had an error for each one of my Equius pawns (4).
Probably would help with a log file and a game save. I tested with a small amount of mods and I did not have a problem. I have pc at the bottom of the list. It could be load order?
A new test with food allowance. Only certain foods will be eaten. Works with GouRimet 1.0 and Vegetable Garden and a personal version of Grill Tech. Looking for more food suggestions.https://www.dropbox.com/s/q031j138q9f9n3e/Equium%20Horse%20RaceTest.rar?dl=0 (https://www.dropbox.com/s/q031j138q9f9n3e/Equium%20Horse%20RaceTest.rar?dl=0)
Version 10 out.
Equiums have a strict diet. They will not eat healroot anymore planted or wild. Works with gouRimet 1.0, Vegetable Garden, U.S Military Kit, and Rimmu-Nation - Camping Stuff.
Updated to making their own meals. Three meals that can be made. Two hay versions and one non hay version. Eat Up..
Micro update. Added player colony base icon. Can see own player colony on the world.
Added patch for growing haygrass in hydroponics basins. Good for tough locations.
There's a real lack of attention for this despite the fact that it's one of the better race mods out there, even if you're its successor. It's an awesome mod and addition to the game, with some aliens that really outplay all of the other "durr, what if human but animal head?" mods. I just wanted to let you know, it's pretty great.
Just put up a version for the unstable build.
Quote from: hauvega on June 18, 2018, 09:44:42 AM
Just put up a version for the unstable build.
That was. . . quick. Good job! Hope everyone updates as quick as you do!
It is a work in progress. Still trying to get a feel for the new build.
This race was the basis of my most successful cutist colony.. mostly because I could use all the normal food for sacrifices. So looking forward to the version for 1.0.
I see red. Just updated to v1.2. Change in texture path for body parts in core.
Just updated to ver 1_3. Got the backstories fixed.
Updated to ver 1_6. Trying to stay with the core changes.
New updates. Playing with death and other fixes.
Quote from: hauvega on December 04, 2017, 12:04:19 PM
I am planning another version of the mod that reflects the storyline the original author wanted. I took the original mod fixed it to work and started adding stuff to it. Learning to xml modding by studying and fixing broken mods.
Holy shit! I've been doing the same thing. Have you started to touch C#inese yet?
I have not touch it yet. I really like to keep the mod simple. Use the K.I.S.S. (keep it simple stupid) method.
Quote from: hauvega on July 05, 2018, 12:13:06 PM
I have not touch it yet. I really like to keep the mod simple. Use the K.I.S.S. (keep it simple stupid) method.
I was just asking in general.
Updated to v1_10. Messing with various things.
Updated to v1_11. Changes to alien framework.
Changes in alien framework requires changes in mod. Some new changes.
Did a new update. v1_13. Playing with faction numbers. Framework updates. And the most famous of them all 1.0 or 0.19? The insanity continues..
Is there a Combat Extended patch for this?
Right now not at this time. I will look at it later.
First of my B19 releases.. Moar to come.
V019_3 Moar stuff and eventually rbse.
Hope to see RBSE soon, that's the only thing keeping me from using this. It looks great.
B19 RBSE patch https://www.dropbox.com/s/bdjp7pgmujd7n57/EquiumsRSBEPatch.zip?dl=0
No Steam release.
I am hoping mod check was up to date. It helps greatly. I can integrate the patch into the main mod without having to create a separate mod. Also I hate steam workshop. If they could allow the modder to add additional sub mods related to the original mod instead having to generate additional pages. The perfect mod page would have multiple subscribe buttons to point to different versions and additional related mods or patches. I did put a link up on the page pointing to where the patch is.
Consider implementing your own sort of mod check. This is all you need:
https://github.com/cuproPanda/Zen-Garden/blob/master/Source/ZenGarden/Utils/PatchOperationModDependent.cs
Put up a test build. Playing with namer functions. Fix a regular build.
New update! Possibly break saves. Custom faction and settlement names. Reduced number of generated settlements. Various other fixes.
Another update! Added some EPOE functionality.
New update! Various experimental elements. Added RBSE, VegGarden, and GouRIMet foods in.
Updated for RW 1.0.
Testing the storyteller with horse in black incident. https://www.dropbox.com/s/5yf8f71qsubl5ot/Equium%20Horse%20RaceV019Devtest2.zip?dl=0 (https://www.dropbox.com/s/5yf8f71qsubl5ot/Equium%20Horse%20RaceV019Devtest2.zip?dl=0) Can use feedback. Thanks.
Nice work! ;)
I've only recently started playing Rimworld, so this was actually my first Rimworld mod. Mainly cause you were the first to post in the "1.0 Mod Announcement" thread. Racial diversification mods like this were actually one of the key things that got my hooked, so thanks to people like you I've lost hours of my life playing this game instead of being productive I'm having a real blast ;D
I think my only gripe with the mod is the number of Equium factions.
Not really a big deal since I can easily disable them through modded factions.
I generally just use the tribe, occasionally the empire. Something about horses makes me struggle to see them as a gang or military faction.
So yeah, issue is purely in my story-building head.
In other words, I enjoy this mod so much that my only issues with it is that you've given me too many option xD
I am doing for different play styles. I might reworked so that their individual faction mods. Got to think about it. I guess you are getting raided by the gang faction. It telling that it is working.
Storyteller event added.
Update Fix problem on startup with latest Hospitality release. Coming soon Play as your own gang.
New test version up. Adjusted storyteller and new scenario play as bad Equiums.
New version up V1_6. New scenario and various adjustments n fixes.
Just added a patch for Terra Project. Please re download.
New Version Added Equium pemmican. Cleaned up food recipes. Some adjustments to Storyteller.
Redownload for some serious fixes. Fixed age problems mostly.
Did something insane. Anybody want try it? https://www.dropbox.com/s/0lue9y6c89lecz3/Equiumsmystery.zip?dl=0
Put test build (known as mystery version) on steam also. https://steamcommunity.com/sharedfiles/filedetails/?id=1666763954
Updated the mystery version.
Working on some new graphics. Check at first post to see samples.
Hay everyone. Preliminary head graphics version available now.
(https://i.imgur.com/xdAj5iv.png)
Mystery version updated with new textures. Can now make wooden hooves and cloth tails. Various other odds n ends.
dang lol with the power of the internet
(https://i.ibb.co/BwdC2yh/1.png)
Them female Equiums babes 8) Bojack will be pleased :D
(https://media1.tenor.com/images/cda0230abe9e7aedd5db8e1f2d94aed4/tenor.gif?itemid=10730423)
Babies?! What? Where? Arrrrrrrrgggguuuhhhhh! (Runs off into the distance).
Simple update to the 1_7 version. Backstory development in progress.
Working on a lite lite version. Only one faction and two scenarios. Has all the other insane stuff. "One Day Soon"tm.
(http://i.imgur.com/X4MoHsh.png) (https://imgur.com/X4MoHsh)
New head texture.
(http://i.imgur.com/uWD3BmA.png) (https://imgur.com/uWD3BmA)
Doing stupid things I released the Lite Lite Version. One Faction, Two scenarios, and other nonsense.
Adding some specialty beverages to the mod. Get those bars opened.
(http://i.imgur.com/jtNtcy1.png) (https://imgur.com/jtNtcy1)
(http://i.imgur.com/Cvuwnv5.png) (https://imgur.com/Cvuwnv5)
(http://i.imgur.com/KVQ8rTZ.png) (https://imgur.com/KVQ8rTZ)
Added a weapon to the mystery and lite lite builds.
Updated all 3 versions. Have some new stuff in it.
Forgot to add updated modcheck assembly file.
(http://i.imgur.com/eOIME5j.png) (https://imgur.com/eOIME5j) Got shades. (http://i.imgur.com/rWm2uL8.png) (https://imgur.com/rWm2uL8)
Pushed an update on steam and direct download.
Patch for some of CP's mods like Red horse furniture, Task Force 141 , Elite Crew, Last Man Mercs , The Ghosts , Umbra Company, Militaires Sans Frontieres, and Rimmu-Nation clothing and weapons. Patched also for Fashionrimsta and Apparello 2. Still have to do patch for military faction.
Only available to steam friends on steam at this time. If want to test it then friend me on steam.(http://i.imgur.com/PvmUJKY.png) (https://imgur.com/PvmUJKY)
I have my reasons for this.
A little project that I am working on.
(http://i.imgur.com/SfxaPWd.png) (https://imgur.com/SfxaPWd)
Did something stupid today and made the "Anything Goes" version public.
Separate storyteller pack now. Removed storytellers from Anything Goes and Lite Lite versions.
What Have You Done Now! (https://youtu.be/_aYivBntOC4) Anything Goes Dev version posted. Has some new experimental weapons such as flaming arrow bows and explosive arrow bows. Test weapons such as melee dining chairs and stools that can be used to sit on. So far have not been able to solve graphic issue equipping chairs and stools. Would love some feedback on it.
Updated the Mystery and Lite Lite versions with the new weapons.
Released weapons pack addon for Equiums mod.
Had to make a patch mod to patch the other mod.
Weapons Pack Addon can now be used with Equiums Anything Goes mod.
Fixes for body parts. Can craft artificial body parts. Graphic changes such as manes and tails have there own color now separate from the skin color.
I now have my own Discord server: https://discord.gg/rrbdJdT
I ended up converting Equiums A18 mod to an A16 mod for fun. Seeing what it will do in Mars X mod.
Hoston, we got a problem !
Mars Lander 15, what again this time ?
We can't land on the destination ?
Why not ? You are low on fuel or some other malfunction with the landing gear ?
No, horses in spacesuit are blocking the landing pad's !
(http://i.imgur.com/SH7lor2.png) (https://imgur.com/SH7lor2) (http://i.imgur.com/gaPUgAC.png) (https://imgur.com/gaPUgAC) Even modified the eva mask to fit the heads.
This is unmodified: (http://i.imgur.com/lL0vBw1.png) (https://imgur.com/lL0vBw1)
I forgot how much time I spent converting A18 to A16. But it works.
Have an Equiums A16 Mars X Edition made.
(http://i.imgur.com/XK44Era.png) (https://imgur.com/XK44Era)
Download link in first post.
Now to figure out how the backstories are generated.
My Rimworld Mods (https://www.mediafire.com/folder/lnh89bqkeyoc8/) Mediafire links. Also posted in the first post.
Will not be able to put any A16 versions on the steam workshop because it does not allow me to upload in a different version and a pain in the ass to change between versions because steam does not properly point to older versions.
Let's hope Dubwise is still working on the 1.0 Mars mod.
He still is. A complex mod like that just takes time.
I wish I could upload the A16 versions to the workshop, but the game hates it.
Also working on custom music for entry and session play.
Doing more testing with the Mars X mod. Had to create another version to allow a mixed race start. Due to how the Mars X mod works, any other generated ships with pawns will only allow a fixed faction which is set to human race. The other version will generate only Equiums when placed below the Mars X mod in both starting and other generated ships.
(http://i.imgur.com/oQ84FkW.png) (https://imgur.com/oQ84FkW) playing with texures and masks. A16
(http://i.imgur.com/9RcpDH4.png) (https://imgur.com/9RcpDH4)
My Halloween textures.
Food project in progress
(http://i.imgur.com/J6iz3bx.png) (https://imgur.com/J6iz3bx)
Equium Lavish meals, Equium Trail Mix, and Equium cereal.
Intermediate products: Sliced N Dried Equium Apples and Dried Equium Berries. Can be used in end products or eaten.
Raw products: Equium Oats, Equium Oathay, Equium Carrots, Equium Apples, and Equium Berries.
Plants: Equium Oat plant, Equium Oathaygrass, Equium Apple tree, Equium Carrot plant, and Equium Berry plant.
Plants are race restricted as is the foods.
I still have a millon other things to do.
Really, Will I ever get this done?
Coming Soon.
(https://i.imgur.com/HhGi3kU.png)
Working on a modular version. Created a joy item. Many changes to come.
My Twitch channel: https://www.twitch.tv/hauvega (https://www.twitch.tv/hauvega) where I will demonstrate my mods.
Been working on a modular version of my race mod. Also messing with variants of Helpful Bot's Realistic Darkness with a really dark eclipse. And also Increased Forest Density. Updated Bacon Bit's Grill Tech and Wall Torch mods.
Horsin' around with this stuff. Really dark eclipse. Got to test the deadly stuff.
(https://i.imgur.com/oC8Jv8H.png)
(https://i.imgur.com/JGfNDUX.png)
(https://i.imgur.com/oBiwpIN.png)
Created new patch as requested.
Available on steam and direct download.
Links in original post.
(https://i.imgur.com/7gO7HHi.png)
I do have the Bacon Bits and Helpful Bot's combo mods available as friends only on steam.
Released a work in progress version with my exploding mechs in it. Have to separate the c# stuff soon.
(https://i.imgur.com/aHpsLAH.png)
New Equiums Player Only (https://steamcommunity.com/sharedfiles/filedetails/?id=1920358270)
New Equiums Player Only (https://www.dropbox.com/s/p07ae4igkz16v4h/NewEquiumsPlayerOnly.zip?dl=1)
Scyther go boom?
(https://i.imgur.com/Py1j15m.gif)
Playing with something new I call wall art. Have a basic part working. Have a comp to see if the wall is still there. Have to work on checking the state of the cell infront of it. Graphics still have to be completed though. It is in my New Equiums Player Only mod.
(https://i.imgur.com/0hVNJCn.png)
Finally got the comp checks for wall art working right.
Planning to put the wall and floor art in a separate addon mod.
Updated Equiums for 1.1 and 1.0. Still more to do. Possible Wall and floor Art addon mod for it. Food system addon mod that allows plants and foods. Eventually rework this post.
Released my Equium Wall N Floor Art addon mod. Still a work in progress.
Adding wall signs. Working on dual signs. Trying to get placeholders and comps working for more than one cell. Adding random art also.
(https://i.imgur.com/J7GX4tR.png)
Added these signs.
(https://i.imgur.com/Owzg5d8.png)
(https://i.imgur.com/8xBO31q.png)
New Wall art and lavish meals base. And I am crappy at drawing.
(https://i.imgur.com/EJl6anv.png)
Trying out new ideas.
(https://i.imgur.com/PRhEelG.png)
(https://i.imgur.com/dWjroUs.png) (https://i.imgur.com/773gNGi.png)
(https://i.imgur.com/z3Hwa0u.png)
Working on my storytellers pack. Adding custom incidents like manhunting turtles, killer bunnies, and killer horses. Custom incident messages and sounds like the Mr Ed Show and BoJack Calling. Has silent raid incidents. No warning and does not pause. A WIP project. Forgot to add. My storytellers can be used alone.
(https://i.imgur.com/OoQIVzz.png)