Ludeon Forums

RimWorld => Releases => Mods => Outdated => Topic started by: Cpt.Ohu on August 16, 2016, 05:30:01 PM

Title: [A15] [A16] Humanoid Alien Races v0.9 (01.01.2017)
Post by: Cpt.Ohu on August 16, 2016, 05:30:01 PM
Humanoid Alien Races

(http://i.imgur.com/Ks3joZF.png)

Description:

This mod contains a DLL which allows for creating humanoid alien races with unique graphics. Current features include:

             Features in 0.5
             - Custom head textures
             - Custom body textures
             - Custom skin colors
             - Custom hair colors
             - Custom gender distribution
             - Use of pawn-specific backstories

             New in 0.7
             - Forced Race traits
             - Race Restricted Apparel
             - Custom Backstories

             New in 0.8
             - Patch for Prepare Carefully

I tried to make it as modular as possible. Every part of the graphic set is defined in a Race ThingDef. Every entry that's left empy results in the use of vanilla assets.

For now, this is not a content mod and more of a framework to do your own modding. I have defined one example race, the reddish, horned Devilmen, just to show how the code is to be used (Look for the Devilman-Drifter in the console). Descriptions of each new ThingDef entry are included.

As of this version you can define colonists of your alien race that may be part of your starting party. It's based on a new PawnKindDef, an example is included in the mod.

The rest is up to your creativity: Fantasy races like Elves, Dwarves and Orks; Sci-Fi races like Asari, Klingons, Gungans ( :P ); eldritch beings like Deep Ones; or greenskinned and leaf-sporting mutants.

Just remember that this is for graphics only!

New Features

Race-restricted apparel:
A simple ThingComp that allows you to assign this piece of clothing to a specific race. Other race-members won't be able to equip it. This enables the creation of body- and head-types that can stray as far as you want from the vanilla shapes.

Race specific traits: You can define traits that EVERY member of this race WILL spawn with. This isn't ideal as it takes up a trait-slot, but since most traits that go in here will probably be rather powerful, I'd call the tradeoff acceptable.

Modified version of Prepare Carefully:
The patch I included is actually a standalone-version specifically for my framework, and only ONE version should be active at any time. It is near impossible to create a real patch, since the original code is focussed entirely on humans and defines a lot of stuff globally that had to be broken down to individual pawn level if anything other than humans are to be included.
DISCLAIMER: This also means that this version of Prepare Carefully is NOT compatible with presets of other versions. Your colonists won't be loaded in properly.

How it works
I'm detouring the GenSpawn spawn methods, which is the point where pawns are placed on the map. After a pawn is randomly generated by the game, my custom spawn method converts it into a subclass that updates the graphics according to the new entries in the race ThingDef. This has to be done because the base game locks certain pawn characteristics like skin color. These are still stored on the pawn, just not displayed.

As of 0.7, there are 2 new detours I had to include in order to keep everything working. First one is FloatMenuMakerMap.AddHumanlikeOrders, which enables race-restricted apparel. Second is InteractionWorker_RecruitAttempt.DoRecruit because the base code overrides any race-definition when a pawn is recruited, due to it being converted to the BasicMemberKind of the player faction.

Author/Mod Team
Cpt.Ohu

Downloads
Release 0.8 [A15] (https://www.dropbox.com/s/458kflsmoucu3zq/AlienRaces_0.8.zip?dl=0)


Release 0.9 [A16] (https://www.dropbox.com/s/h8voc2b0a85poj9/AlienRaces_0.9.zip?dl=0)


Prepare Carefully Patch [A15] (https://www.dropbox.com/s/uf2guffv3e5x3li/EdBPrepareCarefullyAlienRaces.zip?dl=0)

No longer requires CCL:
The Detour-Code as well as the ability to add custom backstories is now part of the mod. Credits go to the creators of CCL and 1000101 in particular.

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Acknowledgements
Killface, joaonunes and Fluffy: Without looking into their injection code and approach to detouring, this mod would never have come to be (Mustaches (https://ludeon.com/forums/index.php?topic=20408.0) are awesome (https://ludeon.com/forums/index.php?topic=20771.0))
Haplo: The framework for my custom pawn class is inspired by the MAI pawn and robots (https://ludeon.com/forums/index.php?topic=3612.0).
Erdelf: He was the one who started updating the mod for A16 before me and helped me in progressing.

EdB: Prepare Carefully (https://ludeon.com/forums/index.php?topic=6261.0) is a gamechanger and in my view should really be included in the main game.

There may be snippets in the code that I haven't credited here because I can't remember whether they are from another mod, so please notify me if you find anything that needs to be mentioned.

Limitations / Things to do
I have no prior experience with C#; back when I learned programming, it was on Turbo Pascal. Because of that, the code is probably far from ideal. Some things have to be considered when creating custom graphics:

- Any base apparel in the game was designed for the vanilla body/head textures. So if you design a head or body that strays too far from the human form, you have to create new clothing for your pawns, otherwise there will be clipping.

Licence

As this is basically a helper-dll, you are heavily encouraged to use it for whatever ideas you're working on. Just mention that you've used this framework as a basis.

The source files are included, and you are free to edit whatever you like about them, especially if you want your custom pawns to have unique gameplay features.
Title: Re: [A14] Humanoid Alien Races v0.5 (16.08.2016)
Post by: kaptain_kavern on August 16, 2016, 05:36:45 PM
Quite promising! Thanks I will definitively dig into this  :D
Title: Re: [A14] Humanoid Alien Races v0.5 (16.08.2016)
Post by: Diana Winters on August 16, 2016, 06:44:32 PM
Well, I tried to use this for my Orassan mod; couldn't get it to work properly :/

Edit: I was able to coerce it into working after restarting 3+ times >_>

Question: how would I package this with my mod?
Title: Re: [A14] Humanoid Alien Races v0.5 (16.08.2016)
Post by: Cpt.Ohu on August 17, 2016, 03:54:34 AM
Well, just distribute both your tail-assembly and the alien race assembly. Alternatively link this mod as a perequisite, though I would recommend against it.

Sorry to hear it took so long to get it working. May I know where you had problems? If it's got something to do with the code itself and not the XML editing, I'll have to look into it.
Title: Re: [A14] Humanoid Alien Races v0.5 (16.08.2016)
Post by: Helixien on August 17, 2016, 04:38:09 AM
Couldnt you have released that a bit sooner? I bothered mrofa on the slack the whole weekend for my Asaris xD
Nice work however!

Title: Re: [A14] Humanoid Alien Races v0.5 (16.08.2016)
Post by: AtomicRavioli on August 17, 2016, 11:10:35 AM
I managed to get it up and working for my (wip) Crystalloids after messing around a little.

(http://i.imgur.com/z6F0KQn.png)
Title: Re: [A14] Humanoid Alien Races v0.5 (16.08.2016)
Post by: Diana Winters on August 17, 2016, 02:48:17 PM
Quote from: Cpt.Ohu on August 17, 2016, 03:54:34 AM
Well, just distribute both your tail-assembly and the alien race assembly. Alternatively link this mod as a perequisite, though I would recommend against it.

Sorry to hear it took so long to get it working. May I know where you had problems? If it's got something to do with the code itself and not the XML editing, I'll have to look into it.


Just putting your assembly in my mod's assembly folder doesn't seem to work, unfortunately
Title: Re: [A14] Humanoid Alien Races v0.5 (16.08.2016)
Post by: Cpt.Ohu on August 17, 2016, 07:10:40 PM
Quote from: Diana Winters on August 17, 2016, 02:48:17 PM
Just putting your assembly in my mod's assembly folder doesn't seem to work, unfortunately

Hmm, that's odd. Normally any dll placed in the assembly folder should be read. Could you by any chance let me take a look at your WIP? If so, send me a PM. It's difficult doing troubleshooting with so little information.
Title: Re: [A14] Humanoid Alien Races v0.5 (16.08.2016)
Post by: Dryerlint on August 18, 2016, 04:52:15 AM
So are they bangable or what?
Title: Re: [A14] Humanoid Alien Races v0.5 (16.08.2016)
Post by: Cpt.Ohu on August 18, 2016, 05:18:11 AM
Once again, this escalated quickly ^^

The social component should be working and at least via console you can set an alien and a human as lovers. Captain Kirk would be proud. However I'm not sure whether this relation can develop naturally, I haven't played with alien colonists for long enough.


And a small oversight on my part: For repackaging the assembly with your own mod, you also need to include the Initializer from the ThingDef folder, otherwise the detours aren't initiated.
Title: Re: [A14] Humanoid Alien Races v0.5 (16.08.2016)
Post by: Dragoon on August 18, 2016, 09:10:11 AM
Quote from: Dryerlint on August 18, 2016, 04:52:15 AM
So are they bangable or what?

Hey hes just asking what we are all thinking. In all seriousness thanks for making this mod!
Title: Re: [A14] Humanoid Alien Races v0.5 (16.08.2016)
Post by: Diana Winters on August 23, 2016, 10:05:37 PM
Quote from: Dryerlint on August 18, 2016, 04:52:15 AM
So are they bangable or what?

My Orassans certainly are ;)
Title: Re: [A14] Humanoid Alien Races v0.5 (16.08.2016)
Post by: Diana Winters on September 01, 2016, 05:55:06 PM
Quote from: Cpt.Ohu on August 16, 2016, 05:30:01 PM

- For now, the method for drawing custom alien head textures does not differentiate between male/female. I will probably improve this within the next week.


Are you still working on that?
Title: Re: [A14] Humanoid Alien Races v0.5 (16.08.2016)
Post by: SpaceDorf on September 12, 2016, 03:15:54 PM
Quote from: Diana Winters on September 01, 2016, 05:55:06 PM
Quote from: Cpt.Ohu on August 16, 2016, 05:30:01 PM

- For now, the method for drawing custom alien head textures does not differentiate between male/female. I will probably improve this within the next week.


Good Question, Maybe he is waiting on CCL like everybody else.

Are you still working on that?
Title: Re: [A14] Humanoid Alien Races v0.5 (16.08.2016)
Post by: Onion on September 12, 2016, 05:26:58 PM
I've been working on creating new races with this (amazing) mod and I don't think the male/female issue is a problem, at least for me.  You can set gender distribution to 1.0 in the ThingDef and create two 'races' per species, one male and one female, and have the AlienPartGenerator use either the male or female head types.  Then you just have to copy and paste your PawnKindDefs and make half have the race '---Male' and the other '---Female'.  You can copy the label and description so they appear as the same race in game. 

I could see how this could be a hassle for some but I definitely prefer it this way - it allows me to give different stats to either gender if I want and it lets me add extra gender-specific descriptions to the stats page.  That might not be important for humans but when making alien races it gives me an extra opportunity to try and put in a little lore.

I messaged Cpt. Ohu to ask about his plans in continuing this mod and he told me that the eventual A15 release will have the ability to make traits race-specific, which I'm super excited about.  If anybody hasn't been paying attention to this mod they should really take a look at it!  :)
Title: Re: [A15] Humanoid Alien Races v0.7 (15.10.2016)
Post by: Cpt.Ohu on October 14, 2016, 07:03:26 PM
Updated!

Additional features (race-specific traits, race-restricted clothing) and fixes (code differentiates between male/female heads when looking for graphics):
Title: Re: [A15] Humanoid Alien Races v0.7 (15.10.2016)
Post by: skyarkhangel on October 14, 2016, 07:12:40 PM
Awesome works, keep it up! ;)
Title: Re: [A15] Humanoid Alien Races v0.7 (15.10.2016)
Post by: Berengar on October 14, 2016, 07:42:36 PM
Looks like its bugged.
Didnt edit anything, just replaced the headsprites. The name is the same.
Besides that, great work! Gonna swarm my wasteland with creatures. :D

(http://img5.fotos-hochladen.net/uploads/201610150134pxoh5jgws.jpg)

Title: Re: [A15] Humanoid Alien Races v0.7 (15.10.2016)
Post by: AtomicRavioli on October 14, 2016, 07:58:38 PM
Backstories, btw, aren't working (Because adding backstories is a function of CCL).

Works completely fine otherwise.
Title: Re: [A15] Humanoid Alien Races v0.7 (15.10.2016)
Post by: Cpt.Ohu on October 15, 2016, 04:53:23 AM
That's weird, backstories are working over here. Will reupload the file, maybe I got the wrong version by mistake.
Title: Re: [A15] Humanoid Alien Races v0.7 (15.10.2016)
Post by: skyarkhangel on October 16, 2016, 07:19:24 AM
Cpt.Ohu, it is possible to make compatible with Edb PrepareCarefully, Fluffy's Relations?
The problem is, that replacement of appearance don't work when creating pawn with PC or looking relations.
Title: Re: [A15] Humanoid Alien Races v0.7 (15.10.2016)
Post by: Cpt.Ohu on October 16, 2016, 07:55:54 AM
I'll look into it. At the moment the pawn appearance is only changed at the second it is to be spawned into the gameworld. Therefore any method that tries to display the pawn outside of the gameworld uses the unaltered appearance. I'll have to detour methods from PC and relations to get around this.
Title: Re: [A15] Humanoid Alien Races v0.7 (15.10.2016)
Post by: Canute on October 16, 2016, 09:43:02 AM
What do you think about to give your aliens some different playstyles ?
Like bioengineer, they don't build stuff. They create seed for any structure, plant them and it is growing in a while (no extra resource cost). They eat steel, pasteel as delicacy.  Just an idea. But i think that would need some more work the simple textures.

Title: Re: [A15] Humanoid Alien Races v0.7 (15.10.2016)
Post by: Cpt.Ohu on October 16, 2016, 05:19:11 PM
Sounds interesting and may be possible a long way down the line. For the moment, as stated in the initial post, this mod is mainly cosmetics. It's just enabling the graphic representation of classic sci-fi races, meaning basically humans but with certain birth defects or mutations.
Title: Re: [A15] Humanoid Alien Races v0.7 (15.10.2016)
Post by: skyarkhangel on October 17, 2016, 06:51:06 PM
Quote from: Cpt.Ohu on October 16, 2016, 07:55:54 AM
I'll look into it. At the moment the pawn appearance is only changed at the second it is to be spawned into the gameworld. Therefore any method that tries to display the pawn outside of the gameworld uses the unaltered appearance. I'll have to detour methods from PC and relations to get around this.

I thought about it too, but it looks like not all. In fluffy's relations. If you playing for "alien race" the replacement of appearance work fine for your race and not work for non-player alien races. So for this time, i made them hidden. But but its lead to impossible to normal interaction with this races, bcs relations now work with hidden factions.
Title: Re: [A15] Humanoid Alien Races v0.7 (15.10.2016)
Post by: Cpt.Ohu on October 24, 2016, 07:11:42 AM
Updated!

Featuring a modified version of Prepare Carefully so you can now start out with alien pawns as colonists.
Title: Re: [A15] Humanoid Alien Races v0.7 (15.10.2016)
Post by: DraconicGaming on October 26, 2016, 03:48:46 AM
Quote from: Cpt.Ohu on October 24, 2016, 07:11:42 AM
Updated!

Featuring a modified version of Prepare Carefully so you can now start out with alien pawns as colonists.

Just tested. Pretty buggy, from my experience. Any way to save race presets with a future patch to this "patch"? As of right now, saving Race Presets is virtually impossible...
Title: Re: [A15] Humanoid Alien Races v0.8 (24.10.2016)
Post by: Cpt.Ohu on October 26, 2016, 08:43:30 AM
Anything more specific than "pretty buggy"? It's hard to fix if I don't know what you are experiencing. And what do you mean with Race Presets?
Title: Re: [A15] Humanoid Alien Races v0.8 (24.10.2016)
Post by: DraconicGaming on October 26, 2016, 06:16:32 PM
Quote from: Cpt.Ohu on October 26, 2016, 08:43:30 AM
Anything more specific than "pretty buggy"? It's hard to fix if I don't know what you are experiencing. And what do you mean with Race Presets?

I'll give a low down:

First, One of the first bugs I encountered was when I changed one of my pre-made characters to another race. It prevented me from even starting the game, let alone back out of the Prepare Carefully Screen.

Second, some faces don't load correctly. I actually ended up with a pretty huge error which crashed Prepare Carefully, destroying all progress I've made. Apparently the patched version has some missing textures to deal with, but it only occurs when I try to change the face shape directly, rather than use the randomizer.

Third, I've been using colony presets with Prepare Carefully since I have loaded it up for the first time. However, the patched version can't seem to detect the race modifier, and chooses that selection at random. Basically, when I load a preset, a colonist that was set to be human would have the Devilman race instead. It doesn't help that both skin and hair color are changed with each load...

Finally, I tried starting up the game with the modified Prepare Carefully mod, and it wouldn't even let me start the game. I have no idea why this is the case, but it is a little infuriating.

Hope that clears up the issue. I'm not sure what is causing all of this, but I hope it can be dealt with soon...
Title: Re: [A15] Humanoid Alien Races v0.8 (24.10.2016)
Post by: Cpt.Ohu on October 26, 2016, 06:49:40 PM
Well, loading older presets is going to be tough anyway since I had to shuffle around quite a few lines of code. I tried to keep compability as high as I can, but some things just aren't stored in your old presets that are needed for the pawns to be initalized properly. I'll put that into the description on the front page.

As for your first, second and final bug, so far I've been unable to reproduce them. If you can, please send me some screenshots of your errors in a pm and I'll see what I can do.

The switch of hair and skincolor should be fixed now though.
Title: Re: [A15] Humanoid Alien Races v0.8 (24.10.2016)
Post by: DraconicGaming on October 26, 2016, 07:59:25 PM
Quote from: Cpt.Ohu on October 26, 2016, 06:49:40 PM
Well, loading older presets is going to be tough anyway since I had to shuffle around quite a few lines of code. I tried to keep compability as high as I can, but some things just aren't stored in your old presets that are needed for the pawns to be initalized properly. I'll put that into the description on the front page.

As for your first, second and final bug, so far I've been unable to reproduce them. If you can, please send me some screenshots of your errors in a pm and I'll see what I can do.

The switch of hair and skincolor should be fixed now though.

Here's a video. Hope it helps.

Sorry about the lack of good commentary. I'm working on it.
https://drive.google.com/file/d/0By_4I450MvQGVTdFVzVqZUNmdjg/view?usp=sharing
EDIT: RIP Headphone Users
Title: Re: [A15] Humanoid Alien Races v0.8 (24.10.2016)
Post by: KillaAnime on October 30, 2016, 08:46:04 AM
Quote from: DraconicGaming on October 26, 2016, 06:16:32 PM
Quote from: Cpt.Ohu on October 26, 2016, 08:43:30 AM
Anything more specific than "pretty buggy"? It's hard to fix if I don't know what you are experiencing. And what do you mean with Race Presets?

I'll give a low down:

First, One of the first bugs I encountered was when I changed one of my pre-made characters to another race. It prevented me from even starting the game, let alone back out of the Prepare Carefully Screen.

Second, some faces don't load correctly. I actually ended up with a pretty huge error which crashed Prepare Carefully, destroying all progress I've made. Apparently the patched version has some missing textures to deal with, but it only occurs when I try to change the face shape directly, rather than use the randomizer.

Third, I've been using colony presets with Prepare Carefully since I have loaded it up for the first time. However, the patched version can't seem to detect the race modifier, and chooses that selection at random. Basically, when I load a preset, a colonist that was set to be human would have the Devilman race instead. It doesn't help that both skin and hair color are changed with each load...

Finally, I tried starting up the game with the modified Prepare Carefully mod, and it wouldn't even let me start the game. I have no idea why this is the case, but it is a little infuriating.

Hope that clears up the issue. I'm not sure what is causing all of this, but I hope it can be dealt with soon...

i have the last bug is it becuase you loaded in a preset with a human in it ? that is my problem i made a preset with humans and it wont load but other races do work
Title: Re: [A15] Humanoid Alien Races v0.8 (24.10.2016)
Post by: Commander Blackwatch on October 30, 2016, 09:18:33 AM
Minor Problem

While im using Prepare Careful mod I add a armor to them its keep removing when its spawn or land the planet please fix this bug
Title: Re: [A15] Humanoid Alien Races v0.8 (24.10.2016)
Post by: Pink Omega on October 30, 2016, 06:48:26 PM
I have the '' Crystalloids '' mod, and it requires the same steps to install the Orassans prepare carefully (Crystalloids > crystalloids EPOE patch (optional)> EDB prepare carefully alien races) and that's the problem, I only can activate 1 mod in this order, otherwise the prepare carefully button in the '' create character '' menu does literally nothing when I click it, so how i'm supposed to activate the 2 mods at the same time?

PS:When I try to activate the mods at the same order and the same time, it also leads to the prepare carefully button doing nothing when clicked
Title: Re: [A15] Humanoid Alien Races v0.8 (24.10.2016)
Post by: Diana Winters on October 30, 2016, 10:30:53 PM
Quote from: Pink Omega on October 30, 2016, 06:48:26 PM
I have the '' Crystalloids '' mod, and it requires the same steps to install the Orassans prepare carefully (Crystalloids > crystalloids EPOE patch (optional)> EDB prepare carefully alien races) and that's the problem, I only can activate 1 mod in this order, otherwise the prepare carefully button in the '' create character '' menu does literally nothing when I click it, so how i'm supposed to activate the 2 mods at the same time?

PS:When I try to activate the mods at the same order and the same time, it also leads to the prepare carefully button doing nothing when clicked

Try removing the alienframework.dll from the assemblies of one of them and loading it after the one you left it in (but before the PC patch)
Title: Re: [A15] Humanoid Alien Races v0.8 (24.10.2016)
Post by: jmababa on October 30, 2016, 10:59:55 PM
to remove clothes restriction put medieval mod on top of this Also you know the fix for this is medieval mod the EDb preparecarefully bug cause it modify the races too races has bugs. now eveyone has diffrent races but they all look human
Title: Re: [A15] Humanoid Alien Races v0.8 (24.10.2016)
Post by: Cpt.Ohu on October 31, 2016, 08:04:14 AM
The Prepare Carefully Patch isn't really fleshed out yet and probably needs additional fixes. I've just now updated both the Framework and the patch to prevent some of the errors.

Quote from: Blackwatch27 on October 30, 2016, 09:18:33 AM
Minor Problem

While im using Prepare Careful mod I add a armor to them its keep removing when its spawn or land the planet please fix this bug

Are you using MapReroll? Because that mod also accesses your starting pawns and overrides the apparel set by PC.

Quote from: Pink Omega on October 30, 2016, 06:48:26 PM
I have the '' Crystalloids '' mod, and it requires the same steps to install the Orassans prepare carefully (Crystalloids > crystalloids EPOE patch (optional)> EDB prepare carefully alien races) and that's the problem, I only can activate 1 mod in this order, otherwise the prepare carefully button in the '' create character '' menu does literally nothing when I click it, so how i'm supposed to activate the 2 mods at the same time?

PS:When I try to activate the mods at the same order and the same time, it also leads to the prepare carefully button doing nothing when clicked

I tested the loadout with both orassans + EPOE and crystalloids + EPOE enabled and got no errors. If the error persists with the updated version, please check the log and tell me what error message comes up.
Title: Re: [A15] Humanoid Alien Races v0.8 (24.10.2016)
Post by: Pink Omega on October 31, 2016, 02:01:13 PM
Quote from: Cpt.Ohu on October 31, 2016, 08:04:14 AM
The Prepare Carefully Patch isn't really fleshed out yet and probably needs additional fixes. I've just now updated both the Framework and the patch to prevent some of the errors.

Quote from: Blackwatch27 on October 30, 2016, 09:18:33 AM
Minor Problem


While im using Prepare Careful mod I add a armor to them its keep removing when its spawn or land the planet please fix this bug

Are you using MapReroll? Because that mod also accesses your starting pawns and overrides the apparel set by PC.

Quote from: Pink Omega on October 30, 2016, 06:48:26 PM
I have the '' Crystalloids '' mod, and it requires the same steps to install the Orassans prepare carefully (Crystalloids > crystalloids EPOE patch (optional)> EDB prepare carefully alien races) and that's the problem, I only can activate 1 mod in this order, otherwise the prepare carefully button in the '' create character '' menu does literally nothing when I click it, so how i'm supposed to activate the 2 mods at the same time?

PS:When I try to activate the mods at the same order and the same time, it also leads to the prepare carefully button doing nothing when clicked

I tested the loadout with both orassans + EPOE and crystalloids + EPOE enabled and got no errors. If the error persists with the updated version, please check the log and tell me what error message comes up.
So I just loaded at this way: Orassan and Crystalloid, then the epoe patch for both, then the prepare carefully alien races.
So I choose the faction to be an orassan one or a crystalloid one, yet when I click the prepare carefully button on the create character screen nothing happens.
I just can't click it :/
Here's the log (Also the messages on the log repeat everytime I click the prepare carefully button)

[attachment deleted by admin due to age]
Title: Re: [A15] Humanoid Alien Races v0.8 (24.10.2016)
Post by: Pink Omega on October 31, 2016, 02:10:24 PM
Quote from: Diana Winters on October 30, 2016, 10:30:53 PM
Quote from: Pink Omega on October 30, 2016, 06:48:26 PM
I have the '' Crystalloids '' mod, and it requires the same steps to install the Orassans prepare carefully (Crystalloids > crystalloids EPOE patch (optional)> EDB prepare carefully alien races) and that's the problem, I only can activate 1 mod in this order, otherwise the prepare carefully button in the '' create character '' menu does literally nothing when I click it, so how i'm supposed to activate the 2 mods at the same time?

PS:When I try to activate the mods at the same order and the same time, it also leads to the prepare carefully button doing nothing when clicked

Try removing the alienframework.dll from the assemblies of one of them and loading it after the one you left it in (but before the PC patch)
Nothing :/
Title: Re: [A15] Humanoid Alien Races v0.8 (24.10.2016)
Post by: Cpt.Ohu on October 31, 2016, 02:30:38 PM
As I stated above, there's an updated version online, please redownload the PC patch, from the log I can tell this is not updated yet. I've enabled both mods including EPOE and patches and my own module without encountering problems with PC.


[attachment deleted by admin due to age]
Title: Re: [A15] Humanoid Alien Races v0.8 (24.10.2016)
Post by: Pink Omega on October 31, 2016, 03:01:25 PM
Quote from: Cpt.Ohu on October 31, 2016, 02:30:38 PM
As I stated above, there's an updated version online, please redownload the PC patch, from the log I can tell this is not updated yet. I've enabled both mods including EPOE and patches and my own module without encountering problems with PC.
This is what is appearing now, I also loaded the mods at the same orders as you did.

[attachment deleted by admin due to age]
Title: Re: [A15] Humanoid Alien Races v0.8 (24.10.2016)
Post by: Cpt.Ohu on October 31, 2016, 04:10:39 PM
That's because Orassans and Crystalloids have not automatically updated the assemblies they ship with their mod. Download the AlienRace Mod from here and replace the dlls in the respective folders.
Title: Re: [A15] Humanoid Alien Races v0.8 (24.10.2016)
Post by: Pink Omega on October 31, 2016, 04:35:56 PM
Quote from: Cpt.Ohu on October 31, 2016, 04:10:39 PM
That's because Orassans and Crystalloids have not automatically updated the assemblies they ship with their mod. Download the AlienRace Mod from here and replace the dlls in the respective folders.
Finally worked! Thank you, and sorry for taking your time with that.
Title: Re: [A15] Humanoid Alien Races v0.8 (24.10.2016)
Post by: Cpt.Ohu on October 31, 2016, 04:41:33 PM
Don't worry about it, this would be a pointless mod if people couln't play it  ;)
Title: Re: [A15] Humanoid Alien Races v0.8 (24.10.2016)
Post by: Diana Winters on November 02, 2016, 06:36:59 PM
Quote from: Cpt.Ohu on October 31, 2016, 04:10:39 PM
That's because Orassans and Crystalloids have not automatically updated the assemblies they ship with their mod. Download the AlienRace Mod from here and replace the dlls in the respective folders.

Well I would have if you'd tell me that it updated and change the version number :p
You still have it listed as 0.8, so there's no way to tell if you've updated it or not
Title: Re: [A15] Humanoid Alien Races v0.85 (01.11.2016)
Post by: Wendigo on November 03, 2016, 08:30:45 PM
I've been having a problem with Prepare Carefully: Alien races, in tandem with the Orassan and Crystalloid mods, as follows:

When using the Prepare Carefully option and producing a team of four colonists, two human, two Orassan, my Orassan colonists have randomized (similar to the normal vanilla distribution) skill passions, clothing, and hairstyles.  Actual skill levels, age, and health don't seem to be impacted.  It's a problem with the Orassans specifically, since everything is working properly with my human colonists.

I'm running a fairly extensive modlist, but I'm using the recommended load-order as I'm able.  The only mod I can think of that actually touches the game start is Crash Landing, but I'm using the Easy variant that shouldn't be interfering, in theory. 

Thanks in advance, and let me know if you need any additional information.
Title: Re: [A15] Humanoid Alien Races v0.85 (01.11.2016)
Post by: DraconicGaming on November 08, 2016, 01:45:30 AM
New Bug: Animal Tab for Prepare Carefully Breaks when mod is placed above Misc. Core. Certain mods do break Prepare Carefully, so try and organize mods based on importance and script load. Anything that can disrupt the load template of the map are somewhat incompatible, so use with caution. Also, unable to start game as of most recent patch.

Suggestion to Author: try to make Humanoid Alien Races either 1) use scripts from Misc Core (it's a pretty interesting alternative to CCL at the moment), or 2) make it compatible with it. Misc Core has some map generation scripts that could be useful for the framework...
Title: Re: [A15] Humanoid Alien Races v0.85 (01.11.2016)
Post by: Cpt.Ohu on November 08, 2016, 04:58:29 PM
Can you elaborate on how the animal tab breaks? I just placed the EDP-patch as well as the rest of the alien-race mods above core misc and did not get any errors. Core Misc does not include any code that should interefere with this framework.

Updated!
Fixed a bug where the apparel set in PC did not appear on the starting colonist if it was an Alien, thanks to Wendigo for pointing it out.
Title: Re: [A15] Humanoid Alien Races v0.86 (08.11.2016)
Post by: Pink Omega on November 08, 2016, 05:03:33 PM
Bug (?) report: when you choose to be an crystalloid colony, and then you edit the crystalloids with prepare carefully their psionics actually get removed.
Title: Re: [A15] Humanoid Alien Races v0.86 (08.11.2016)
Post by: Cpt.Ohu on November 08, 2016, 05:12:58 PM
Yeah, that'll require another separate patch, since not all alien pawns have such unique features. I'll see what I can do about that.
Title: Re: [A15] Humanoid Alien Races v0.86 (08.11.2016)
Post by: Jdalt40 on November 27, 2016, 09:23:43 AM
-Removed to reduce clutter-
Title: Re: [A15] Humanoid Alien Races v0.86 (08.11.2016)
Post by: Cpt.Ohu on November 27, 2016, 03:53:41 PM
I haven't seen such an error for any of the races I created so far.

Seems ot be related to XML-stuff. The debugger shows you the position in which the read error occured. If you haven't been able to fix it, let me take a look at your xml file and I'll try and see what could be causing this.
Title: Re: [A15] Humanoid Alien Races v0.86 (08.11.2016)
Post by: Khopesh on November 28, 2016, 07:52:04 PM
Hey I've been attempting to do a new playthrough and really love the mod, adds A lot of depth to creation and backstories in a colony, additionally allows you to spark your imagination with the species you create and their attributes, attempting a test run with alien races and my other mods over the past few hours, it appears alien races is currently incompatible with combat realism for A15, is there any patch for this? or a way to implement combat realism's functions to a new race? thanks for any support, and seriously this mod is my favorite thing I've seen in Rimworld. 5* and a big sparkly pink sticker for you!!
Title: Re: [A15] Humanoid Alien Races v0.86 (08.11.2016)
Post by: Diana Winters on November 28, 2016, 11:08:39 PM
Quote from: Jdalt40 on November 27, 2016, 09:23:43 AM
<snip>
Are you using the prepare carefully patch? If so, try loading it under your mod
Title: Re: [A15] Humanoid Alien Races v0.86 (08.11.2016)
Post by: Jdalt40 on December 12, 2016, 10:42:29 PM
Hey Cpt Ohu, sorry if this is a bit of an annoyance to you at the moment, but are you able to add sort of a list of what AlienRace tags are in this mod? Just asking because it's a bit vague on what xml tags this tool adds :)

Again thank you for this great tool :)
Title: Re: [A15] Humanoid Alien Races v0.86 (08.11.2016)
Post by: Cpt.Ohu on December 15, 2016, 07:36:57 AM
Which tags do you mean? For which definitions?
Title: Re: [A15] Humanoid Alien Races v0.86 (08.11.2016)
Post by: drakemasta on December 18, 2016, 07:58:03 AM
any chance of getting this on steam?
Title: Re: [A15] Humanoid Alien Races v0.86 (08.11.2016)
Post by: Jdalt40 on December 18, 2016, 10:28:23 PM
Quote from: Cpt.Ohu on December 15, 2016, 07:36:57 AM
Which tags do you mean? For which definitions?
Oh yeah, sorry, I just noticed there was a disallowed traits tag for the races when opening up the Assembly, but I didn't see anything about you adding in disallowed traits
Title: Re: [A15] Humanoid Alien Races v0.86 (08.11.2016)
Post by: Kitsune on December 20, 2016, 01:03:24 PM
Sadly i think it dont work with alpha 16. If it do's, i'm doing anything wrong. xD
Trying to start a new game with the patch for prepare carfully & orassans. Creating the world works fine and picking a storyteller but if i want to "prepare carefully" i can click how many times i want but nothing happens. :( If i try without the patch and orassans, only with prepare carefully, it works. ._. Damit now i have to wait til the update because i waaant the cats. xD
Title: Re: [A15] Humanoid Alien Races v0.86 (08.11.2016)
Post by: Cpt.Ohu on December 21, 2016, 03:38:58 AM
The PC patch and the base mod have not yet been officially updated for A16. Orassans uses a modified version done by Erdelf to enable aliens in A16 because I hadn't come around to fix my stuff yet(+he's a way better programmer than me and therefore moves along faster/more efficiently).

The PC patch that I initally released for A15 is still buggy as hell, even without tackling the necessary adaptations for A16, so this may take a little longer.

EDIT:

Updated the base mod for A16.
Title: Re: [A15] [A16] Humanoid Alien Races v0.9 (21.12.2016)
Post by: CrazyMalk on December 24, 2016, 07:48:10 AM
When the EPOE patch will come to A16?
Thanks.
Title: Re: [A15] [A16] Humanoid Alien Races v0.9 (21.12.2016)
Post by: Cpt.Ohu on December 24, 2016, 08:35:25 AM
EPOE compability is not included in the base mod or the PC standalone, so I think you're talking about the patches from Orassans and Crystalloids.
Title: Re: [A15] [A16] Humanoid Alien Races v0.9 (21.12.2016)
Post by: CrazyMalk on December 24, 2016, 08:52:51 AM
Sorry, i meant Prepare Carefully patch, sorry
Title: Re: [A15] [A16] Humanoid Alien Races v0.9 (21.12.2016)
Post by: Cpt.Ohu on December 25, 2016, 06:48:42 AM
I'm working on that, but can't make any specific promises.

Probably I'll just make it accessible as soon as it doesn't crash the game anymore, but it remains a patch cobbled together just to enable basic functionality.
Title: Re: [A15] [A16] Humanoid Alien Races v0.9 (21.12.2016)
Post by: Helixien on December 27, 2016, 07:10:38 AM
Sooooooo....... I am trying to use this to update my Asari mod to A16, HOWEVER there is no option to all make them use just one body type (not body texture, body TYPE!).
Any chance you can add that?

EDIT: Forget it, I forgot that body types where handled in the backstories...
Title: Re: [A15] [A16] Humanoid Alien Races v0.9 (21.12.2016)
Post by: madcat911 on December 31, 2016, 11:12:43 PM
Crosspost from my topic in the Help forum.

I'm making a mod to add a new race to the game (working name is dickwolves, to complement the already-extant Orassans mod).

The race works fine, it loads the proper graphics and everything, all the bodyparts it should have are there and it all works etc. etc. etc. except for two things. The most major of them is that backstories don't "stick". When dickwolves spawn they have the correct backstories, and the work that should be disabled is disabled, but the <skillgains> of the backstory doesn't have any effect and the <bodytypeMale> part doesn't work either. Pic related.

(http://puu.sh/t7jKi/6a51ce7920.jpg)

XML is below.

This is all based off of the Alien Races 0.9 framework, with some code inspired by the Orassans mod.

Quote<?xml version="1.0" encoding="utf-8"?>
<Defs>

  <AlienRace.BackstoryDef>
    <defName>DK_Trueborn</defName>
    <title>Vatgrown dickwolf</title>
    <baseDescription>NAME was decanted according to procedure and completed HIS training as planned.</baseDescription>
    <bodytypeMale>Hulk</bodytypeMale>
    <slot>Childhood</slot>
    <workDisables>
      <li>Animals</li>
     <li>PlantWork</li>
     <li>Artistic</li>
    </workDisables>
    <skillGains>
      <li>
        <defName>Melee</defName>
        <amount>5</amount>
      </li>
     <li>
        <defName>Shooting</defName>
        <amount>3</amount>
      </li>
    </skillGains>
    <spawnCategories>
      <li>Dickwolf_backstory</li>
    </spawnCategories>

  </AlienRace.BackstoryDef>
 
  <AlienRace.BackstoryDef>
    <defName>DK_Deserter</defName>
    <title>Deserter</title>
    <baseDescription>Serving with pride in the army, NAME was cut loose on a mission gone bad. Though HE survived, HE abandoned the cause that abandoned HIM. Now HE is a deserter.</baseDescription>
    <bodytypeMale>Hulk</bodytypeMale>
    <slot>Adulthood</slot>
    <skillGains>
      <li>
        <defName>Melee</defName>
        <amount>4</amount>
      </li>
     <li>
        <defName>Shooting</defName>
        <amount>2</amount>
      </li>
    </skillGains>
    <spawnCategories>
      <li>Dickwolf_backstory</li>
    </spawnCategories>
</AlienRace.BackstoryDef>

</Defs>

Second, and this one is minor, is that using Alien Races 0.9 I can force all dickwolves to spawn male EXCEPT for any dickwolves that are part of the starting three colonists. That's fine because I don't plan on dickwolves being able to spawn as colonists (you have to capture them or buy them) but I'd still like to know if I can fix it because it might be useful later.
Title: Re: [A15] [A16] Humanoid Alien Races v0.9 (21.12.2016)
Post by: Cpt.Ohu on January 01, 2017, 09:33:58 AM
Thanks for reporting. The skills should now be properly calculated.

The bodytype definition by backstories is working normally, however teenagers always get assigned the Thin bodytype, I've not disabled this yet. You can try to prevent this by setting the chances of teenagers spawning to 0.
Title: Re: [A15] [A16] Humanoid Alien Races v0.9 (21.12.2016)
Post by: madcat911 on January 01, 2017, 09:58:26 AM
Quote from: Cpt.Ohu on January 01, 2017, 09:33:58 AM
Thanks for reporting. The skills should now be properly calculated.

The bodytype definition by backstories is working normally, however teenagers always get assigned the Thin bodytype, I've not disabled this yet. You can try to prevent this by setting the chances of teenagers spawning to 0.

Nah, it happens for all ages. I'll update with your code and see if that fixes the bodytypes as well as the skills.

EDIT: Yup, it did fix the backstories too. Now it all sticks. Whatever happened was all because of your code fix because I didn't touch my defs, so thanks!

Cheers, m8. With this sorted, my mod is feature compleate and ready to release after a bit more testing.
Title: Re: [A15] [A16] Humanoid Alien Races v0.9 (21.12.2016)
Post by: Smexy_Vampire on January 01, 2017, 11:39:01 AM
pc patch fixed ?
Title: Re: [A15] [A16] Humanoid Alien Races v0.9 (21.12.2016)
Post by: Cpt.Ohu on January 01, 2017, 11:54:03 AM
Not yet. Didn't have time to fix it, and there's a lot to do.
Title: Re: [A15] [A16] Humanoid Alien Races v0.9 (01.01.2017)
Post by: Kolljak on January 04, 2017, 03:34:53 PM
General question does this mod conflict with hair mods?
Title: Re: [A15] [A16] Humanoid Alien Races v0.9 (01.01.2017)
Post by: Diana Winters on January 04, 2017, 04:27:16 PM
Quote from: Kolljak on January 04, 2017, 03:34:53 PM
General question does this mod conflict with hair mods?

It shouldn't :p
Title: Re: [A15] [A16] Humanoid Alien Races v0.9 (01.01.2017)
Post by: Cpt.Ohu on January 04, 2017, 05:00:37 PM
Quote from: Diana Winters on January 04, 2017, 04:27:16 PM
Quote from: Kolljak on January 04, 2017, 03:34:53 PM
General question does this mod conflict with hair mods?

It shouldn't :p

Pretty much this ;)

If you do find a possible conflict, please let me know.
Title: Re: [A15] [A16] Humanoid Alien Races v0.9 (01.01.2017)
Post by: Hayhorse on January 04, 2017, 05:25:44 PM
I thought this mod would be to make use of the fact that some backstories mention furred xeno-humans and avian humanoids. Oh well.
Title: Re: [A15] [A16] Humanoid Alien Races v0.9 (01.01.2017)
Post by: Orion on January 07, 2017, 07:42:05 AM
Hey, I'm getting the following error sometimes when spawning a group from one of the derived races:

Tried to set Findahl with gender Female as Yutaka's father.
Verse.Log:Warning(String)
RimWorld.ParentRelationUtility:SetFather(Pawn, Pawn)
RimWorld.PawnRelationWorker_Sibling:CreateRelation(Pawn, Pawn, PawnGenerationRequest&)
AlienRace.AlienPawnGenerator:GeneratePawnRelations(Pawn, PawnGenerationRequest&)
AlienRace.AlienPawnGenerator:DoGenerateNewNakedPawn(PawnGenerationRequest&, String&, Boolean)
AlienRace.AlienPawnGenerator:GenerateNewNakedPawn(PawnGenerationRequest&)
AlienRace.AlienPawnGenerator:GeneratePawn(PawnGenerationRequest)
RimWorld.<GeneratePawns>c__IteratorBF:MoveNext()
RimWorld.<GeneratePawns>c__IteratorC4:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_NeutralGroup:SpawnPawns(IncidentParms)
Hospitality.IncidentWorker_VisitorGroup:TryExecute(IncidentParms)
Verse.<DoListingItems_MapActions>c__AnonStorey4E2:<>m__942()
Verse.Dialog_DebugOptionLister:DebugAction(String, Action)
Verse.Dialog_DebugOptionListLister:DoListingItems()
Verse.Dialog_OptionLister:DoWindowContents(Rect)
HugsLib.GuiInject.<>c__DisplayClass1:<_WindowOnGUI>b__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)


Is this known? Is it my fault? Using "One Big Family" definitely provokes this error :)
Title: Re: [A15] [A16] Humanoid Alien Races v0.9 (01.01.2017)
Post by: Cpt.Ohu on January 07, 2017, 03:07:17 PM
Yeah, this may be due to the fact that setting a custom gender distribution necessitates reassignment of the gender of a pawn that's already been created. In this case I suspect the pawn was originally male, therefore eligible for being a father, then changed to a female alien. Hence it throws an error.

Maybe I'll find a way to prevent stuff like that from happening.
Title: Re: [A15] [A16] Humanoid Alien Races v0.9 (01.01.2017)
Post by: Dryerlint on January 08, 2017, 02:42:45 AM
Anyone have any idea how to get this to play nice with prepare carefully? Seems it's gone back to not letting any aliens spawn if you use prepare carefully. Converting them back to regular pawns.
Title: Re: [A15] [A16] Humanoid Alien Races v0.9 (01.01.2017)
Post by: Cpt.Ohu on January 08, 2017, 05:00:49 AM
The PC patch was barely playable before, and I've not yet released an update for A16. The base PC mod never intended anything but humans to be played. To make Aliens playable a lot of code restructuring is necessary, so for now:

Nope, for A16 there's no way to get this and PC play along nicely.
Title: Re: [A15] [A16] Humanoid Alien Races v0.9 (01.01.2017)
Post by: Cpt.Ohu on January 10, 2017, 04:21:00 AM
Development Ceased

This mod is now under new management. See here (https://ludeon.com/forums/index.php?topic=29353.0).

It was created as a helper dll within another mod, I ripped it out and released it since others might have use for it. Now it's in the hands of someone with more skill than me.