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RimWorld => Releases => Mods => Outdated => Topic started by: Helixien on January 04, 2017, 07:21:35 AM

Title: [A16] RimEffect 2.3 - Mass Effect Expansion Packs (17-1-2017)
Post by: Helixien on January 04, 2017, 07:21:35 AM
(http://i.imgur.com/pzAgw1v.png)


What is RimEffect?
RimEffect is a little pet project of mine which aims to add some of the amazing races, weapons, armor (or simply content) from the Mass Effect Universe into Rimworld in an immersive and vanilla friendly (meaning it plays nicely along the vanilla content) way so we all can enjoy RimWorld even more! The content of this mod is going to be modular, so you guys can choose which stuff you want inside your game and what you do not want. Why? Because I am just nice that way!
All future mods of mine that are Mass Effect related will be found in this topic from now on!


Content that is WIP right now:

Changelog:

[i][b]A16[/b]
Nothing yet

[b]A14[/b]
Released "Asaris of the Rimworlds"[/i]


FAQ:
[Q] Did you base the layout of the topic on jecrell's one?
[A] ....... maybe? (yes)
[Q] Can I add your mods to a modpack?
[A] Yes!
[Q] Can I re-upload your mod somewhere else?
[A] No.
[Q] Will you add race X?
[A] Yes, if I got the time and someone to make the textures for me!
[Q] Do I need a new save?
[A] Check the instructions of the mod you want. Some do, others dont!
[Q] Do I need anything else to use your mod?
[A] Nope, you should be good (unless stated otherweise!)

Credits:
Carnov (Textures)
Latta (Textures)
CPT.OHU (Humanoid Alien Races)
Erdelf (Humanoid Alien Races modifications)

Legal & Permission:
The contents of this mod pack are the intellectual property of EA and Bioware. This is simply a fan-made mod made, because we love the ME Universe. No copyright infringement intended!
Title: [A16] RimEffect 2.3 - Asari of the Rims
Post by: Helixien on January 04, 2017, 07:21:49 AM
(https://i.imgur.com/hS4e16A.png)

Description
A long time ago, when humanity began to spread across the stars, genetic engineering was used to create a species which was before only seen in games. The Asari!
It is lost to history what exactly happened and how the Asari Union came to be, but now, thousands of years later, the Asari are just as wide spread in the galaxy as humanity.

Features:

(http://i.imgur.com/7x4fg55.png)(http://i.imgur.com/9K3jkVb.png)

Important:
This mod does NOT aim to convert RimWorld into Mass Effect! That said, the lore of the ME Universe does only matter to me to a certain degree!
To use this mod with an existing save, use Faction Discovery by Orion (https://ludeon.com/forums/index.php?topic=25159.0)!

Requirements:
Humanoid Alien Framework (https://ludeon.com/forums/index.php?topic=29353.0)
or get it from Steam! (http://steamcommunity.com/workshop/filedetails/?id=839005762)

Download:
A16 / Dropbox (https://www.dropbox.com/sh/4wpi4la697lltky/AAD2mg6KCQAzKW2CyKWDmusAa?dl=0)
A16 / STEAM (https://steamcommunity.com/sharedfiles/filedetails/?id=834253740)

How to install:

Changelog:

A16 / 3.0 / 17.01.2017:
- Removed custom backstories used for body types.
- Fixed issue with some Asari spawning with pink squares instead of body texture.
- Minor Bugfixes.

A16 / 2.0 / 04.01.2017:
- Updated the mod to A16.
- Rebuild the mod form the ground up!
- Removed Mrofa's code and replaced it with the Humanoid Alien Races Framework!
- Added new head variations.
- Asari now bleed purple.
- Removed weapons and armor from the mod.
- Added custom life stages.
Title: Re: [A16] RimEffect 2.3 - Weapons and Armor
Post by: Helixien on January 04, 2017, 07:21:59 AM
(http://i.imgur.com/kbI5THO.png)

Description
Along with the Asari, humanity also began to create weapons and armors only seen in games before. Over time, they became widespreed and the origin of them has become unkown. These days, they are just normal weapons and armors for everyone. So get out there and use them!

Features:

List of Weapons:

Important:
This mod does NOT aim to convert RimWorld into Mass Effect! That said, the lore of the ME Universe does only matter to me to a certain degree!

Download:
A16 / Dropbox (https://www.dropbox.com/sh/ufqo0k5sirkdyig/AAA9Gt-qSjvggi0LKjCJadT9a?dl=0)
A16 / STEAM (https://steamcommunity.com/sharedfiles/filedetails/?id=837094164)

How to install:

Changelog:
A16 / 2.3 / 04.01.2017:
- Updated the mod to A16.
Title: Re: [A16] RimEffect 2.0 - Mass Effect Expansion Packs
Post by: Helixien on January 04, 2017, 07:22:08 AM
Reserved
Title: Re: [A16] RimEffect 2.0 - Mass Effect Expansion Packs
Post by: Helixien on January 04, 2017, 07:22:19 AM
Reserved
Title: Re: [A16] RimEffect 2.0 - Mass Effect Expansion Packs
Post by: Helixien on January 04, 2017, 07:22:30 AM
Reserved
Title: Re: [A16] RimEffect 2.0 - Mass Effect Expansion Packs
Post by: Helixien on January 04, 2017, 07:22:51 AM
Reserved
Title: Re: [A16] RimEffect 2.0 - Mass Effect Expansion Packs
Post by: abbelsap on January 04, 2017, 07:57:32 AM
Oooh, can't wait for this! Do you have an ETA when it will be released? :D
Title: Re: [A16] RimEffect 2.0 - Mass Effect Expansion Packs
Post by: Helixien on January 04, 2017, 07:59:40 AM
Quote from: abbelsap on January 04, 2017, 07:57:32 AM
Oooh, can't wait for this! Do you have an ETA when it will be released? :D

Yep, right now. The Asari should be all working fine. I played with them for 6h now and havent found any bugs so far!

Weapons will come tomorrow!
Title: Re: [A16] RimEffect 2.0 - Mass Effect Expansion Packs
Post by: abbelsap on January 04, 2017, 08:08:39 AM
Hmm, too bad it requires a new save tho.. Oh well, off to a new start it is!

edit: Perhaps I'm stupid, but can you only get the Asari from their faction? I can't seem to find out how to start with an Asari...

Also, is this compatible with 'Prepare Carefully'?
Title: Re: [A16] RimEffect 2.0 - Mass Effect Expansion Packs
Post by: Helixien on January 04, 2017, 08:27:36 AM
Quote from: abbelsap on January 04, 2017, 08:08:39 AM
Hmm, too bad it requires a new save tho.. Oh well, off to a new start it is!

edit: Perhaps I'm stupid, but can you only get the Asari from their faction? I can't seem to find out how to start with an Asari...

Also, is this compatible with 'Prepare Carefully'?

Yes, you can only get them from their factions right now. A Patch for stuff like Prepare Carefully is currently open inside Notepad++^^ We have to wait for the Humanoid Alien Races PC patch for that. Nothing I can do!
But yes, you can use Prepare Carefully along side, you just cant add them to your colony with it for now.
Title: Re: [A16] RimEffect 2.0 - Mass Effect Expansion Packs
Post by: Dryerlint on January 04, 2017, 04:56:35 PM
I love alien races! This will make a fine addition to my collection.
Title: Re: [A16] RimEffect 2.0 - Mass Effect Expansion Packs
Post by: faltonico on January 06, 2017, 07:38:05 AM
Quote from: Dryerlint on August 18, 2016, 04:52:15 AM
So are they bangable or what?
Title: Re: [A16] RimEffect 2.0 - Mass Effect Expansion Packs
Post by: Helixien on January 06, 2017, 08:35:24 AM
Quote from: faltonico on January 06, 2017, 07:38:05 AM
Quote from: Dryerlint on August 18, 2016, 04:52:15 AM
So are they bangable or what?

100% bangable!
Title: Re: [A16] RimEffect 2.0 - Mass Effect Expansion Packs
Post by: Der Failer on January 06, 2017, 10:03:48 AM
To complete the usual and guaranteed to come at some point* questions:
Will there be a CR and/or EPOE patch?
*so why not now? ;)
Title: Re: [A16] RimEffect 2.0 - Mass Effect Expansion Packs
Post by: Helixien on January 06, 2017, 11:08:35 AM
Quote from: Der Failer on January 06, 2017, 10:03:48 AM
To complete the usual and guaranteed to come at some point* questions:
Will there be a CR and/or EPOE patch?
*so why not now? ;)

Yes, there will be. Right now my focus is on getting my Jaffa, Kree! Reborn mod up and running for A16, after that I have to add more backstories for the Asari and then I make an EPOE Patch, for CR it will take longer, since I dont yet know what I need to patch. So if everything goes as planned (it never does however) maybe I can get a patch up this weekend.
Title: Re: [A16] RimEffect 2.2 - Mass Effect Expansion Packs (6-1-2017)
Post by: Dryerlint on January 06, 2017, 03:04:32 PM
What new in 2.2?
Title: Re: [A16] RimEffect 2.2 - Mass Effect Expansion Packs (6-1-2017)
Post by: Helixien on January 06, 2017, 03:28:59 PM
Quote from: Dryerlint on January 06, 2017, 03:04:32 PM
What new in 2.2?

Not really any new content. Just cleaner, better made than the old one. Far less bugs, works better and thats it. New content will come once carnov has time to make some textures for me again. Until then, I will just mentain the mod. What will come this weekend however is the Weapons and Armors.
Title: Re: [A16] RimEffect 2.2 - Mass Effect Expansion Packs (6-1-2017)
Post by: Dryerlint on January 06, 2017, 04:07:58 PM
Cool. I have noticed one thing; it seems that people from Asari factions who join your colony are always human.
Title: Re: [A16] RimEffect 2.2 - Mass Effect Expansion Packs (6-1-2017)
Post by: Helixien on January 06, 2017, 04:33:37 PM
Quote from: Dryerlint on January 06, 2017, 04:07:58 PM
Cool. I have noticed one thing; it seems that people from Asari factions who join your colony are always human.

wait.... what? How, please explain more! HOW are they human?
Title: Re: [A16] RimEffect 2.2 - Mass Effect Expansion Packs (6-1-2017)
Post by: Dryerlint on January 06, 2017, 05:47:35 PM
It's only when it happens through the wanderer event. If you pluck them off a caravan using Hospitality they stay Asari.

http://i.imgur.com/xADHNAP.gif
Title: Re: [A16] RimEffect 2.2 - Mass Effect Expansion Packs (6-1-2017)
Post by: abbelsap on January 06, 2017, 05:50:02 PM
Quote from: Helixien on January 06, 2017, 03:28:59 PM
Quote from: Dryerlint on January 06, 2017, 03:04:32 PM
What new in 2.2?

Not really any new content. Just cleaner, better made than the old one. Far less bugs, works better and thats it. New content will come once carnov has time to make some textures for me again. Until then, I will just mentain the mod. What will come this weekend however is the Weapons and Armors.

Nice! Can't wait for the next update
Title: Re: [A16] RimEffect 2.2 - Mass Effect Expansion Packs (7-1-2017)
Post by: JABBA2000 on January 08, 2017, 11:59:44 AM
Do i need to start a new game for this?

Im 2 years in this colony and i want this mod. Is it possible to have it running on an old save?

EDIT: Oh wait look what i found https://ludeon.com/forums/index.php?topic=25159.0 Will this work?
Title: Re: [A16] RimEffect 2.2 - Mass Effect Expansion Packs (7-1-2017)
Post by: abbelsap on January 08, 2017, 02:10:37 PM
Quote from: JABBA2000 on January 08, 2017, 11:59:44 AM
Do i need to start a new game for this?

Im 2 years in this colony and i want this mod. Is it possible to have it running on an old save?

EDIT: Oh wait look what i found https://ludeon.com/forums/index.php?topic=25159.0 Will this work?

Yes, that will work!

@Helixien: have you had any chance to upload those awesome Asari armor and weapons? ^^
Title: Re: [A16] RimEffect 2.2 - Mass Effect Expansion Packs (7-1-2017)
Post by: JABBA2000 on January 08, 2017, 02:12:04 PM
Awesome cant wait for the weapons and armor.
Title: Re: [A16] RimEffect 2.2 - Mass Effect Expansion Packs (7-1-2017)
Post by: asquirrel on January 08, 2017, 06:33:29 PM
Throwing a bunch of errors when I use this mod:

https://gist.github.com/375b6df2b6ae794b0edf268141d3d098


[attachment deleted by admin due to age]
Title: Re: [A16] RimEffect 2.2 - Mass Effect Expansion Packs (7-1-2017)
Post by: abbelsap on January 10, 2017, 05:02:52 AM
I'm still waiting for that lovely expansion of Asari weapons and armor. Any chance you'll be uploading the mod for non-steam users? :)
Title: Re: [A16] RimEffect 2.2 - Mass Effect Expansion Packs (7-1-2017)
Post by: A NaCl N Battery on January 10, 2017, 02:56:15 PM
Quote from: abbelsap on January 10, 2017, 05:02:52 AM
I'm still waiting for that lovely expansion of Asari weapons and armor. Any chance you'll be uploading the mod for non-steam users? :)

There is a dropbox link in his second post.
Title: Re: [A16] RimEffect 2.2 - Mass Effect Expansion Packs (7-1-2017)
Post by: abbelsap on January 10, 2017, 04:59:12 PM
Quote from: A NaCl N Battery on January 10, 2017, 02:56:15 PM
Quote from: abbelsap on January 10, 2017, 05:02:52 AM
I'm still waiting for that lovely expansion of Asari weapons and armor. Any chance you'll be uploading the mod for non-steam users? :)

There is a dropbox link in his second post.

Those links don't seem to have the update with weapons and armor, right? I've checked the day before yesterday...
Title: Re: [A16] RimEffect 2.2 - Mass Effect Expansion Packs (6-1-2017)
Post by: Kinoma on January 10, 2017, 10:15:03 PM
Quote from: Dryerlint on January 06, 2017, 05:47:35 PM
It's only when it happens through the wanderer event. If you pluck them off a caravan using Hospitality they stay Asari.

http://i.imgur.com/xADHNAP.gif

Same thing happens to me.
Maybe another mod is conflicting with the Asari mod?


EDIT: I've removed all mods but the Asaris. The wanderer event consistently spawns a human instead of an actual Asari.
However, actual Asaris spawn when they come to your aid.
Title: Re: [A16] RimEffect 2.2 - Mass Effect Expansion Packs (7-1-2017)
Post by: drakemasta on January 12, 2017, 04:52:48 PM
any chances of working with the "orassan" mod creator or "crystalloid" mod creator to make a full alien mod containing multiple alien races without getting any short hash errors?
Title: Re: [A16] RimEffect 2.2 - Mass Effect Expansion Packs (7-1-2017)
Post by: lllMWNlll on January 12, 2017, 09:18:40 PM
You got a plenty races to put in the game, i assume you going to include:
Major Races:
Krogans - Turians - Asari - Salarians - Geths - Quarians

Minor Races (or less focused in Mass Effect):
Batarians - Vorcha - Protheans - Hanar - Drell - Elcor

and even Reapers and Collectors to be major threats (I think in something like those vanilla mechanoids non-playable)

I would like to share some ideas:
Asari: have a great bionic powers which make them really fearsome, you may want somehow explore this ability of them.

Krogans: are tough warriors, i imagine them with a lot health in their torsos body parts because of their shell over his torso and/or a % pain reduction (call this "beserk" mode) the most damage they get the more beserker they get attacking even his friends, better use them with melee weapons or bare handed. PLUS: they are not very sociable among them, imagine with other races especially turians and salarians you could use a negative social buff for those races pawns to be implemented observing history of those races using genophage against Krogans.

Turians: long i remember in game, they are mostly-completely envolved in war or militaristic organizations, very few of them are technicians. You could explore them to be great soldiers and less effective in building, farming, sciencing. PLUS due to First Contact War, humans distrust a little the turians, not all humans, some of them with trait "Distrust turians".

Salarians: a fact that call my attention - they live short, some of them can reach 40 years, because of this they do everything fast combining with their curiosity - a Science and Medicine boost for them! I don't see them really good in battle in comparision with the other races (humans, asari, krogan, turians) melee prowess and ranged could be reduced for them due to their most cartillagenous bodies.

Quarians: main and important fact they need to be 24hours in their suits to be able to survive in any world condition their suits could make them work in burning or freezing temperature of RimWorld. Following Mass effect lore they come from their migrant fleet living has nomadic they go star from star scavenging from wreckeges finding repair materials for the fleet and keeping the starships functioning, make them specially good at building and repairing structures. I imagine - they eat a lot to be in a huge fleet, so logically every children is taugh "how to plant - potato", you never know when you can be realocated in a "Farm starship".

Geths they are A.I's, you may want to see Misc. Mods (https://ludeon.com/forums/index.php?topic=3612.msg296675#msg296675) they have A.I pawns mods.

What call my attention: they are all connected, expect those rebels from reapers control you should use those rebels on your mod. Imagine a lone-wolf character "Legion" from Mass Effect. That is the kind you want to see in your RimWorld mod. But from all the other races, to be playable... The Geth are the most OP.
They can do anything efficiently (shooting, meleeing, constructing, farming...). Something must be done to rebalancing them... Well, think in this
"i don't see logic in doing non essential tasks for my own self-preservation" and is that what RimWorld is, a survival game!
- They don't eat. (growing and hunting disabled)
- "Why medicate imperfect machines like those biological units? They will die anyway" (doctoring disabled)
- "I can see logic in trading. But why make prisoners?" (warden disabled)
- Every other race once have fighted Geth, they don't trust them a little. (heavy social penalty to them, especially Quarians for taking their homeworld)
One another problem of them are clothes. For this i may have a solution: there are several models of geths warriors (Primes, grunts, hunters) check link for some references  Wiki Geth units (https://masseffect.wikia.com/wiki/Geth).  What matter is their A.I software saved in a rebel large server somewhere else, use this has a valid argument to change their hardware (clothes) to several battle hardwares.

I think this is all i can think right now about "races" right now... A really like the krogans, make them first ;D.
In fact i was just write a 2 lines post about "are you going to release krogans soon?", and ideas just flow it. Looking foward to see your mod complete!
Title: Re: [A16] RimEffect 2.2.1 - Asari of the Rims
Post by: lllMWNlll on January 13, 2017, 11:21:41 AM
Hey!

I'm testing a lot of mods. I just add yours and Orassan Mod.

Both together, one at time
both Gives error:
"Short Hash"

I sended a PScreen for you. And also do Orassan modder.
Title: Re: [A16] RimEffect 2.3 - Mass Effect Expansion Packs (17-1-2017)
Post by: Helixien on January 17, 2017, 03:14:54 PM
So, I have kind of ignored the forum for a while and only focused on the workshop but erdelf pushed me to update the forum post as well so now I did it!
A lot of fixes and issues are..... fixed and the mod now has a requirement so it can be used with other race mods without getting the short hash error!

Weapons and Armor are now also download-able from Dropbox!

Quote from: lllMWNlll on January 12, 2017, 09:18:40 PM
You got a plenty races to put in the game, i assume you going to include:
Major Races:
Krogans - Turians - Asari - Salarians - Geths - Quarians

Minor Races (or less focused in Mass Effect):
Batarians - Vorcha - Protheans - Hanar - Drell - Elcor

and even Reapers and Collectors to be major threats (I think in something like those vanilla mechanoids non-playable)

I would like to share some ideas:
Asari: have a great bionic powers which make them really fearsome, you may want somehow explore this ability of them.

Krogans: are tough warriors, i imagine them with a lot health in their torsos body parts because of their shell over his torso and/or a % pain reduction (call this "beserk" mode) the most damage they get the more beserker they get attacking even his friends, better use them with melee weapons or bare handed. PLUS: they are not very sociable among them, imagine with other races especially turians and salarians you could use a negative social buff for those races pawns to be implemented observing history of those races using genophage against Krogans.

Turians: long i remember in game, they are mostly-completely envolved in war or militaristic organizations, very few of them are technicians. You could explore them to be great soldiers and less effective in building, farming, sciencing. PLUS due to First Contact War, humans distrust a little the turians, not all humans, some of them with trait "Distrust turians".

Salarians: a fact that call my attention - they live short, some of them can reach 40 years, because of this they do everything fast combining with their curiosity - a Science and Medicine boost for them! I don't see them really good in battle in comparision with the other races (humans, asari, krogan, turians) melee prowess and ranged could be reduced for them due to their most cartillagenous bodies.

Quarians: main and important fact they need to be 24hours in their suits to be able to survive in any world condition their suits could make them work in burning or freezing temperature of RimWorld. Following Mass effect lore they come from their migrant fleet living has nomadic they go star from star scavenging from wreckeges finding repair materials for the fleet and keeping the starships functioning, make them specially good at building and repairing structures. I imagine - they eat a lot to be in a huge fleet, so logically every children is taugh "how to plant - potato", you never know when you can be realocated in a "Farm starship".

Geths they are A.I's, you may want to see Misc. Mods (https://ludeon.com/forums/index.php?topic=3612.msg296675#msg296675) they have A.I pawns mods.

What call my attention: they are all connected, expect those rebels from reapers control you should use those rebels on your mod. Imagine a lone-wolf character "Legion" from Mass Effect. That is the kind you want to see in your RimWorld mod. But from all the other races, to be playable... The Geth are the most OP.
They can do anything efficiently (shooting, meleeing, constructing, farming...). Something must be done to rebalancing them... Well, think in this
"i don't see logic in doing non essential tasks for my own self-preservation" and is that what RimWorld is, a survival game!
- They don't eat. (growing and hunting disabled)
- "Why medicate imperfect machines like those biological units? They will die anyway" (doctoring disabled)
- "I can see logic in trading. But why make prisoners?" (warden disabled)
- Every other race once have fighted Geth, they don't trust them a little. (heavy social penalty to them, especially Quarians for taking their homeworld)
One another problem of them are clothes. For this i may have a solution: there are several models of geths warriors (Primes, grunts, hunters) check link for some references  Wiki Geth units (https://masseffect.wikia.com/wiki/Geth).  What matter is their A.I software saved in a rebel large server somewhere else, use this has a valid argument to change their hardware (clothes) to several battle hardwares.

I think this is all i can think right now about "races" right now... A really like the krogans, make them first ;D.
In fact i was just write a 2 lines post about "are you going to release krogans soon?", and ideas just flow it. Looking foward to see your mod complete!

You see, while I would love to add all of them, I always need someone to make the textures for them first! And that is either expensive or not do-able (I dont like to ask people to make them for free since I am really picky and I feel bad when I ask someone to redo it quite a lot of times). Since carnov isnt around right now(anymore) yeah, I am kind of grounded! Next in line and currently WIP are Argonians from Skyrim! After that Quarians and after that Khajiit.
But I do appriciate your suggestions and will go through them in detail soon!
Title: Re: [A16] RimEffect 2.3 - Mass Effect Expansion Packs (17-1-2017)
Post by: lllMWNlll on January 17, 2017, 04:04:59 PM
I see...

I know zero of gaming artistic, i can learn though, i will do some painting starting with krogans. But i can't promisse a professional work  :P

Tell me what do you need for art and i will do it in my freetime.
Title: Re: [A16] RimEffect 2.3 - Mass Effect Expansion Packs (17-1-2017)
Post by: Deathawaits4 on January 25, 2017, 07:54:37 PM
Hei so i got this error, with hospitality and your mod whenever a chased refugee asks to join my faction. I always get a naked asari refugee droping down with a pod, he just walks away and i get no raid nothing. is there a way to fix this?

Exception filling window for Verse.Dialog_NodeTree: System.NullReferenceException: Object reference not set to an instance of an object
  at AlienRace.AlienPawn.SetFaction (RimWorld.Faction newFaction, Verse.Pawn recruiter) [0x00000] in <filename unknown>:0
  at Hospitality.IncidentWorker_RefugeeChased+<>c__DisplayClass5.<TryExecute>b__2 () [0x00000] in <filename unknown>:0
  at Verse.DiaOption.Activate () [0x00000] in <filename unknown>:0
  at Verse.DiaOption.OptOnGUI (Rect rect, Boolean active) [0x00000] in <filename unknown>:0
  at Verse.Dialog_NodeTree.DrawNode (Rect rect) [0x00000] in <filename unknown>:0
  at Verse.Dialog_NodeTree.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0
  at HugsLib.GuiInject.WindowDetour+<>c__DisplayClass1.<_WindowOnGUI>b__0 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
HugsLib.GuiInject.<>c__DisplayClass1:<_WindowOnGUI>b__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)
Title: Re: [A16] RimEffect 2.3 - Mass Effect Expansion Packs (17-1-2017)
Post by: szypkiyakwonsz on January 27, 2017, 01:21:36 PM
Can we get a CR patch for this? I've tried to make my own, but since I'm working mostly using Copy-Paste Law from other CR patches, there's a ton of bugs due to my lack of skill. But afaik, it shouldn't be that hard... and I am already in love of my beautiful violet gay counselor. Please don't make her wait to grab the ammo :D
Title: Re: [A16] RimEffect 2.3 - Mass Effect Expansion Packs (17-1-2017)
Post by: szypkiyakwonsz on January 31, 2017, 03:23:54 PM
Since I am impatient as hell (and deeply in love with my Asari colonist), I was staring at Your code long enough to figure it out. I've found that other faction mod - Orassans - is CR compatibile, so I was trying to look for the differences and probably found an issue in Orassans mod (who cares, Asari > dumb cats).

In ThingDefs_Races/Race_Asari You had a definition of Your own Pawn Base, ("BasePawnAsari"), which was causing CR incompatibility, since all the CR features (mass, bulk, ammo usage) are focused on BasePawn. I know that I should rather give Your new and proud race the same features using changed CR files, but it was wayyy easier to just change in:

<ThingDef Class="AlienRace.ThingDef_AlienRace" ParentName="BasePawnAsari" Name="Asari_Base" Abstract="True">

targeted ParentName to BasePawn, which already had all the functionalities. This is making Your own parent def BasePawnAsari not used anymore in further definitions. Savage as it is, seems to work flawlessly. I'm not satisfied with this though and will try to do it properly, but right now, well - my blue colonist awaits.

TL;DR
I had been changing random things in code until it was CR compatibile. Patch for compatibility in attachement.


P.S.
Please do not shout at me for messing with Your code...

P.S. 2
Still not compatibile with Psychology - I think that that mod is using it's own pawn subcategory? I'm unsure about this however.

[attachment deleted by admin due to age]
Title: Re: [A16] RimEffect 2.3 - Mass Effect Expansion Packs (17-1-2017)
Post by: Pinkstache on March 20, 2017, 04:24:04 PM
This is my first time using any alien race mod so maybe this is my fault but is this:


Error while resolving references for def Alien_Asari_Blue: System.NullReferenceException: Object reference not set to an instance of an object
  at AlienRace.ThingDef_AlienRace.ResolveReferences () [0x00000] in <filename unknown>:0
  at Verse.DefDatabase`1[Verse.BuildableDef].ResolveAllReferences () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.DefDatabase`1:ResolveAllReferences()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()


something to be concerned about?
It throws this error for every single color of Asari? Did I screw something up?
Title: Re: [A16] RimEffect 2.3 - Mass Effect Expansion Packs (17-1-2017)
Post by: Pinkstache on March 20, 2017, 07:32:02 PM
Quote from: Pinkstache on March 20, 2017, 04:24:04 PM
This is my first time using any alien race mod so maybe this is my fault but is this:


Error while resolving references for def Alien_Asari_Blue:


something to be concerned about?
It throws this error for every single color of Asari? Did I screw something up?
So erdelf on Humanoid Alien Framework says that my Asari is outdated, but it's the 2.3 version?
Title: Re: [A16] RimEffect 2.3 - Mass Effect Expansion Packs (17-1-2017)
Post by: JABBA2000 on March 31, 2017, 04:58:28 PM
yep it is. the newest version is on steam 2.3.1
Title: Re: [A16] RimEffect 2.3 - Mass Effect Expansion Packs (17-1-2017)
Post by: rdz1122 on April 17, 2017, 03:51:11 PM
Any updates in this forum?  I don't use Steam to launch RW.
Title: Re: [A16] RimEffect 2.3 - Mass Effect Expansion Packs (17-1-2017)
Post by: Zazakita on April 18, 2017, 11:17:21 PM
^
Title: Re: [A16] RimEffect 2.3 - Mass Effect Expansion Packs (17-1-2017)
Post by: faltonico on June 26, 2017, 02:24:30 AM
I managed to get some time to play, and yet i'm not playing A17 hoping that this mod will update.
For what you said on steam, it is a lost cause to wait for an A17 version, but i'll keep cleaning the scum from my A16 map while waiting for you to update this (a single emplacement at the time), it might as well be when A18 hits.
Title: Re: [A16] RimEffect 2.3 - Mass Effect Expansion Packs (17-1-2017)
Post by: LiteEmUp on July 25, 2017, 01:24:33 PM
so with those who are playing this mod on a17, any of you care to share on how you edited the asari epoe compatibility patch to turn into a17 version???

someone on steam mentioned removing some lines, but i'm not sure where to start...
Title: Re: [A16] RimEffect 2.3 - Mass Effect Expansion Packs (17-1-2017)
Post by: Luckspeare on September 06, 2017, 01:01:34 AM
Getting several errors when creating a colonist using Prepare Carefully.  If I leave it as female, it's fine, but if I change it to male, the head disappears and I get errors like this:

Failed to find any texture while constructing Multi(initPath=Things/Pawn/Humanlike/Asari/Head_blue/Male_Average_Normal_01, color=RGBA(0.340, 0.320, 0.300, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
Verse.Log:Error(String)
Verse.Graphic_Multi:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(String, Shader, Vector2, Color)
AlienRace.HarmonyPatches:ResolveAllGraphicsPrefix(PawnGraphicSet)
Verse.PawnGraphicSet:ResolveAllGraphics_Patch1(Object)
EdB.PrepareCarefully.ExtensionsPawn:ClearCachedPortraits(Pawn)
EdB.PrepareCarefully.CustomPawn:CheckPortraitCache()
EdB.PrepareCarefully.CustomPawn:UpdatePortrait()
EdB.PrepareCarefully.PanelAppearance:DrawPanelContent(State)
EdB.PrepareCarefully.PanelBase:Draw(State)
EdB.PrepareCarefully.TabViewPawns:Draw(State, Rect)
EdB.PrepareCarefully.Page_PrepareCarefully:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey2C5:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)

Title: Re: [A16] RimEffect 2.3 - Mass Effect Expansion Packs (17-1-2017)
Post by: LiteEmUp on September 06, 2017, 03:53:00 AM
any chance we get to see turians, krogans, salarians, and even geth on rimworld... i do enjoy having the asari on my colony so far..

i've noticed though that i've never gotten any asari visitor events in my current campaign.. ive gotten asari caravans and an asari crash pod event(and she didn't even joined me after i've saved her life lol), and no asari visitor events lol.. i've gotten my asari so far from slave traders or rescuing downed military support members..

my review:
-- quite a long life expectancy.. 1000 years to be precise.. if you intend to play your save till the end, and you get a good asari then you are all set..

-- seems decent in combat i guess... i use autoturrets and use pawns to man artillery, so i can't give an honest review on their melee and shooting strengths..

-- i keep find alot, even on caravans, those with beautiful trait.. not sure if they are programmed to have it often, but quite alot of hot asaris on my rim campaign..
Title: Re: [A16] RimEffect 2.3 - Mass Effect Expansion Packs (17-1-2017)
Post by: ProfZelonka on October 20, 2017, 12:07:41 AM
A17 please.
Title: Re: [A16] RimEffect 2.3 - Mass Effect Expansion Packs (17-1-2017)
Post by: faltonico on October 20, 2017, 12:42:49 PM
Quote from: ProfZelonka on October 20, 2017, 12:07:41 AM
A17 please.
Check: https://ludeon.com/forums/index.php?topic=33311.0