CR Total Texture Overhaul
Video Link
You can also find a high resolution copy of the video in my drop box.
About this Mod: This mod retextures RimWorld with a natural feel. With the exceptions of human pawns and clothing, virtually nothing has been left untouched. World terrain, the map terrain, structures, goods, animals, weapons, items, resources, and the RimWorld user interface have all been retexed. Many items have been given FX overlays, meaning that engines smoke, lights flare, and otherwise come alive.
Installation Instructions, READ CAREFULLY:
This mod requires 3 (THREE) of my mods to work. You must install, Moddable, CompFX, and Textures. Moddable and CompFX should be EARLY (near first) in your mod list. Textures should be LATE (near last) in your mod list. Note that Moddable and CompFX stand alone and can be used by other modders. You can simply download and extract the mods, and place each of the folders in your Mods directory.
To download, please follow the All Mods link in my signature or click directly, CR here.
This mod includes out-of-the box retexturing support for the following mods:
Additional mods will be added by popular request.
Next most likely addition will be Combat Extended -- Weapons.
LICENSE: Public Domain.
Credits: Jec for a portion of the BigGuns component (which renders weapons larger), and Jabbamonkey, who did the on-ground clothing textures, and the art textures.
Feedback Solicited:
Three types of feedback are solicited.
1. Are there any technical glitches? I.e., do any of the FX misoverlay when objects rotate, etc? Are any of the animals the wrong size when turned? Etc.
2. Subjective. Is there some game element that could use improvement, and if so, what?
Some other notes:
This mod makes NO direct gameplay changes. However, in a few cases I have taken some artistic liberty with the names of things. If you see something appear with a different name (e.g., the Gladius is now the Khukuri, a different type of short blade), it still behaves the same. There are, however, a few graphics changes that will change the way the game is played. 1) ship parts are slightly different sizes, 2) animals render at layer which means they can hide in foliage.
Video Link
You can also find a high resolution copy of the video in my drop box.
About this Mod: This mod retextures RimWorld with a natural feel. With the exceptions of human pawns and clothing, virtually nothing has been left untouched. World terrain, the map terrain, structures, goods, animals, weapons, items, resources, and the RimWorld user interface have all been retexed. Many items have been given FX overlays, meaning that engines smoke, lights flare, and otherwise come alive.
Installation Instructions, READ CAREFULLY:
This mod requires 3 (THREE) of my mods to work. You must install, Moddable, CompFX, and Textures. Moddable and CompFX should be EARLY (near first) in your mod list. Textures should be LATE (near last) in your mod list. Note that Moddable and CompFX stand alone and can be used by other modders. You can simply download and extract the mods, and place each of the folders in your Mods directory.
To download, please follow the All Mods link in my signature or click directly, CR here.
This mod includes out-of-the box retexturing support for the following mods:
Allow Tool
Colony Manager
ED-Embrasures
Extended Storage
Fences and Floors (limited support for all floors and the security fence only)
Gauss Weapons
Laser Weapons
LT-Door Mat
Mining Company MMS
MiscellaneousCore
Miscellaneous Robots+
More Vanilla Turrets
OHO Ships
RBSE
Tilled Soil
Additional mods will be added by popular request.
Next most likely addition will be Combat Extended -- Weapons.
LICENSE: Public Domain.
Credits: Jec for a portion of the BigGuns component (which renders weapons larger), and Jabbamonkey, who did the on-ground clothing textures, and the art textures.
Feedback Solicited:
Three types of feedback are solicited.
1. Are there any technical glitches? I.e., do any of the FX misoverlay when objects rotate, etc? Are any of the animals the wrong size when turned? Etc.
2. Subjective. Is there some game element that could use improvement, and if so, what?
Some other notes:
This mod makes NO direct gameplay changes. However, in a few cases I have taken some artistic liberty with the names of things. If you see something appear with a different name (e.g., the Gladius is now the Khukuri, a different type of short blade), it still behaves the same. There are, however, a few graphics changes that will change the way the game is played. 1) ship parts are slightly different sizes, 2) animals render at layer which means they can hide in foliage.