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#1
Releases / [V1.0] Faction Colors 1.0 (16.03.2019)
March 16, 2019, 05:05:07 AM


Description:

The big feature of this mod and its namegiver is the ability to define two lead colors for your custom advanved faction. Instead of ragtag outlanders/mercenaries coming in colored like they're in a circus parade, you'll have uniformed soldiers.



Additional features:

Camouflage Colors
Say you create a faction that's supposed to havea regular modern day military. Why would they try to sneak up on your colony wearing bright red and pink power armor during winter assaults, or bright white coats while assaulting your forest-fortress. Not really what you'd associate with tactical brilliance.

You can define your new apparel to be colored according to the biome and season colors. This means green/brown for the temperate regions, khaki for deserts/shrublands, and white/grey for both winter seasons and ice-sheets. Examples are the snipers from the image above.

Note that apparel is colored the second it is created by the game, so all those white armors you got from a winter-assault will remain white in the summer.

Weapon-Sizing

Sometimes you want to have a cyborg shouldering an enormous gun, but the game will still render it tiny. In that case you can use this mod to define the drawing-size of your weapon.

Take a look at hulky Janwaat and his sidekick for comparison:




Included Assets


    Buildings

    • Flag Pole (Furniture)

    Colorable Apparel

    • Federation Flak Uniform
    • Federation Helmet
    • Federation Armor (Camouflaged)
    • Federation Marine Armor
    • Federation Marine Armored Helmet


    Oversized Weapons

    • Bihander
    • Greataxe
    • Greatmace
    • Lance

    Composite Apparel

    • Leather Armor


Author/Mod Team
Cpt.Ohu

Downloads

Dropbox
Steam

Acknowledgements
Using Harmony for detouring.


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


THIS IS NOT SAVEGAME-COMPATIBLE. Please start a new colony.

Licence

As this is basically a helper-dll with a few examples, 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.


Like what you see?

Join our Discord Server
Buy me a coffee. [/list]
#2


Description:

The third spinoff to come from my main mod is here.

This mod adds spaceships for suborbital travel to the game. They work similar to transport pods, but are of course reusable and offer the possibility to hop around the world map way faster than traveling by foot.

Features

  • The OHU Dropship: A sturdy all-purpose aircraft with a focus on cargo capacity and range.






    Manufacturer: OHU (Orbital Hubs United)
    Fuel Capacity: 1500 u
    Maximum Cargo Capacity: 1000 kg
    Defensive Capabilities: 1x Light Caliber Front Gun
    Offensive Capabilities: 1x Payload Slot



  • The OHU Kestrel: A smaller variant of the regular dropship. Limited cargo area and passenger seats and high fuel consumption are compensated by +50% speed.






    Manufacturer: OHU (Orbital Hubs United)
    Fuel Capacity: 500 u
    Maximum Cargo Capacity: 185 kg

  • The OHU Albatros: A lightweight glider used for gentle travel. Very fuel efficient over long distances.






    Manufacturer: OHU (Orbital Hubs United)
    Fuel Capacity: 100 u
    Maximum Cargo Capacity: 80 kg


    • Installing light caliber weapons for ground defence.



    • Settling new tiles or going down for further planning.
    • Visiting faction bases to trade or carry out an aerial assault.


    • Simple fleet management to launch several ships at once.


    To do

    • Enabling bombing runs.
    • Proper fleet management

    Author/Mod Team
    Cpt.Ohu

    Downloads


    OHUShips 1.55 - A17

    OHUShips 1.57 - B18





    Discord-Server
    Since the development of my 40k mod and the dropship mod are tied together, join us on the 40k Discord channel in the dropship-corner.


    Acknowledgements
    Using Harmony for detouring.

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




    Licence

    As with my other releases, you are encouraged to use this as a basis to create your own aircraft.
    If you want to redistribute this mod, please ask first.
    If you'd like to create your own spin-off, please ask first.


    Guide to cargo loading

    Since there is a lingering problem with pawns thoughts getting messed up, here is a guide written by SpaceDorf on how to prevent such an error while playing.

    Quote from: SpaceDorf
    What I do now :

    Select the Pawns in the passengers tab which I want to take with me on the flight.
    Select the Cargo on the Items Tab until I have everything, or the boat is full.
    Then I deselect all pawns but one or two.
    Set the Number of Min Haulers at the bottom between 2 and 4 and let them at it ..
    When the Thumbtwiddler Squad starts getting comfy in the boat, the others keep loading,
    until I get a nice little message like with the Launchpods.

    Then I send the rest of the crew into the dropship.
    Problem is, that there can only be one cargo interaction at the same time, either loading or boarding. When to many Pawns try to load they get confused and don't know whos turn it is.
    Refuelling does work in parallel but getting 3000 Units of fuel is a bitch :)

    When you have done the above .. be patient and ignore the pawns until the ship is loaded .. it's like boiling water.
    Don't look, it will happen.



    FAQ

    Q: Where can I find the ship?
    A: Oddly enough, it's in the Ship category. You need to research Shipbuilding Basics to unlock it.

    Q: Can I start with a ship?
    A: Yes, there is a new Scenario Part "start with a ship" which replaces droppod-arrival.

    Q: Where are the ship turrets?
    A: Currently there is only one turret type, which is a vanilla improvised ship turret. You can craft the required template on a smithy and then install it on the ship (Gun Turret research required).

    Q: Where are the ship bombs?
    A: Bombs aren't implemented yet. There is a slot on the examplary dropship, but for the moment: no dropping fiery death from above for you.

    Q: Can I add this to an existing save?
    A: Yes, but be careful. There is a hidden world object that keeps track of ships in orbit so they don't get deleted by accident. If you add this during play, this object has to be created and placer onto a new position. I can't guarantee it will work every time.

    Q: Can I remove this from an existing save?
    A: No. You will have objects present that suddenly miss their code foundations.

    Q: Can I submit ship designs?
    A: Of course. More variety is always welcome. I can't promise to put in every design however.

    Q: Where are the other ship and items from the screenshots?
    A: Not in here, they are from my 40k mod.
[/list]
#3
Unfinished / [A17/A18] [WIP] Warhammer 40k Corruption
December 22, 2016, 05:17:18 AM
Continuation from over here


Description:

This is a 40K conversion mod that places your colony on the outer edges of the Imperium of Man. It's been in development for quite some time, slowly bulding up to a big overhaul, introducing a variety of new factions, a lot of new weapons, psyker powers, religion and the titular corruption of the Warp.


Features:

New factions:


Imperium of Man:
  Imperial Guard



  Adeptus Sororitas




  Mechanicus




Alien Empires:

  Eldar



  Orks



  Dark Eldar



The Lost and Damned:
  Chaos Cultists



40k Armory:

A variety of well known human and xeno weapons and armor

Faction Colors:
This mod uses this framework. As such, all of the new factions have individual colors assigned to them that will display on predetermined clothing/armor which they equip. Eventually I will make it possible for the player to choose his own colors, so when you are manufacturing imperial armor, it will be colored according to your heraldry.


Aircraft:

This mod adds aircraft for suborbital travel to the game. They can be equipped with turrets for ground defense/attack purposes and travel like caravans/transport pods. They are fuelled by Chemfuel.



Shiptypes currently in:


  • OHU dropship: A basic freighter, intended as a starting ship.
  • Imperial Valkyrie: For now the most offensive ship, being able to host 3 turrets.
  • Imperial Aquila Lander: A small transport vehicle mostly used by the Adeptus Arbites.

Psyker Powers:




Every pawn gets assigned a power-level. Anything above Iota may be classified as Psyker and has the chance to gain accesss to abilities. As of now, these are mainly offensive spells and debuffs, though there's already the groundwork for healing in there as well. I'm also working on non-targeting-spells that will affect the pawn itself or a predefined target.
As of now, any effect you can think of that should target a single pawn can be coded in. There are mental-state-bullets, heal-spells, and normal offensive stuff like the lightning-arc. The buff/debuff projectiles aren't drawn. Instead, below the pawn a mark appears that grows until the pawn is "hit".
Again, this is mostly for combat, which is why I will go down the other road as well. I want to enable them to influence visitors, either to give better prices, increase faction relation, or even force-recruit them. And I want to enable a sort of astropath-system, which means some pawns have the ability to call in help from space (mainly the Imperial Guard and Sisters of Battle).

For now, the sisters of battle and the Eldar warlock are the only characters who start out with Psyker Powers. Your own pawns can only learn them by reading certain books or by using special equipment (like a staff that allows psykers to shoot lightning).

For AoE spells like Eldritch Storm to work, you have to target the casting pawn itself, otherwise it will not fire.


Purity of Soul:


Your pawns now can get affected by the warp. Starting out pure, different circumstances and actions may corrode this purity until they fall to one of the gods of chaos, showing the mark of their patron upon their body.

As it is, there's simply a new need of soul that defines the effect the warp has already had on this individual. You can access a new windows by simply clicking on the alignment icon in the inspection tab or the Need-barometer in the Needs tab.



Every pawn gets assigned a devotion-trait. This ranges from atheist to fanatic, and this will influence the speed at wich their soul can be affected, as well as social interactions.

The patron-system simply indicates, which deity/higher concept the pawn is following. I have the Emperor for humans, Gork/Mork for Orks, the Eldar pantheon for Eldar and Dark Eldar, and there's already the Greater Good, but it's not used yet.

At the threshold of 30%, the pawn falls to chaos. This means he can never again raise above 30% and he gains a chaos-patron.
This confers a couple of boosts. For one, many negative thoughts are being disabled, so they are less affected by the brutality of RW.

On the other hand, depending on their new patron, they get patron-specific thoughts. A Khornate gets a mood-debuff for every day that he isn't allowed to kill something (can even be hunting an animal, as long as HE kills it). And if his mood is low, he will either go berserk on everything, or he may simply decide to kill a prisoner of the colony (Kill-the-Weak mental break).

A Nurglite gets a permanent mood-boost since Papa Nurgle is such a nice chap, and the more diseases the pawn attracts, the happier he gets. There's already Nurgle's Rot in there, which has a funny mechanic. When killed, the pawn combusts in a mist of diseased matter, which infects all pawns within the vicinity. On the other hand, the pawn may accept Nurgles embrace, gain him as Patron and be cured of the lethal form of  rot, gaining Nurgles Mark instead. The explosion of this pawn upon death is even bigger.

A Tzeentchian has random mood swings due to the chaotic nature of Tzeentchs schemes. He will also get a higher chance of gaining psyker powers (see below).

The Slaaneshi is as of now not really implemented. I have no idea, what the impact should be, or rather how I would code it. I wanted them to get dependent far more easily and regularly go on either food/drug binges or violent streaks.

Purity is effeced by:
  Special items (corrupted / holy)
  Map events
  Reading books

Cultural Tolerance:

Every pawn has an innate offset towards xenos, Neutral, Xenophile or Xenophobe. This will influence the social oppinion of other pawns in the colony. A xenophobe will get annoyed if he has to live with xenos. A xenophile is happy if there are xenos present. Neutral has no effect.

Worship:




As it is, you can build altars and assign preachers. At fixed times in the morning or evening, the preacher will call for a sermon and all pawns who want to listen to him will join. The preaching-skills are dependent on his social skill. A good preacher has a higher chance of giving a great sermon with a big mood buff as opposed to simply a small buff. Of course the preachers affliction is also taken into account. A chaos-follower will give a dark-sermon, which will disturb any pawns that are still untouched. Vice versa, a chaos follower will be annoyed by listening to a loyalist. An atheist will get annoyed either way by religious nonsense. An agnostic may even get the small mood buff, since he's not objected to faith as a concept.

In any case, if a pawn has listened to a preacher he didn't like once, he will never again come to his sermons.
Depending on the preachers affliction, the listeners will have their souls changed, either corrupted by a dark sermon, or elevated by a normal sermon.

This is to be one of the major gameplay changes. Religion has rarely played a part in any mod so far, and I want to change that since it might make for interesting stories. Maybe your colony gets renowned as a place of worship, and visitors from far away come to pray. You may even get the protection of the sisters of battle to hold off raiders.

For now, I've included human skulls and bones to be gained from slaughtering humans. These can be used to build shrines and later on, Servo-Skulls.


Author/Mod Team
Cpt.Ohu - Assembly, XML, Textures
TrashMan - Textures, XML
BanditPanda/Baron - Textures
KriegsStrudel - Textures
Imperitor - Assembly, XML
InfinityKage -  Concept/Balancing

Acknowledgements:

Kaptain Kavern for doing almost all of the organization
Basically the same people already mentioned in the thread for the Alien Race framework, as it's used here
Erdelf for the updated version of Alien Races
Rikiki for the code for drawing laser projectiles
Mrofa for the bookreading-stuff
Some textures from Headshot's 50k Weapon mod
Shinzy's cap from Apparello just fits way too good for commissars
Pardeike for Harmony
Saebbi for the Combat Extended patch

Downloads:


Base Mod:

Requires the Humanoid Alien Framework

Corruption Mod v0.87 (A17)

Corruption Mod v0.95 (A18)



Patches:

Pawnrendering Patch A17

Pawnrendering Patch B18

EPOE Patch A17

Combat Extended Patch B18

The rendering patch is necessary to enable all drawing functions of the mod. Otherwise implants, chaos marks and apparel details won't show up.

Load Order:

- Humanoid Alien Framework
- Base mod
- Render Patch

Discord


Incompabilities:
- FactionColors: This mod contains a modified version of the mod. Do NOT enable both mods at the same time.

- OHU Dropships: This mod contains a modified version of the mod. Do NOT enable both mods at the same time.

This is just to give access to the assets of the mod and let people see, what's in there, since it's been asked about a few times. The mod is far from being finished and I'm looking forward to any kind of feedback.
#4
Outdated / [A17] Faction Colors 1.5 (25.08.2017)
November 17, 2016, 05:20:20 AM


Description:

At its most basic this mod contains a DLL that allows for apparel to use the CutoutComplex Shader, thereby enabling tintmaps for apparel and coloring by XML-coding. So, this is targeted mainly at modders, and all of the content inside is there for demonstration purposes.

An example is included in the mod in the form of reinforced leather armor:



This is a composite apparel, consisting of any kind of leather lying around, and some steel. Base color derives from leather, shoulderpads are defined in the code.

If you're only interested in using the CutoutComplex shader, you can simply define it in the graphicdata-block of your XML. Tintmap required of course, otherwise it won't be colored at all.


The big feature of this mod and its namegiver is the ability to define two lead colors for your custom advanved faction. Instead of ragtag outlanders/mercenaries coming in colored like they're in a circus parade, you'll have uniformed soldiers. Additionall you can define one main faction with several subfactions, each with their own color-scheme, and at game-start one of those will be randomly selected to represent this faction for the current game.

And yes, you can do that whole faction-specific apparel color thing right now by simply recoloring the textures, but for any given apparel this means editing at least 16 files (+ 4 for each headgear) + texture-bloating when you want to have different color schemes available. With this mod you can make 1 setup (normal textures + tintmap) and then recolor everything by editing one xml file.





Additional features:

Camouflage Colors
Say you create a faction that's supposed to havea regular modern day military. Why would they try to sneak up on your colony wearing bright red and pink power armor during winter assaults, or bright white coats while assaulting your forest-fortress. Not really what you'd associate with tactical brilliance.

You can define your new apparel to be colored according to the biome and season colors. This means green/brown for the temperate regions, khaki for deserts/shrublands, and white/grey for both winter seasons and ice-sheets. Examples are the snipers from the image above.

Note that apparel is colored the second it is created by the game, so all those white armors you got from a winter-assault will remain white in the summer.

Weapon-Sizing

Sometimes you want to have a cyborg shouldering an enormous gun, but the game will still render it tiny. In that case you can use this mod to define the drawing-size of your weapon.

Take a look at hulky Janwaat and his sidekick for comparison:




There are of course limitations as an increased meshsize will eventually yield weird looking ways of actually wielding the weapon.

How it works

I'm detouring the ResolveApparelGraphics method. This is what's blocking multi-colored apparel since it locks down the shader-type. Additionally I'm detouring DrawEquipmentAiming to alter the drawing mesh size.

Author/Mod Team
Cpt.Ohu

Downloads

Release 1.3 [A16]

Release 1.5 [A17]


Example Mod [A16]

Acknowledgements
Using Harmony for detouring.

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

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 textures are taken out of my upcoming Warhammer 40k mod. Please ask before redistributing them with your mod or including them in a modpack.

The source files are included, and you are free to edit whatever you like about them.
#5
Humanoid Alien Races



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]


Release 0.9 [A16]


Prepare Carefully Patch [A15]

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 are awesome)
Haplo: The framework for my custom pawn class is inspired by the MAI pawn and robots.
Erdelf: He was the one who started updating the mod for A16 before me and helped me in progressing.

EdB: Prepare Carefully 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.
#6
Unfinished / [A14][WIP] Humanoid Alien Races
August 13, 2016, 07:37:45 PM
This project is probably going against established RimWorld lore by introducing something that has popped up now and again, yet has never been implemented in this fashion as far as I remember.

Humanoid Alien Races


While working on a Warhammer 40k Mod I ran into difficulties designing a custom Eldar race, since their lifespan is >1000 years, but obviously they came in greyhaired and riddled with disease due to being 10x over the human lifespawn when entering the world.

Trying to circumvent this original problem, I've started to create my own framework for not only implementing the very human-like Eldar, but for creating visuals for entirely new humanoid lifeforms.

Since I've seen people discussing Alien Races around here, I now intend to release my framework to the public so that everybody can create their own Humanoid Aliens.

Want to create a Mass Effect Mod starring Asari? Well, here you go:



Want to go bananas and fend off/play as centaurs? Knock yourself out:



It might also be useful for creating stuff like human mutants if you don't want to break the lore completely, or if you just want to switch out the base human textures.

Features
Note that this framework ist only concerned with graphics.


Custom Skin Colors
Pretty self explanatory. Have fun creating a race of red demons or greenskinned tree-people. So far they are based on a ColorGenerator (like Items). There may be more sophisticated ways, but for my needs this is sufficient.

Custom Hair
Custom colors based on a ColorGenerator. Also let's you decide at which average age your race should get grey hair or define them as hairless.
   
Custom Head & Body Graphics
Can be separately modified, as seen in the screenshots above. Heads are chosen randomly for now, a selection by gender will probably be implemented soon. Bodies are chosen according to BodyType, so Custom Backstories are (among other things) helpful for specifying the exact look of any pawn.

Additional Tweaks
Enables use of PawnKind-based backstory categories. This helps if you want to create a faction with specific pawn appearances based on background (e.g. traders are thin, warriors are all Hulks).

Set Gender distribution. Useful for creating an all male / female race.


How does it work?
I'm detouring the Genspawn.Spawn methods. The base pawn is generated as usual, picked up at the last second before entering the game world and converted into my custom alien pawn class.

Compability
I haven't done enough testing yet. However it should be compatible with all mods as long as they don't detour the same methods.

Release Plans
Right now the Assembly needs some cleanup and I want to create proper documentation for use by modders. Afterwards I will realese both the base DLL for modders that are just interested in the graphical aspect and the Source for people who want to implement additional features for their pawns.


Acknowledgements
Killface (and by proxy joaonunes & Simon; Fluffy): The Injection Method is based on their awesome mods.

Haplo: The basic framework for creating a Subclass of Pawns and updating their graphics is inspired by the AIPawns and Robots from his mod.


Finally, this is what drove me to start this mod in the first place.



Eldar of Alatoic fighting against a combined Gretchin/Orkboy/Orknob horde.
I'm also looking forward to releasing this Warhammer 40k themed expansion.