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[mod] Nephila for 1.4


Karlel_

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Posted

Nephila for 1.4

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See original: 

 

 

Spent some time updated this to work with 1.4. I have done some base testing to make sure things seem to be working properly. Feel free to tell me about any bugs. If we don't hear anything from the original author in the near future I may take this over and do a true overhaul to make it play nicely with the new features from biotech.

 

New mod load order since RJW race support no longer exists is Harmony -> Core -> Royalty -> Ideology -> Biotech -> HugsLib -> Pawn Render Patch for HD -> Humanoid Alien Races -> Nephila -> RJW

 

I do not guarentee any mod compatibility but may do patches in the future for things like Vanilla Psycasts Expanded if the interest is there. 


 

Posted
On 7/9/2023 at 4:03 AM, Bloodly said:

Can I presume it's a bad idea to use this if you only have base and Biotech?

Most likely I personally did all of the testing for 1.4 with all the dlc enabled and I am pretty sure the original version required Royalty to be played.

Posted

Thanks for updates and fixes.

I wonder tho, can nephila maidens (apart of grand matron) be made so they would use default human head (so stuff like Nels facial animations would work on them)? would it be difficult?

Posted
2 hours ago, OddRoz said:

Thanks for updates and fixes.

I wonder tho, can nephila maidens (apart of grand matron) be made so they would use default human head (so stuff like Nels facial animations would work on them)? would it be difficult?

Grand Matron and the Queens Guard would definitely be impossible due to the fact that they technically don't have head sprites. As for the three standard ones I can definitely at least look into it and get back to you probably later next week. It maybe possible I honestly don't know simply due to the fact that standard Rimworld heads are 128x128 px and the nephila ones are 256x256

Posted
1 hour ago, Karlel_ said:

Grand Matron and the Queens Guard would definitely be impossible due to the fact that they technically don't have head sprites. As for the three standard ones I can definitely at least look into it and get back to you probably later next week. It maybe possible I honestly don't know simply due to the fact that standard Rimworld heads are 128x128 px and the nephila ones are 256x256

Yeah I saw in files that Grand matron and guards didn't have separate heads and its fine. Just that those existing head mods for default humans are really nice and would be awesome if those would work on these maidens too.
I was doodling a bit and pondered if I should try make some "alternative graphics" or something. I could skip heads if replacement works.

Posted

Update Posted forbid traders from having the eggs to spawn nephila and queens guard to prevent them from casually dropping an additional 15+ pawns on you and added a setting to have vanilla heads on newly spawned or evolved pawns so that you can use facial animation mods if you chose. That setting is located in a new mod setting tab. See attached images for explanations

 

Next working on genes for the nephila currently only adding vanilla ones by default to the various levels of nephila if anyone has ideas for custom genes hit me up.

Showcase 1.JPG

Showcase2.JPG

Posted

Thanks for update,
Damn, I tested a bit and default head seems to be... default.
I assumed that these head mods would replace these default ones but didn't seem to do so.

  • 2 weeks later...
Posted

Loaded only this mod and had problems creating a new game. Looks like my pawns didn't show up. Also there are problems when I cook. Remove this mod everything is normal.

Posted

So I nabbed this mod and plan to fix it up some because there seem to be a lot of errors popping up, probably because of incompatibilities with other mods. Anyway, I just have a question on a line of code in the ResearchProject_Nephila file. I noticed that on line 14 there's this code " 

 

<!--<requiredResearchBuilding>HiTechResearchBench</requiredResearchBuilding>
        <requiredResearchFacilities>
            <li>MultiAnalyzer</li>
        </requiredResearchFacilities>-->

 

My question is, what does "<!--" do because it seems like it shouldn't be there and when I remove that along with "-->" it seems to cause more errors, but it fixes the issue of the research project overlapping another research in the main research tab. Also if you could explain why these lines of code are green, that'd be awesome.

 

If you could just point in me the right dirction to where to find these answers myself, that'd work too. I am using the Rimworld modding wiki to learn, I just haven't seen anything yet about this specific issue.

Posted
6 hours ago, TheDragonBone said:

So I nabbed this mod and plan to fix it up some because there seem to be a lot of errors popping up, probably because of incompatibilities with other mods. Anyway, I just have a question on a line of code in the ResearchProject_Nephila file. I noticed that on line 14 there's this code " 

 

<!--<requiredResearchBuilding>HiTechResearchBench</requiredResearchBuilding>
        <requiredResearchFacilities>
            <li>MultiAnalyzer</li>
        </requiredResearchFacilities>-->

 

My question is, what does "<!--" do because it seems like it shouldn't be there and when I remove that along with "-->" it seems to cause more errors, but it fixes the issue of the research project overlapping another research in the main research tab. Also if you could explain why these lines of code are green, that'd be awesome.

 

If you could just point in me the right dirction to where to find these answers myself, that'd work too. I am using the Rimworld modding wiki to learn, I just haven't seen anything yet about this specific issue.

this is a xml comment which means it will be ignored by any interpreter and is just there for the dev 

https://www.w3schools.in/xml/comments

Posted

Not sure if my mods are conflicting or it's just too slow but i spent around 30 minutes on the scenario with a single sick female, although she has the disease and i have the pool built with a few of the corpse crafts, nothing ever seems to happen. Is this mod in some way incompatible with other mods that change the pregnancy mechanics? My main suspicions are RJW and RJW Menstruation.

  • 2 weeks later...
Posted

Hey I encountered some very odd bug with this mod and Ideology with the ancient complex. My colonists are fighting textures of something, they seem to be Nephila

 

NepError1.PNG.d2d3625e9bece75f1310125afc26cb0e.PNG

 

I also tried to get a log but I get a "Failed to parse response" so I just copied it here in this txt file

 

Nep Mod Log.txt

Posted
14 minutes ago, 0modskilzs said:

Hey I encountered some very odd bug with this mod and Ideology with the ancient complex. My colonists are fighting textures of something, they seem to be Nephila

 

NepError1.PNG.d2d3625e9bece75f1310125afc26cb0e.PNG

 

I also tried to get a log but I get a "Failed to parse response" so I just copied it here in this txt file

 

Nep Mod Log.txt 625.94 kB · 0 downloads

Okay looks like I found the issue? its just their models are super zoomed in, using my camera+ mod I can see their whole body

 

NepErrorFixed.PNG.bc1246b1760dd86d1d6948bec996bcdd.PNG

Posted

Hello, I would like to report a problem: in the human state, the character is always bald, neither the vanilla hair nor the mod hair can be used.

 

 

(English is not my first language, please forgive me)

  • 2 weeks later...
Posted
On 8/3/2023 at 4:45 AM, SquatsForTheEmperor said:

Not sure if my mods are conflicting or it's just too slow but i spent around 30 minutes on the scenario with a single sick female, although she has the disease and i have the pool built with a few of the corpse crafts, nothing ever seems to happen. Is this mod in some way incompatible with other mods that change the pregnancy mechanics? My main suspicions are RJW and RJW Menstruation.

Same, pawn disease disappears and nothing happened

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