DubiousBiasNil Posted July 17, 2024 Posted July 17, 2024 View File Nephila Rework by BiasNil Nephila 1.5 by HPregAnon - Officially going to start working on this mod and update and improve the best that I can; but with the amount of mods I update and maintain it’s going to be very hard so apologies if I do things slow. Spoiler Making an Anomaly mod for RJW. I will move Nephila here due to the scale and vastness of the mod, I updated it before but now I change a lot of the mod itself (In terms of the code) to 1.5, so I can say its a slight rework-ish. Old Mod: Note: Not Safe for Mid Game (Don't put this mod in the mid game will cause problems) The source code: https://gitgud.io/MimiNil/nephila Submitter DubiousBiasNil Submitted 07/17/2024 Category Rimworld 2
Wolfsbayne1 Posted August 10, 2024 Posted August 10, 2024 works great except somehow all the nephila are the burly male torso and i cant work out which mod is doing it
DubiousBiasNil Posted August 11, 2024 Author Posted August 11, 2024 14 hours ago, Wolfsbayne1 said: works great except somehow all the nephila are the burly male torso and i cant work out which mod is doing it Oh I have someone with this problem as well; make sure you’re load order is at the bottom under RJW; and if you have RimRound it cause that normallyyyy so maybe it could be those.
SCRUBLORDPICKLE Posted August 21, 2024 Posted August 21, 2024 Very cool to see this mod being worked on again. I've been tempted for like the past 1-2 years at trying to take a crack at remaking the Nephila Mod myself; but I've always been put off due to my lack of modding experience and lackadaisical nature. I'll be following this mod's development with interest! 1
DubiousBiasNil Posted August 21, 2024 Author Posted August 21, 2024 3 hours ago, SCRUBLORDPICKLE said: Very cool to see this mod being worked on again. I've been tempted for like the past 1-2 years at trying to take a crack at remaking the Nephila Mod myself; but I've always been put off due to my lack of modding experience and lackadaisical nature. I'll be following this mod's development with interest! Ohhhh if you can draw it in any way help I wouldn’t mind some support ;-;;; and thanks you so much
SCRUBLORDPICKLE Posted August 22, 2024 Posted August 22, 2024 On 8/21/2024 at 10:04 AM, DubiousBiasNil said: Ohhhh if you can draw it in any way help I wouldn’t mind some support ;-;;; and thanks you so much I am, sadly, no artist lol. Just a fledgling .xml coder
rallyelgen Posted August 25, 2024 Posted August 25, 2024 This mod has a problem deciding where in the load list it should be. First it wants to be before Rimjobworld, but when it is there, then it changes it's mind and says it needs to be after Rimjobworld 1
DubiousBiasNil Posted August 25, 2024 Author Posted August 25, 2024 1 hour ago, rallyelgen said: This mod has a problem deciding where in the load list it should be. First it wants to be before Rimjobworld, but when it is there, then it changes it's mind and says it needs to be after Rimjobworld Yeah; just for now put it after Rimjobworld; for rn it doesn’t matter where you put it as it is independent from RJW
RynVixen Posted August 25, 2024 Posted August 25, 2024 You should probably add an incompatability with vanilla psycasts expanded until you have something in there to add a VCE tree for the Nephilim psionics, I noticed earlier that they weren't spawning with their psy powers, presumably because of VCE
mikexnokisbig Posted August 28, 2024 Posted August 28, 2024 None of the texture load correctly and they all are just colored squares. Pawn Render Patch for HD is for 1.4 and idk what to do
rallyelgen Posted August 29, 2024 Posted August 29, 2024 (edited) On 8/28/2024 at 9:30 PM, mikexnokisbig said: None of the texture load correctly and they all are just colored squares. Pawn Render Patch for HD is for 1.4 and idk what to do Downgrade.... Just kidding. This has happend with this mod before, and it is usually because some rendering mod (if i remember correctly, it had to do with missing texture sizes as you seem to be pointing at). check https://steamcommunity.com/sharedfiles/filedetails/?id=2599504692 or for non-steam: https://github.com/emipa606/NoVersionWarning Maybe that HD mod is compatible without needing too wait for an update... Edited September 14, 2024 by rallyelgen
Calmnight Posted September 1, 2024 Posted September 1, 2024 (edited) Noticed a bug - nephilia Seraphims don't spawn, be it naturally or through dev mode. Both matron's eggs and "spawn pawn" command instead spawns baseline nephilia. Also if I remember correctly, queen's guards are supposed to be a noticeably bigger then their current ingame size. Edited September 1, 2024 by Calmnight 1
Finder_of_lost Posted September 6, 2024 Posted September 6, 2024 So I'm having issues with starting the nephilia infection since even though the colonist infected was bitten and not treated other then the wound they aren't changing.
victusV Posted September 6, 2024 Posted September 6, 2024 1 hour ago, Finder_of_lost said: So I'm having issues with starting the nephilia infection since even though the colonist infected was bitten and not treated other then the wound they aren't changing. dude its just waiting for them to transform. I know how you feel but the progress of transformation is shown in (brackets) and you need to wait a loooong time.
Finder_of_lost Posted September 8, 2024 Posted September 8, 2024 On 9/6/2024 at 12:36 PM, victusV said: dude its just waiting for them to transform. I know how you feel but the progress of transformation is shown in (brackets) and you need to wait a loooong time. Meant to say this earlier when applied manually it will disappear when using the edit pawns mod (not exact mod but point being a cheat mod) but now its working, but on another note I have encountered this error relating to the resting pool (I did manually change the pawn to nephilim since I saw their traits were being overwritten when transformed as well as when another one changed it broke in some way and randomized the full pawn) (the only thing that would be missing is the violence inhibitor trait): Faction Menor has null relation with . Returning dummy relation. UnityEngine.StackTraceUtility:ExtractStackTrace () (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string) RimWorld.Faction:RelationWith (RimWorld.Faction,bool) RimWorld.Faction:RelationKindWith (RimWorld.Faction) Nephila.PawnFilter_Faction:Eval (Verse.ThingWithComps,Verse.Pawn) Nephila.PawnFilter_And/<>c__DisplayClass1_0:<Eval>b__0 (Nephila.PawnFilter) System.Linq.Enumerable:All<Nephila.PawnFilter> (System.Collections.Generic.IEnumerable`1<Nephila.PawnFilter>,System.Func`2<Nephila.PawnFilter, bool>) Nephila.PawnFilter_And:Eval (Verse.ThingWithComps,Verse.Pawn) Nephila.CompEffectAura:ApplyAuraEffect () Nephila.CompEffectAura:CompTick () Verse.ThingWithComps:Tick () Verse.Pawn:Tick () Verse.TickList:Tick () (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager) Verse.TickManager:TickManagerUpdate () Verse.Game:UpdatePlay () Verse.Root_Play:Update ()
null2345yu Posted September 8, 2024 Posted September 8, 2024 man wish the body mod this was base off of as updated, looking forward to what you do with the mod
DCHY Posted September 8, 2024 Posted September 8, 2024 On 9/6/2024 at 7:02 PM, Finder_of_lost said: So I'm having issues with starting the nephilia infection since even though the colonist infected was bitten and not treated other then the wound they aren't changing. The same. Only, apparently, in my case, the code cannot understand what "Undead" is, and as a result absolutely refuses to work further Failed to find RimWorld.TraitDef named Undead. There are 88 defs of this type loaded. UnityEngine.StackTraceUtility:ExtractStackTrace () (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string) Verse.DefDatabase`1<RimWorld.TraitDef>:GetNamed (string,bool) RimWorld.TraitDef:Named (string) Nephila.Nephila_Calc:IsUndead (Verse.Pawn) Nephila.HediffWithComps_NephilaSicknessTransformationFromAnimal:IsEligibleForTransformation (Verse.Pawn) Nephila.HediffWithComps_NephilaSicknessTransformationFromAnimal:PostTick () (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Pawn_HealthTracker.HealthTick_Patch0 (Verse.Pawn_HealthTracker) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Pawn.Tick_Patch2 (Verse.Pawn) Verse.TickList:Tick () (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch3 (Verse.TickManager) Verse.TickManager:TickManagerUpdate () (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch2 (Verse.Game) Verse.Root_Play:Update ()
victusV Posted September 8, 2024 Posted September 8, 2024 13 hours ago, Finder_of_lost said: Meant to say this earlier when applied manually it will disappear when using the edit pawns mod (not exact mod but point being a cheat mod) but now its working, but on another note I have encountered this error relating to the resting pool (I did manually change the pawn to nephilim since I saw their traits were being overwritten when transformed as well as when another one changed it broke in some way and randomized the full pawn) (the only thing that would be missing is the violence inhibitor trait): Well manually yes the pawn will not change, but like find a nephilim snake and trigger it to attack. However, I have a problem when a matron equips the matron oozing thing and the whole game just starts black screening and like i cannot see anything if I'm not in the esc menu or not pressing alt. however it might be a problem with some of RJW mods so i try find out what mod cases the screen to not render.
Mrbread123 Posted September 19, 2024 Posted September 19, 2024 On 9/8/2024 at 3:56 PM, victusV said: Well manually yes the pawn will not change, but like find a nephilim snake and trigger it to attack. However, I have a problem when a matron equips the matron oozing thing and the whole game just starts black screening and like i cannot see anything if I'm not in the esc menu or not pressing alt. however it might be a problem with some of RJW mods so i try find out what mod cases the screen to not render. I triggered the sickness with the snake but when it reaches 100% severityit just dissapears.
Finder_of_lost Posted September 21, 2024 Posted September 21, 2024 Does anyone know where the psycasts are, I am new to rimworld coding and trying to get this mod compatible with vanilla psycasts expanded.
loko89 Posted September 22, 2024 Posted September 22, 2024 So i have a bug when entering in the grand matron stage my pawn still has its head and i dont know what it is causing it
loko89 Posted September 22, 2024 Posted September 22, 2024 Also the nephilia matron looks smaller than it should
HateNamingConventions Posted September 24, 2024 Posted September 24, 2024 On 9/19/2024 at 4:17 PM, Mrbread123 said: I triggered the sickness with the snake but when it reaches 100% severityit just dissapears. I've also had this happen
Sabarakhable Posted September 28, 2024 Posted September 28, 2024 (edited) On 9/24/2024 at 2:47 PM, HateNamingConventions said: I've also had this happen Same here. Is there a way to manually trigger the tranformation with debug mode? Edit: The NephilaSicknessTransformation hediff disappears when reaching 99.0 severity and nothing happens. Edit 2: The NephilaSicknessTransformationFromAnimal hediff also disappears when reaching 99.001 severity and nothing happens. Edited September 28, 2024 by Sabarakhable
RoseReaper Posted November 12, 2024 Posted November 12, 2024 I have a problem where nephila sickness just disapears doing nothing also when chosen one hatch and the eggs hatch nothing spawns from them 1
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