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[mod] Nephila Rework by BiasNil


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Posted

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


 

  • 4 weeks later...
Posted
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.

  • 2 weeks later...
Posted

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!

Posted
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

Posted
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

Posted

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

Posted
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

Posted

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

Posted (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 by rallyelgen
Posted (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 by Calmnight
Posted
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.

Posted
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 ()

Posted
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 ()

Posted
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. 

  • 2 weeks later...
Posted
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.

Posted (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 by Sabarakhable
  • 1 month later...

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