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Also, there IS an option in the rim of madness vampire, to drop the light level down to 20%. kills all plants but vampires dont have to worry about sunlight.
For context/short instructions. In every vampire's skills, open the vampire menu and turn the AI to no AI, and when setting up your scenario, crashlanded or whatever, customize it and there is an option to change the strength of the sun. Setting it down to 20% of normal strength prevents vampire death during daylight hours.
Also, with medieval stuff - were you looking to limit the game to medieval-only, or just have some medieval stuff that you can also tech-up from?
Alternately, Medieval Overhaul would be my main suggestion for medieval content. Though it does change a ton of stuff, so your mileage may vary. https://steamcommunity.com/sharedfiles/filedetails/?id=2553700067
For the purpose of limiting tech levels, Rimedieval would by my suggestion, and if you have Royalty there's another mod which adjusts their equipment etc. so they're showing up geared more like the Roman empire than the StarWars empire.
https://steamcommunity.com/sharedfiles/filedetails/?id=2516523040 https://steamcommunity.com/sharedfiles/filedetails/?id=2627663053
Medieval Prosthetics is another mod to consider, because people are going to lose fingers/toes and you won't have the option for high-tech bionic limbs. https://steamcommunity.com/sharedfiles/filedetails/?id=2101545242
If you like using Mortars, and dare interested in Catapults/Ballistas, then VFE-Security is an option too. https://steamcommunity.com/sharedfiles/filedetails/?id=1845154007
You can use all of these together, if you feel so inclined. This might also be helpful, for seeing which stuff is from Medieval Overhaul, etc. https://steamcommunity.com/sharedfiles/filedetails/?id=2258431182
There are probably other alternatives - these are just what I used in my own medieval playthrough a little while back.
its never done this before, the most it ever did was slight freeze frames during day time.
So the Maynard story teller, from what I can tell, limits tech. How does the Medieval Conversion mod effect things if it's also run with it? It's ok to run both?
I did notice my Empire faction still spawned with guns (they actually raided me because I'm apparently at -100 with them). Do I just need the Royality one to prevent them spawning with guns?
Still getting used to how Medieval Overhaul changes the game. There are a lot of things I like about the mod, but a few things I dislike. Right now I'm just kind of learning how it all functions and how best to go about playing with it. Despite the things I dislike, I feel it adds too much to want to go without it
Vampires certainly sound fun and interesting. I tried the big Magics mod (forget the name) but it ended up being a little too much for me and decided it wasn't for me. Think I'll give the vampire one a try, but it seems I'll have to keep an eye out for the lag/errors
https://steamcommunity.com/sharedfiles/filedetails/?id=1187010034
Best I can think of, if I were in that situation, would be to try using the vampire mod without Ideology (or even Royalty) active; see if you can get that mod working properly.
If that doesn't work, you could try using the un-official version of JecsTools (created because Jecrell completely vanished for a while there), and use that instead of the regular JecsTools mod. No idea if that'll fix anything whatsoever, but it can't hurt to try.
https://steamcommunity.com/sharedfiles/filedetails/?id=2195729899
If you can't get the vampire mod working by itself with either of those two used as prerequisites, then it may simply be that the mod is effectively broken at present.
If you just wanted vampirism in any form, then one alternative would be RimMagic (Not to be confused with 'A RimWorld Of Magic', which is a different mod). I'd avoid using their "Ascended" vampires, though, because when I used that mod I found pawns with that effect were completely overpowered and it trivialised my playthrough.
https://steamcommunity.com/sharedfiles/filedetails/?id=775650249
Because Medieval Overhaul doesn't limit tech itself, but seems to be designed such that other mods can cover that aspect, I wouldn't expect them to conflict. I used all 8 of the mods I linked up there together in the same playthrough, and didn't have any technical issues.
From the description of the Royalty one I linked above:
--
PS:- For the sake of clarity, I'll link that other magic mod as well - even though it's NOT the one people are wanting for vampires. https://steamcommunity.com/sharedfiles/filedetails/?id=1201382956
Edit: added the reply about the empire stuff, rather than making a separate comment for it.
Edit - I'm aware Medieval Overhaul does not block tech. That's why I mentioned Maynard story teller, which DOES block tech. However I don't think it blocks tech from the Empire. That's why I was asking if having Maynard Storyteller along with Medieval Conversion (not to be confused with Medieval Overhaul) is ok. I'm unsure how they both might interact with each other
The Rimworld of Magic is the mod I tried, but I decided wasn't for me
Honestly, no idea - but I also don't know how they function, so I just went with "if this mod prevents me from getting spaceships, and this other mod prevents me from getting spaceships, then it doesn't matter how each of them does the thing because it would be affecting something I don't have."
Normally I'd also check where the tech levels cap off at, but since the main content mod ('overhaul') doesn't limit tech I figured I'm not at risk of trimming off the final 10% of a mod's tech tree or anything.
The conversion one doesn't really mention anything about the Vanilla Expanded mods (other than Security) so I wasn't sure. I guess I could just try it out and see what happens
I need to start a fresh playthrough anyway, because I want to play with the new Ideology mod that came out recently (I know I can edit in dev mod, but eh). So now I'm just tossing in things in to test and using dev tools a lot more because I know I'm going to be scrapping the current save
It's why I've put it off for a long time as well. I'm still kind of putting a mod list together that I'll enjoy in a more serious playthrough. I was pretty happy with my normal mod list, and it's now just completely different. On the plus side, my game loads faster XD
So far I haven't noticed any major issues having the Rimedieval - Medieval Conversion mod in along with the VE storyteller. It did throw a bunch of red errors at first, but it looked like it was just due to it removing items from the research tree that wouldn't be researchable anyway
What I'm finding is the Medieval Overhaul mod really needs some patching. It outright overwrites certain objects/items from VE Medieval. Like the Meat Smoker from VE. You can still research it, but it's not buildable, and you're forced to research the other one from Overhaul (both are different research, so wasted time). It wasn't even spawnable in God Mode, and I had to actually go in dev tools to place the one from VE. And it doesn't end there. There are several other instances that need to be fixed
It is a work in progress mod, but it also seems slow to update