RimWorld

RimWorld

GRIMZY Oct 29, 2021 @ 12:29am
Medieval vampire scenario
so im looking to make what the title of this thread says and im looking for some mods that could fit this something like a infinite night time mod would be great cus i get massive frame drops on the vampire mod during day time.
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Showing 1-15 of 21 comments
Winterbloom Oct 29, 2021 @ 4:03am 
Rim of madness Vampires's framedrop is due to the AI system, disable the automated sunlight AI.

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.
Last edited by Winterbloom; Oct 29, 2021 @ 4:35am
Kittenpox Oct 29, 2021 @ 4:36am 
Are you looking for medieval mods, vampire mods, permanent-darkness mods, or specific mods (in addition to the darkness)? :-)

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?
GRIMZY Oct 29, 2021 @ 6:37am 
Originally posted by Kittenpox:
Are you looking for medieval mods, vampire mods, permanent-darkness mods, or specific mods (in addition to the darkness)? :-)

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?
just medieval playthrough, looking for any mod in general that fits into what im doing.
Kittenpox Oct 29, 2021 @ 6:17pm 
One option would be to use VFE-Vikings, possibly with the Maynard Medieval storyteller if the raiding mechanic from Freya Fierce doesn't strike your fancy: https://steamcommunity.com/sharedfiles/filedetails/?id=2231295285 https://steamcommunity.com/sharedfiles/filedetails/?id=2455898730

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.
GRIMZY Oct 29, 2021 @ 7:19pm 
Originally posted by Kittenpox:
One option would be to use VFE-Vikings, possibly with the Maynard Medieval storyteller if the raiding mechanic from Freya Fierce doesn't strike your fancy: https://steamcommunity.com/sharedfiles/filedetails/?id=2231295285 https://steamcommunity.com/sharedfiles/filedetails/?id=2455898730

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.
i just tried the vampire mod and its lagging the crap out of my game even in darkness i checked the log and its a bunch of red code about checking if a pawn needs vitae but once i remove the mod its back to no lag.
its never done this before, the most it ever did was slight freeze frames during day time.
Akadai Oct 29, 2021 @ 10:08pm 
I'm currently doing a medieval playthrough, but still kind of figuring out what other medieval mods will fit my play style. I'm using most of the mods suggested here, but had a question about a couple

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
Kittenpox Oct 29, 2021 @ 10:13pm 
I haven't touched the main vampire mod since like 1.2, but apparently it needs a lot of work to make it properly compatible with 1.3+Ideology. Someone in the mod comments section is talking about the thing getting a rewrite - but until that happens, it might as well be HalfLife3.
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
Kittenpox Oct 29, 2021 @ 10:18pm 
Originally posted by Akadai:
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?
From the Medieval Overhaul mod's FAQ:
Q: Does this mod block research ?
A: It does not.

Q: But why?
A: My mod will rely on rimedieval or remove industrial for limiting of tech.
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.

Originally posted by Akadai:
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?
From the description of the Royalty one I linked above:
Adds craftable medieval equipment to the Empire's pawnkinds from the Royalty DLC, that`s all. If you want your Empire to be trully medieval best to play along with Rimedieval - Medieval Conversion mod.

--

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.
Last edited by Kittenpox; Oct 29, 2021 @ 10:20pm
Akadai Oct 29, 2021 @ 10:20pm 
Yea, I just went to the Vampire mod page, and it's looking like a no go. Reading the comments raised too many red flags for me to even want to try it. I'll wait for updates, whenever/if they come

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
Last edited by Akadai; Oct 29, 2021 @ 10:24pm
Kittenpox Oct 29, 2021 @ 10:27pm 
Originally posted by Akadai:
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
Ah, yep. My brain processed it as "the Medieval Conversion mod? Oh, they mean Medieval Overhaul!" - completely disregarding that Rimedieval has the words "medieval conversion" in its title. :-)
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.
Last edited by Kittenpox; Oct 29, 2021 @ 10:29pm
Akadai Oct 29, 2021 @ 10:44pm 
Yea I figured there was a little bit of confusion there, it was partly my fault for not using it's main name XD

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
GRIMZY Oct 30, 2021 @ 5:31am 
Originally posted by Kittenpox:
I haven't touched the main vampire mod since like 1.2, but apparently it needs a lot of work to make it properly compatible with 1.3+Ideology. Someone in the mod comments section is talking about the thing getting a rewrite - but until that happens, it might as well be HalfLife3.
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
i dont own any of the DLC's so its highly unlikely thats a problem
ichifish Oct 30, 2021 @ 8:33am 
As someone who’s always wanted to do a medieval run but has steered clear of it because of the difficulty of assembling a working mod pack, thanks guys! This has been helpful.
Kittenpox Oct 30, 2021 @ 12:55pm 
Originally posted by ichifish:
As someone who’s always wanted to do a medieval run but has steered clear of it because of the difficulty of assembling a working mod pack, thanks guys! This has been helpful.
I haven't used this one, but if yours does not involve stuff that buffs your pawns (like vampirism), then this sort of thing *might* also be of interest: https://steamcommunity.com/sharedfiles/filedetails/?id=2194555905
Akadai Oct 30, 2021 @ 10:06pm 
Originally posted by ichifish:
As someone who’s always wanted to do a medieval run but has steered clear of it because of the difficulty of assembling a working mod pack, thanks guys! This has been helpful.

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
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Date Posted: Oct 29, 2021 @ 12:29am
Posts: 21