RimWorld

RimWorld

Any good armored facemask mods?
I really like the idea of the visage, a legendary plasteel visage is not too shabby either since it protects the entire head and plasteel is strong.
The main reason I like the visage though is that I can still see their hair + be armored.

Yea you can turn hats off in the UI, but on the characters there hair would still be hidden, I've seen mods that allow hair to still appear with helmets, but this causes weird clipping issues, especially with modded hair.

As such I'm wondering if anyone is aware of any reinforced/kevlar/plate masks mods that take the visage concept and add armored face masks to the game.
Like how in tarkov you have the aramid fiber mask
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Showing 1-14 of 14 comments
Behemoth Apr 20 @ 2:43am 
The mod "Ancient Urban Ruins" has one and a lot of other Tarkov stuff apparently (I've never played it).
Xeonzs Apr 20 @ 3:32am 
Originally posted by Behemoth:
The mod "Ancient Urban Ruins" has one and a lot of other Tarkov stuff apparently (I've never played it).
Yea I know that mod, I've tried it and the idea is cool but it just has sooooo much bloat just for the sake of having a lot of items.
Would've been fine if they stuck with the ruins part without adding 200 copy cat guns lol.

Anyway thanks for responding and trying fam :lunar2019piginablanket:
Behemoth Apr 20 @ 4:39am 
Yeah you're right, it was a bad recommendation. My current game has it installed for the first time, it is definitely bloated and the more I look at it, overpowered as well. I just raided my first ruin and the amount of stuff is ...wow, not to mention the stats. As you said the concept is great as the ruins are basically dungeons but is pretty much ruined by the balance and bloat.
Last edited by Behemoth; Apr 20 @ 4:40am
Integrated Implants has a bionic faceplate implant that gives good protection, is visible on the pawn (does have a beauty negative, though, due to having honking great metal plates attached to your face, lol), and doesn't take too long to research.
Xeonzs Apr 20 @ 5:36am 
Originally posted by Radiosity:
Integrated Implants has a bionic faceplate implant that gives good protection, is visible on the pawn (does have a beauty negative, though, due to having honking great metal plates attached to your face, lol), and doesn't take too long to research.
Hmm it does have some interesting ones but again just sooooooo many items, it's gonna bloat crafting menus, research menus, stockpile option menus, and if they spawn on enemies even that part.
I guess perhaps I am just picky, but I prefer more purpose-built mods, like the one bosh linked, very lightweight mods, just does 1 thing lol.
Xeonzs Apr 20 @ 5:37am 
Originally posted by Bosh:
Maybe this?
https://steamcommunity.com/sharedfiles/filedetails/?id=2387969260
Thanks, I subbed to that one, sadly no stats in description and I'm not sure if I can grow to like the texture, but it's a start!
Xeonzs Apr 20 @ 5:49am 
Well I checked the mod files, it's doodoo.
The texture aren't too shabby, especially since there's 3 models and a melee variant, but their stats are absolutely awful.
Half the base hit point rating and a third / half of the armor rating of a visage mask.

and I can see why, the original mod was created before the visage mask existed (ideology dlc), so the creator had no reference point (something like this didn't exist yet).

I guess I'll just keep a local copy and adjust the stats to better fit between visage masks and actual helmets.
Radiosity Apr 20 @ 12:00pm 
Originally posted by Xeonzs:
Originally posted by Radiosity:
Integrated Implants has a bionic faceplate implant that gives good protection, is visible on the pawn (does have a beauty negative, though, due to having honking great metal plates attached to your face, lol), and doesn't take too long to research.
Hmm it does have some interesting ones but again just sooooooo many items, it's gonna bloat crafting menus, research menus, stockpile option menus, and if they spawn on enemies even that part.
I guess perhaps I am just picky, but I prefer more purpose-built mods, like the one bosh linked, very lightweight mods, just does 1 thing lol.
I tend to be the same these days, I'd rather have one small mod that does a specific thing than a big mod that does a ton of stuff I don't care about.

Integrated Implants is a good example of that actually. I love the archotech womb, since it sets fertility to 200% and allows older colonists to be useful for producing children... but I don't really want any of the other stuff in the mod (except the psychic levitator, that implant is cracked and I love it).

I ended up making a custom fertility gene based on a framework I already use for other things, so now I can have useful older pawns if I want, without all the additional stuff I don't use :)
Xeonzs Apr 20 @ 6:09pm 
Originally posted by Radiosity:
Originally posted by Xeonzs:
Hmm it does have some interesting ones but again just sooooooo many items, it's gonna bloat crafting menus, research menus, stockpile option menus, and if they spawn on enemies even that part.
I guess perhaps I am just picky, but I prefer more purpose-built mods, like the one bosh linked, very lightweight mods, just does 1 thing lol.
I tend to be the same these days, I'd rather have one small mod that does a specific thing than a big mod that does a ton of stuff I don't care about.

Integrated Implants is a good example of that actually. I love the archotech womb, since it sets fertility to 200% and allows older colonists to be useful for producing children... but I don't really want any of the other stuff in the mod (except the psychic levitator, that implant is cracked and I love it).

I ended up making a custom fertility gene based on a framework I already use for other things, so now I can have useful older pawns if I want, without all the additional stuff I don't use :)
I considered doing the same, but instead have been using chronophagy a lot recently, a single ritual makes the invoker 8-15 years younger and I don't even have max sculptures around it

But later I do something similar, I got a race mod for rim elves, they have a gene that they don't age, so once I got reliable gene modding going and that gene, combined with the chronophagy ritual it means I can keep all pawns (the ones I care about lol) between 18-30.
I don't have Anomaly, so that ritual isn't a possibility for me, but there are other ways around it, depending on the type of colony I'm playing (VE Psycasts, age pills from VE Genetics, or similar).

Honestly, learning how to mod the game myself (something I've done for most moddable games I've played since the 90s) was the best decision, since it means I can just tweak things to my liking without relying on other people, or having to deal with unwanted bloat.
Xeonzs Apr 21 @ 2:58pm 
Originally posted by Radiosity:
I don't have Anomaly, so that ritual isn't a possibility for me, but there are other ways around it, depending on the type of colony I'm playing (VE Psycasts, age pills from VE Genetics, or similar).

Honestly, learning how to mod the game myself (something I've done for most moddable games I've played since the 90s) was the best decision, since it means I can just tweak things to my liking without relying on other people, or having to deal with unwanted bloat.
I agree, I haven't made mods from scratch yet, but made a lot of local copies from mods because they did weird things, were bloated or badly balanced.
For example the vanilla expanded team added a shield comp to the framework and is used in some of the mods relying on it, but it's worse than the vanilla shield method, don't need an entire comp defining stats when you can just put the shields in the normal stats of gear, even wether it blocks ranged or not can be done without vef, so yea.

How do you make yourself younger with VE psycasts? I used to run it a long while, slowly started to dislike it because of the way it was setup, I either had to wait for RNG to get psycast trainers for the ones I wanted, or I had to follow a route of unlocks, thus bloating up the skills/button overlay at the bottom of the screen when a pawn is drafted, especially when combined with even more buttons/skills from ideology role abilities or royalty title skills.

Recently I switched from using VE psycasts to just using the anomaly skills, since my pawn is void touched pawn (finished anomaly story) and saved with character editor, then I added some of the flair skills from the nephilim mod. https://steamcommunity.com/sharedfiles/filedetails/?id=2997308585 I'd suggest checking out the mod, they're like the good opposite of sanguphages.

So while I do miss the solar pinhole from the skipmaster tree, or enchant quality from technomancer, or chain lighting from the lighting tree, I instead got some other abilities, like being able to blow up a random pawn within 25 tiles every 10 days, unnatural healing being like a healing mech serum, but with 25% chance to chance one of the pawn's limbs into a flesh tentacle (ugly, but 20% higher manipulation)
> I agree, I haven't made mods from scratch yet, but made a lot of local copies from mods because they did weird things, were bloated or badly balanced.

Yep, I keep all mods locally. Partly as backups (SOS2 has a severe performance bug with VE Framework at the moment that makes it unusable for me, fortunately I had an older backup that still works, as just one example of why I prefer local to Workshop), and partly for the same reason as you, to tweak and remove things I don't need :) VE Security, for example, has two things I want: Charge turrets and the double autocannon. So I removed everything else.

For VE Psycasts, it's actually an add-on mod someone else made called Time Harvest, which lets you increase/decrease age in more convenient ways compared to making a chronopath. It even has MASSIVE mood debuffs for the pawn you steal the age from (configurable, of course), including things like a huge -20 or something for 'stealing my childhood' if you age up a child to adulthood. It's a fun mod that's more flexible than chronopath if you're just interested in specifically ageing pawns up/down.

It helps if you have a mod that lets you craft neuroformers (there's a simple one called Craftable Psylinks that I integrated into a big tweak modpack of my own), or include genes for extreme psy-sensitivity and similar so they can meditate faster. Otherwise yeah, it can be a bit slow. Or grab a mod like Universal Trade Console that lets you buy specific items (like psy-trainers) for a mark-up, with a chance for your delivery to go missing (with options for express shipping and insurance, if you can spare the silver).

I won't touch Anomaly, it's one of those DLCs I've seen enough of via a particular Youtuber I enjoy (Mr Streamer) to know that it's anathema to most of my play-styles. I've seen Mr Streamer's general annoyance when Anomaly events start kicking off, and he's just like 'oh, here we go again, time to deal with the nociosphere instead of roleplaying my colony...' and know for a fact that would annoy the hell out of me as well, lol.

I'm more than happy with the other three DLCs since they all add things in ways that make sense, but Anomaly is more of a specific kind of thing that I just don't want in my games. Sure, I could disable it... but then I have to ask what the purpose would be to purchasing it in the first place?

Though saying that, I'm interested in what the next one might be. Something involving the world itself (faction diplomacy, more dynamic raid type stuff, etc) and finally fixing the caravan system would be nice, but I'm probably going to be disappointed, heh.
Last edited by Radiosity; Apr 22 @ 5:00am
Originally posted by Behemoth:
The mod "Ancient Urban Ruins" has one and a lot of other Tarkov stuff apparently (I've never played it).
i have been playing it and aye it has a lot of new armor materials and different armors such as the Bullet proof face-mask
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