RimWorld

RimWorld

5,265 ratings
Character Editor
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4
File Size
Posted
Updated
6.037 MB
Sep 28, 2019 @ 1:41am
Nov 28 @ 3:53am
211 Change Notes ( view )

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Character Editor

Description
last update: 2022-11-28 (B) (v1.4.3558)
Editor for humanlike pawns on map and for crashlanding (colonists, enemies, dead pawns)




MOD FEATURES
• editor for pawns on map and for crashlanding
• editable: body, head, hair, skin color, apparel color, gender, name, age, skills, passion, traits, backstory, health, needs, thoughts, attraction, relations, favorite color
• list for all available pawns, on map, in world, animals, etc
• create, edit, remove, find, load, save pawns
• edit or shift pawn inventory items
• equip, edit or place weapons, apparel, items
• change faction, race, mental state, inspiration
• recruit, resurrect, heal or hurt pawns
• redress, undress pawns
• teleport pawns
• change or edit ideology
• give or remove titles
• add or remove psy abilities
• add or remove xenotypes and genes


MOD LOAD ORDER
Harmony
Core
Royalty (optional)
Ideology (optional)
Biotech (optional)
HugsLib (optional)
...
Character Editor


MOD SETTINGS
• ARGB/HDR [Enable/Disable] (image of selected pawn)
• Create with race specific clothes [Enable/Disable]
• Create nude [Enable/Disable]
• Create no start weapon [Enable/Disable]
• Create no start inventory [Enable/Disable]
• Editor pauses game [Enable/Disable]
• Show editor tabs [Enable/Disable]
• Show pawn list [Enable/Disable]
• Mini view [Enable/Disable]
• Show in main tabs [Enable/Disable]
• Architect menu objects [Enable/Disable]
• Optional map settings [Enable/Disable]
• Automatic Apparelcheck [Enable/Disable]
• Stay in cascet [Enable/Disable]
• Show dead logo [Enable/Disable]
• Use sorted pawn list [Enable/Disable]
• Use name files [Enable/Disable]
• Hotkeys for UI and Teleport
• Resolution (image of selected pawn)
• Stack Limit [1..9999] (max value for the inventory slider)
• Num capsule slots [10..100]
• Custom saved armor changes
• Custom saved weapon changes
• Custom saved item changes
• Custom pawns [90 slots]


HOW TO USE
a) start the editor from the crashlanding screen
b) start the editor from the main tabs after the map has loaded (near to menu)
c) start the editor from mod settings
d) start the editor by entering 'Zombrella' or 'Zombgrella' cascet with pawn
e) start the editor by pressing hotkey button (set a hotkey in settings)


HOW TO CHANGE GRADIENT COLOR
1. Precondition Gradient Hair mod is active.
2. Click on the Hair-Label to open the color picker dialog.
3. Select your Color for ColorA and ColorB.


COMPATIBLE MODS
should be compatible to almost every mod


HINTS
• To see add / remove pawn buttons - click on the star button left of the bio tab. that will show you all extended functions for pawn creation and more. click it again to hide them.
• To choose the color with color picker, click on the hair label or apparel label or skin label.
• There are 90 slots for pawns. Saved items are limited to 5. Gradient Hair is saved, when available.
• When starting editor while pawn is selected, then selected pawn will be autom. selected in editor.


HINTS FOR ITEM STAT EDITING
• editable stats were added since 2019-07-18T01:33, that is fully optional and just for fun
• stat changes are instant for the current game session
• you can rollback all stat changes by clicking on reset all to default
• when you want to keep your changes after game restart, than you can use the save button
• should also work with combat extended, but the functionality is limited
• the editable changes for weapons is a lite version of the weaponry mod
• the editable changes for armors is from my unreleased armory mod
• you can buy the items instead of adding them to a pawn, by clicking on the item texture


LANGUAGES
• Most of the ui elements are auto translated to all in-game languages.
• Full language support for german, english, french, polish, spanish, russian, japanese, simplified chinese


SPECIAL THANKS TO
• Proxyer for japanese translation.
• 黄俊浩 for simplified chinese translation


to change the hairs with gradients, you will need the Gradient Hair mod
if you are looking for extra weird hair, here is a Gradient Pack I







nexusmods external download[www.nexusmods.com]
Popular Discussions View All (103)
215
10 hours ago
PINNED: BUGs in v1.4
VOID
5
Nov 25 @ 10:59am
Hotkeys not saved
Hemito
3
Nov 24 @ 7:16am
Suggestions
I blame Pudge
< >
3,133 Comments
666ms Nov 29 @ 5:26am 
forcing people to make a fucking nexus mods account on that godforsaken crimeflare website cos you decided to silently nuke people's saves
gr8
ophion101 Nov 29 @ 3:31am 
The buttons on the main menu screen are now responsive and can be operated.

No errors.
Thank you from the bottom of my heart.

It has already been posted on the bug list, do I need to post it again?
If necessary, I'm not good at writing, but I'll do my best to post.
Skulptor Nov 29 @ 2:31am 
Welp, it got me two days of mod shuffling to understand that, so if you can't understand what is going on with your game - that might help you. Just after getting some more mods to my hell ton of them, I've got an issue which cought me offguard. Just after autorestart of the game caused by mod addition, I did not got to see a debug log with lots of errors (Im really used to this, even tho no problems ingame was found). Later on I understood, that I have no control over the game. I mean, butons in main menu does nothing. Which means, that I couldn't even reson the things in mod menu anymore. And this gets me to the conclusion. After two days of bashing my head against the wall and waiting hundred of times for my game to load with mods, I understood, that there might be an incompatibility with latest CE. I in no means claim my words are true, but this occlusion could help some folks to get their game going. Be reasonable with your mods (Not like I am) and have fun. <3
alienatedEdgelord Nov 28 @ 3:43pm 
My colonists keep getting a red tinge on their skin similar to corpse rot. I've removed a vast majority of my mods, but it only seems to go away when I remove this mod.
CrackaJack Nov 28 @ 3:24pm 
@VOID hi, uhm, i got an idea.
-theres this option to hide the ce menu, and also theres this casket thing to change people in.
could you lock that casket behind a research, and make the change take some time?
The Bard of Hearts Nov 28 @ 12:25pm 
when you are in the Char Editor ingame, you can individually save each colonist into one of several slots. Then just start a new game and load the colonists in as you see fit.
HappyPurging Nov 28 @ 11:59am 
Is there a way to save an ongoing colony (scenario commenced) such that I can save my existing colony and use them in a new scenario? or at least the colonists in my colony?
Odz Nov 28 @ 5:41am 
I apologize if my comment is a bit confusing- to replicate what I mean, use any of my apparel mods- Cadia for example, use it once without your mod, spawn a few apparel sets in to see that the color is static and does not change, and after use your mod, and it will change its color depending on the material. If it was just for my mods I'd understand if you didn't bother, but it will be for any mod that uses masked textures/static coloring that does not change.
Odz Nov 28 @ 5:32am 
Hi could you put a disclaimer on your mod that it disables masking for clothing items? No problem at all, its just people keep commenting confused on my apparel mods as to why I colored my apparel because its stuffable and whatever material they use a tint is applied- which, I had masking on and it works fine in vanilla, but this mod seems to disable masking so my apparels (and any other apparel mod that uses masking) look muddied/doesn't have their intended look.
VOID  [author] Nov 28 @ 4:11am 
@Lord_WC - thank you for the fast feedback. seems the default list creation need to be reworked as well, if it can't generate default lists without a crash.