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MorrowRim - Orsimer Race [1.2]
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Mod, 1.1, 1.2
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2.756 MB
Aug 17, 2020 @ 5:08pm
May 14, 2021 @ 5:44pm
23 Change Notes ( view )

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MorrowRim - Orsimer Race [1.2]

In 1 collection by SirMashedPotato
MorrowRim [1.2]
46 items
Description
The 1.3 version of this race can be found in this collection


Orsimer Race:
This mod adds in a playable Orsimer race using Humanoid Alien Race Framework. Orsimer are known for their somewhat brutish appearance and culture. Their strength means they are better at throwing a punch, and taking one, and have a higher mining speed than most other races. They also have increased resistance to psychic effects. However, their appearance causes them to have a lower social impact, and they learn new skills slightly slower.

Orsimer are also known to enter a beserker rage when they take enough damage in combat, increasing their movement and manipulation, and decreasing pain, but clouding their senses, decreasing their sight and hearing. They enter a drained state once the rage wears off, preventing them from entering another rage for 11 hours.

For non-player Orsimer factions also use this mod
For HD faces also use this mod

Starting Scenarios:
Two starting scenarios are included: crashlanded and tribal. Both will start with orsimer armoury researched. The tribal start will begin with two ehcatere instead of three random animals.

Orsimer Armoury:
With the Orsimer comes nine new melee weapons, one ranged weapon, and three pieces of armour. These are both cheaper and faster to make, and do additional damage or provide additional protection. Though they are heavier, and have a -4 beauty offset, as they are rather ugly.

The melee weapons come in three types: light, heavy and dual. Light weapons are lighter and cheaper to make. Heavy weapons do more damage, but are heavier and more expensive to make. Dual weapons do the same damage as light weapons, but have half the cooldown and twice the weight, and are twice as expensive to make.

The Orsimer also bring orichalcum. This metal can be purchased from traders, though they are most often found in equipment form from Orsimer factions. It provides much higher protection against blunt damage, though much lower protection against sharp damage.

If you are on version 1.2 of RimWorld, two totems are added to the Orsimer armoury research. These are equipped in the belt slot, and modify the beserker rage behaviour.

New Animals:
This mod also adds in the echatere, a somewhat peculiar beast, often used by the Orsimer as a pack animal, or farmed for their pelt, wool and meat. They are stronger than a muffalo, though far more wild and unpredictable. They can be encountered in the wild in boreal forest, tundra and cold bog biomes. The echatere also have a custom name maker, as you don't want your children to become soft.

Also added are the welwa, four-eyed bear-like beast, covered in a thick pelt and armed with sharp claws. They can be found in certain temperate and semi-arid biomes.

Animals are compatible with Giddy Up, Genetic Rim and A Dog Said.

Requirements:
- Humanoid Alien Race Framework

Compatibility:
Alien Race Framework seems to cause some issues with Prepare Carefully. If using both traits may not be assigned properly based on backstories. However this seems to happen with certain traits anyway.

Other Issues:
Some hairs seem to make Orsimer heads slightly transparent. This appears to be a problem with Alien Race Framework.

Credits:
- Moon and star logo from: https://commons.wikimedia.org/wiki/File:Tes3Mod-logo-OpenMW.png
- Based on the game by Bethesda Game Studios: 'The Elder Scrolls III: Morrowind'
- Based on the game by Bethesda Game Studios: 'The Elder Scrolls V: Skyrim'
The 1.3 version of this race can be found in this collection

(CC BY-NC-ND 4.0)