RimWorld

RimWorld

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Hellsing ARMS Ultimate
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
47.323 MB
Jul 13, 2022 @ 12:49pm
Jul 8 @ 10:47pm
61 Change Notes ( view )

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Hellsing ARMS Ultimate

Description

Hellsing ARMS Ultimate includes an array of powerful weapons, apparel, abilities, races, factions, etc. based on the anime/manga Hellsing. Catholic paladins contend Protestant vampire hunters as vampire Panzer grenadiers slaughter mercenary dogs of war. These turbulent forces clash in ferocious crescendo as Hell itself sings!

This mod is an expansive sequel to my previous mod Hellsing ARMS. The gulf between them is wide enough that I thought it was worthwhile to keep Hellsing ARMS as a much simpler, weapons-focused, CE-compatible alternative (to be clear, Ultimate is NOT CE-compatible).
DISCLAIMER
  • Hellsing is a manga by Kouta Hirano which spawned two anime:
    Hellsing - Impure Souls in 2001 (Gonzo Animation) and Hellsing Ultimate in 2006 (Satelight, Madhouse, Graphinica).
  • I do not own or represent any aspect of the Hellsing IP. This is simply a fan work.
  • References within this mod are made with respect to the Hellsing fiction’s depiction of entities rather than real historical entities.
  • Though this mod obviously centres around Hellsing, a fair deal of artistic liberties were taken while gamifying it into RimWorld.

REFERENCE
Change Notes
Suggestions & Planned Features
Bug Reports & Known Issues
Compatibility

FAQ
Combat Extended compatible?
No and compatibility is not planned. The smaller version linked above is CE-compatible.

Where do I find [item]?
Normally you can see in the research tree what fruits a project will bear, but some items of this mod are created through unique crafting stations using VEF and will not show up on the research page. For spirits or ability orbs use the Spirit Resonator. For other items you're probably looking for the Cascading Casket found in the dimensional research project.

How do I create a race from this mod with Character Editor?
Hellsing races are two-pronged, composed of a HAR-race-thingdef and a racial hediff.
NOTE: A pawn with one, but not the other, will not function correctly!
I don't know how to make such a pawn with Character Editor, but what I can suggest that will work is this: just design your desired pawn as a normal human (whatever xenotypes are fine too), and give them a metamorphic hediff which corresponds to whichever race you want them to be (e.g. FREAKY Metamorphosis - Artificial Vampire, or Vampiric Metamorphosis - True Vampire). Be advised that they will be downed soon after the start of the game as the metamorphosis takes some time to work.

What's a cheaty way to add a bunch of souls or levels to my True Vampire?
Just spawn in a bunch of Ultimate Bloodbreakers and eat them.

CREDITS
Hellsing – Kouta Hirano
Hellsing ARMS Ultimate:
  • Graphics, XML, various C# functionalities – Baskerville
  • (All graphics were made with the free & open-source Inkscape)
  • Various C# functionalities – See Dependencies
Useful Information – Hellsing Fandom Wiki, Internet Movie Firearms Database

DEPENDENCIES
Humanoid Alien Races (erdelf)
  • Ghouls & Vampires were built with this framework.
Vanilla Expanded Framework (Oskar Potocki et al.)
  • Multi-Verb Combat Framework
  • Heavy Weapons
  • Shields Framework
  • Item Processing
  • Miscellaneous Comps
Tabula Rasa (formerly known as Outpost21 Toolbox) (Neronix17)
  • As of HSAU v1.53: is no longer required as a dependency for RimWorld 1.5+
  • Is still a required dependency for RimWorld 1.3 and 1.4

RECOMMENDED
SOLDATEN (LUNARTIKA)
  • Patched so that Millennium will prefer its German WWII weaponry.
  • Disappeared.
[HRK] RIM AT WAR - WW2 German Weapons (Harkon)
  • Patched so that Millennium will prefer its German WWII weaponry.
Glowing Eyes Genes (LTS)
  • Patched so that undead races make use of its cool effects.
Search and Destroy! (roolo)
  • Should be obvious!










Popular Discussions View All (5)
352
Jul 21 @ 12:08am
PINNED: Bug Reports & Known Issues
Baskerville
322
Jun 15 @ 10:14pm
PINNED: Suggestions & Planned Features
Baskerville
98
Jul 12 @ 7:56am
PINNED: Compatibility
Baskerville
1,539 Comments
black.ice.cat 21 hours ago 
@baskerville - your comment still shows as needing approved by steam so i haven't seen what you have said

i have however, through trail and error, managed to get it sort of working i believe

For my pawns, the issue seems to be with the tribes people start, if i do the crash land start it seems to function as intended however when i do the tribes people start the process doesn't complete, this is also true with pawns that i had created via character editor - have not tested raising a ghoul from a raider yet so unsure about world generated pawns

Not sure if this is a issue with this mod, HAR or character editor
Baskerville  [author] Jul 26 @ 6:07am 
This comment is awaiting analysis by our automated content check system. It will be temporarily hidden until we verify that it does not contain harmful content (e.g. links to websites that attempt to steal information).
black.ice.cat Jul 26 @ 5:24am 
Hi , i am experiencing issues with this mod and looking for some help

If i load this mod, the depended mods HAR, VEF TR along with character editor i get no errors by Rimworld crashes to desktop when a metamorphosis gets to 100% - have all dlc

If i load this mod with 150+ other mods it doesnt crash but gets to 100% and doesn't do anything, same with raising ghouls etc, the process looks to start but never completes

does anyone have any ideas what would cause either issue?
Baskerville  [author] Jul 23 @ 8:22am 
@kowkillar
Yeah I don't think it's just you - I couldn't find it on a new small devmode world map either. Still figuring this one out.

@TheDon
That's all. For every soul a True Vampire absorbs, they gain a little bit of consciousness which in turn increases their movespeed. Long term it can get out of hand with them zooming around at the speed of sound, so it's just a QOL thing for extreme freak 1000+ soul vamps to return to a more leisurely pace.

@Ascaris
Possibly if HAR ever stops being updated to new RimWorld versions, but probably not otherwise.
Ascaris Jul 23 @ 7:05am 
Hi. Any chance we can get a version that doesn't use HAR as a dependency please? HAR itself is rather laggy for me.
TheDon Jul 23 @ 4:56am 
What exactly Does "Go for a walk do" other then make them move slower is it a point to that skill?
kowkillar Jul 17 @ 11:19pm 
I generated a larger world than usual to see the new stuff and I wasn't sure if I was just missing it.
Baskerville  [author] Jul 17 @ 8:20pm 
@kowkillar
It is still in, but it seems like there is an issue with it spawning at world generation. Thanks for bringing it to my attention.

@Hydra
Not a bad idea to have it flare on when drafted. Maybe.

@radm.botalov07
I've taken a look into that kind of functionality and it's arcane to me, so no. However, you can pretty easily produce blood pouches from the butcher table, and those are basically vampire meals. When you need something with a longer shelf life, you can make ChocoClot bars with chocolate and bloodbreakers from splitting soul stones.
radm.botalov07 Jul 17 @ 11:44am 
To be honest, I haven't played with this mod for a long time, but there's always been one feature that annoyed me. Is it possible to add an automatic use feature to the ability to drink blood? So that when there's a target, the vampire automatically sucks on it to satisfy their hunger. This is because it takes a long time to create these Hemogen farms in the beginning. Otherwise, it's a very good mod. :ppg_pumplin:
Hydra Jul 16 @ 7:25pm 
is it possible to make a option to disable the glowing eyes or make is so they only glow while drafted