RimWorld

RimWorld

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ↁ Elves (Continued)
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Mod, 1.4, 1.5
File Size
Posted
Updated
12.139 MB
Jun 21, 2024 @ 6:56pm
Jan 4 @ 11:48pm
10 Change Notes ( view )
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ↁ Elves (Continued)

Description
This is an updated version of ↁ Elves mod.
I will remove this mod if the original author requests it.
This mod has been tested in heavily modded game with no issues.
Github: https://github.com/MisterM-1951/Elves-Continued-

Q&A:
Q: CE?
A: Yes, thanks to Vlad the Lad
Q: Some things are very unbalanced in mod.
A: I know, but I won't change anything as I didn't get permission from original author. If original author will give permission to modify his mod, I may rebalance it.

Original description:
Adds 3 elven factions to the game.

Features
- Player faction
- Wood Elves Faction
- Shaman armor set (Female)
- Bladedancer armor set (Female)
- Hunter armor set (Thin, Male, Female)
- Stag knight armor set (Thin, Male, Female)
- Spear, Sword, Greatsword, Staff, Shield, Longbow, Greatbow, Recurve bow, Axe, Greataxe
- Ancient deer animal
- 6 Tattoos
- Ears cosmetic gene
- Wood Elves xenotype
- Base scenario to edit

Recommended mods (not required)
- [CAT] Show Hair With Hats or Hide All Hats (To show hair)
- Giddy-up! Core
- Medieval Overhaul
- RimFantasy - Medieval Overhaul Edition
- Music Expanded Core
- Malang Bodies
- Vanilla Textures Expanded - [NL] Facial Animation
- [AP] Hunting Meme
- [LTS]Furnishing

TODO
- Utility items (Herbal medicine pouch, Quiver, etc.)
- Expand apparel options
- Expand weapons options
- Armor for Ancient Deer

Updates
- Created 3 research projects for each faction
- Merged Bladedancer helmets
- Fixed Gold cost
- Added Dark Elves and High Elves
- Added hostile Wood Elves faction
- Added milk and wool to animals
- Moved cloak to different layer
- Added new bow
- Updated some descriptions
- Added new weapons
- Added/changed some apparel
- Added faction icon
- Fixed map trading
- Separated breastplate pauldrons

101 Comments
Vanidas Jun 30 @ 12:23pm 
Okay, that makes a lot more sense. Thank you!
MisterM  [author] Jun 30 @ 12:19pm 
They just provide protection to some body parts, basically like armor.
Vanidas Jun 30 @ 12:07pm 
Oh, so it decreases dodge chance in order to increase block chance?
MisterM  [author] Jun 30 @ 11:53am 
@Vanidas; All shields have -3 melee dodge chance modifier, with is actually less than many shields in VE mods have, as they commonly have -5 modifier.
Vanidas Jun 30 @ 3:30am 
For some reason, Elven shields actually have a -3 modifier to your pawn's melee defense stat, or at least it says that on the tooltip. Is this a bug?
KΞNTΛR Jun 5 @ 4:13pm 
Too bad Devdesigner kind of gave up on some helmets. For example, the Blade Dance helmet looks weird when the pawn is facing north.
MisterM  [author] May 31 @ 5:03pm 
@Theneoseraphim; What do you mean by old ear types? Vanilla ears? You could make your own patch to replace ear gene from this mod to vanilla ear gene on all xenotypes (or if there any mods that can do it you can use them), while it won't change old pawns, all new pawns will have ears you want.

@ClayProof; Not sure, try Choose Pawn Settings mod, maybe it does what you want.

@skycrossercat; CE had support for original mod, but as I changed mod id it doesn't support this one anymore. Plus when I tried it it had lot's of issues, like some weapons not working or bows not shooting.
skycrossercat May 31 @ 5:40am 
Hello, just here to inform you that CE already has its built-in patch for your mod, the value and patch structure are almost identical. May need to remove one to prevent duplicated patches (which would sometimes cause problem in big mod list).
ClayProof May 31 @ 1:33am 
A question is there any way of having the elves spawn as civilians? At the moment they always enter the map fully geared for war.
Theneoseraphim May 30 @ 8:17pm 
Is there a way to go back to the older ear types?