RimWorld

RimWorld

Ni'Hal 1.0-1.4
140 Comments
I3j0RN -IWNL- Apr 6 @ 6:15pm 
Thank you for making this wonderful mod man, We wish you the best <3.
Sunlight88 Mar 1 @ 9:45am 
Bye bye Drakes....
Thanks for providing me with joy for years, Zeri.
Bando Sep 25, 2024 @ 8:23pm 
I also hope it gets updated, these guys are the counterparts to the Orassans which I love. EVen the Orassan lore mention them in backstories :cry:
Ollie-Raven Apr 20, 2024 @ 1:31pm 
no worries at all. Thankyou for letting us know :)
Zeri  [author] Apr 18, 2024 @ 3:18pm 
I'm not playing Rimworld or working on any of the mods for it right now. Got hired to do pixel art for something else and I'm not very interested in the newer DLCs... so, no updates.
If someone wants to take over then they can message Diana about it.
Macaquetus Apr 18, 2024 @ 2:21pm 
Hey Zeri,

Any chance this will get updated?
Ollie-Raven Apr 12, 2024 @ 1:09pm 
i hope this gets updated its one of my favourite races <3 (no worries if not)
Alkpaz Apr 28, 2023 @ 2:35pm 
This mod made me think once again about playing Stellaris, then I remember the late-game 1 day tick per second+ slowdown.
Zeri  [author] Apr 20, 2023 @ 2:13pm 
None of the patches are up to date, and they are 100% optional. I'll adjust the desc.
Angrysquirrel Apr 20, 2023 @ 8:10am 
Cool man! They're back. Do I need to download the above patches (with exception of lite patch). Are the patches 1.4 compatible?
Ollie-Raven Apr 20, 2023 @ 7:21am 
No worries at all. Just wanted to pass it on here. I will see what I can find out in my logs. thankyou <3
Zeri  [author] Apr 19, 2023 @ 10:47pm 
Heavy Jaw isn't a thing referenced within the mod. Biotech, maybe? In any case, I think that's a soft incompatibility with something else, can't do much unless you can track down what it's with, and not sure I'd want to make a patch for it on my own time.
Ollie-Raven Apr 19, 2023 @ 12:19pm 
Failed to find any textures at Things/Nihal/Heads/HeavyJaw_Normal while constructing Multi(initPath=Things/Nihal/Heads/HeavyJaw_Normal, color=RGBA(0.341, 0.322, 0.298, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))

Had this error
Sunlight88 Feb 22, 2023 @ 2:11am 
Hi Zerithos,
just now Mlie declined to do anything here :-{
So, I would be very glad, if you would consider making an updated version in the future...
Thank you in any way...
Sunlight88 Feb 16, 2023 @ 12:35pm 
Thank you very much, Zerithos.
As Biotech support is needed, I will inform Mlie, if he want to make something...
Zeri  [author] Feb 16, 2023 @ 12:23pm 
Oh. Note there's no Biotech support. I *can* get around to doing that but I probably won't until I decide to buy it myself. Gonna be a while. Consider this advance permission if anyone wants to make their own patch.
Zeri  [author] Feb 16, 2023 @ 12:20pm 
It's done.
I forgot to upload after I was done a month ago... uh...
Sunlight88 Feb 16, 2023 @ 8:11am 
Hey Zerithos XIII, can you please update this to 1.4?
I am very sad, that I will not be able to use Drakes any longer, as I played with them in every game in the last years. ;-{
Are you still modding or shall I bring it to the attention of Mlie...?
MightyHell Razr Jan 27, 2023 @ 6:58pm 
Are there any plans to bring this to 1.4?
TheKaiser Dec 19, 2022 @ 7:27pm 
please 1.4
Zeri  [author] Oct 31, 2022 @ 10:41am 
I haven't played Rimworld in a hot minute, but I'll take a look to see if anything is broken (and if so, fix it)... soon, probably within this month.
I don't actually know if anything *is* broken, it might just work in 1.4 as-is.
GeekyRaptorStudios Oct 30, 2022 @ 4:57pm 
can't wait for 1.4 This mod looks awesome was hoping to try it out. Recently updated to 1.4 so....
"The" SeanMacLeod Aug 13, 2022 @ 2:28pm 
It does say so right in the description....
Realm Imp Jul 26, 2022 @ 6:21am 
does this add armors and weapons specific for this race too?
Zeri  [author] May 30, 2022 @ 3:31pm 
The floors should be, well, floors, which means you should be able to remove them using the remove floor button, and they should go underneath actual furniture.
If it's functioning differently I'll be surprised; not sure what would cause that (probably I messed up at some point or there's been an update to how floors work).
KoffeeKup May 30, 2022 @ 3:18pm 
Do the skin floors have any issues or incompatibility? I don't dislike anything else other than that the leather floors take up space as furniture and would become hard baked into the map tile I placed them on.
Sunlight88 Sep 29, 2021 @ 8:20am 
Thanks for updating! I cpuld not live without the powerful drakes! :-}
Zeri  [author] Jul 21, 2021 @ 6:28am 
That one shouldn't appear. The Ni'Hal race file may have not updated for some reason. As a result, you may see beards and hair on the fish. This is not intended. Fortunately, there's no other consequence involved that I know of so you might be able to ignore it, worst case.
Try unsub/resub, or going to the Ni'Hal mod file and deleting the whole mod for reinstall if that doesn't work and you need a nuclear option for preventing fishbeard. You'll want to then unsub/resub again, and *hopefully* Steam will catch on that time.
Mod should be located in Steam/Steamapps/Workshop/Content/294100/1541567
A Furry Git Jul 21, 2021 @ 5:47am 
XML error: <hairSettings><hasHair>false</hasHair></hairSettings> doesn't correspond to any field in type AlienSettings. Context: <alienRace><generalSettings>
Zeri  [author] Jul 18, 2021 @ 3:58pm 
1.3 out. Culture is mostly placeholder, I just made sure I wasn't throwing any errors right at launch. Report anything weird and expect another update on Tuesday. :Kayto:
Zeri  [author] Jul 18, 2021 @ 2:50pm 
Doomdrakes were created not because the Ni'Hal have necessarily seen people yeeting explosive boomalopes at them with a drop pod, but because boomalopes explode to begin with, which would scare them with their emphasis on close-range combat. Also, manhunters, presumably. :cozybethesda:
Messing with 1.3 now. Most likely the update will be out in an hour or so.
I'm still working on the armor texture updates. Mostly the intent will be to clean up the texture a little bit so it's more distinct.
Scimetar Jul 18, 2021 @ 2:25pm 
I'd edit the backstory of the doomdrakes. The new 1.3 update to the Rimworld base game has removed the attack animal aspect of the boomlopes. Not sure if the same has been done to the boomrats, but the boomlopes can no longer be taught an attack skill. Other than that, great mod so long as you're sticking to the 1.2 update.
wjelk Jul 16, 2021 @ 7:18am 
Thank you a lot !
Zeri  [author] Jul 15, 2021 @ 11:01pm 
1.3 patch will definitely come out on or before the day 1.3 fully releases.
wjelk Jul 15, 2021 @ 9:49pm 
Please update 1.3
LittleMikey Mar 5, 2021 @ 6:34am 
Hi there, I am not sure if it's another mod changing things, but I noticed in the description of the "Ni'Hal Exoskeletal Armor" that it says it greatly increases the wearer's load bearing capacity but it doesn't seem to have any bonus to carry weight in the stats panel.
Zeri  [author] Dec 12, 2020 @ 4:04am 
Edited. Previous edition of statement was really too early to call.

I don't think I'll do a CE patch. That's not a guarantee that I won't, but I don't think I will nonetheless. CE does mark this as compatible and also marks Orassans as compatible, but clearly both of these statements are outdated, possibly as far back as 2018.

In the meantime I have some texture updates for the main mod here which will be out soon. Mostly upscaled resolution for weapons. I'm working on armors too but those will be a while.
AI Android Dec 11, 2020 @ 11:00pm 
Would it be too much to ask for a patch with CE? I saw that CE worked along side this and grabbed this mod a while back but so far they're not compatible with one another. I know that it may be difficult to work out in a simple manner but it would be more than appreciated.
mungeater999 Nov 13, 2020 @ 3:02pm 
Lets be xenophobic, it's really in this year.
KoffeeKup Sep 11, 2020 @ 8:13pm 
Love this mod. I always start with a creepy fish man now because they mean and ugly space pirates and its cute watching the xenophobic bastard make friends and join a lesser species. Thatnks
darthalex41 Aug 15, 2020 @ 11:14am 
imagine picking the furry race over the clearly superior space nazi catfish race
test Aug 15, 2020 @ 6:36am 
12
Theneoseraphim Jun 21, 2020 @ 2:37pm 
I have been using this mod off and on since it came out and just now today realized its from Stellaris. I am not very smart.
Zeri  [author] Jun 17, 2020 @ 11:12am 
Ni'Hal are scaled in the same way as base-game stuff was in 1.1's release - which is mostly the same as 1.0. It's possible that that system has changed relatively recently, but also possible that it's just a messup in Rimworld's spawning systems. I've gotten my hands on suits of cataphract/marine armor right from tribal multiple times recently.

Ni'Hal actually deploy their "good" armors later than vanilla pawns do. Cataphracts spawn at 1.3k points whereas Stormtroopers spawn at 2k, and Purifiers at around 3k. Vanilla power armor raiders appear at 1.3k as well. Trooper armor is basically Flak Armor, meanwhile, though inferior in not being stackable and superior in their helmet being better-coverage.

I'm always adjusting how Ni'Hal weapons work, but they're basically not worth the cost unless you need to kill heavily-armored targets - or use the shotgun. This is predominantly so they can stack up against Orassans, which are why the Ni'Hal even exist, technically.
autotron Jun 17, 2020 @ 10:21am 
I just started as a tribe and got a quest to free a prisoner which was protected by one ni'hal with pretty much endgame gear. Are they not scaled at all on Classic?
TracerFoxTEK May 19, 2020 @ 4:03pm 
Any word on the Drake patches for 1.1 by chance?
Zeri  [author] Apr 17, 2020 @ 9:42pm 
CE definitely did any integrations. Hit them up. I'm on a partial hiatus right now (working on a collab mod/project for From the Depths) so I won't be fixing nonessential things. I still have a big update for Ni'Hal in the works chilling in the back and Drake Armor/ADS is partially updated. Expect the storyteller to come out when the drake patches are in - soon (tm).
Bando Apr 17, 2020 @ 4:33pm 
Hey so I love that this mod is automatically integrated with CE becaue I love both mods, but I've noticed that the Ni'hal poer armor of all types only get a measly 1mm of protection. I'm not sure who integrated it you or CE but I just want to point out the issue so maybe it could be updated. Just want CE players to be able to do xeno purges with space salamanders because as it stands clothes are better than nihal power armor >.>
Putti I Mar 25, 2020 @ 11:05am 
Well gotta say that storyteller was better than most i have encounterd. Constant war is quite challenging. Even randy was more weak than Ni'hal one ^^
Zeri  [author] Mar 25, 2020 @ 10:46am 
There was an error with it which I didn't want to fix at the time, priority was getting the 1.1 update out. I kinda also thought people wouldn't miss it too much if I just never added it back in :lunar2020sweatrat: I'll see about updating it soon (tm)