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Oh, ah well. Have you considered adding anti-vampire religious precepts? Would make sense for the Iscariot organisation, for example.
Awesome. Just to be clear - this mod is not compatible with Combat Extended. There's a different mod I uploaded before this one which is just called "Hellsing ARMS" (doesn't have the Ultimate) which is compatible with it, but it has a lot less content (no races, unique pawns, quests, etc.). But yeah, triple vampirism is possible lol.
Not very much - the extent of it if I recall correctly is this:
You can use the blood processor to refine blood pouches (easy to obtain from corpses at the butcher table) into hemogen.
If you have a sanguophage who is also an artificial or true vampire, the Hellsing blood-drinking abilities that pawn has will also drink hemogen from directly from targets.
@ΔeLtA
I'm glad that you think so. Ah yeah, that sounds like it isn't working right because this mod doesn't play nice with CE. It could happen though sometime, we'll see. In the meantime, the smaller version of the mod (just "Hellsing ARMS" linked above) which is mostly just weapons and apparel is already CE compatible. Custom memes are unlikely to happen, but doing more with the factions' ideology settings has been on my to-do list for a while.
Thanks for the mod btw, I love Hellsing
I'm glad that you appreciate it! Yeah, just one blessed weapon goes a long way against the undead. I've done the same several times, skirting absolute destruction with just one pious pistol lol.
Artificial vamps can become true vamps, and they will even retain their artificial vamp hediff to give them even more of a boost. If I've coded it correctly, true vampires cannot downgrade to artificial vampires though. Also ghouls can even become true vampires, and they will retain certain quirks from the ghoulism curse.
True vampires do actually gain a small amount of skill from every blood suck. The Exsanguinate ability from the ability orb gives a larger degree. These skills also have a function of resetting the cooldown if you use them on downed enemies by the way, so you can suck up a battlefield pretty quickly.
The Harkonnen II requires the first Harkonnen cannon as part of the recipe, so you need two spirits - Vladimir to enchant the first Harkonnen and Sunny to enchant the Harkonnen II. All spirits can be found randomly as loot or quest rewards, but also by using the Spirit Resonator. You will need Soul Orbs to power the resonator.
@Average Genestealer
No, none of the unique pawn quests repeat. They're scripted to appear an exact number of days after the start of the playthrough in a way that is meant to be high risk, high reward.
Yes but only to the player after a vampire gets their head blasted off in one shot.
@Meina
No prob and yes they can do that but not out of the gate. You need to use the Spirit Resonator to create an ability orb called Dark Gift which will unlock the power. It makes the target a fledgling true vampire. You can also find the ability orb as a quest reward or loot. This also may change in the future to unlock as the vampire acquires more souls instead of the current ability orb system.
@Vlad Draculea
Cause it's tricky. Maybe it will happen though.
----------------
BIOTECH
-Pawns with the following genes can now naturally wield heavy weapons:
^Hemogenic, ChemicalDependency_GoJuice, Robust, Unstoppable
^This means Sanguophages, Hussars, Neanderthals, and Yttakin can naturally use them
ODYSSEY
-Helldiver Armor now provides Vacuum Resistance
-Ghouls, Vamps, and Regenerators now have varying levels of Vacuum Resistance
I tried recreating your situation with this mod and its dependencies along with Character Editor active, then trying some metamorphoses in a tribal scenario start, but that did not reproduce any errors. Is your error occurring in pawns that were heavily modified with Character Editor? Again, a log would help.
@TemmieMaster
No, but incidentally I already implemented some changes to expand the kinds of pawns who can use heavy weapons. Also, by the way, normal humans who have the Tough trait can already use them. Anyway that update will hit soon.
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
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?
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.
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.
----------------
-Compatibility for RimWorld 1.6
-Recipe change: The Cascading Casket once more demands human meat for its exchanges
***Due to changes in this mod's dependencies, certain features have changed:
-Item processing (souls, spirits, blood, etc.) is now handled with VEF's pipe system. The interface is different, but the functionality remains the same. Access recipes with the "Processes" tab on these buildings.
-Bayonet weapons are no longer considered as melee weapons
Not until dependencies update lol.