RimWorld

RimWorld

Hellsing ARMS Ultimate
1,565 Comments
Oiji 2 minutes ago 
Love this mod! Out of curiosity, do vampires/artificial vampires benefit from Hemogen? For example, I have a draught that apparently enhances vampiric abilities but I'm wondering if I should keep it for trade, or use it on Seras.
Average Genestealer Aug 20 @ 11:37am 
Haven't tried it yet but Walk the World is probably gonna be fun to use with these super duper fast vampires.
Average Genestealer Aug 20 @ 11:21am 
@Baskerville
Oh, ah well. Have you considered adding anti-vampire religious precepts? Would make sense for the Iscariot organisation, for example.
Lv120Akagi Aug 19 @ 10:13pm 
the only problem with triple vampirism is that sanguophages are weak against fire. And even when turned into a truVamp (0% flamability) they still catch fire and are afraid of it.
Baskerville  [author] Aug 19 @ 10:07pm 
@Average Genestealer
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.
Average Genestealer Aug 19 @ 9:11pm 
One last thing, I was thinking double vampirism (sanguophage + true/artificial vampirism) was a thing, but if artificial vamps keep their buff as true vamps then TRIPLE VAMPIRISM is possible.
Average Genestealer Aug 19 @ 9:10pm 
Also, ghouls can become vampires? I was hoping that was possible lol, seeing as Ghoulgotha can be pretty annoying with how slooow ghouls are.
Average Genestealer Aug 19 @ 9:09pm 
I didn't actually notice True Vamps gain skill from bloodsucking! I was tempted to jsut enable Corpse Children for that aspect, but it's nice to see that my 0 Skill No Passion true vampire run idea is actually viable. While I thought they were a bit spooky at first, the character quests are absolutely amazing and clever usage of that blade spin Yumie has and a caravan distraction let me blitz her quest with ease. Bloody amazing mod, and I can't wait to try it with Combat Extended (which i've never used before)
Baskerville  [author] Aug 19 @ 7:27pm 
@camomile
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.
ΔeLtA Aug 19 @ 5:52pm 
And a small question, I somehow forgot to voice it: Will there be memes for Ideology?
ΔeLtA Aug 19 @ 5:41pm 
The mod is beautiful, I didn't even know it existed until I jokingly asked and they gave it to me. Everything is fine, everything is interesting and fun. It's just a pity for "Combat Extended" Vampires are dangerous things, and even more so with multiple lives, and my guys hit where they want and how they want, but not at the target, and then he comes up to them and hugs them, tearing them to pieces
camomile Aug 19 @ 5:25pm 
Does this mod interact with biotech sanguophage in anyway?
Thanks for the mod btw, I love Hellsing
Baskerville  [author] Aug 19 @ 3:15pm 
@Average Genestealer
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.
Average Genestealer Aug 19 @ 10:01am 
Question- Is there any way for True Vampires to learn new skills, or am I forced to use skilltrainers? It would make sense if they could gain some skills from fully draining a human, since they're absorbing the soul and all that.
Average Genestealer Aug 18 @ 8:59pm 
Also, can Artificial Vampires be converted into True Vampires at any point or are they just stuck like that
Average Genestealer Aug 18 @ 8:45pm 
Fighting the Millenium forces that show up when you accept the doctor is actually pretty fun, with some clever tactics (and a Pious Pistol, the only anti-vampire armament i could build in a reasonable amount of time when i accepted the quest) he can beat the vamps. Great mod, great stuff.
Baskerville  [author] Aug 18 @ 2:55pm 
@sianarchy
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.
Average Genestealer Aug 18 @ 10:57am 
Question- Does the doctor's quest repeat? I got it at the start of my playthrough but don't want to accept it since i can't really deal with an invasion of vampires right now
sianarchy Aug 17 @ 3:35pm 
How do I get the spirit required for Harkonnen 2?
Baskerville  [author] Aug 16 @ 8:15am 
@Average Genestealer
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.
Vlad Draculea Aug 15 @ 8:29pm 
why not ce?
Meina Aug 15 @ 8:09pm 
I'm sorry if you've answered this before, but shouldnt true vampires be able to turn humans into vampires but not as strong as a true one? since alucard did turn seras into a vampire iirc
Average Genestealer Aug 13 @ 5:53am 
Does the Harkonnen give a mood buff? After all, bitches love cannons.
Baskerville  [author] Aug 3 @ 9:07am 
HSAU v1.60
----------------
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
Baskerville  [author] Aug 3 @ 8:54am 
@black.ice.cat
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.
TemmieMaster Aug 3 @ 4:16am 
Hello! Is there any possible chance to make normal human use weapons with very high recoil without power armor?
black.ice.cat Jul 27 @ 12:20am 
@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 
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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
Travtree Jul 16 @ 7:19pm 
hey guys. just getting back to let you know i figured out the bug. All I had to do was disable, save, enable, re-add mod
kowkillar Jul 16 @ 5:19pm 
Did the abandoned lab not make it to 1.6?
Travtree Jul 16 @ 4:10pm 
In addtion, it causes all inventory menus to disappear.
Travtree Jul 16 @ 3:52pm 
I'd like to report a bug. When this mod is enabled, it causes my inventory for stockpile selection to disappear. This made 1.6 impossible to organize stockpiles or change them.
Grand Jul 14 @ 6:31am 
For anyone having error logs where nothing from HSAU gets cross-referenced and the game refuses to load, I found that having XML Extensions, Humanoid Alien Races and Vanilla Expanded Framework above Hellsing Arms Ultimate in the modlist fixed it for me everytime. I was experiencing this bug in 1.5 and 1.6 and the load order which Rimsort and Rimpy give via auto-sort bugs out the game. GL!
Baskerville  [author] Jul 12 @ 8:01am 
Hell yeah. Let me know if you guys find stuff in the DLC which would make sense to interact with. Nosferatu naturally resisting vacuum of space is already on my docket. Stuff like that. Enjoy!
Grand Jul 11 @ 6:42am 
get the fuck out of here its already updated to 1.6 LETS GOOOOOOOO
A homeless orphan Jul 10 @ 11:51pm 
Thanks for the update
This_Guy Jul 10 @ 7:30pm 
WE ARE BACK, BABY!
Deadlypenguin Jul 9 @ 10:48am 
Awesome thanks for the update can't live without this mod づ。◕‿◕。)づ⭐
Baskerville  [author] Jul 8 @ 10:47pm 
HSAU v1.59
----------------
-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
Baskerville  [author] Jul 7 @ 10:26pm 
Mod will be updated for 1.6 soon.
Baskerville  [author] Jun 25 @ 8:13am 
@ゆきんこ
Not until dependencies update lol.
ゆきんこ Jun 25 @ 6:11am 
1.6 pls