RimWorld

RimWorld

Hellsing ARMS Ultimate
1,627 Comments
3238659256 Nov 23 @ 6:14am 
Except for the Crusades start, the Vampire Brothers, Ghoul Horde, and Long Night starts will only have floating clothes during the character editing stage. Once you enter the map, they act like invisible people. If you remove the clothes, all that's left is a bundle of air holding weapons.

Chinese localization link: https://steamcommunity.com/sharedfiles/filedetails/?id=3598848296

It would be great if you could help solve this problem, as the Chinese localization author has not responded yet.
Baskerville  [author] Nov 22 @ 11:01am 
@3238659256
It sounds strange to me that a localization would have an effect on any textures. Would you mind clarifying what you meant by "none of the other scenarios have villager textures"?

@Eppi
Thank you, I'm glad you enjoy it! Yeah I agree a wiki or at least some kind of info page is a good idea. When I have the time I'll look into it. This project started so small (just the Casull, Jackal, Harkonnen, and bayonets) and ended up ballooning into a big mod lol.

@vexion
It works normally for me. Which gun - the modded AR-15 or the AMR? Can you post the error log in the bug reports discussion?
vexion Nov 22 @ 3:55am 
When using the base "the long walk" scenario gun, harmony and vef throw a red error whenever i fire the gun. Any idea how to fix it?
Eppi Nov 20 @ 3:01pm 
cant wait for more updates! Especially more shadow arms, those seem extremely cool. A ton of things here, one of my favs of all time, but i think i still had not found everything despite playing with it for a long time. Would love if there was a wiki for this mod, hell, gimme the info and i might even contribute to it. Love to the dev!:steamhappy::steamthumbsup:
3238659256 Nov 20 @ 5:37am 
Oh, I just realized it's a problem with the Chinese localization.
3238659256 Nov 20 @ 5:27am 
I'm having an issue where, except for the Crusades scenario, none of the other scenarios have villager textures. Does anyone know how to fix this? I've only subscribed to the base game and hair, as well as the alien framework, the character editor, the original expansion framework, Hell's Song, and the alien Chinese localization.
Lena Nov 20 @ 4:31am 
aw hell yeah time to be a ♥♥♥♥♥♥♥♥♥♥♥♥♥ vampire
3M80E Nov 14 @ 4:24am 
SEARCH AND DESTROY!
SEARCH AND DESTROY!
Baskerville  [author] Nov 2 @ 9:39am 
@CrackaJack
Thanks, I appreciate it and I'm glad you enjoy it!
CrackaJack Oct 31 @ 1:26pm 
just came back to remind u of how much i love this hellsing dlc
Baskerville  [author] Oct 23 @ 6:43pm 
@Whiterook79
Thank you, glad that you enjoy it!
Whiterook79 Oct 19 @ 11:40am 
Honestly one of the best mods i've played
BonesT Oct 17 @ 1:45pm 
@kanid99 - Thank you for the tip. I will put the post on HAR.
kanid99 Oct 16 @ 6:35pm 
@BonesT - The exact method that you see spiking with this mod, I see spiking in my game but I dont USE this mod. I suspect its the Humanoid Alien Races mod thats the issue.
BonesT Oct 15 @ 6:01pm 
It seems there's something with the children. When they are born or grow up, the problem seems to occur, but I'm not sure.
BonesT Oct 13 @ 2:10pm 
@Baskerville
I was just playing and nothing unusual or noteworthy happened. The strange thing is that when I closed and reopened the game, the issue stopped, but it returned after playing for a while
Baskerville  [author] Oct 12 @ 7:08pm 
@BonesT
I'm glad that you enjoy it. I'm not very knowledgeable on code optimization, and there isn't much information here, so I really can't say why that particular Harmony patch would be spiking (or even what that means in terms of gameplay). While this mod adds its own variety of Harmony patches, that particular patch is one that Humanoid Alien Races adds. What was going on in your game during that time?
BonesT Oct 12 @ 6:45pm 
Hi, I love your mod and I want to keep playing with it, but after some time playing, the AlienRace.HarmonyPatches:NeedLevelPostfix starts having a lot of spikes and the game gets some stutters. Could someone help me?"
Baskerville  [author] Oct 12 @ 6:11pm 
@Lv120Akagi
Hell yeah. Glad to hear it.

@BammetjeSmeerworst
Glad that you like it. It's obtainable from the dimensional casket from the dimensional research project.
BammetjeSmeerworst Oct 4 @ 11:05am 
Hey am loving the mod just got one question, how do u get bewitched blood? Cant find it in the research tab.
Lv120Akagi Oct 2 @ 4:00am 
dual wield has been updated to 1.6. Rejoice!
Baskerville  [author] Sep 29 @ 3:04pm 
@Wolf Renegade
I appreciate that. I'm happy to have made something that's able to be invested in lol. I can't give any estimation on when that might be, but you can just add me whenever.
Wolf Renegade Sep 29 @ 2:52am 
@Baskerville
That's fair, I am quite invested in this mod, way more than I thought I would. Is it alright if I add you and once it's set up, can you let me know about it?. I have quite a few things in mind I'd like to bring to life if possible. :coolthulhu:
Baskerville  [author] Sep 28 @ 8:55pm 
@Wolf Renegade
No, I don't have any of that set up anymore. It's not out of the realm of possibility though.

@The Noob
Okay. I still don't have enough information to figure that error out. If you report with a Hugs Log that gives me error info and your mod list. You can see the Bug Report discussion above for information on how to do that.
The Noob Sep 26 @ 6:10am 
No it does not have any modifications that would incinerate you
Wolf Renegade Sep 24 @ 8:39pm 
@Baskerville :Honored:
If it is what I think it is, this is going to be BIG. Also do you take commissions by any chance?
Baskerville  [author] Sep 24 @ 8:30am 
@The Noob
But I also noticed in your first question that you mentioned the pawn turned straight into a skeleton. Did the pawn have a death incinerator, death sanctifier, or death acidifier installed in their person?
Baskerville  [author] Sep 24 @ 8:28am 
@The Noob
The answer to this mysterious question could be ours, all for the low low price of a Hugs log.

@Wolf Renegade
Hope you're well as well, Renegade. I haven't figured out anything new with cooldowns but it is still on my list. Yes I have something in the works for this mod which seems easier than I originally thought it would be. Let's just say something is getting extended and it isn't a Mauser this time.

@Jacob
Glad that you like it. I think in regular conditions the Millennium will remain an uncompromising enemy, but I've been considering a scenario where you start as part of the Last Battalion.
Jacob Sep 23 @ 11:09am 
it would be neat if you could Ally with the millennium would work well with my Base and with RimWorld War 2, Fun neat mod :medicon:
The Noob Sep 23 @ 2:58am 
Hey mate, one question why does everyone that ha descent unto undead dies rather than becoming a freak or true vampire.
Wolf Renegade Sep 21 @ 12:33pm 
Hello @Baskerville Hope you're well mate. Just curious if you found a solution regarding the "Drink blood" ability's Cooldown and if you're cooking anything new?
The Noob Sep 20 @ 7:10am 
why does my characters become skeleton and never become true vampire after vampiric metamorphosis ?
Baskerville  [author] Sep 17 @ 7:35pm 
@mynameactually
Thanks for the report, I'll take a look. Yeah that mod looks pretty well designed so I'll check it out.
mynameactually Sep 17 @ 12:44pm 
Oh, looks like that same bug may be back. Had a regular Sang use the blood and they went into permanent deathrest.
mynameactually Sep 17 @ 12:24pm 
Yeah, looks like either this mod or Slothborne - Nocturne needs some help to play together nicely. I hope y'all can get them to play nice together. Has the same constant dying bug the going from a Sang to a True Vamp had. Should hopefully play nice after you apply whatever fix you did there to that mod's instance of Sangs.
Baskerville  [author] Sep 14 @ 6:49pm 
@都市赛博女鬼
By alien species, are you referring to other race mods which use the Humanoid Alien Races framework? Assuming you are talking about Bewitched Blood, this mod isn't tested with other alien races but was rather designed for human pawns, but different Biotech DLC xenotypes should work fine.

@bdh
If a modded gene is preventing humans from becoming vampires then that wouldn't necessarily be a bug but a mod compatibility issue. If a gene prevents a pawn from dying (such as vanilla's Deathless) then that poses a roadblock to this mod's metamorphosis method. A special accommodation was made for the Deathless gene, but I can only do that for modded genes so far as I know about them. Could you add any more specificity about which modded genes or xenotypes presented a problem?
bdh Sep 14 @ 1:12am 
Hello author, I want to ask about the genes here. I found that if there are certain foreign genes, they seem incompatible and cannot become natural vampires. I want to ask if this is a bug? Because the genes of the alien races in VE are compatible with natural vampires without any problem. Here, I'm referring to the genes in the alpha genes and the alien races that have compatibility issues.
都市赛博女鬼 Sep 12 @ 5:22am 
Is it intentionally designed that the alien species does not respawn after death when using the Blood of Cain?
Baskerville  [author] Sep 10 @ 2:44pm 
@PvP_Paul
No worries - do the Dimensional Hellsing research project and then use the Casket building to gather bewitched blood.
PvP_Paul Sep 10 @ 10:07am 
Hey im sorry, how can I turn my Pawn into a True Vampire? How do I get bewitched Blood?
Baskerville  [author] Sep 6 @ 10:28am 
@Lv120Akagi
It is sad. Your comment also actually made me realize that somehow I got the Casull and Jackal mixed up in this mod's preview images. Casull is a right-handed pistol with the ejector throwing shells to the right and Jackal is a custom left-handed with the ejector throwing to the left. Idk how I even managed to mix that up after getting it right in Hellsing Arms.
Lv120Akagi Sep 6 @ 6:05am 
That's sad that we can't dual wield in 1.6. How else can we make a true vampire massacre a whole base with 2 jackals?
Baskerville  [author] Sep 5 @ 8:41pm 
@Lv120Akagi
As far as I know, there was a project combining Dual Wield with some other functionalities called Tacticowl, but both of these mod devs (Roolo & Owlchemist) have stepped back. It was continued by a FerrisCG, but seems like nothing is updated for 1.6.

@komon
Thank you for the nice feedback. Glad you enjoy. Who knows, may happen!

@NyamiNyamiNyami
Each character intro quest except Schrodinger's should be followed by a raid. Thanks for the report, I found an error and am looking into this.
NyamiNyamiNyami Sep 5 @ 11:48am 
Is it normal for the accept deserter quests for the raids to not happen?
I've been raided NORMALLY by the factions but not the initial character quests. Is that a new thing or im bugged because I remember 1.5 I accepted one character and got raided a few days after by ghouls with rocket cannons.
komon Sep 3 @ 4:18am 
would have loved to use this mode whit CE ı know the other version works whit it but it doesnt feel the same after you use this mod once...the feeling of recruiting Seras, yumi from quests and later getting new true vampires god ı wish this was usable whit CE, great mod bytw:steamthumbsup::steamhappy:
Lv120Akagi Sep 1 @ 9:09pm 
Are there any alternatives for the dual wield mod that are currently available for 1.6?
Baskerville  [author] Sep 1 @ 7:08pm 
@mynameactually
Since RW 1.6, as far as I can see it's the VEF component of this functionality that broke, but it's been some time now since I reported it as a bug. Instead of waiting longer on that, I'm in the process of just switching it to a quest site rather than a site that generates with the world.
mynameactually Sep 1 @ 6:08pm 
Hey, is the Shi fixed yet?
Baskerville  [author] Sep 1 @ 3:41pm 
@OromisElf
Hey, glad that you enjoy it! Nah I don't mind as long as you wouldn't be copy pasting swathes of this mod into something else. But I will say that for some time now I've been debating back and forth between making a separate more-vanilla-friendly Biotech version myself, so I might avoid looking at any of that work to avoid subconsciously copying it.