RimWorld

RimWorld

Medieval Fantasy Themed Quest Rewards
79 Comments
timbersaw May 25 @ 1:02pm 
Hey there! Seem to be receiving this error;

ML error: Duplicate XML node name equippedAngleOffset in this XML block: <ThingDef ParentName="BaseGun"><defName>Gun_DoomsdayRocket</defName><label>great fireball staff</label>

Any fix? Think it could be a mod conflict?
HappyTrigg May 12 @ 4:26am 
Any chance of adding the ranged shield belt integration from the Vanilla expanded series into this
Botch_Job  [author] Apr 14 @ 11:03am 
Hey, just checked and it seems to be working fine for me when loading this mod after VE persona weapons.

The error you're getting means that the game can't find any textures at all where they should be which is odd.

All I can suggest is to unsubscribe and resubscribe to both this mod and VE persona weapons to make sure all the textures are there, then sure this mod is below VE personas in your load order and reload to see if that fixes it.
Bloody Carrotkey Apr 14 @ 8:04am 
@Botch_Job, unfortunately that fix did not work. The regular Monoblade, Zeushammer and Plasmasword goes back to the vanilla textures, which is intended behaviour, but the persona variants are having errors, and attempting game dev spawns them missing texture and unusable. Booting the game up in main menu give these errors (for each weapon)
[code]Could not load UnityEngine.Texture2D at Things/Item/Equipment/WeaponMelee/PersonaMonosword in any active mod or in base resources.
UnityEngine.StackTraceUtility:ExtractStackTrace () [/code]
followed by more texts.

If I remove your mod, the game can find the Base+Royalty, and VE Persona will work.
Bloody Carrotkey Apr 14 @ 7:00am 
@Botch_Job Ahhh, I had sort of accepted I couldn't have both mods, but thank you so much for the reply - I'll try the fix!
Botch_Job  [author] Mar 22 @ 10:37am 
@Bloody I'm not 100% sure how the VE persona weapon mod works but this mod overrides the textures of the vanilla persona weapons, you could always go into the mod files and delete the textures if you don't want them to show up.

You can find the texture files at steamapps/content/294100/2955864975/textures/things/item/equipment/weaponsmelee
Bloody Carrotkey Mar 21 @ 3:37am 
Is there a way to toggle off retexture for Magma, Runic Longsword and Stormhammer? I would like to use the Vanilla Expanded Persona mod to customize the weapons look, but it can't override this texture mod.
Good Old Jim Mar 18 @ 1:17pm 
You the man
Botch_Job  [author] Mar 18 @ 1:15pm 
Just updated with a fix for the psychic lances not displaying properly when equipped, let me know if there's any other issues.
Good Old Jim Mar 2 @ 3:11pm 
Second Pink Beans comment, nothing major but looks funny.
JoeOwnage Jan 31 @ 2:41pm 
Thanks!
Botch_Job  [author] Jan 31 @ 11:30am 
@Joe Will do, I'll update when I get the chance.
JoeOwnage Jan 28 @ 6:05am 
This still needs to load after these two mods:

https://steamcommunity.com/sharedfiles/filedetails/?id=2016436324

https://steamcommunity.com/sharedfiles/filedetails/?id=2707120862

I would really appreciate if you could put it in the about.xml
Pink Bean Dec 31, 2024 @ 9:49am 
Staff of Madness looks as Psychic insanity lance when pawn equip it...
Fewher Dec 10, 2024 @ 10:35am 
Any chance there's an update coming?
JoeOwnage Sep 5, 2024 @ 12:04pm 
Hey botch I was just thinking maybe you should add a <load after> for vanilla expanded textures so your new textures don't get overwritten, as well as a <loadbefore> remove industrial stuff and rimedieval so the items get patched to medieval tech level before those mods remove them for being higher level tech
Sawtooth44 Dec 7, 2023 @ 7:58pm 
@Deniable Credibility well there is a way to deal with them
we need a mod that reskins mechanoids to something more fantasy like clockwork/steampunk machines or golems
Breezie Bae Nov 24, 2023 @ 11:30am 
@Botch_Job turns out it wasn't at the BOTTOM of the mod list like I thought. Gonna try that. Thanks for the suggestion! Now if I could figure out why mechanoids are still appearing even though I've disabled them...
Botch_Job  [author] Nov 24, 2023 @ 10:00am 
Hmm, not quite sure, if you have any other mods that affect the items changed in this mod, try putting this mod lower in your load order.

Are you getting these items + other high tech items or just the high tech items?
Breezie Bae Nov 24, 2023 @ 8:54am 
Love this mod, but I think I might have done something wrong. I think the item textures have been added into the game, but the quest rewards are still all vanilla (i.e. high-tech) options...any idea what could be going wrong?
Margonica Aug 30, 2023 @ 9:40am 
This is actually great in some aspects. It returns the quest reward variety. Right now, I'm constantly just getting skilltrainers or deathrest capacity serums, the latter being utterly unusable anyway, since I can't build a deathrest casket.
However, I'm afraid this could make the playthrough too similar to those ordinary high-tech ones, if we have all the items anyway. Could it be possible to make these items spawn as quest rewards but not possible to acquire through trading?
Except for the demon blood, perhaps.
Botch_Job  [author] Aug 26, 2023 @ 1:38pm 
I suppose I could.. Are you wanting this mod without the persona rename or just the persona rename by itself?
Lama man Aug 25, 2023 @ 12:40pm 
can you Separate The persona Rename into it's own mod
Botch_Job  [author] Aug 16, 2023 @ 4:00pm 
Hey, sorry to add to the confusion but it was myself that made the retexture of the original Medieval Quest Rewards mod. I adapted some of those textures into this mod so I can see how things can get mixed up.

By item ids I'm assuming you mean the def names?

How Medieval quest rewards worked was adding new items, i.e new defs into the game but with this mod I edited existing items without actually adding anything new.

For example, the healing potions in this mod are simply renamed and retextured healer mech serums. So the def for the healing potions is still " MechSerumHealer" and will function exactly the same as it does without mods.
uberjammer Aug 14, 2023 @ 1:10am 
By 'numbers' I mean 'item ids'... I just don't think good too much no more brains went when they gone.
uberjammer Aug 14, 2023 @ 1:08am 
I guess this means you aren't actually using the same numbers as Medieval Quest Reward (which, incidentally, also had a retexture mod, so it's even more confusing) so I couldn't just switch from that one to this one.
Hope you've fixed/changed the one irritating thing from that mod though - healing potions not being able to be given as an 'operation. In the other mod, you couldn't give them to the most needy.
The Realest Nooblet Aug 13, 2023 @ 11:11pm 
Is there a way that you can add some of these rewards in without replacing vanilla items, as their own stand-alone quest rewards?
Botch_Job  [author] Jul 23, 2023 @ 8:06am 
Yes, this mod is "Medieval Fantasy Themed Quest Rewards". Similar name I know, but it is meant be be sort of a spiritual successor to Medieval Quest Rewards.
Cera Ralaz Jul 23, 2023 @ 7:18am 
hm, it says Medieval Quest Reward with "what's this mod". Did I mistaked this mod for another?
Botch_Job  [author] Jul 23, 2023 @ 7:15am 
Hmm, that mod doesn't seem to be there anymore. I did make some textures for it before making this one though which might be where the confusion is coming from.

To clarify a bit more, in this mod the skill trainers are "skill tomes".
Botch_Job  [author] Jul 23, 2023 @ 7:10am 
Ah, the skill potions aren't from this mod. I'm guessing you're using Medieval Quest Rewards ?
Cera Ralaz Jul 23, 2023 @ 6:58am 
No, skill potion
Botch_Job  [author] Jul 23, 2023 @ 6:57am 
@Cera Ralaz I assume you mean the healing potion? I just tested it out to see if anything had changed and it seems fine on my end. You should be able to right click and use it or administer it via a medical procedure.

The healing potions in this mod are essentially just reskinned mech serum healers so unless you have another mod that changes those in some way it should work as they do in vanilla.
Cera Ralaz Jul 23, 2023 @ 6:07am 
When I order Pawn to drink potion it does nothing and potion do not desapear. Is it the right way or I need something else, rather then RMB-drink?
lacasa621 Jul 22, 2023 @ 9:58pm 
This mod is awesome! I just started a my first ever medieval Rimworld run and this mod really helps with immersion, and also lets me still get to use cool persona weapons. The only slightly sad thing is that it doesn’t work with Vanilla Persona Weapons Expanded so I don’t get a free one when I reach baron with the Empire, but that would probably be a little OP for a medieval playthrough anyway…
bryn Ovem Jun 9, 2023 @ 1:43pm 
Great textures, the new art is really good! :)
Botch_Job  [author] Jun 9, 2023 @ 1:24pm 
Just updated today with some cleaned up textures and changes to some things I wasn't too happy with.

If you preferred the older textures I've included those aswell, just overwrite the new ones. Alternatively, for some textures more akin to the medieval overhaul style I'd highly recommend the retexture made by Serek512.
Botch_Job  [author] May 29, 2023 @ 7:02am 
Hey thanks, just tested it out and everything seems fine on my end.

I'd suggest putting this mod at the bottom of your load order and see if that fixes it. Failing that, you could try temporarily disabling any other mods you have just incase it's a mod conflict causing the issue.
Sankyu May 29, 2023 @ 6:26am 
Love the retexture and idea but for some reason my game is changing the icons but not the names... Luciferium looks like a potion but it's still called "Luciferium". Same with other items.
Strange because the resource patch for plasteel and uranium works.
Botch_Job  [author] May 24, 2023 @ 12:46pm 
Just updated, they shouldn't count as ultratech weapons now.
(≡◉‿‿◉≡) May 24, 2023 @ 11:00am 
Thanks :)
Botch_Job  [author] May 24, 2023 @ 10:50am 
Ah, good catch, I'll remove the ultratech weapon class and update a bit later.

I'd probably put them in the same class as the vanilla longsword which is "Medieval Advanced". They won't count as Neolithic weapons but you won't get the ultratech weapon mood hit if you choose the neolithic preferred weapon type.
(≡◉‿‿◉≡) May 24, 2023 @ 8:13am 
Hello, can you please change the tech type of the weapons... Because in Ideology, when you choose the preferred weapon types Noble: Neolithic / Despised: Ultratech. Your weapons shows up as ultratech weapons instead of neolithic.
Botch_Job  [author] May 20, 2023 @ 11:45am 
Hey, I'm glad you liked the mod enough to do that haha.

I've got no issues if you want to release your retextures, I'm actually quite interested to see what you've done with them so go right ahead.
SereQ May 20, 2023 @ 10:45am 
Amazing mod. I have a one question for you. I liked the designs in this mod so much that for fun and practice I decided to remake some of them for my personal use (the graphics are great, just wanted to make them in art style more similar to Medieval Overhaul). Now that I remade all the graphics, would you have anything against me releasing it to the public? When it comes to few items I just remade your designs with vector with very few changes so I would understand if you were against it.
JoeOwnage Apr 26, 2023 @ 9:45am 
Cool beans
Botch_Job  [author] Apr 26, 2023 @ 7:15am 
You know what, I completely missed that. You're able to administer it but it will still say "administer mech serum" in the operations tab.

I'll sort it out and update a bit later today.
JoeOwnage Apr 26, 2023 @ 4:11am 
Core/Defs/RecipeDefs/Recipes_Surgery_Misc.xml --> special administer
JoeOwnage Apr 26, 2023 @ 4:06am 
I mean as long as you also changed the defname in the recipedef to administer
JoeOwnage Apr 26, 2023 @ 3:58am 
Oh I see, I thought you meant you had added new items to get around rimedieval but you've just patched the base game items to be medieval tech level

They should already be administerable then, thanks man