RimWorld

RimWorld

Vanilla Factions Expanded - Deserters
1,185 Comments
thisisa************32 Apr 28 @ 6:27am 
@Commander Link
You aren't permanently locked out of making peace with the Empire. Progressing the deserter questline will result in (2, from memory) offers from the Empire to make peace so you'll stop killing nobles.
However even if you couldn't...what did you expect? Why should the Empire care about making peace with what is generally some backwater mudhole that has maybe 15 people living there?
Gerewoatle Apr 28 @ 5:45am 
@Link - Choices have consequences. You even said that you understand that this is a "you" problem because you neglected to read the mod description. Why are you venting your spleen here when you have no one to blame but yourself?
Commander Link Apr 28 @ 4:25am 
No, Triel, it is not a "Skill issue", this mod makes it so if you accept a deserter, you can NEVER make peace with the empire again, but in vanilla, you can make peace with them even after accepting a deserter by attending peace talks or sending them gifts
Triel Apr 26 @ 4:48pm 
Hey link, the deserter quest is a vanilla thing and it makes you enemies with empire there too. Skill issue.
[C|⦿] Typical Lama [✚] Apr 25 @ 8:46pm 
this is you problem link XD
NerdGamer Apr 25 @ 9:42am 
Hey, I am having a bug issue where I click to accept one of the assassination quests, but it doesn't actually accept it. The intel disappears but I don't get a quest.
Commander Link Apr 24 @ 11:53am 
im really fucking pissed, i had this mod installed for the extra content not intending to join the "deserters" and when i accepted a deserter quest to get a good pawn early on i became permanent enemy of the empire. I have since played for 12+ hours on this save and im really getting sick of the fucking deserter quests being the only thing the storyteller gives me. im NOT INTERESTED. And i cant even make peace with the empire. I know this is probably a me problem because i didnt read the mod description but i downloaded this mod when it came out like 2 years ago and have never played the deserter faction, i only wanted it for the extra items and stuff
Croaton Apr 20 @ 2:35pm 
Any plans to update the remote IEDs to include a death-pall one if we have anomaly? Would be crazy useful
Vaarelsauce Apr 17 @ 7:07am 
(Throws error when trying to delete Autocannon Ammo Box (with CE on/off))

So I placed down an autocannon ammo box next to my Palintone (as it needs 20x102mm NATO), but then realized that with ammo-requirement off in Combat Extended, this wasn't necessary.
I then tried to remove the box, but then it throws a System.NullReferenceException...
So I turned on ammo for Combat Extended, and the same issue persisted.
lostormisplaced Apr 6 @ 3:59pm 
Could you make the missile event optional in settings?
Mac Apr 4 @ 3:02pm 
Awesome mod, although the fact that the deserter pawns in pawn selection can spawn with joywires (and circadian half-cyclers) is pretty damn annoying.

Also, the imperial response for Public Enemy (rocket barrage) is much less punishing than the imperial response for News (stellic guard), one just lobs water balloon mortar shells at you while the other sends a 10 person gank squad in full prestige cataphract armor to absolutely wipe you off the face of the earth.

The Stellic Guard could use a nerf, OR, if you are feeling diabolical, the rocket barrage could use a buff so you are tempted to gtfo before it arrives instead of just luring it to the turrets and mission objectives so the Empire artillery can do your job for you.
FotisP68n Mar 31 @ 2:07pm 
can i configure this mod? (intel drops, etc) if so how?
scared star Mar 31 @ 3:10am 
bro has never met the sun then LMAO
Shouravik Mar 31 @ 2:02am 
Unbelievably OP as fuck faction for absolutely no reason
Yaveton Mar 27 @ 9:31pm 
Zeus complex is an absolutely insane and bombastic experience, I loved every second of it <3
Elowisse Mar 27 @ 3:54pm 
Hello, how do you get critical intel, Is there any way to reliable get it or it is very rare?
Ty for your time and mods :)
LuckerLuke Mar 20 @ 5:48am 
upd: it was the initial quest
LuckerLuke Mar 20 @ 3:15am 
i accepted the chased deserter quest - not the initial one. thinking it would only temporary set the imperium to -100 opinion since thats how i read the mods description regarding this quest compared to the initial one.

the deserter is still one of my pawns but i did not do any deserter quests or offended the empire further, but when i should gain goodwill with them the opinion stays at -100.

is there any way to get royal pawns with permits in this save?
dev mode to change whatever the mod did or spawn a new empire faction is fine, but i dont want to just edit those permits in.
Kostia Mar 18 @ 10:31pm 
Hello I have an issue I have approximately 2 to 3 trade ship a day anyone know how to fix it ?
Lordiii Mar 18 @ 9:54am 
has anyone a clew with mod is causing my issues? my assassination targets are not spawning in their mansions.
sanicek Mar 18 @ 1:14am 
@Eggbed
Thx, this actually worked.
Eggbed Mar 16 @ 1:34pm 
@whoever has the "mission grayed out" issue.
Can you try this?
https://imgur.com/a/h2AgVj3
Oskar Potocki  [author] Mar 16 @ 1:14pm 
The issue is out of our hands, the fix was pushed. If it doesn't work on your local version, perhaps the mod did not download the update yet.
Avenchii Mar 16 @ 10:10am 
The same issue still remains for me even if I loaded my save again. None of them worked for me
batatafritada Mar 16 @ 9:58am 
I didn't get to reinstall the beacon but I noticed that once I logged today, the bug was fixed. Thank you master Oskar and forgive me for my unruly behavior.
Lazenske_Oplatky Mar 16 @ 9:32am 
For anyone who also has the grayed out quests, reinstalling the orbital trade beacon fixed it for me! @Goose
Oskar Potocki  [author] Mar 15 @ 10:17pm 
Please note we don’t check comment sections for bug reports. We have a Google form for submitting bug reports with correct logs: its linked in the mod description.
Gloose Mar 15 @ 9:56pm 
Its still gray so if someone finds the fix, post it here.
pda898 Mar 15 @ 3:10am 
@Arson with Lemurs - it functions as a standalone mod, but it barely functions in modpacks. Any biome/map generation mod could lead to the broken missions. Mod adds a lot of world pawns (Empire known problem + a lot of raids from you and onto you) therefore it could lead to 1 TPS due to world GC (and I am not 100% sure this being modlist conflict only).
lindsay19971 Mar 13 @ 2:50am 
i found out that with research tree continued that VFE Deserters bugs it out, so ive gotta make bug report fore research tree continued and deserters because i cant live without them.
CrimsonHoneyBee Mar 12 @ 11:45pm 
I am also getting the greyed out missions
HIVEMIND Mar 12 @ 2:38pm 
Most ppl have mod incompatibility and try blame authors for issue
Arson with Lemurs ◕ω◕ Mar 12 @ 11:26am 
So many bug complaints down here, does this mod actually function or is better to avoid it? Because I don't want a disfunctional mod breaking my game without any reason or way to respond.
batatafritada Mar 11 @ 11:44am 
I am getting the same thing as Angel the comment below. I can't accept the side quests even tho I have the intel near a orbital trade thingy. It used to work before for me but now the option is grey. I can still accept the plots and buy items tho.
Jack Shepard Mar 11 @ 1:34am 
How do i start the side quests you can purchase at the console? i have the intel for them, but i the purchase button is greyyed out. Is there something i must do first?
kirb Mar 10 @ 3:41am 
ok i love vanilla expanded series but this is kinda ass
Spoonman Mar 2 @ 10:40am 
It only takes 1 power armored deserter, with a charge rifle, to kill my early game, half a year sanghuophage colony. Remind me to craft sticky bombs.
Arkantos Eli Feb 28 @ 11:06am 
Every pawn in a pirate raid (pirate, not deserter. I was a deserter myself) had level 6-7 psylink AND full deserter armor. I'm still at low wealth, not even a year in. Wtf?
Нелюдь Feb 27 @ 9:36pm 
Assassination attempts starting with the despot do not work, just half of the map without enemies appears, completed through the cheat menu. And the ending is generally upsetting, why not offer the player the title of emperor or high stellararch before the decisive shot? Also, the process of the path to the ending is sad because during assassination attempts the Imperials stand in the buildings no matter what, they just stand. Perhaps I’ll roll back my save and just become an enemy of the empire, it’s more interesting that way
Warren Commission Test Skull Feb 23 @ 11:18pm 
im having a problem where i accepted a mansion raid quest but when my caravan arrives at the tile either the base isnt fully formed and the pawn im there to kill isnt there or the pawn is there but runs to the edge of the map and escpaes, failing the quest. ive reloaded the save to try again 5 times and it keeps repeating like this lol
Нубас Feb 16 @ 6:44pm 
Shield generators from VFE-Security don't seem to stop aerodrone bombardment. Is this intended or not?
Fishy Summoner Feb 15 @ 5:07pm 
Is it perhaps possible to create a mod setting or something to make colonists automatically rebuild ammo boxes? Trying to build a wall of turrets, but having to check the whole wall for missing ammo boxes after a raid gets a bit annoying
Deaddropping Feb 13 @ 7:12pm 
Possible bug report; I cannot manufacture any of the new shells. They are nowhere in the research tree.
Eric Feb 12 @ 1:51am 
i clicked purchase onthe deserter screen while ordering nothing and having no info but i still got the deserter dead drop quest. it just has random items in it like weapons or food. is this intended?
Twilight Feb 4 @ 11:03am 
dlcnate1 - If you mean you are using the new scenario that this mod adds, that's intended. Read the New Safehaven description just a little up the page.
dlcnate1 Feb 4 @ 7:20am 
Whenever I start a deserter run, I get pushed to the visibility of public enemy immediately, and I get bombardments starting like two days into the game… And I have no idea what’s causing that to happen or how to fix it
Command Wanzer "Bloodking" Feb 3 @ 9:51am 
I don't think its broken per se. The faction just straight up don't exist. When i go to dev mode and click the 'show hidden'. The faction is nowhere to be found. At all. So when i removed this mod. I didn't remove a faction. Afterall there is no faction to be removed.

Well whatever. I removed it and everything seems to be going fine for now. I used midsaver-saver's "fix faction removal" just incase.
Alu Feb 2 @ 4:10pm 
removing factions leaves orphaned pawn data even if broken before removal
Command Wanzer "Bloodking" Feb 2 @ 11:36am 
So now I wonder if its possible to remove this mod midsave. Afterall, the deserter seems unable to exist at all in an ongoing save.
Command Wanzer "Bloodking" Feb 2 @ 11:13am 
This mod seems to not be save compatible. I was not prompted to add the deserter faction when I first loaded a save with this mod. Which almost never happens. And when i tried manually adding by going to the vanilla expanded framework mod settings. The option to add them wasn't there.

This means that when a got a chased deserter quest and accept it. I still can't contact the deserters. Because it seems that the deserter faction cannot be added midsave