RimWorld

RimWorld

Vanilla Races Expanded - Lycanthrope
511 Comments
Tenty May 1 @ 9:37pm 
@theotherperson late to the party, but are they gaining access to psycasts through a gene or through an installed psylink? I ask because the psylink (and mechlink) genes note that if they lose the gene, the system wigs out and clears everything that the link qualified them for even if those things were gained through normal means (psylink levels, mechlink upgrades, etc).
Viciousbunny Apr 15 @ 5:51pm 
Love this mod, thank you for it!

I have a question about the warhowl gene though. In my game, enemy pawns with the gene aren't using warhowl, but the gene does have the tag "aiCanUse" set to true. Should they be using warhowl and they just aren't for me, or do they just not use it?
Wintermute Apr 6 @ 8:53am 
If it's unfinished could you either put it in the FAQ or in the quest text? Kinda frustrating that it doesn't say it anywhere and the only way we can find out that it's not actually broken is to find some forum thread of you saying that.
Sarg Bjornson  [author] Apr 2 @ 1:10pm 
<3
Spaceboix24 Apr 2 @ 1:09pm 
Hey, you, Mod-author, thank you for everything that you do. I truly appreciate it.
Sarg Bjornson  [author] Mar 31 @ 11:14pm 
It isn't broken, it's unfinished. I have only said it in public like 600 times.
Wolfette Mar 31 @ 5:57pm 
@Airlewe the quest is currently broken, but the VE team haven't bothered to make mention of this publicly. If you want to turn a colonist into a Lycan legit you'll need to betray and capture one of them. If you don't care about legitimate then use Devmode to either recruit one and implant or spawn a pawn called VFE_WolfmenPawnKindDef and get them to implant it and then destory them.
Airlewe Mar 31 @ 12:52pm 
I don't know if it's a bug or if I'm just missing something but I can't work out how to actually get a wolfman? I've had the crashed shuttle event twice and both times they just regrouped and walked right off the map. Never got the opportunity. I tried clicking colonists and clicking refugees and right clicking everything but there was never a way I could find to get the reward I was promised?
rolfey1328 Mar 22 @ 10:07am 
Found a funny/buggy interaction. I have a wolfman who I made a sanguophage. When I start his deathrest he turns into a lycan which does not have the xenotype applied and deathrest cannot be completed. He's perpetually exhausted
theotherperson Mar 19 @ 5:48pm 
i used this to make custom morphs (absolutely love the idea). i just noticed that when they morph back the pawns seem to lose all the psycasts that they've learned. Is there a way to get around that? (this is definitely a situation where I have too many mods and am not using features as intended, so I would not be surprised if there's not one)
Bosh Mar 11 @ 3:36am 
I made a mod that uses the morphing features this mod adds because I was surprised nobody had done so already.
https://steamcommunity.com/sharedfiles/filedetails/?id=3442424913
HydroFrog64 Feb 23 @ 9:33pm 
Just fyi for those who want a lycan when the crashed lycan quest happens, you can use dev mode to force recruit one of the wolfmen, and have him implant his genes into one of your colonists, then he will immediately leave your colony safely, "completing" the quest.
Jinx Feb 22 @ 8:52pm 
Just tested with only this mod, the framework, and pawn editor for customization and still had the same issue I bug reported. Just wanted to let you know.
Jinx Feb 21 @ 2:21pm 
Submitted
Oskar Potocki  [author] Feb 21 @ 10:40am 
Please report the issue properly so we can investigate and attempt to fix it. Google form is the proper way to report bugs.
Jinx Feb 21 @ 7:29am 
Having the same issues as Bosh. Its really killing my ability to use this mod. Which is a massive shame because I really like it. Hopefully an update soon?
Bosh Feb 10 @ 12:56am 
I tried making a mod that used the morphing features this adds but every time a Xenotype (NOT germline) pawn morphs then morphs back they have a duplicate of their own genes. Germlines like the wolfman/lycan don't have this problem. This puts a bit of a dampener on things, creatively.
https://steamcommunity.com/sharedfiles/filedetails/?id=3424729344
https://steamcommunity.com/sharedfiles/filedetails/?id=3424729331
https://steamcommunity.com/sharedfiles/filedetails/?id=3424729311
https://steamcommunity.com/sharedfiles/filedetails/?id=3424729294
https://steamcommunity.com/sharedfiles/filedetails/?id=3424729284
https://steamcommunity.com/sharedfiles/filedetails/?id=3424729261
Busts-A-Nut Feb 8 @ 5:48pm 
I imagine that the metamorphosis genes are the ones that give you the gizmo? Because those also say that the colonists will permanently turn into the xenotype at 13. While there is also a separate "Adulthood morphing" gene with a similar description.
Bosh Feb 4 @ 9:23pm 
I'm guessing it's actually game limitations with the morph genes that if you start with a lycan they turn into a wolfman at night? Sucks that there's not a way to prevent specific xenotypes from being picked at game start.
Hedgehog Jan 25 @ 2:06am 
No problem! Just wanting to ''errorshoot'', well seemes like next time ill ''insist'' on them chaning one of my pawns.

great mod as always though!

(perhaps throw the info in there somwhere that the quest is broken as for now)
(p.s. couldnt it work with droppign a custom genepack(or however they are called you can use instantly, cant remeber right now) as quest reward?)
Sarg Bjornson  [author] Jan 24 @ 10:57pm 
There is, you imprison them
Lumiere Jan 24 @ 8:53pm 
So the quest associated with this mod that allows players access to this mod is not functioning? So essentially there's no way to make a colonist you already have into a wolfman/lycan?
Sarg Bjornson  [author] Jan 24 @ 2:11am 
No, the quest is just unfinished. The quest system is a mess, and until someone who isn't a dumbass like me can look into it, capturing them is the only way
Hedgehog Jan 24 @ 2:06am 
How do i turn one of my colonists into a wolfman exactly? the quest just spawned but i couldnt figure out how to initiate it. (without capturing them ofc) did i missed something?
逐辰 Jan 22 @ 2:09am 
I also have the same question
Sarg Bjornson  [author] Jan 17 @ 4:31am 
If that's the only gene he has, you have a bug
PRISCΛ Jan 17 @ 4:24am 
nothing, he's a baseliner
Sarg Bjornson  [author] Jan 14 @ 11:13pm 
Depends, what other genes does the pawn have?
PRISCΛ Jan 14 @ 2:57pm 
Hi, the xenotype says that with the ability "Morph:Lycan" you can transform at will, but when i draft my pawn i dont have any option to do so, is that a bug?
Plaincheesebrgr Jan 4 @ 12:18pm 
Would it be possible when using germline implanter to stop it from changing the target's skin color? I've noticed that when creating a custom germline the user's skin color is applied to the target, alongside the other endogenes as well. I know that this is what the ability is supposed to do, but it makes it a bit awkward when a pawn goes from one skin color to another.

This only seems to be a problem in custom germlines though, as when converting another to a wolfman, the skin tone and hair color genes go away.
gipling bonsaksen Jan 2 @ 2:10pm 
is there any reason a wolfman would stop morphing at night or is that a bug? he used to morph, now he just does the splat effect but he doesn't change
Sarg Bjornson  [author] Jan 1 @ 11:10pm 
No, that is not a bug, just the way we made it
Wintermist Jan 1 @ 7:37pm 
I got this odd thing where one wolfman turned another into wolfman, but one flips to wolf during the day, and the other during the night so they can never talk to eachother lol. Is there a way I can force flip this somehow in devmode?
Wesker V8 Dec 31, 2024 @ 2:34pm 
I like the mod, I wish the morph cool down could be changed so it can take 8 hour or 12 not just 24 hour as it takes out the fun of making a more combat type Lycan. I also agree with Nathaniel the Third, it would be nice to be able to stack the damage morph with the other one's. I know modding is not easy so thank you for all the cool mods plus this one as will!:steamthumbsup:
Nathaniel Herapen the Third Dec 28, 2024 @ 10:48pm 
It would be cool if multiple morph methods could work together, i.e. nocturnal but also when taking damage. Granted only those two make sense (given, random and permanent are pretty much mutually exclusive at adulthood) and It's not a big deal anyway given the five different types and the overlap with the base and your custom xenotypes which is fantastic.

Thanks for all the hard work you do making these Xenohumans.
Sarg Bjornson  [author] Dec 13, 2024 @ 5:11am 
Morph is automatic, you don't control it
FantasticKru Dec 13, 2024 @ 4:52am 
I do not have the morph ability on my wolfmen. They transform at night to lycans and back at morning, but I cant transform them using ability even though it says they should have the gene ability.
Oskar Potocki  [author] Dec 10, 2024 @ 5:01am 
We don't natively support multiplayer.
silverwisp Dec 10, 2024 @ 4:48am 
Is this MP compatible? I can't find any info on it :(
GATC Dec 3, 2024 @ 5:22pm 
Would it be possible to add an option to make the game chosen a random gene amongs all the morph gene a pawn have (rather than suppress)? (A bit like hair colour.)
Or do you know a way for me to mod this in? (my test to do so all have failed XD)
Kulodel Nov 22, 2024 @ 4:14am 
i kinda have a suggestion that morph can have a thing that allow to select and turn into different xenotype you want (with the gene that you have to morph of course), but with the conditionality gene, im not sure any idea about it. is that possible?
Sarg Bjornson  [author] Nov 19, 2024 @ 10:58pm 
It's not bugged, it's unfinished. I can't get it to work right
DarthBrawn Nov 19, 2024 @ 2:54pm 
The Wolfman crash landing quest is also bugged for me. I accepted the quest, the group crash landed, and there was no prompting or right click option to actually get the wolfman gene. Had to use dev mode as well
zafewins Nov 18, 2024 @ 7:54pm 
The morphing mechanic is so hard to work with. I just wish it was more flexible and well integrated. The interactions between morphing and xenogenes are so wonky that its kinda dashed my plans for a lycanthrope/sanguophage colony. It seems only one form gets to keep the xenogenes, and gets a duplicate set for some reason. I could put in the effort to just work with that as-is, but its so unsatisfying.
Severynn Nov 11, 2024 @ 2:14pm 
Hello hi, any time my pawn morphs from one form into another, his beard type randomizes. Hair stays the same, beard just becomes something random. Is this a mod conflict or? Cause I'll just devmode a beardless xenogene into him if this continues honestly
itsajellyfish Nov 7, 2024 @ 8:35pm 
@Clash Of Crashers for me the incorrect skin color only happens with the insectoids mod and works completely fine without it
Jippy Oct 28, 2024 @ 1:34pm 
Ohhh, I have to use it with a Morph: _____ gene, right? Sorry :steamfacepalm:
Jippy Oct 28, 2024 @ 1:30pm 
Is it possible to use damage morphing if I implant it, as a xenogene, into a colonist? I don't see any morphing, even if they get hurt.
WW2Wonder Oct 26, 2024 @ 4:16am 
I feel like Robust digestion would work well with the gene that prevents food poisoning
Ben Oct 21, 2024 @ 10:38am 
Sooooo...those replace yttakin or are they completely separate from them?