RimWorld

RimWorld

Star Wars KotOR Factions
83 Comments
凉城旧人 5 hours ago 
Will you join Chinese?
Sinoptick May 4 @ 7:02pm 
is it really to use without Star Wars KotOR Droids ?
Darthsawyer Apr 26 @ 12:40pm 
Some things seem hardcoded like Caps in the trade window
Darthsawyer Apr 26 @ 12:36pm 
Is there a way to disable all the FCP tools stuff other than what is needed for this mod? Having a bunch of fallout stuff in the game is immersion breaking. I'm trying to use Cherry Picker to disable it but there is a lot
Jackledead Apr 21 @ 2:57am 
Cant get factions to generate. Seemingly same issue as the comment below. Super sad. Log doesnt tell much.
Cunning Linguist Apr 20 @ 12:57pm 
With all factions enabled, only Sith and Jedi Enclaves generate on my world map. I can't seem to find the incompatibility.
Dreamwell Apr 12 @ 8:31am 
Does this pair well with the Outer Rim mods or KOTOR and Outer Rim are doing the same thing differently basically? I'm trying to set up a new game and though mostly I'll be doing SOS2 (it's a lot of fun in space), I want moar star wars and jedi. I'll even set combat extended aside just so lightsabers can deflect blasters. :D
GoSu Apr 11 @ 4:55pm 
Yea it does I don't know why its an issue though \_o_/ I unsubbed/ resubbed tested it only with this mod and the required mods. The only thing that fixes it is adding those tags.
guy762  [author] Apr 11 @ 1:49pm 
@GoSu I tested the PawnKind outfits extensively and I never found that having the apparel tag listed in addition to an apparel being listed as required was necessary for the outfit to generate. The only thing that was necessary for the pawn to properly generate was having at least one apparel tag listed. If you add in a corresponding apparel tag, does that fix the issue for you?

@Dreamwell In theory yes, but that would mean I'd have to write backstories for every PawnKind variety. It would probably be much easier to just have someone write a harmony patch for baby generation code that fixes it (which I'll add to my to-do list).
Dreamwell Apr 10 @ 12:43pm 
Isn't it better to just control the skills with backgrounds? Say you want high shooting or something, then the background be it childhood or adulthood could provide that?
GoSu Apr 9 @ 8:18pm 
So not 100% sure this is the case but some pawns have a sort of conflict in the apparel tags. Say the mando scout has guy762_MidBattleArmor_mando as an apparel req. but does't have any of the actual tags of the armor itself in the apparel tag part. There are a few like this and I assume the scout is also supposed to have the body suit fatigues as well which it does not. If any one else can help me confirm this appreciate it.
GoSu Apr 8 @ 11:25am 
Any ideas why pawns are spawning naked?
TheWageGap Mar 27 @ 1:12pm 
So no babies included? So sad
Nimrod Feb 20 @ 5:23am 
The red errors you get when the baby cant be spawned had some info I thought at the time were pointing at the underlying issue. I didnt copy them down sadly.
Hobbit Feb 20 @ 5:21am 
@guy762 As i mentioned, the only way ive found so far is to use something like character editor to make the characters i want, then copy them, and edit/remake the copy to match the character from your mod, but with a base game origin. its a bit more complex but gets the job done, and i love these mods so i cant put up with it.
guy762  [author] Feb 19 @ 11:13pm 
@Hobbit it's a known issue with all of the KotOR pawns, iirc it stems from the fact that I used an option to set specific skill ranges for everyone. somehow it breaks baby generation because I guess colonist babies use the same PawnKindDef as their parent? and since babies can't be born with skill levels it just breaks when they're born. the option to set skill ranges comes from vanilla code but I don't think it's actually used for anything in-game, so I guess Ludeon just never bothered testing it with the baby code

of course that's all just my speculation though, let me know if you manage to find any consistent workarounds for it
Hobbit Feb 19 @ 7:34pm 
@Nimrod Interesting...ill try a mandalorian run and see if it has a similar issue.
Nimrod Feb 19 @ 7:15pm 
@Hobbit: It seems to be a problem with the hero characters - I noticed the issue too.
Hobbit Feb 19 @ 7:08pm 
I found if inuse character Editor to change their origins to vanilla then babies are born just fine. So I'm using the republic squad start. I ed the jedi and troopers to the base game colonist. Next pregnancy went through without issue.
Hobbit Feb 19 @ 6:40pm 
So ive noticed an issue when using these mods. whenever a child is Born, the whole process of birth goes through and then no baby appear and i get a pawn generation error. its trying to assign construction to the baby and since babies are incapable its glitching and the baby gets deleted. i have a big modlist but with various tests it only happens with the kotor mods enabled. any ideas how to fix this?
Faith Feb 16 @ 11:20pm 
Hey, is it possible to run these mods separately? I noticed it's not CE compatible but would love the additional races / driods etc
Nimrod Feb 10 @ 4:32am 
I just noticed caps are still a thing - modded traders from other mods (eg genetics trader) use caps instead of silver.
The FCP - Tools overwritre a lot of things and offers exactly zero options ... I hope you get your specific code seperated to your own soon, so we can drop this.
Nimrod Feb 9 @ 9:56pm 
@guy762 Thanks mate! Resubbed and that fixed the trader - he wants silver now.
Research still has all the fallout stuff - but thats something I can simply ignore. Great mod!
guy762  [author] Feb 9 @ 4:45pm 
@MuroDontPanic [dxdy] resubscribe to KotOR Weapons & Armor and KotOR Droids
MuroDontPanic [dxdy] Feb 9 @ 3:02pm 
https://gist.github.com/HugsLibRecordKeeper/9569370dabd9631e6d00c2adfd5120c2 The hutt starting scenario has some problems with generating pawns so you cant proceed past the ideology screen
guy762  [author] Feb 9 @ 1:31pm 
@Nimrod that was a bug. I've done a few things to try and fix it, resubscribe to the mod when you are able.

I should also point out that half of the factions (including hutts) are intentionally set to use silver instead of credits, so don't be alarmed if not all of them use credits

@Flockerkill oh, didn't think about that. hard incompatibility has been lifted, but someone should let the integrated implants dev know that the modular hediff code is now a part of EBSG
Nimrod Feb 9 @ 10:46am 
I just installed FCP - Tools (Beta) as mentioned in the instructions and now the Hutt Trader wants caps - can someone tell me what I am missing? Guess he should want credits... also I have all the fallout stuff active in the research tab, which is also something I did not expect.
Flockerkill Feb 7 @ 10:34pm 
I used both mods already, EBSG and the Athena port by leo Athena is still used by multiple other mods I use, alot of the implant ones (as an example integrated implants)
guy762  [author] Feb 7 @ 6:09pm 
@Imma Cylon that is correct, as of today the AthenaFramework requirement for KotOR Weapons has been replaced by EBSG Framework (which now has all of the necessary code we were using from Athena).

Athena has been listed as an incompatibility to get people to stop using it, since the world generation crashes it was causing have been a consistent and unfixable issue for KotOR Factions users

@Flockerkill your save *should* still work if you've switched to EBSG, unless you were using some other mod that used AthenaFramework more heavily than mine did
Imma Cylon Feb 7 @ 5:57pm 
RimPy show this is incompatible with Athena Framework. Can anyone confirm that?
Flockerkill Feb 7 @ 5:25pm 
I realy hope the update is not a hard incompatibility, or I would have destroyed my save...

As I cannot remove the framework or this mod from my save
Greywolf Jan 26 @ 1:14am 
so my only issue im seeing would be that everyone has all of their weapons freaking biocoded, idk if thats a limitation, but every raid i get, everything is biocoded, otherwise, love your mods man! good luck with uni!
guy762  [author] Jan 23 @ 6:57pm 
@CordialVillain I'm busy with finishing uni until March so I'm not really able to sit down and seriously work on stuff until then, but the Sith and Czerka faction stuff will probably be the first thing I make once March rolls around

@phatkok the Sith and Jedi enclave factions are from the Force Psycasts mod, which *should* have a compatibility patch that adds the Star Wars Xenotypes in. if it's still broken for you then look around for any error logs related to it and let Lee know

@Holy Nut currently AthenaFramework is required, HOWEVER I've just learned today that all of the important code from it has been ported over to a new framework mod that is under more active management. I'll be removing the AthenaFramework requirement in favor of this new one sometime in the near future, so stay tuned!
CordialVillain Jan 18 @ 3:41am 
How high on the docket is the Siths Remnants getting their own faction tree?
phatkok Jan 18 @ 2:30am 
Why does every faction include star wars xenos except sith enclave, why does sith enclave have 100% Human?
Holy Nut Jan 9 @ 12:27pm 
Hey so athena framework is causing problems with generating maps is it required for the mod since one of the mod dependencies uses it?
Captain Buzznick Dec 27, 2024 @ 12:07pm 
Click and download each mod separately, there is a lot but worth it.
Patchy Dec 26, 2024 @ 1:42am 
so the errors im getting when i try to generate settlements are here: https://pastebin.com/HcYdjBr3

not getting any values to tweak for this faction.
guy762  [author] Dec 25, 2024 @ 10:50pm 
@Patchy is this the VEF faction adder in the mod options menu you're using? that may be occurring because those factions are "hidden" and aren't able to generate settlements, even though the VEF process is trying to tell it to, though iirc the VEF process *should* be able to add it to your game anyways. try messing around with the values you're adding them in with
Patchy Dec 25, 2024 @ 7:48pm 
so bit of a weird one, trying to run this on an existing save, and I am able to generate most of the factions, apart from the savage mandos, and mando neo crusaders, among others. all fail with "value cannot be null" Im probably doing something wrong...
flanetbot1914 Dec 24, 2024 @ 7:12pm 
thx and merry christmas man !
guy762  [author] Dec 24, 2024 @ 1:18pm 
@flanetbot1914 those two in particular are set to be "hidden" factions like vanilla Ancients and Mechanoids (since they're supposed to be nomadic and wouldn't have bases). they *should* still appear in quests and raids otherwise
flanetbot1914 Dec 24, 2024 @ 8:51am 
I have strange issue all the factions work except the honorable and savage mandalorian clans. The neo crusaders however, work fine. Those two factions do not show up on the map at all only through debug. Can you tell me what I am doing wrong ? thanks
guy762  [author] Dec 18, 2024 @ 4:13pm 
@Evan I see, thanks for the heads up!

@Turoknick I'd like to do something like that, but quest-related stuff like that is fairly complex and we're not quite at the stage where we're ready to dive into it (our top priority for next year is vehicles)

@DocHolliday it is planned. I think once we get the FCP/Star Wars Collab. Project code stuff set up I'll add the Sith titles in, since I'd wanted there to be some self-assignable title function for it, and Ranger Rick has code for that which could be integrated into the new SWCP toolkit
DocHolliday Dec 18, 2024 @ 2:35am 
Amazing work regardless!
DocHolliday Dec 18, 2024 @ 2:30am 
Will the sith remnant have Titles??? I was hoping for that when I found this mod.
Turoknick Dec 16, 2024 @ 7:33pm 
I feel like a good change to the Hutt Upstart scenario could be that you have to invade a local village or something to at the start. This could help you in the early game to get slaves and some buildings to help house all of pawns required for it. This mod is absolutely fantastic though, I am thoroughly enjoying it.
Evan Dec 16, 2024 @ 8:51am 
They sell normal vanilla goods as far as I can tell, both the factions from this mod and the Jedi and Sith factions from the Force mod. Certain components like techprints or lightsaber parts do seem to spawn appropriately at least.
guy762  [author] Dec 16, 2024 @ 2:50am 
@tump FCP adds the loot boxes, traders that use Credits as the base currency, and there's some things that fine-tune the ideologies the factions will generate with

@Evan do they just sell normal vanilla loot right now? I'll look into fixing that tomorrow

@maelstrom I set the requirements for the noble and corrupt Republic titles to be much lower at the high ranks compared to vanilla empire, the Exchange and Hutt titles should be about the same

Beskar appears very rarely as an ore named "Mandalorian Iron" which has to be smelted in the Plasma Furnace. it's pretty difficult to find veins of it on normal maps, but if you play with Rimnauts 2 it can appear as an asteroid which should give way more of it
maelstrom Dec 15, 2024 @ 11:58pm 
So I was wondering what the bedroom requirements were for the titles available with the new factions, and how to make beskar.