RimWorld

RimWorld

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Medieval Fantasy Themed Quest Rewards
   
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Mod, 1.4, 1.5, 1.6
File Size
Posted
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1.973 MB
Apr 1, 2023 @ 4:52am
Jun 22 @ 9:47am
12 Change Notes ( view )

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Medieval Fantasy Themed Quest Rewards

Description



This mod changes many of the vanilla quest reward items to have a more medieval fantasy theme. They function exactly the same as their vanilla counterparts, just with new names, descriptions and textures.

I'd recommend using it alongside my other mod Medieval Fantasy Themed Rare Resources to increase the variety of quest rewards for a medieval playthrough. Or just add it to your sci-fi world, do what you want, I'm not your mother.

For some textures in a different style I'd highly recommend the retexture made by Serek512.


How the items look in-game





Compatibility notes

Everything included in this mod is a modification of an existing item in the game, nothing has been added or removed so unless another mod removes or changes the original items in a big way, it should be compatible with most things.

If you have another mod installed that retextures anything covered in this mod e.g Vanilla Textures Expanded. Whichever mod is lower in your load order will overwrite the other's textures so make sure this mod loads after if you want these textures or vice-versa.

All of the items have been patched to be medieval tech level so they shouldn't be filtered out by Rimedieval. From what I can tell, everything besides shield belts (shield talisman) and low-shield packs (Barrier spell scroll) will show up as quest rewards with Rimedieval. They should still appear on raiders/vistors/traders etc however.


Details of changes

Staffs

Psychic insanity lance > Staff of Madness
Psychic shock lance > Staff of Paralysis
Triple rocket launcher > Fireball staff
Doomsday rocket launcher > Great fireball staff


Spell scrolls

Orbital bombardment targeter > Magic missiles spell scroll
Orbital power beam targeter > Sunbeam spell scroll
Tornado generator > Tornado spell scroll
Low-shield pack > Barrier spell scroll
Smokepop pack > Obscure spell scroll
Firefoam pack > Douse flames spell scroll


Potions

Healer mech serum > Healing potion
Resurrector mech serum > Rebirth potion
Luciferium > Demon blood potion


Melee weapons

Monosword > Runic longsword
Plasmasword > Magma blade
Zeushammer > Stormhammer

In addition, persona weapons are now 'possessed weapons' and have unique textures.


All Eltex gear is now Arcane gear

The helmet, skullcap and staff all have new textures.


Misc

Skilltrainer > Skill tome
Psytrainer > Spell tome
Psylink neuroformer > Attunement crystal
Techprof subpersona core > Scroll of knowledge
Glitterworld medicine > Exalted medicine
Psychic animal pulser > Frenzy orb
Psychic soothe pulser > Serene orb
Shield belt > Shield talisman


The telescope has a new texture but is otherwise the same as it was.

There's also some miscellaneous text and sound changes, let me know if you notice anything I might have missed.


Quest Reward screen example




Possessed weapon examples






Highly recommended mods from other authors that are shown in the preview images

Clean Textures for the flagstone texture.


Popular Discussions View All (1)
3
May 21, 2024 @ 4:08pm
not a steam user just on here to ask
Glorious King
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.