RimWorld

RimWorld

The Profaned
Botch_Job  [developer] Apr 13, 2024 @ 9:06am
Troubleshooting
A few things to try before reporting an error.

- Make sure you have the latest version of this mod and Vanilla Expanded Framework if you're using it.

- Try running the game with just this mod and VE framework active to rule out any mod conflicts. (if there are mod conflicts, let me know and I might be able to add compatibility)
Last edited by Botch_Job; Apr 25, 2024 @ 6:11am
< >
Showing 1-15 of 24 comments
Dhrakenz Apr 13, 2024 @ 4:27pm 
Loving this mod but a couple points:

a) pawn body colours don't often match the skin tones for the grey faces and making a non-baseliner into a Profaned appears to bug out on things like ears, noses, etc. Noticed this the most on Pigskin pawns and anyone geared up with the Headhunter equipments. This appears related to the mod not properly loading assets (such as the Profaned Torso on the pawns)

b) while using the Armor Racks mod (https://steamcommunity.com/sharedfiles/filedetails/?id=1875828205) , the Scourge Knight aura appears to still be functional on a pawn not currently wearing the Scourge Knight items.
Botch_Job  [developer] Apr 14, 2024 @ 5:55am 
Hey, thanks for the feedback.

a) I do know about this and I'm looking for a way to fix it, the reason for it is that they have pure white skin so that the multicolour faces and bodies have the right colour. If they had darker skin for example, both the bone and flesh parts would be darker and it wouldn't look right.

Because of this, things that are tagged as being the same colour as the skin e.g the pig ears will be white.

b) That is definitely a new one, the aura comes from a hediff applied by the equipped armour which is a VE framework feature. I'm guessing this is because armor on the racks count as being equipped but I'm not 100% sure how that all works, you're probably better off asking the author of the armor racks mod.
Icy33 Apr 14, 2024 @ 12:20pm 
Doing this mod's starting scenario. I noticed that the metabolic efficiency was terrible because the rotting flesh gene was being overridden by the skin color gene. I devtooled the skin color to remove it and the hunger went back to normal as well as the beauty -2.0 came back. Just thought I would post this to inform you/others.
Botch_Job  [developer] Apr 14, 2024 @ 1:20pm 
Yeah the hunger rate thing came about with the 1.5 update. It was previously reported and should be fixed with the last update, do you have the latest version?
Icy33 Apr 15, 2024 @ 11:09am 
Originally posted by Botch_Job:
Yeah the hunger rate thing came about with the 1.5 update. It was previously reported and should be fixed with the last update, do you have the latest version?
Yes, I used my Cursebearer to convert one of my prisoners and it looks like it is fixed! Another question I have is I have not seen any of the new monsters that drop this mod's unique materials to make the weapons and armor for this mod. I turned off all alpha animals spawns hoping it would make the skeleton and ghost spawns etc more likely to spawn...
Botch_Job  [developer] Apr 15, 2024 @ 11:20am 
Nice! good to know.

As for the the new creatures, they can show up on the map but relatively rarely and having a bunch of different animal mods will lower than chances even further as only so many can be on the map at the same time.

The creatures can also show up with raids from the faction and at the faction settlements.

If you complete the 3rd research project, you can create the creatures yourself. This requires a soul gem though which are currently a bit tricky to get. I am working on making the loop of getting souls gems and creating undead easier, that should be coming soon.
Botch_Job  [developer] Apr 17, 2024 @ 1:09am 
To fix the xenotype starting scenario error if you don't have Biotech:

Go to steam/steamapps/workshop/content/294100/3202008037/1.5/Defs

Open the "Scenarios_Profaned" file, notepad works just fine.

Find and delete the following section

<li Class="ScenPart_ConfigPage_ConfigureStartingPawns_Xenotypes">
<def>ConfigurePawnsXenotypes</def>
<pawnChoiceCount>6</pawnChoiceCount>
<customSummary>Three profaned cursebearers seeking to make amends or establish their own dominion.</customSummary>
<overrideKinds>
<li>
<xenotype>BotchJob_ProfanedCursebearerXenotype</xenotype>
<pawnKind>BotchJob_ProfanedCursebearer</pawnKind>
</li>
</overrideKinds>
<xenotypeCounts>
<li>
<xenotype>BotchJob_ProfanedCursebearerXenotype</xenotype>
<count>3</count>
<description>Profaned Cursebearer</description>
<allowedDevelopmentalStages>Adult</allowedDevelopmentalStages>
</li>
</xenotypeCounts>
</li>


replace it with


<li Class="ScenPart_ConfigPage_ConfigureStartingPawns">
<def>ConfigPage_ConfigureStartingPawns</def>
<pawnCount>3</pawnCount>
<pawnChoiceCount>6</pawnChoiceCount>
</li>


Save the file and it should be good to go.
mncb1o Apr 19, 2024 @ 10:31am 
Really cool mod! Only issue I'm having so far is the technologies for it in the tech tree are down past the bottom of the screen and I can only select them by using the search bar. Has anyone else had this issue or do I just need to start deactivating mods until there's enough room for them?
L3wt Apr 27, 2024 @ 5:27am 
@Botch_Job, I just tested the research screen on all scale sizes on ultra wide. It seems 1.75x is the only size that cannot display all three Profaned research. Unfortunately Rimworld seems to introduce a redesigned UI configuration for each scale size. And I doubt that's getting reworked any time soon.:steamfacepalm:

I found Dubs Mint Menus can help override the research UI in the mod options if your game is affected by this.
Last edited by L3wt; Apr 27, 2024 @ 5:40am
Botch_Job  [developer] Apr 27, 2024 @ 5:42am 
Thanks a lot, I appreciate you putting in the effort to test things out. I think the issue is mainly with smaller monitors and lower resolutions.

I'd have preferred to avoid having a whole new tab for just 3 research projects but it might be the best solution for now.
MxCheeseSauce May 21, 2024 @ 9:51am 
not troubleshooting really, just wanted to lyk that the texture Female_Average_RottingFlesh2_south seems to be lower res than the others and missing a gradient
WilliamTheHuman Jun 8, 2024 @ 11:14am 
Trying to figure out why i can't make a grasping dead greatsword, and when in the alchemy table, the recipe for the grasping dead greatsword is listing the required scourge greatsword as "ingredients" with no description. when i hover over the bill, the icon for the greatsword shows - but when looking in the list of required materials, it lists as "1x Ingredients, 1x colossus heart, 5x vial of corrupted blood"

Got this error, thought it might be relevant

Exception in CheckCurrentToilEndOrFail for pawn Holt driver=JobDriver_DoBill (toilIndex=6) driver.job=(DoBill (Job_3932517) A = Thing_BotchJob_ProfaneAlchemyBench595306 B = Thing_BotchJob_ProfanedGreatbow599175 Giver = JobGiver_Work [workGiverDef: BotchJob_DoBillsProfaneAlchemy])
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 84528FCF]
at Verse.AI.JobDriver_DoBill.<MakeNewToils>b__15_1 () [0x0001d] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0
at Verse.AI.ToilFailConditions+<>c__DisplayClass1_0`1[T].<FailOn>b__0 () [0x00000] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0
at Verse.AI.JobDriver.CheckCurrentToilEndOrFail () [0x00025] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.JobUtility.TryStartErrorRecoverJob_Patch1 (Verse.Pawn,string,System.Exception,Verse.AI.JobDriver)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.JobDriver.DriverTick_Patch0 (Verse.AI.JobDriver)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.Pawn_JobTracker.JobTrackerTick_Patch0 (Verse.AI.Pawn_JobTracker)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Pawn.Tick_Patch3 (Verse.Pawn)
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch3 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch2 (Verse.Game)
Verse.Root_Play:Update ()

Using medieval overhaul, if thats any help
WilliamTheHuman Jun 8, 2024 @ 11:15am 
↑ forgot to mention that i can make the bloodflame staff and spectral greatbow just fine.
Botch_Job  [developer] Jun 8, 2024 @ 3:23pm 
Just checked and it seems to be working fine for me. Do you have the regular greatsword, heart and blood in an accessible stockpile zone?
WilliamTheHuman Jun 8, 2024 @ 8:06pm 
Originally posted by Botch_Job:
Just checked and it seems to be working fine for me. Do you have the regular greatsword, heart and blood in an accessible stockpile zone?

I do! Just wanted to see if i could get a read on the error message as im pretty code illiterate. if its not something that immediately stands out it might just be conflicts ill have to work out. Thanks anyways!
< >
Showing 1-15 of 24 comments
Per page: 1530 50