RimWorld

RimWorld

105 ratings
ESCP - Bosmer
2
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.4
File Size
Posted
Updated
855.210 KB
13 Dec, 2021 @ 4:37pm
17 Apr, 2023 @ 12:22pm
8 Change Notes ( view )

Subscribe to download
ESCP - Bosmer

In 1 collection by SirMashedPotato
ESCP - Races
15 items
Description
[discord.gg]

[discord.gg]

Also available on GitHub[github.com]

Adds in the Bosmer race using Humanoid Alien Race Framework, as well as three factions. Do note that this mod assumes that you own all of the expansions, but should work fine without any. You may notice some stats changes not taking affect if you don't own certain expansions.



Bosmer Race:
An elven race most often found inhabiting deep woods. Adult Bosmer are often mistaken for children, whilst younger Bosmer are sometimes mistaken for goblins. Bosmer have a rather high-pitched voice that makes listening to them somewhat painful, possibly an adaptation to deter potential predators.

It is best not to underestimate the strength of a Bosmer. Though their size may make them seem weak or fragile, they are actually quite competent in melee combat, possessing strength similar to that of humans. Even ignoring their strength, Bosmer are very nimble. Whilst they may not be a pushover in melee combat, they are uncontested in ranged. A well trained Bosmer will never miss a shot.

Mer Blood:
  • Psychic sensitivity is increased by 20%.
  • Fertility is decreased by 50%.
  • Base health scale is decreased by 20%
  • Life expectancy is increased to 300 years.

Wardens of the Forest:
  • Toxic resistance is increased by 50%.
  • Immunity gain speed is increased by 25%.
  • Shooting accuracy is increased by 25%.
  • Trap spring chance is decreased by 30%.

Children of Y'ffre:
  • Fertility is increased to 150%.
  • Base body size is decreased by 20%.
  • Able to grow special wall pods and light pods.



Bosmer Factions:
This mod includes three Bosmer factions: Kingdom, Green Pact, and Savages. Each fulfilling one of the standard vanilla faction archetypes.

Settlement preference:
  • All Bosmer factions prefer to settle in forested regions.

Gimmicks:
  • Bosmer factions may use beast masters in raids, specialised pawns that arrive with tame animals.



Ideology:
  • A style is added, with custom ritual effects.
  • A new ideology origin is included, which unlocks a new Bosmer specific animal specialist role.



Biotech:
  • Children born from a Bosmer mother will be born a Bosmer.
  • Children born from a Bosmer father will inherit the 'Bosmer Blood' gene, but only if the child is not a Bosmer.
  • Additionally, children born of a Bosmer father will inherit the 'Mer Blood' gene, but only if the child is not a Mer.

Skin and hair colour genes are disabled.
HAR colour channels are just easier to use, and offer more functionality. This does mean that individuals of this race do not appear to be 'baseliner',

Xenotypes are enabled.
This race can be given xenotypes, however do note the above. Impids, and similar, will still use the normal skin colours.



Questions you may have:

There are no starting scenarios?
No, you can modify any scenario, and switch the faction to one of the Bosmer ones.

The non-player factions are just tribal?
Yes, they will be made fancier whenever Bosmer Armoury is released.

Where'd 1.3 support go?
Scroll to the bottom of the description, your answer is there.

Does this work with Combat Extended?
No idea. I don't use it, and don't expect I ever will. Please don't ask me, and instead direct your questions to the people that actually work on that mod. That way you actually get an answer instead of a snarky response.

Why still use HAR? Biotech exists you know.
1 - HAR is free.
2 - HAR offers more to mod creators.
3 - Biotech xenotypes are fundamentally still human, and not in a philosophical way. This goes back to point 2.



Contains patches for:
  • VE Psycasts, adding a psycaster pawn kind to non-player Bosmer factions.



Separate patches:



Credits:
  • Big thanks to the testers on the ESCP Discord.
  • Daedric font by Pixel Sagas[www.dafont.com].
  • Kropolis for the absolutely fantastic MorrowRim banner art.
  • Based on the ‘Elder Scrolls’ series by Bethesda Game Studios.



1.3 Support:
I've made a significant number of changes updating to 1.4, and the races have basically been remade scratch.

Because of this the races are no longer compatible with 1.3. If you want to stay on 1.3 then you can grab the final 1.3 version from the github pages. You'll also want the final 1.3 version of Race Tools, to ensure nothing is broken. I'll link the final versions on the respective race pages.

Final 1.3 version of race tools[github.com]
Final 1.3 version of Bosmer[github.com]

(CC BY-NC-ND 4.0)
Popular Discussions View All (1)
0
18 Mar, 2023 @ 12:37pm
PINNED: Bug Reports
SirMashedPotato
40 Comments
Surasu Undying 28 Jul, 2023 @ 2:28am 
@SirMashedPotato Thanks you very much for explaining really!
SirMashedPotato  [author] 28 Jul, 2023 @ 2:21am 
@Surasu, I apologise for the blocking, but I've seen plenty of people arguing in bad faith that HAR was rendered obsolete with biotech, and have no interest in dealing with that myself.

Like I said before this mod, and all my HAR race mods, are made exactly how I want them to be.

I don't particularly like the Xenotype system, and find it too limiting in terms of functionality when trying to recreate races.

And I try to avoid locking mods behind paid dlc wherever possible.
Surasu Undying 28 Jul, 2023 @ 1:44am 
@SirMashedPotato First of all thanks you for giving me a second chance. Now i wasn't complaining i was trying to ask why the choice of using HAR but sadly my poor social and english skill got the worst of me.

In no moment was i trying to complain or anything, i was just asking.

I use all your mods really because i like them but i don't understand why HAR, so i aks if you can explain it to me so i can understand please. Again sorry for sounding ruse because it is not my intention. Sorry truly.
SirMashedPotato  [author] 28 Jul, 2023 @ 1:39am 
@Surasu, I've unblocked you, but before you explain let me just say that this mod is made the way I want it. It's my personal choice to stick with HAR, and you complaining about that does not benefit anyone.
Erebus 28 Jul, 2023 @ 1:10am 
@SirMashedPotato Since you ahave blocked me without any chance to explain myself and since you have asume i was entitled or whathever (I'm gonna asume it is angry) I have to say i wasn't angry nor was my intention to offend you. It was my sincere opinion and since english isn't my forte exactly i understand my comment can sound bad/offensive. I need to apologize for that and i hope you give me an oportunity to explain myself better.
SirMashedPotato  [author] 26 Jul, 2023 @ 3:00am 
@Surasu, can I suggest you have a nap, then come back and ask again with slightly less entitlement?
Surasu Undying 26 Jul, 2023 @ 2:41am 
So i need HAR for playing as a bosmer, that means i have to use a mod that sucks my perfomance like no tomoroow in tandem with medieval overhaul and all the addons wich of course suck up a lot of perfomance too, add the generic animations and you get a perfomance mess. Isn't other way of making races without HAR, because man i love bosmer but i hate having to use HAR since biotech exist now and to be fair, there would be even better compatibility using biotech instead.
SirMashedPotato  [author] 3 Jul, 2023 @ 7:54pm 
@The_Hob, I'm sure there's others, but Bosmer could, and still can, grow wall and light pods.
The_Hob 3 Jul, 2023 @ 7:02pm 
I was fairly certain it was this mod in 1.3 that added grow-able buildings. I just want to make sure it was and that the functionality was removed so I don't end up hunting for something that doesn't exist for hours on end.
Pyresryke 14 Mar, 2023 @ 11:29am 
So glad to see this playable again. Thank you muchly.