RimWorld

RimWorld

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ESCP - Chimer
   
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Mod, 1.4
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13 Dec, 2021 @ 4:37pm
13 Mar, 2023 @ 11:35am
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ESCP - Chimer

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

[discord.gg]

Also available on GitHub[github.com]

Adds in the Chimer race using Humanoid Alien Race Framework, as well as one non-player faction. 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.



Chimer Race:
An elven race who set out on a great pilgrimage. The Chimer represent the earliest days of what will soon become Dunmer culture, and as such are comparatively un-refined.

Chimer are used to dealing with certain hardships due to their extensive pilgrimage. They don't mind sleeping on the ground, or eating without a table. And while they haven't gotten used to it yet, they can stomach consuming insect meat when it's cooked into a meal.

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.

Followers of Veloth:
  • Maximum comfortable temperature is increased by 4°C (39.2°F).
  • Global learning factor is increased by 10%.
  • Certainty loss factor is decreased by 20%.
  • Expectations are decreased by one level.



Chimer Factions:
This mod includes a single Chimer Pilgrims faction.

Settlement preference:
  • Coastal Ashlands regions.



Ideology:
  • A style is added, with custom ritual effects.



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

The non-player factions are just tribal?
Yes, they will be made fancier whenever Chimer 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:



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 Chimer[github.com]

(CC BY-NC-ND 4.0)