RimWorld

RimWorld

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Vanilla Races Expanded - Highmate
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
1.420 MB
27 Jun, 2023 @ 5:37am
10 Oct @ 2:53am
16 Change Notes ( view )
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Vanilla Races Expanded - Highmate

In 2 collections by Oskar Potocki
Vanilla Expanded
110 items
Vanilla Expanded - Empire playthrough
148 items
Description
[www.patreon.com]





See change notes



Vanilla Races Expanded is a brand new series of mods to enhance Biotech features, add to the storytelling and the world-building of RimWorld, and to introduce new, cool types of xenohumans, complete with their own unique genes, behaviors, mechanics and items.
The goal of this mod is to greatly enhance the depth and complexity of the Highmate system in RimWorld, providing players with more engaging and diverse gameplay experiences.

Specifically, our aim is to:

Increase Customization: By adding more depth to the psychic bond system we’re greatly enhancing the storytelling and allow players to use psychic bond to make their colonists even stronger.

Deepen Emotional Gameplay: The addition of lasting memories from lovemaking and the option to use psychic abilities for conception provides new emotional and psychological dimensions to the game. This encourages players to think more deeply about the relationships and emotional states of their colonists.

Enhance Strategic Decisions: The changes to existing mechanics and the introduction of new ones provide more strategic choices for players. The new genes make it important to decide who bonds with who, as the psychic bond greatly improves both bonded individuals.

Stay True to Lore: While introducing new gameplay elements, the mod aims to remain faithful to the lore and spirit of RimWorld. Highmates are still presented as empathic, non-violent, and highly attractive individuals, consistent with their original description. In addition to that, lowmates make an appearance - capable of violence nymphomaniacs that are bound to keep your colonists happy, but their rowdiness may lead to many break ups and romances!



Vanilla Races Expanded - Highmate adds following mechanics to the base game:






















[forms.gle]



Q: Will this mod work without Biotech DLC?
A: No. It uses the new gene system to work with Biotech.

Q: Will you make a HAR version of this race?
A: No, this is exclusively for the Biotech DLC.

Q: Do these genes appear in genepacks in the game?
A: They do! You can find the individual genes and apply them to any pawn!

Q: Does this mod do anything to make lowmates and highmates more common?
A: Lowmates can appear in outlander and pirate caravans and raids. Highmates now have an incredibly small chance to appear in outlander caravans, but they are still very, very rare. Best chance to get them is via escaping cargopods.

Q: Can I get a highmate when I have Royalty DLC?
A: Yes, we made it so when you reach a rank of a Baron, Empire awards you a random highmate.

Q: Can I add it to an ongoing save?
A: Yes, but I don’t think you can safely remove xenotype mods, so don’t come crying when your game breaks if you remove mods!

Q: Will adding this mod to an ongoing save affect existing highmates?
A: No, it will only affect new spawning highmates.

Q: Can I remove the cat ears and tails? I don’t think they fit RW.
A: Well, RW had cat tails and cat ears before I even made this mod. But yes, you can go to mod options of this mod and select an option to remove cat ears and cat tails. You need to restart the game for it to apply.

Q: Why is the Lovin’ dependency and Initiate lovin’ ability active from the age of 16? That’s far too low!
A: RimWorld lovin’ is available from the age of 16. Making these two mechanics apply at another age would be confusing.

Q: I have a suggestion!
A: Excellent! Pop it in the comments section.

Q: CE compatible?
A: No idea. If it is, I’d appreciate if someone from CE let me know.

Q: Is it compatible with the mod that we shouldn’t talk about?
A: No idea, and I’m not interested.




Graphics are created by Oskar Potocki.

Cat ears and tail by Erin.

Code work by Sarg and Taranchuk.

Storyteller artwork by vitalii.

Structures for screenshots by Reel and Moose.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]



If you’re about to comment about how you hate cat ears and how we ruined your experience, don’t bother.
852 Comments
Simbot34 1 hour ago 
Is there a way to change whether the game applies its own body texture from 'perfect body'?
Sarg Bjornson  [author] 9 Oct @ 1:40am 
It's caused by a change Ludeon made in 1.6. It is harmless, but we will have to look into a way to get rid of it sooner or later
B flat 9 Oct @ 1:37am 
@Sarg Bjornson
One other question, hope I'm not bugging you too much. Every few minutes I seem to be getting these kinds of errors:

Object with load ID Thing_Human3924 is referenced (xml node name: li) but is not deep-saved. This will cause errors during loading.

The longer I play the IDs there will be.
After looking in the save file, I've found that those IDs are only mentioned in this part:
<li Class="VanillaRacesExpandedHighmate.GameComponent_PawnListsSaver">
<distressedTraitPawns_backup>

Those that are not mentioned in other parts (I assume that's what "deep saved" refers to) produce these errors. Is this an incompatibility or something else?
B flat 8 Oct @ 11:25pm 
Seems to have fixed the issue. Thanks for the info.
Sarg Bjornson  [author] 8 Oct @ 11:22pm 
Yep. It's a base game oversight
B flat 8 Oct @ 11:19pm 
Going a bit crazy here, but is that why I'm constantly getting "Could not generate a pawn after 70 tries. Last error: Generated pawn incapable of violence. Ignoring scenario requirements." errors? I'm also using "Xenotype Spawn control", and the spawn chance there is not 0%. I reset its settings, since it seems it didn't update your changes or something.
Sarg Bjornson  [author] 27 Sep @ 10:56pm 
It is now 0%, as it caused an error due to them being incapable of violence
ZCW 27 Sep @ 10:43pm 
@Konstantin if you're open to modding, you could make an XML patch to change that specific faction
★Konstantin★ 20 Sep @ 3:43am 
Hello, is it possible that the spawn chance of highmates is a bit low? (0.5% in certain factions) Is there any way I can increase the chance?
Dis Lexic 13 Sep @ 10:41pm 
Possible suggestion for the engage lovin action, have them go to one of their bedrooms. Engaging in the horizontal tango in a dirty corridor is NOT sanitary nor socially acceptable, even in colonies with a free love focused ideology.

That said, it was quite funny that I discovered that by having my Lowmate pawn accidentally get topped by a very large demon themed pawn.