RimWorld

RimWorld

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VPE - Puppeteer(Patch)
   
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Mod, 1.5
File Size
Posted
Updated
443.819 KB
3 May @ 1:59pm
3 May @ 2:54pm
4 Change Notes ( view )
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VPE - Puppeteer(Patch)

In 2 collections by Harleluy
Medieval
110 items
Solo Mech Run
128 items
Description
Vanilla Psycasts Expanded - Puppeteer(Patch) where puppets retain their own skills, traits and backstories. You will need the original mod as this is only a patch.



This is my first time patching/modding for rimworld so please let me know if there are any bugs. I have plans to make a psycast tree for a Shadow Monarch (Solo Leveling Reference), if anyone is keen to work together, drop me a message!
10 Comments
Forty-Eight Thirds 18 May @ 2:21pm 
Is there any way to have the puppets have regular social relations? It feels weird for them to have their own personalities still, yet have no actual opinions of anyone.
Harleluy  [author] 4 May @ 10:08pm 
I just tested it, puppets still interact on my patch. Have you tried it out?

When a pawn becomes a puppet, their relationships are reset to 0, rather than being completely removed.
Harleluy  [author] 4 May @ 9:44pm 
@Xahkarias oooo, I didn't know puppets no longer had social interactions, I will take a look into this.
Xahkarias 4 May @ 7:29pm 
Hello, any possibility that you could create a patch to re-enable the ability for puppets to have random social interactions with other pawns? Feels weird that they don't communicate with others at all during rituals, doing work, etc.
Harleluy  [author] 4 May @ 11:34am 
@deadmanreaper13 my apologies, my reply to you got deleted for some reason.

i did not touch the code for the mind jump skill, so it should work as it originally did.
Harleluy  [author] 3 May @ 9:46pm 
@KingSihv nothing else changed except for what's stated in the descriptions. All I did was made a patch that removed line of codes from the original mod.

Previously puppets would have the exact same skills, traits and backstory as the puppeteer, essentially becoming a clone of the main puppeteer, which was not what I wanted.
deadmanreaper13 3 May @ 6:47pm 
question, how does this effect the Mind Jump psycast?
KingSihv 3 May @ 3:37pm 
I'd like some more details on what changed, but I definitely like the basic premise.
Harleluy  [author] 3 May @ 2:50pm 
@UnderSkore just pushed an update, i guess this will ensure the mod is still balanced
Underskore 3 May @ 2:38pm 
Any chance to make it so your pawn still goes into coma?