RimWorld

RimWorld

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Morphing Xenotypes
   
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Mod, 1.5
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1.727 MB
10 Mar @ 10:53pm
10 Mar @ 11:03pm
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Morphing Xenotypes

Description
Due to mod limitations this mod may have some unintended functions, please read carefully in order to avoid them.
  • This mod assumes you are starting in the default starting month of Aprimay at the default starting time of 6am (or whenever morning is). If not, some issues with morphing xenotypes may occur.
  • To make full use of the xenotypes' features, do not start a game with the Winter Sikari, Greenskin, Sanguomorph, Pantheress or Interemptor xenotypes, and do not add them to a pawn mid-game.
  • If the above xenotypes appear outside of their morph forms, check if a mod such as Xenotype Spawn Control is affecting the spawn chances.
  • The xenotypes are all germlines due to a bug in the Lycanthrope mod that this depends on; normal xenogenes would constantly be duplicated when the pawn transforms back to their first form.
  • If this mod adds a feature you don't like, use a mod such as RIMMSqol or Cherry picker to change or remove it.
  • Please report any other bugs that I may have missed.

Now that's out of the way...
I was surprised that nobody had made a mod that utilized VRE Lycanthrope's morphing ability, so I made one myself. That's it.
This mod includes custom xenotypes. Anomaly and Integrated genes are not required but add more xenotypes if they are enabled.

Base game
  • Summer Sikari/Winter Sikari: With summer and winter variants, these xenotypes change their forms depending on the season, with different forms having different skills and focuses.
  • Pinkskin/Greenskin: While Pinkskins are mostly identical to Pigskins, they can wield certain heavy weapons and when sufficiently damaged they transform into Greenskins, which have a much greater capacity for combat.
  • Dealmaker/Dealbreaker: These charistmatic and shrewd xenotypes may appear to be well-meaning on the surface, but they can transform at will into a much more dangerous demon-like xenotype at will.
  • Hasteliner/Sanguomorph: On the surface, Hasteliners seem to be very dull and mundane, but when night falls, they turn into something rather different...
  • Cat lady/Pantheress: An all-female offshoot of the wolfman genogerm, Cat ladies have a greater affinity for animals (mainly cats), and their Pantheress forms are even more adept at close combat.
  • Celeste/Seraph: A mysterious all-female xenotype, Celestes feel that it is their calling to assist the weak and vulnerable, but if needed, they can transform into an extremely powerful alternate form; though the cost is high.
  • Maledictus/Interemptor: The Maledictus may seem like a rather plain and uninteresting xenotype, but when sufficiently wounded a surge of mechanites rapidly forces them to undergo a horrifying transformation...
Requires Integrated Genes
  • Striker/Augur: A two-in-one xenotype, with Strikers having good combat abilities and Augurs having excellent psychic potential*.
  • Thalia/Melpo: ighly unusual xenotypes apparantly designed to represent the ancient comedy and tragedy masks of old Earth. They shift between their two forms at complete random.
Requires Anomaly
  • Fingerman/Freakerman: An extraordinarily strange xenotype with limited control over the shape of their own body, Fingermen are exceptionally fast and agile with an efficient metabolism, whereas Freakermen are much more adept at combat.
  • Crucior/Abhorrence: With dead, pale eyes and a thousand yard stare, they would much rather be left alone to pursue intellectual and creative pursuits, but at random they may transform into a truly horrifying and grotesque form...
View the images for a more detailed description of the xenotypes!
Enjoy. Or don't. I don't care.

*I intended for the Striker/Augur xenotype to have Alpha Genes' Integrated Psylink, but unfortunately it resets their psylink level whenever they change forms, so I went with Integrated Genes' Latent Psychic gene instead.
5 Comments
Lunar Nepneus 15 Mar @ 5:26pm 
Sorry, i meant in relation to NPC characters during a raid as an example. Can't figure out how the rim of madness werewolves mod allows pawns to morph during a raid.
Cool mod though, added to my playthrough due to how well made they are.
Bosh  [author] 15 Mar @ 4:21pm 
@Lunar Nepneus While there technically isn't a gene that lets a pawn morph in battle, if you remove the "Morphing type" gene (season, damage, nocturnal, etc) from a xenotype with RIMMSqol you will be able to change their forms at will once every day, but it will increase their metabolic rate so you might want to add in some more negative genes to counteract that.
Lunar Nepneus 14 Mar @ 1:37pm 
Will they morph during battle?

For the life of me I've been looking for a mod like that one Werewolf one where people will actually change forms if fighting. Think it was causing me a memory leak so I had to remove, could've been a different mod though since I didn't narrow it down.

But anyways, it'd be neat not having to put morph on damage and such to get pawns to change during battle that I'm fighting against. Not sure where to even start coding wise with that.
Bosh  [author] 14 Mar @ 6:00am 
@Gilgamesh I've done my best to make sure that all these xentoypes have some flavour and variety, and the Metalmorph sounds too similar to the Maledictus/Interemptor to be worth implementing, and I don't think there's any mods that add any metalhorror-centric genes anyway.
Gilgamesh 14 Mar @ 5:22am 
Weird ask, I know, but I was hoping to make a request for a morph in-theme with a run I'm planning. MetalMorph. Pawn becomes a suped-up Metalhorror xeno on taking damage, similar to the Maledictus.