RimWorld

RimWorld

Vanilla Races Expanded - Lycanthrope
516 Comments
Jet 19 Jun @ 4:53am 
i got the crashlanding quest from the arrival of wolfmen. how long do i have to wait to get the xenogerm? right clicking the wolfmen does nothing to accept it.

edit: they just walked off the map... is the only option to capture and take the germ from them? Text says they can give it if you let them crash
Myphicbowser 14 Jun @ 8:51am 
Important question here
How will the Territorial Gene work with camps? Do those count as our land for the sake of the threshold change? Or no?
hekmo 27 May @ 1:39am 
I made a custom morph where the daytime morph has a psylink gene and the nighttime doesn't. I get a notification "Psylink Gained" for each pawn every morning. Is it possible to disable that?

Loving the genes here btw. Made a horny territorial night wolf with a psychic fragile daytime human.
ElysianEcho 17 May @ 10:46am 
now i kinda wanna make a xenotype that turns into a useless but highly regenerative form when badly wounded
Pandathan 9 May @ 10:35am 
My Lycan turns into a werewolf during the day and a regular dude at night it's hilarious the little *plip*
Tenty 1 May @ 9:37pm 
@theotherperson late to the party, but are they gaining access to psycasts through a gene or through an installed psylink? I ask because the psylink (and mechlink) genes note that if they lose the gene, the system wigs out and clears everything that the link qualified them for even if those things were gained through normal means (psylink levels, mechlink upgrades, etc).
Viciousbunny 15 Apr @ 5:51pm 
Love this mod, thank you for it!

I have a question about the warhowl gene though. In my game, enemy pawns with the gene aren't using warhowl, but the gene does have the tag "aiCanUse" set to true. Should they be using warhowl and they just aren't for me, or do they just not use it?
Wintermute 6 Apr @ 8:53am 
If it's unfinished could you either put it in the FAQ or in the quest text? Kinda frustrating that it doesn't say it anywhere and the only way we can find out that it's not actually broken is to find some forum thread of you saying that.
Sarg Bjornson  [author] 2 Apr @ 1:10pm 
<3
Spaceboix24 2 Apr @ 1:09pm 
Hey, you, Mod-author, thank you for everything that you do. I truly appreciate it.
Sarg Bjornson  [author] 31 Mar @ 11:14pm 
It isn't broken, it's unfinished. I have only said it in public like 600 times.
Wolfette 31 Mar @ 5:57pm 
@Airlewe the quest is currently broken, but the VE team haven't bothered to make mention of this publicly. If you want to turn a colonist into a Lycan legit you'll need to betray and capture one of them. If you don't care about legitimate then use Devmode to either recruit one and implant or spawn a pawn called VFE_WolfmenPawnKindDef and get them to implant it and then destory them.
Airlewe 31 Mar @ 12:52pm 
I don't know if it's a bug or if I'm just missing something but I can't work out how to actually get a wolfman? I've had the crashed shuttle event twice and both times they just regrouped and walked right off the map. Never got the opportunity. I tried clicking colonists and clicking refugees and right clicking everything but there was never a way I could find to get the reward I was promised?
rolfey1328 22 Mar @ 10:07am 
Found a funny/buggy interaction. I have a wolfman who I made a sanguophage. When I start his deathrest he turns into a lycan which does not have the xenotype applied and deathrest cannot be completed. He's perpetually exhausted
theotherperson 19 Mar @ 5:48pm 
i used this to make custom morphs (absolutely love the idea). i just noticed that when they morph back the pawns seem to lose all the psycasts that they've learned. Is there a way to get around that? (this is definitely a situation where I have too many mods and am not using features as intended, so I would not be surprised if there's not one)
Bosh 11 Mar @ 3:36am 
I made a mod that uses the morphing features this mod adds because I was surprised nobody had done so already.
https://sp.zhabite.com/sharedfiles/filedetails/?id=3442424913
HydroFrog64 23 Feb @ 9:33pm 
Just fyi for those who want a lycan when the crashed lycan quest happens, you can use dev mode to force recruit one of the wolfmen, and have him implant his genes into one of your colonists, then he will immediately leave your colony safely, "completing" the quest.
Jinx 22 Feb @ 8:52pm 
Just tested with only this mod, the framework, and pawn editor for customization and still had the same issue I bug reported. Just wanted to let you know.
Jinx 21 Feb @ 2:21pm 
Submitted
Oskar Potocki  [author] 21 Feb @ 10:40am 
Please report the issue properly so we can investigate and attempt to fix it. Google form is the proper way to report bugs.
Jinx 21 Feb @ 7:29am 
Having the same issues as Bosh. Its really killing my ability to use this mod. Which is a massive shame because I really like it. Hopefully an update soon?
Bosh 10 Feb @ 12:56am 
I tried making a mod that used the morphing features this adds but every time a Xenotype (NOT germline) pawn morphs then morphs back they have a duplicate of their own genes. Germlines like the wolfman/lycan don't have this problem. This puts a bit of a dampener on things, creatively.
https://sp.zhabite.com/sharedfiles/filedetails/?id=3424729344
https://sp.zhabite.com/sharedfiles/filedetails/?id=3424729331
https://sp.zhabite.com/sharedfiles/filedetails/?id=3424729311
https://sp.zhabite.com/sharedfiles/filedetails/?id=3424729294
https://sp.zhabite.com/sharedfiles/filedetails/?id=3424729284
https://sp.zhabite.com/sharedfiles/filedetails/?id=3424729261
Busts-A-Nut 8 Feb @ 5:48pm 
I imagine that the metamorphosis genes are the ones that give you the gizmo? Because those also say that the colonists will permanently turn into the xenotype at 13. While there is also a separate "Adulthood morphing" gene with a similar description.
Bosh 4 Feb @ 9:23pm 
I'm guessing it's actually game limitations with the morph genes that if you start with a lycan they turn into a wolfman at night? Sucks that there's not a way to prevent specific xenotypes from being picked at game start.
Hedgehog 25 Jan @ 2:06am 
No problem! Just wanting to ''errorshoot'', well seemes like next time ill ''insist'' on them chaning one of my pawns.

great mod as always though!

(perhaps throw the info in there somwhere that the quest is broken as for now)
(p.s. couldnt it work with droppign a custom genepack(or however they are called you can use instantly, cant remeber right now) as quest reward?)
Sarg Bjornson  [author] 24 Jan @ 10:57pm 
There is, you imprison them
Lumiere 24 Jan @ 8:53pm 
So the quest associated with this mod that allows players access to this mod is not functioning? So essentially there's no way to make a colonist you already have into a wolfman/lycan?
Sarg Bjornson  [author] 24 Jan @ 2:11am 
No, the quest is just unfinished. The quest system is a mess, and until someone who isn't a dumbass like me can look into it, capturing them is the only way
Hedgehog 24 Jan @ 2:06am 
How do i turn one of my colonists into a wolfman exactly? the quest just spawned but i couldnt figure out how to initiate it. (without capturing them ofc) did i missed something?
逐辰 22 Jan @ 2:09am 
I also have the same question
Sarg Bjornson  [author] 17 Jan @ 4:31am 
If that's the only gene he has, you have a bug
PRISCΛ 17 Jan @ 4:24am 
nothing, he's a baseliner
Sarg Bjornson  [author] 14 Jan @ 11:13pm 
Depends, what other genes does the pawn have?
PRISCΛ 14 Jan @ 2:57pm 
Hi, the xenotype says that with the ability "Morph:Lycan" you can transform at will, but when i draft my pawn i dont have any option to do so, is that a bug?
Plaincheesebrgr 4 Jan @ 12:18pm 
Would it be possible when using germline implanter to stop it from changing the target's skin color? I've noticed that when creating a custom germline the user's skin color is applied to the target, alongside the other endogenes as well. I know that this is what the ability is supposed to do, but it makes it a bit awkward when a pawn goes from one skin color to another.

This only seems to be a problem in custom germlines though, as when converting another to a wolfman, the skin tone and hair color genes go away.
jackkingoff22 2 Jan @ 2:10pm 
is there any reason a wolfman would stop morphing at night or is that a bug? he used to morph, now he just does the splat effect but he doesn't change
Sarg Bjornson  [author] 1 Jan @ 11:10pm 
No, that is not a bug, just the way we made it
Wintermist 1 Jan @ 7:37pm 
I got this odd thing where one wolfman turned another into wolfman, but one flips to wolf during the day, and the other during the night so they can never talk to eachother lol. Is there a way I can force flip this somehow in devmode?
Wesker V8 31 Dec, 2024 @ 2:34pm 
I like the mod, I wish the morph cool down could be changed so it can take 8 hour or 12 not just 24 hour as it takes out the fun of making a more combat type Lycan. I also agree with Nathaniel the Third, it would be nice to be able to stack the damage morph with the other one's. I know modding is not easy so thank you for all the cool mods plus this one as will!:steamthumbsup:
Nathaniel Herapen the Third 28 Dec, 2024 @ 10:48pm 
It would be cool if multiple morph methods could work together, i.e. nocturnal but also when taking damage. Granted only those two make sense (given, random and permanent are pretty much mutually exclusive at adulthood) and It's not a big deal anyway given the five different types and the overlap with the base and your custom xenotypes which is fantastic.

Thanks for all the hard work you do making these Xenohumans.
Sarg Bjornson  [author] 13 Dec, 2024 @ 5:11am 
Morph is automatic, you don't control it
FantasticKru 13 Dec, 2024 @ 4:52am 
I do not have the morph ability on my wolfmen. They transform at night to lycans and back at morning, but I cant transform them using ability even though it says they should have the gene ability.
Oskar Potocki  [author] 10 Dec, 2024 @ 5:01am 
We don't natively support multiplayer.
silverwisp 10 Dec, 2024 @ 4:48am 
Is this MP compatible? I can't find any info on it :(
GATC 3 Dec, 2024 @ 5:22pm 
Would it be possible to add an option to make the game chosen a random gene amongs all the morph gene a pawn have (rather than suppress)? (A bit like hair colour.)
Or do you know a way for me to mod this in? (my test to do so all have failed XD)
Kulodel 22 Nov, 2024 @ 4:14am 
i kinda have a suggestion that morph can have a thing that allow to select and turn into different xenotype you want (with the gene that you have to morph of course), but with the conditionality gene, im not sure any idea about it. is that possible?
Sarg Bjornson  [author] 19 Nov, 2024 @ 10:58pm 
It's not bugged, it's unfinished. I can't get it to work right
DarthBrawn 19 Nov, 2024 @ 2:54pm 
The Wolfman crash landing quest is also bugged for me. I accepted the quest, the group crash landed, and there was no prompting or right click option to actually get the wolfman gene. Had to use dev mode as well
zafewins 18 Nov, 2024 @ 7:54pm 
The morphing mechanic is so hard to work with. I just wish it was more flexible and well integrated. The interactions between morphing and xenogenes are so wonky that its kinda dashed my plans for a lycanthrope/sanguophage colony. It seems only one form gets to keep the xenogenes, and gets a duplicate set for some reason. I could put in the effort to just work with that as-is, but its so unsatisfying.
Severynn 11 Nov, 2024 @ 2:14pm 
Hello hi, any time my pawn morphs from one form into another, his beard type randomizes. Hair stays the same, beard just becomes something random. Is this a mod conflict or? Cause I'll just devmode a beardless xenogene into him if this continues honestly