Ecto's Star Trek Genetics
[hr]
Trek Genetics
At its core, this mod aims to add the many races from Star Trek into the game using Biotech's genetics systems. At present, it adds 20 well known races from Star Trek as xenotypes to the game, along with each race's appropriate genetics. In addition, pawns of each race will spawn with distinctive names similar to those that might have appeared on the show.
[hr]
The Races
Currently included races are:
[list]
[*] Vulcans
[*] Andorians
[*] Aenar
[*] Tellarites
[*] Betazoids
[*] Bolians
[*] Bajorans
[*] Trill
[*] Caitians
[*] Orions
[*] Nausicaans
[*] Klingons
[*] Romulans
[*] Remans
[*] Cardassians
[*] Ferengi
[*] Gorn
[/list]
Added with Update 1.01:
[list]
[*] Denobulans
[/list]
Added with Update 1.06:
[list]
[*] Tibronians
[*] Benzites
[/list]
[hr]
Oddities And Bugs
This is my first mod, so apologies for any slight roughness around the edges, or bugs with different genetic parts matching up in weird ways. If you notice any, let me know and I'll see what can be done to unobtrusively fix it.
I am aware that during character creation with a Vulcan or other single name races, the game will not allow you to start the game unless you have both a first and last name for your pawn. It's awkward, and seems to be a coded issue I don't know how to even start to fix. It can be sidestepped by manually moving the nickname to first name and setting the last name as "of Vulcan" or "of Ferenginar" depending on your race. Having it this way was my original solution, however during game, random stranger pawns started spawning a horde of "Of Vulcan" nicknamed pawns, and it really didn't feel right. So you get a little awkwardness in character creation for immersion later, which currently is the best balance I can achieve.
[hr]
Recommended Companion Mods
The game will still spawn these races with pre-generated names from the backers of the game. I highly recommend Murmur's [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2159633754]Pawn Name Variety[/url] to eliminate the chance of your latest Klingon recruit being named a dishonourable P'takh human name.
[hr]
Future Plans
I'm well aware there are a few fan favourites missing from this mod, most notably the Borg. However, as I'm only really getting to grips with .xml editing and struggling with even understanding the C#, I feel a xenotype constructed by me at present wouldn't be quite enough to do them justice, and miss much of what makes them a cool race in the first place. Sure, I can make Borg that look like Borg, but are they really Borg if they eat and hold social parties, and can't assimilate anyone. What fun would Changelings be when they can't shapeshift? So for now, I'm saving those races until I have the coding skill, assistance and awareness of how to do them properly.
The uniforms in the screenshots are part of a future mod I'm working on, placing these xenotypes in factions with appropriate weapons and clothing. However it is currently quite a way off working how I would like it to, and some time away from release. Please be patient.
[hr]