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Mass Effect - Gangs and Mercenaries - Unofficial 1.5

PLEASE READ Before you start please only download and use the Rim-Effect Renegade and not the Legacy version Question: There is HAR race, why use Renegade that use xenotype instead of Legacy that uses HAR. Answer: If I remember right its because the github of Legacy got 2 out of 5 modules for 1.5 for quite some time while Renegade has all 5 updated to 1.5 which I was using. I just want more content for me to play which resulted in this when I shared an unofficial 1.5 update in workshop. I know all the 1.5 of both Legacy and Renegade is released just very recently but I don't plan to change this mods dependency and somehow ruin someones playthrough rn. Ok I updated this to 1.5 so I can have more Mass Effect factions to interact with Please take note that I removed the hediffs of Vorcha since I'm not someone who code dll stuff in Assemblies, it causes the draft gizmo of a Vorcha to disappear so I disabled it for now. This mod is a HAR race but the Eclipse faction from this mod will use the Asari xenotype from Renegade when it spawns with the other HAR races on a raid or if you attack their settlement. Other than that I see no errors right now with my rookie number of 145 modlist. There is also a Cerberus Faction on the workshop so download that too ORIGINAL MOD HERE [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3035562650]https://steamcommunity.com/sharedfiles/filedetails/?id=3035562650[/url] ORIGINAL AUTHORS DESCRIPTION Details: This mod is the first in a series of Mass Effect themed mods that I intend to complete in order to bring as much of that game series into Rimworld as I'm capable of. This is my first "real" mod, and ultimately a labor of love. Love for mass effect, love for the rim-effect mods, and a love for rimworld. I'm going to be making these mods for myself first and foremost, but I hope you find some enjoyment as well! And bear with me, I'm learning as I go. This is my second real attempt at modding in Rimworld, so if you run into issues/suggestions let me know so I can tweak this as I go. Includes: Four new factions Blue Suns (Features Humans, Batarians, and Turians (coming soon)) Blood Pack (Features Vorcha and Krogan (coming soon)) Eclipse (Features Humans, Asari, and Salarians (coming soon)) Batarian Slavers Two new races Vorcha (Possess two abilities: bloodlust and regeneration) Batarians New weapons (with unique sounds) Mercenary Rifle (Mattock) Mercenary Heavy Rifle (Revenant) Mercenary Pistol (Carnifex) Mercenary Flamethrower (Firestorm) Batarian Harpoon Gun (Kishock Harpoon Gun) Batarian Shotgun (AT-12 Raider) Blood Pack SMG (Punisher) Blood Pack Pistol (Executioner) New misc Red Sand (Texture and code donated by serpius/roboticlover) As well as a new armor set, starting scenarios, and more! Note: Biotech is only needed for the flamethrower, you should be able to safely play without it anyway and ignore any errors. Thank you: -Bioware, for creating a universe that I've loved since I was young -SirMashedPotato, maker of the morrowrim and escp mod series, for allowing me to work off of some of his C# code to get the vorcha abilities working -Oskar Potocki, for giving me permission to have Rim-effect pawns (such as the asari) spawn into my factions, and permission to use some of his art as reference for my own -The Rim-Effect mod team, for creating a mod series that I love, and was inspired to expand upon in my own way