Whiteglove's Hemokomori Xenotype
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Hemokomori are bloodsucking, batlike xenohumans. With blood red (or pink) eyes, sheet-pale skin, and dangerous looking fangs, they're best off being avoided and not toyed with.
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I made this mod back in January 2024 and slowly learned as I went. It's still baby's first Xenotype(tm), but I'm finally happy with how it came out, so I decided to release it.
CONTAINS:
-Hemokomori Xenotypes, an Endogene and Xenogene variant with slight differences.
-A Sword
-Glasses and a Fedora. The Glasses are useful for Anomaly gameplay or Psycasters, whereas the fedora is just a normal hat.
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NOTICE - COMBAT EXTENDED
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Not inherently compatible, BUT the autopatcher works perfectly if you enable it in CE's mod settings. You can also manually patch it and release it if you like, or ask the devs. Until I learn its inner workings, I cannot patch it reliably.
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HARD INCOMPATIBILITIES
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None known at this time.
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HARD REQUIREMENTS:
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Vanilla Expanded Framework: For the claws gene and VRES requirement.
Vanilla Races Expanded - Sanguophage: Uses 3 genes from this mod, the Upper Bat Ears being, in my opinion,
essential, albeit retextured to fit with the Facial Animations mod.
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HIGHLY RECOMMENDED:
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These mods are NOT required, but add traits that add greatly to the (minimal) lore of the mod. They are optional to prevent bloat, but would otherwise be included.
-Cyanobot's Genes: Adds the ability for Hemokomori to turn people into their Xenotype equivalent. Link: [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2889844371]https://steamcommunity.com/sharedfiles/filedetails/?id=2889844371[/url]
-Hemogen Capacity Genes: You know how I wanted to add these? Someone already did. Saves some work, and is entirely optional now! Requires ESBG Framework, but said framework is not a requirement for the Hemokomori. Link: [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3238511257]https://steamcommunity.com/sharedfiles/filedetails/?id=3238511257[/url]
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MOD INTEGRATION, XENOTYPE - Not needed but adds to the Xenotype:
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-AjinRace: Immortal Abilities
-Rimasquerade: Fangs, use either this or Biotech Expansion
-Big and Small - Core: Bloodlust, Greater Deathlessness, Hemogen-Only (No Hunger), EVA Gene
-Big and Small - Undead: Darkness Melee: Strong and Unliving Resilience
-Vanilla Races Expanded - Pigskin: Rapid Aging
-Vanilla Races Expanded - Genie: Blue blood
-Alpha Genes: Golden Hair and a volatile mood
-Biotech Expansion - Mammalia: Elongated fangs, use either this or Rimasquerade.
-Eye Genes 2: Pink and Light Pink eyes, alongside the vanilla Red eyes.
-Litters for Biotech: Self-Explanatory, use either this or the 'Not on Steam' version since it contains a very similar gene.
-Two mods not on Steam. I know most people can probably get the gist of this.
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MOD INTEGRATION, SPAWNING - Not needed, but Hemokomori can spawn in these modded settlements:
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-Weeb faction (I recommend downloading Faction Auto Limiter, otherwise you'll get worldgen errors)
-Edo Themed Expansion
-The Corporation
-Vanilla Factions Expanded - Classical (Central Republic)
-The Brotherhood Compendium Continued (Slavers, because both the Enclave and Brotherhood hate muties)
-Xeva Faction
-Big and Small - Undead
-Big and Small - Heaven and Hell (Very specifically Hell)
-Sanguophage Faction
-Medieval Overhaul* (Witches)
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IF YOU DON'T HAVE THESE MODS, the Hemokomori already spawn in several Vanilla, Royalty, and Ideology factions, such as the Civil and Rough Outlanders, The Empire, Pilgrims, Wildmen, and Beggars.
Stars (*) mean that it worked in 1.4 when this mod was conceived, but may have broke in 1.5 due to background changes and continuances of old mods.
Please report any bugs to me and I'll do my best to fix them.
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THINGS I WANT TO ADD, but may not happen:
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-Hemokomori Faction. Full permission is given to anyone who wants to do this themselves, since I most likely won't get around to it.