Offworlders - The Nekomate
[i]This is the second entry in a series called Offworlders, which aims to fill in the gaps I felt existed between in-game genes and premade xenotypes. Offworlders as a series is meant to avoid bloat and simply act as a means flesh out biotech's available resources.[/i]
Derived from a fringe glitterworld subculture which glamourizes yttakin, nekomates are especially designed to satisfy the tastes of fur-loving offworlders. They embody the most mainstream understandings of felines, for better and for worse. While their whiskers and long dexterous tails are both graceful and advantageous for survival, their sleep-heavy schedules and penchant for starting cat fights make them questionable companions on the rim. That goes without mentioning their dependency on smokeleaf, which some theorize is necessary to stave off feral rage inherited from yttakin genelines.
While seen quite commonly on glitterworlds and urbworlds, nekomates are scarcely found on the rim. Rumor has it the most adventurous among them sometimes take up ranks within yttakin pirate gangs - relying on their far stronger family for offense and defense, and lending a more graceful approach to matters of diplomacy and espionage. While these rumors are not totally unfounded, stories of "catgirl warriors from far-off space" are greatly embellished.
NEW GENES
Kit Ears
[b]Complexity:[/b] 0
[b]Metabolism:[/b] 0
Carriers of this gene have purely cosmetic, furry low-set ears.
[list]
[*] Adds cute little droop ears to pawns.
[/list]
Whiskers
[b]Complexity:[/b] 1
[b]Metabolism:[/b] -2
Carriers of this gene grow highly sensitive whiskers which give them an increased sense of awareness and balance, even in total darkness.
[list]
[*] Adds cute little whiskers to pawns.
[*] Negates darkness hediffs, same as the nightvision gene.
[*] Forces the "nimble" trait, boosting dodge chance and cutting the chances of triggering traps.
[/list]
PATCHES
Added to existing factions
Nekomates can be found at a spawn rate of 6% in yttakin pirate factions. While rare, their speed, trap avoidance, and dodging ability make them formidable in raids. They have a combat power of 1.1, and are about as likely to raid you as impids are.
F.A.Q.
Q: Why?
A: There's an awful lot of memes about ultratech catgirls and not a lot of implementation. Making the catpeople bizarre hybrids of highmates and yttakin with smokeleaf dependencies (haha, catnip joke) feels strange enough to fit the setting.
Q: Doesn't VFE Highmates already add catgirls?
A: Yes, and I did consider just adding VFE Highmates as a dependency and using genes from that. But highmates still can't fight. I wanted gameplay-ready catgirls with some personal flair.
Q: You should add (thing, thing, thing) to this mod!
A: Maybe I should! If I do, it may not be for a while, though. My modding ability is still somewhat limited.
Q: Is this compatible with (other mod)?
A: So long as that other mod doesn't change the way faction defs and xenotype defs work, most likely!
Q: Do you plan on updating (other mods)?
A: Yes, but don't expect updates to come quickly unless more serious errors are occurring. Adding new flowery content is a secondary priority to making sure everything works.
RECOMMENDED MODS
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=2816938779] Vanilla Textures Expanded - [NL] Facial Animation [/url]
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=2275310562] Vanilla Pawns Retextured [/url]
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=1678847247] Graphics Settings+ [/url]
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=2479389928] RocketMan - Performance Mod [/url]
UPDATE LOG
1.6
(7/31/2025) Now compatible with 1.6!
1.5
(3/19/2024) Updated render nodes for the Kit Ears and Whiskers genes so they render correctly using 1.5's new render nodes.
1.4
(12/11/2023) Changed their combat power from 1.1 to 1.3, since they kept showing up as the first raider in almost every new save I made and wound up being way too busted to be raided by.