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Rimhammer - Any One Can Magic

[url=https%3A%2F%2Fwww.patreon.com%2FSickBoyWI][img]https://i.imgur.com/Mgai4uL.png[/img][/url][www.patreon.com] [url=https%3A%2F%2Fdiscord.gg%2FUCmQbCT][img]https://i.imgur.com/POYtoMF.png[/img][/url][discord.gg] [img]https://i.imgur.com/2v0SaMc.png[/img] This mod is a patch for the Rimhammer - The End Times - Magic mod. It makes the magic available to any pawn in the game. So pawns of any race or faction will have a chance to end up with a trait that grants them magic. This can safely be added to an ongoing game. You can use just the Rimhammer - The End Times Magic mod and this mod out of the Rimhammer mod series, and have Rimhammer magic user pawns in any game. The Rimhammer mods should be placed at the bottom of your mod list. Place the base Rimhammer - The End Times mod at the bottom, followed by the Rimhammer - The End Times: Magic mod, then put the race/faction mods under it (order doesn't matter for the race faction mods, as long as they are loaded after the base Rimhammer and Rimhammer Magic mods). Lastly, place the Rimhammer Any One Can XXX mods, such as this one. [img]https://i.imgur.com/vzaqkt0.png[/img] [img]https://i.imgur.com/swyVqx5.png[/img] [img]https://i.imgur.com/qtQ4Kfe.png[/img] I make the Rimhammer mods for the love of RimWorld, Warhammer, and all types of coding. After getting going on the Rimhammer base and Magic mods, motivation was high to bring a Warhammer experience to RimWorld. This mod was an afterthought really. It became obvious that many people would want to use the Magic mod I'd created, but wouldn't want to have to be restrained by esotericly restrictive Warhammer lore from years gone by. [url=https%3A%2F%2Fwww.patreon.com%2FSickBoyWI][img]https://i.imgur.com/0u1Cx6T.png[/img][/url][www.patreon.com]